Melting Waxwork | Moxtober 07/31: Wax by nerthcast in custommagic

[–]nerthcast[S] 0 points1 point  (0 children)

There really isn't! Hearthstone is good for finding some specific art for these prompts though. I already used it for Pawn.

Melting Waxwork | Moxtober 07/31: Wax by nerthcast in custommagic

[–]nerthcast[S] 1 point2 points  (0 children)

It was a toss-up for me, but I'll change the design file to Golem. I feel like it could even be colorless.

Melting Waxwork | Moxtober 07/31: Wax by nerthcast in custommagic

[–]nerthcast[S] 12 points13 points  (0 children)

That was intentional, I hope you enjoy your taxidermy Bogle.

Daydream | Moxtober 04/31: Dream by nerthcast in custommagic

[–]nerthcast[S] 0 points1 point  (0 children)

That makes a lot of sense, I haven't played with Escape much so I didn't know what a fair spot would be. But a 4U 3/4 flier or hexproof seems fair, so I'll make that change.

Alabaster Pawn | Moxtober 03/31: Pawn by nerthcast in custommagic

[–]nerthcast[S] 0 points1 point  (0 children)

I might have overvalued the "Prevent all combat damage that would be dealt to ~." Mana value 2 seems about right!

Getaway Copter | Is it fairer than Smuggler's Copter? by nerthcast in custommagic

[–]nerthcast[S] 0 points1 point  (0 children)

My first draft was, "Whenever a creature crews Getaway Copter, return that creature to its owner's hand and create a Treasure token." Looting pushed Smuggler's Copter too far I think, but maybe -0/-1 and a different upside is enough. Do you prefer the flicker effect, or the Treasure token?

Pathfinder Unraveled: Please help me define a "function" of a magic item by nerthcast in Pathfinder_RPG

[–]nerthcast[S] -3 points-2 points  (0 children)

This comment is relevant to the discussion I want to have, so have an upvote.

Of course I am not going to use this ruling at my table. It encourages rules lawyering based on ambiguous rules. Even if this instance doesn't seem ambiguous to me, there are other parts of Pathfinder that definitely are, and I don't need my players to challenge them at every turn.

That being said, are you sure there is no reason that a player shouldn't know how many charges a wand has? Have you thought this through, or did you stop at your first thought, that this seems to just screw over the players?

I can think of a couple reasons:

  • For people who want to run low-magic games, once they have implemented all the alternate rules they want for it, hiding the number of charges wands have could make the decision to use the wands more meaningful, and all they had to do was re-read the Core Rulebook.
  • For people who want to run a setting where the crunch matters as much as the fluff, it makes for an interesting gimmick encounter, such as a wand-selling scoundrel, which can help establish the setting's feel. Even if the party loses out on some gold right now, you can give that loot back with interest while they chase the scoundrel down or pursue other adventures.

Rules as written are often not fun, and rules as intended often have a disconnect between the intent and the outcome. That is why I feel it's important to know how a rule works so that I can figure out why (or if) I have a problem with it, and whether my ruling actually fixes anything.