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Post by Fluffy on May 27, 2015 5:25:32 GMT -7
Hi there! Glad to see such a big living PF project I'm quite curious, what do you think about not-native English speakers. Lack of talk practice, so my voice may sound terrible (accent and etc). Or some actions may happen in a text style as well? I'm also curious what character classes/styles/roles are more/less popular those days. Maybe you got an overload or complete lack of some classes? Is that possible to play more around Downtime activity, craft and organization building instead of constant dangers of adventuring?
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Geckilian
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Empires Mierely require time.
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Post by Geckilian on May 27, 2015 5:48:43 GMT -7
Non-native English speakers are welcome, though games are fully run in English. Your accent wouldn't be any problem at all. If you get uncomfortable then you can always type any actions in the roll20 chat room the game session is running in.
Most classes are fairly well represented aside from pure Rogue, though with the Unchained Rogue replacing it now that may change.
You can certainly craft, make buildings and hire organisations as per the downtime rules, but exp can only be gained from taking part in games. Some are more dangerous than others, depending on the GM and style of session.
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Post by novasry on May 27, 2015 6:07:56 GMT -7
Apparently we have no shamans, so if you want something no one else is playing that might be a good bet.
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Post by leary93 on May 27, 2015 6:40:57 GMT -7
Shaman's can be really strong (stronger than both oracle and witch) if played right, but (and what I assume the reason to be its not played as much), shaman is a little bit higher complexity than the other two. But' I'd recommend it.
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Post by Fluffy on May 27, 2015 8:14:28 GMT -7
Sadly I'm not at all familiar with Witches and Oracles, so... looking at the very plain halfling-rogue (unchained of course). No big problems in the char list, but all of sudden I ran into the Craft checks and Traps and now I'm like: The problem is in Make something Craft checks and Trap costs. First example makes me look like a picture above: Arrow trap (CR 1) - Bow+Rope = 1000gp (or 250g, if GM counts it as very easy one). DC 20. Lets say character got Craft 10 and uses Accelerated craft and rolls nat 20. So his progress for one week is 30*30=900SP=90GP And he need 11 (or 3) total weeks to make such a trap. Feels like I completely failed to notice something important about those rolls >.>
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Geckilian
Leadership Council
Empires Mierely require time.
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Post by Geckilian on May 27, 2015 8:29:50 GMT -7
Mundane crafting is indeed very slow. DG made it faster by 70 times - progress is done per day, not week, and in gp, not sp.
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Post by Fluffy on May 27, 2015 8:34:21 GMT -7
So this way example above will result in CR 1 trap being made within a day? Well, that sounds much better
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Geckilian
Leadership Council
Empires Mierely require time.
Posts: 1,026
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Post by Geckilian on May 27, 2015 8:40:22 GMT -7
It does make it much faster, yes. In downtime though all applicable rolls are averaged, so Take 10 in that case.
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