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Note: The Pathfinder RPG Prerelease Discussion forums will be locked on Friday, October 16, 2009. You will not be able to create new posts after this date, but existing discussion will still be available for reading.
Just in case you did not see it on the main page, the first round of development notes is now available for the Alpha Release 1 of the Pathfinder RPG. These updates have been made to the base release 1 pdf (now called release 1.1). You can also download these changes as a standalone 4 page PDF. The document can be downloaded here.
This first round of updates takes into account a number of the suggestions from you, the playtesters. Check them out!
Can I just ask: are these based on actual play-testing or on people not liking the look of them and voicing concern without use in play?
Both. Although I personally weigh playtest feedback a bit more heavily. Some of these were simple changes to make based on obvious problems, where others were more a matter of style and general rules tweeking.
The Alpha came from a number of sources, including some house rules. Some of it came from focus groups we had here in office to work around certain problems. Others came from the back of my twisted mind.
If you are having troubles reading it, make sure you have the most recent update of Adobe Acrobat. Beyond that, you might just have a bad download. I would recommend grabbing it again.
Yeah... Foxit isn't working for me, though I think I can piece together the changes by looking at the updated A1 release. Can't wait to see what Jason has cooking up for the skills... I didn't seem to find any changes to them in 1.1.
I love the way this is turning out! about 1.1....
fighter looks great and strong, love it alot
humans getting the weapon prof is good (I would like for them to have the option to have a prof OR a Weapon focus in a already proficient weapon)
Half Elves, on the other hand, are still better than the humans. by giving them the weapon prof, you have once agian placed them above the human. Id advise loosing the half elven weapon prof
most importantly, the Evoker. I like the fact that you gave them versatility with their energy ray, but I dont think it would be unbalanced to have them add their Specialty bonus to their ray ( really, a evoker should have a better at will in regard to damage than, say a cleric with the fire domain.)
and clerics should probably not have as good of a at will ranged attack as a wizard. Its REALLY the role of the wizard (give them an augment on their melee weapons to do element damage)
Gnomes need to not be favored class bard
If anyone agrees with me on any of these points, please post. I dont expect for changes to be made just because I alone think them.
Regarding the PDFs opening in Adobe, instead of as a generic file, is that intentional? I ask because I'm a Mac guy and prefer to use their Preview program. It's not a big deal, since I just have to change the settings under file information, but I am curious.
fighter looks great and strong, love it alot
humans getting the weapon prof is good (I would like for them to have the option to have a prof OR a Weapon focus in a already proficient weapon)
yes thats not a bad ideal
SneaksyDragon wrote:
Half Elves, on the other hand, are still better than the humans. by giving them the weapon prof, you have once agian placed them above the human. Id advise loosing the half elven weapon prof
Well they did lose that go reread it man.it's gone and i like it much better gone.
SneaksyDragon wrote:
most importantly, the Evoker. I like the fact that you gave them versatility with their energy ray, but I dont think it would be unbalanced to have them add their Specialty bonus to their ray ( really, a evoker should have a better at will in regard to damage than, say a cleric with the fire domain.)
and clerics should probably not have as good of a at will ranged attack as a wizard. Its REALLY the role of the wizard (give them an augment on their melee weapons to do element damage)
both are good points
over all I loved the changes unchaining the feats are great I thing dodge still needs the be a normal feat an was glad to see skills left alone for now.Very nice work guys
Regarding the PDFs opening in Adobe, instead of as a generic file, is that intentional? I ask because I'm a Mac guy and prefer to use their Preview program. It's not a big deal, since I just have to change the settings under file information, but I am curious.
It works fine for me in both Preview and Quick-Look, so you should be good to go.
Also, good show, Jason! I wasn't expecting to see notable changes so soon!
Weaponbreaker(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Battles Case Subscriber)
Jason, Can we please get text only versions of the PDFs. This would make it easier to update myself on what has changed. Reprinting the PDF every few weeks will get mighty expensive and formated text will help reduce costs for man players. A printer friendly webpage would be awesome!
We are doing the playtest as an online playtest and the players are building characters this week. one player built a cool half-elf fighter but now it is back to the drawing board.
I have never really chosen to play a half-elf, but the Adaptability bonus raised them to their own niche and gave me a reason to play one.
Now that's gone again and human's have all the advantage in that they can take any weapon, including exotics, and have a bonus feat on top.
Half-elves need something to make them stand out, otherwise why not play an elf or a human.
Yes, I was overjoyed (ok that's too strong a word), 'mildly pleased' perhaps to see that half-elves were a valid choice of race again from their 2E glory days. But now they seem to be sliding back down to uselessness.
Glad to see the combat feat chains removed. Nothing else really jumps out at me, which is probably a good thing.
grrtigger(Pathfinder Charter Superscriber; Pathfinder Battles Case Subscriber)
SneaksyDragon wrote:
Gnomes need to not be favored class bard
I don't have a problem with Bard being Gnome's favored class, as long as the Bard plays to the Gnome's strengths and is balanced against the other classes so you don't feel like a fourth or fifth wheel in the party. I'd prefer to see each race's favored class be a base core class, rather than Gnomes (or any other race) having a favored class that is a variant of a core class (such as Illusionist).
I have never really chosen to play a half-elf, but the Adaptability bonus raised them to their own niche and gave me a reason to play one.
Now that's gone again and human's have all the advantage in that they can take any weapon, including exotics, and have a bonus feat on top.
I have to agree with French Wolf.
Half-elves were fine with a free proficiency, as long as it was limited to say, one-handed, light, or missile weapons. That would avoid the munchkin half-elf rogues with greatswords.
But now we can have human wizards with greatswords. Given that humans are already well-balanced with the bonus skill points, feats, and favored class, giving them an extra proficiency really renders weapon proficiency limitations of existing classes moot, as you can use any one other weapon any way.
I must say thanks to Paizo, I love everything so far. I agree with the changes in 1.1, though I was ok with feat chains for everything except spring attack. I kinda liked the two handed weapon chain, the medusa chain, and the wind/lightning chain, but they are also ok separate.
There was only one thing I didn't like, the change to Lightning Stance. Not sure if it was a balance issue, but I REALLY loved Lightning Stance the way it was! I couldn't wait to make a lightning fast monk and flow from wind stance to lightning and back. I find the new lightning stance very disappointing and somewhat less useful.
Any chance it will revert? What does eveyone else think?
Thraxus(Pathfinder Adventure Path Charter Subscriber)
French Wolf wrote:
We are doing the playtest as an online playtest and the players are building characters this week. one player built a cool half-elf fighter but now it is back to the drawing board.
I have never really chosen to play a half-elf, but the Adaptability bonus raised them to their own niche and gave me a reason to play one.
Now that's gone again and human's have all the advantage in that they can take any weapon, including exotics, and have a bonus feat on top.
Half-elves need something to make them stand out, otherwise why not play an elf or a human.
Cheers
Originally I liked humans having a bonus weapon proficiency. I have to admit that after some though, I don't think this is the way to go.
It effectively gives humans a second feat (Exotic Weapon Proficiency). If limited to a martial weapon, then the martial classes would gain no benefit. This arguement holds true for half-elves as well.
For those interested in the half-elf vs. human debate, I started a new thread for discussion of the 1.1 changes to half-elves and humans here: Half-elves vs. Humans - 1.1 update.
Michael F(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber; GameMastery Superscriber)
Thraxus wrote:
It effectively gives humans a second feat (Exotic Weapon Proficiency). If limited to a martial weapon, then the martial classes would gain no benefit. This arguement holds true for half-elves as well.
I see your point there. Maybe the benefit could be limited so that it depended on the weapons available to your 1st level class. So if your class gets martial, then you can grab an exotic. If you're a 1st level human wizard, the list of weapon choices would be narrow, while rogues and bards would have a slightly wider range of choices.
The problem with a solution like this is that it's a bit too complicated.
I will reserve my comments for the second release, I like the rogue class as is. I hope you add the psionic classes (psion, psychic warrior, soulknife and wilder) some time in the future.
I just wanted to say "Thanks" to Jason for the update, and also for making the new version more printer friendly. That's the kind of customer service which makes me prefer to give Paizo my business, instead of giving it to other companies.
The Alpha came from a number of sources, including some house rules. Some of it came from focus groups we had here in office to work around certain problems. Others came from the back of my twisted mind.