Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Game Suggestions / Bugs

If you have input you would like to share to make our game better please let us know.   We are testing some new systems so if you have good feedback or run into problems please let me know here!
1450365321

Edited 1450365362
Not sure if it works well with downtime and all that as it works a bit differntly, but you have the kingdom building rules. And the feat stuff i think i mentiond before. <a href="http://www.d20pfsrd.com/gamemastering/other-rules/" rel="nofollow">http://www.d20pfsrd.com/gamemastering/other-rules/</a>... <a href="http://theworldissquare.com/feat-taxes-in-pathfind" rel="nofollow">http://theworldissquare.com/feat-taxes-in-pathfind</a>... Im sure the kingdom building rules will be further down the road if ever, but it might be something to keep in mind.
I do agree that some feats feel very much like a tax .. I'm not sure I want to make the changes suggested in that thread although I find them interesting .. If every class feels it has some sort of feat tax, this could be solved by giving bonus feats to everyone at some certain point .. i was really happy that unchained rogue gave weapon finesse for free so I am open to making changes to classes if individuals feel there an unreasonable feat tax. and "unchain" other classes so to speak. &nbsp;I would want to seriously look at balance before doing so.
<a href="http://paizo.com/threads/rzs2ri0s?Getting-rid-of-t" rel="nofollow">http://paizo.com/threads/rzs2ri0s?Getting-rid-of-t</a>... Belive that might be something more towards what you mentiond.
As we would most probably use a lot of non-magical crafting (whose system is pretty okay), the normal craft system is a bit unpleasant, and might discourage most from trying. Therefore I recommend the use of the unchained crafting system. Here are the rules for the standard and unchained craft process for comparison: Standard Craft Unchained Craft
Julian .. I really like the unchained system .. I think it offers a way to craft everything and clears up a lot of confusion. &nbsp;Would you be willing to write a couple examples taking a player though crafting a couple items with unchained craft that i might use in the forums? &nbsp;You can post it under the Downtime Rules Page.
I noticed the Ability Mods don't seem to be working on skill and ability checks in the character sheets.
they were working earlier .. let me look into it . we were having some trouble with only some sheets .. i will check your sheet and see .. sometimes if you toggle the ability used to another and then back it fixes it.
Ok &nbsp; .. so one thing that asynchronous posting is going to have an issue with is some of the tactical options of the game .. I would like to discuss one and get some feedback AOOs So normally you would say .. hey GM... i get an AOO and I would say sure go ahead .. but with our posting I will not always be around so .. I have 2 proposals and would love to hear other suggestions. Proposal 1: &nbsp;If &nbsp;i think you should have an AOO I will mark your character with a color dot. &nbsp;When you log in you can decide if you wanted to take the AOO and then roll it .. followed by your full round action and you remove the dot OR on your turn you realize you would have an AOO and take it retroactively. &nbsp;In some cases I may have just killed you or your AOO might kill the creature that just damaged you. &nbsp;For this reason these attacks would be said to happen at the same time between you and the creature .. and both creatures will take the damage that may happen. &nbsp;If your AOO result in the creature dying you would still be free with your full round action. Proposal 2: &nbsp;We remove AOO from the game .. on this kind of board we aren't really tracking exact movements per say so it may be hard to determine when and if an AOO is appropriate .. for this reason we get rid of AOO .. however .. there are feat chains and feats and builds that rely on AOO .. for these builds we would say that if a chain requires you take an AOO feat you may take that feat and then gain a bonus combat feat that is not a feat further in the chain. &nbsp; Proposal 3: &nbsp;Something else entirely.
If AoO's are removed, which may be the best bet here, then I suppose I get to retrofit my Combat Reflexes feat?
AOO Idea.&nbsp; I don't know if this would work, but what if we made AAO standardized? For example, if you were to move pass the threatened square of a monster you add 15 to whatever modifyers it has on its standard attack, you subtract your AC and take that much damage. I know that specifically probably won't work but something similar. This way we can keep feats and skills such as mobility and acrobatics. Also this way you won't have to wait for the player to roll, you can just calculate damage.
1450470242

Edited 1450470309
Removing AOOs sounds really inbalancing. Not only some classes depend on AOO for their feats, but others are balanced because of them: A caster can't be hindered by just "standing there", and at the same time, squishy casters, that usually have a huge target on their faces can't be defended properly! Only Clerics can survive the onslaught... and they can cast everything at melee... and I have a cleric... and... Forget it!, NO AOOs! just kidding tho... The question is twofold (wow, my english skills are growing!). -&nbsp;If the player is recieving the AOO it's easy: wether the player notices the AOO or not, the player recieves an AOO and then completes his action if possible. (he can leave some contingency if he notices the AOO [I move here and if I get hit for more than 10HP, I drink a potion, else, I cast fireball, or whatever]) - If the player is dealing the AOO, it's a bit harder, but you can always default that the player is going to do an AOO (because why not), you can still declare that in case X creature tries to go through your zone, you priorize it instead of the first thing that crosses, or that you want to deal non-lethal damage, or whatever PS: obviously, the GM can just roll the declared actions if the player isn't there TL;DR: I think removing them will imbalance things way too much
1450470793

Edited 1450471945
Clemcon said: Julian .. I really like the unchained system .. I think it offers a way to craft everything and clears up a lot of confusion. &nbsp;Would you be willing to write a couple examples taking a player though crafting a couple items with unchained craft that i might use in the forums? &nbsp;You can post it under the Downtime Rules Page. O-KAY, finally home, let's do this. We'll take the same items and compare, My math might not be 100% but I'll give my best. We'll give the same conditions and see how it goes. Chainmail - Medium armor, metal, +6 AC bonus, 150 gp price tag Standard craft: item's price in silver pieces: 1500 *whistle* item's DC: 16 1/3 of the item's price for the raw material cost: 50 gp craft cost Craft check: 20 (success), multiply by DC, 320, that was one week of work, second craft check: 25 (success), multiply by DC and add previous scores: 400+320=720. Third craft check: 30 (success), multiply by DC and keep going, 480+720=1200, craft check: 25 (success), again it goes.. 400+1200=1600. The total score now went above the price in sp, which means the item is done. Time to make: 4 weeks, as each craft check means a week of work (or 4 days if you want to be generous). Despite such high rolls, the item is not masterwork until you intentionally make it so. TLDR:&nbsp;chainmail was made in 4 weeks (or days) with a 20,25,30 and 25 craft checks, and it cost 50 gp to craft Unchained craft: Item DC: 15 (medium armor), progress per day: 2 gp Raw materials cost: 37.5 gp (1/4 of the price) Craft checks: 20, which is above the DC by 5, meaning the progress is doubled for a 4 gp on day 1, 25, which defeats the dc by an even greater five for x3 progress, so 6 gp and a total of 10 on day 2, 30, a x4 progress, for 8,&nbsp;totaling&nbsp;18 on day 3. 25 on day 4, add 6 gold to progress for 24. Well, this is going let's speed this up... day 5, 31, 32 gp, day 6, 30, 40 gp, day 7, 32, 48 gp, day 8, 21, 42 gp, day 9, 17, 44 gp, day 10, 35, 54 gp. At this rate, on an assumed 25 check per day for one with a +15, taking 10, it takes 150/6 days, aka 25, compared to the regular 4 weeks, meaning 28 days. There are SMALL differences which seem to enable the process, and at the same time the process still brings out profanities. You could turn the original to work on days and not weeks and it might be quite nice (we were doing it for a guy with a +15, so 4 days to make armor is acceptable for a guy who's almost a master). The unchained system still needs to pick up some speed, but there might be some things to salvage from it, like item complexity. I'll look for some other craft rules to see if we can make it fun. Edit: I struggled to find some alternate craft rules, and turns out they were on the skill page all along. By the alternate craft rules you'll find lower on the page, the time slots are cut down significantly, and if we steal the complexity from the unchained craft rules, we seem to have a system. So let's try this again... Making craft work: Chainmail is of a moderate complexity, meaning two days and a DC 14 craft check. This is quite straight-forward. Two days pass, and you make one craft check, the first was a 25, this goes above the dc by 10, meaning the time slot is quartered, to a mere 4 hours of work, as there are 8 hours you can work each day. So our master is truly a master. Your armor is done not in 25 days, but 4 hours. We might want to try those out, taking some of the complexity from unchained.
1450472976

Edited 1450473049
Sam said: AOO Idea.&nbsp; I don't know if this would work, but what if we made AAO standardized? For example, if you were to move pass the threatened square of a monster you add 15 to whatever modifyers it has on its standard attack, you subtract your AC and take that much damage. I know that specifically probably won't work but something similar. This way we can keep feats and skills such as mobility and acrobatics. Also this way you won't have to wait for the player to roll, you can just calculate damage. I'm not giving players access to the creatures so they wouldn't know what to roll I mean for a standard creature they could look it up and i could give BASIC ATTACK in the monster handout SO .. maybe
The second thing I'd want to mention is food, drink, and general living. Now, we don't want to turn this into neopets and make sure that our adventurers are well fed every day, so let's assume that as long as the players are in a "hub", such as the soon to be city and the current ship, that this is a non-issue, you are well fed and watered unless stated otherwise. Travelling outside these hubs can bring hunger and thirst. One pound of trail rations (worth 5 sp) keeps you for a day, and one gallon of water (equaling TWO water skins) is needed daily. A survival check of 10 can find food and water for you, and one additional person for each 2 by which you go above (so a 20 feeds a party of 6 unless the DC is increased like say... a desert with low chance of any of those). Forgoing food and water will bring fortitude checks that keep on climbing, dealing nonlethal damage which will finally kill you if you keep going. So, whenever you leave, pack some food and water, a local guide, or the wizard favorite, a create food and drink wand. So that's my suggestion for how to tackle eating needs. If people want to go some special ways, by all means, but this is supposed to be fun, not work. Plus, we would not survive the voyage if there's no large quantities of food stocked by...
1450474808

Edited 1450474915
I like the idea of sustenance. It opens the market with more products (we already have competing stores [not a bad thing, within reason]), and thematically fits great. Living off the land should only give so much when you have to feed a growing population, someone will eventually start growing crops for food, beer, whatever... Also,&nbsp;I don't know about yourself, but I brought a create water spell, a bed and a cage full of chickens with tons of wheat to feed them :P&nbsp; Also, on a side note, Inflation, guys... without proper management, the inflation from dungeoneering will sink the economy!
1450477198

Edited 1450477728
QUEST: Contributing To The General Good When selling her the goods. Will be get GP as if we simply did skilled labor or? Im guessing an appraise should also be allowed to lower the prices? At least appraise skill also seems to have a bargaining section.
I would think appraise would apply in the situation where someone doesn't know what you are selling them .. but she does ..&nbsp; but let me look at the bargaining section of appraise and get back to you ..&nbsp; If you create CAPITOL (goods) they should be sold at 10 gp each. &nbsp;You should use skilled labor in a profession that makes goods that make sense .. there is a lot of suggestions in the downtime section of professions that make goods as skilled work. <a href="http://paizo.com/pathfinderRPG/prd/ultimateCampaig" rel="nofollow">http://paizo.com/pathfinderRPG/prd/ultimateCampaig</a>... If you cannot use skilled labor you may make goods unskilled.
1450497410

Edited 1450497558
When doing down time we can probably assume a bare level of substance is kept. So we can work unimpeded.&nbsp; Now people might want to flaunt their money and throw parties. Or ensure a PC/Npc is kept with income by eating their wares. So I'm ok with no hard core eating rules and letting it come out in more fun ways. AoO are difficult. You could make a handout with a few attacks listed, up to the creatures max. Check if you provoke roll(s) already provided. If you provoke you will need to delete the line. For PCs we can make it the top item in our inventory, can the GM see all of our inventories?
Re: &nbsp;AOO attacks - Ok .. i have a couple ideas ... I think &nbsp;i will have an update with something to do soon ... but keep the ideas coming&nbsp;
Also, if we move and go through AOO area. Do we just look up the stats and do the roll ourselves?
I saw a lot of people were up and waiting to post during the 1AM slot. &nbsp;I don't want people to have to stay up to post so would a rotation of time slots assist. &nbsp;What about these slots? &nbsp;Do they work better, the same, worse? SLOT 1 - 4AM - 12PM EST SLOT 2 - 12PM - 8PM EST SLOT 3 - 8PM - 4AM EST
better for me.
I'll abstain, because both are pretty decent for me. I'm staying really late these nights (Yay, holidays). I still don't know my timetable for the university, but I think I'll be able to post without problems (albeit maybe a bit late and rushed on one timeslot) PS: Could you translate those slots to GMT like in the last post? Makes it a lot easier to check SLOT 1: 4AM - 12PM EST (9AM - 5PM) SLOT 2: 12PM - 8PM EST (5PM - 1AM) SLOT 3: 8PM - 4AM EST (1AM - 9AM)
The current timeline is great for me, I'm in the Pacific time zone, so I can post for the late-night period at 10PM my time. If the times were changed to these new suggestions, then I would probably only be able to post in 2/3 of the time slots, rather than all three, so I would prefer times remain as they are.
IN GMT for you RNG SLOT 1: 9am - 5pm GMT SLOT 2: 5pm - 1am GMT SLOT 3: 1am - 9am GMT
New timeline is better for me.&nbsp;
Im pretty flexible about times. What ever the general concuss is I will make it work &nbsp;
Same here all times work for me
I think all these times work for me. I just haven't groked the system.
Hi there. To report bugged behavior on my character sheet, along with Naessae's. Our skills are not getting their stat bonus added, the whole stat bonus column appears as 0's, which makes the totals for all the skills lower than they should be. In my case, that happens in the Spells tab too, I'm not getting bonus spells per day, and the DCs are being calculated as if I had spellcasting stat 0, don't know if Naessae has that particular problem as well, might be worth to check that. Thanks =)
I will look over your sheets when I can take the time back at my actual workstation. &nbsp;I will see what I can find&nbsp;
Okay, thanks. No need to hurry on this, since Ian V . already gave them an check, and he set the correct bonuses for skills and spells manually. The numbers add up correctly now, but as I understand once they change it will need a manual update. Not going to happen for a long time, though
i think they are aware of some bugs since the last sheet updates they hope to have them fixed soon.
For some reason I'm unable to actually get into the vtt.
I think Roll20 is having an issue right now. I have a player in another game that isn't getting into the VTT the right way either.
I can get in it just takes about an hour or so.