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Brix's page

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Rhishisikk wrote:
..., at least think of something like 'racial quality' or 'racial trait'. ..

Yeaha. Half-feats don't sound very well, of course.

Rhishisikk wrote:
It ALSO allows for all kinds of wonky bloodlines ...

That's bad. On the other hand you can handle this by limiting half-races to a handfull of basic races, and allow only humans to interbreed with other races (as the most flexible race even with regards to compatibility with other races)

Half Celestials: basic Celetial traits + more Celestial traits OR Human traits over the time
the same for
Half-Demon, Half-Devil, Half-Dragon, Half-Fey, Half-Doppelganger,etc

But that would of course be a seperate book: "The Bastard Book"

Let's start with the basic races.

I think that races wasn't given much love yet beyond some minor improvements, and such a system would suit PRPG well


Common ground seems to be that putting the flying ability into a skill systems gives more players more control about this kind of movement.
If not in a corebook I'm pretty sure that there will be more flying races soon.

On a side note: It makes perfect sense to treat flying like this if you already give other kinds of movement such a treatment (like swimming and climbing)

In fact you don't really need a new core race in the first PRPG Book, because you already can play dragon-kin and others to simulate the "new" 4E Races, but it would be fine to see this stuff collected and cosnolidated in one place.


newless cluebie wrote:
I've heard of no such thing. Is this just wild speculation, or is there more to this?

wild speculation, of course

But after thinking about the new skill for about seven weeks I found this to be the a valid explanation.


Today WoTC announced racial-feats.
http://www.wizards.com/default.asp?x=dnd/4ex/20080502a

I promoted this on other occasions in the past, and will repeat it again.

I think racial feats (or half feats) would add dramatically to the games fun factor.
* No need for racial paragon levels (3E paragon from UA)
* You can easily modell powerful races by giving them ECL 0 abilities, and the option to get the powerful abilities laters (e.g. drow powers)
* Races become more unique over the time
* Again more things to play with every level

I suggest giving racial levels every other level. As stated above half feats (less powerful than full feats) could also do the trick.
I think Monte Cook discussed half feats somewhere, SKR has a similar system with feat points.


I guess there will be a (new) flying race in the corebook, maybe a Dragon-Kin?


I'm in


The artwork is cool, except the manga-elf-ears of course ;o)

The double lines you use for spell descriptions however make the document unreadable IMO


Yeaha.
That's what I'm talking about racial paragon levels.
Not that modern thingie of 4E ;o)


Archgamer wrote:
Where, in Pathfinder RPG, do we have paragon levels???

Nowhere. That's part of D&D 3.5 system which is compatible to PRPG

Archgamer wrote:


Racial feats...truth be told, why bother? It makes the system even more complex and opens the floodgates for power-rangerness.

Because it's cool. It don't makes the system more complex, because it uses the commonly known concept of feats

Archgamer wrote:


Some races are better at some stuff than others. So what? Do they have to become better at that stuff every time they gain a level? That's like saying: "Oh, the (enter random "race" here) are better farmers, so when that dude finishes school he is automatically also a better farmer"

* Races meant for players can be balanced better

* The example is lame. Sorry man.

Archgamer wrote:


A non-ECL class has its edges in the beginning and that's that, if that were to change you could start with 4e. Pathfinder is to retain the classic (A)D&D feel, and as such races got their bonus in the beginning and that's that.

Nope. There were already approaches in 3.5 which tried to solve some race issues. THis has nothing to do with 4E

Archgamer wrote:


The racial substitution levels are a different kind of game, because they make sense, and yet have no place in the core-book.

If you start to solve race issues by tinkering with classes, you quickly get on the wrong road. Make Elves better with the bows as they progress, and there is no need to change core classes with substitution levels.

I don't need this to be in the core book. But I like to see the concept somewhere

Archgamer wrote:


Also, instead of having ECL-races, one could go with the Savage Species system and let the ECL-races start out as "younglings" who grow into their racial-role first (gaining all the bonuses) and then turning "professional"

Well savage species is all about that, break down the powerful abilities, and grant them as the character progresses, but not as a class. ImpĂźrove the race features


Another advantage of my approach would be:
*No need for paragon levels.
*more flexible than substitude levels
*a single system (compared to paragon and substitude)
*and you can handle powerful races more easily. Give them ECL 0 Powers and all other powers later as racial feats


I also think that races should give their classes a special "racial color" by some measures. If you grant racial feats every other level, and think it's too powerful, maybe racial "half levels" are ok.

One example I use in my FR home campaign: Some where in "So saith Ed", Ed Greenwood mentions that elves can produce two seperate tones with their voice. So elven bards in my campaigns can select a racial feat that allows them to do some crunchy stuff.
Another example: Gold Elves get a flat bonus to any skill check, if they have enough time to study a problem at hand.
These things maybe not usefull in all situations, but give a lot of flavor to the races. I prefer something like "racial half-feats" every at even level.


Jason Bulmahn wrote:

Design Focus: Skills

For information on design focus threads, please read this thread.

It has become apparent that there are a great number ....

I like the system as is, but not the skill selection, as pointed out somewhere else.


Threeblood wrote:

I have an idea I wanna throw out. After reading the New Races thread I came up with an idea that might end the ECL mechanic that seems to cause so much distress.

My idea is to have two types of feats. GENERAL and RACIAL. Starting at 1st level and then at every 3rd level a PC gets a general feat AND a racial feat. This would allow PCs to develop their class as well as develop their racial distictions. It would also allow Monster Player characters to start at ECL 0.

Each race would have a list of Feats that only that race could chose from. Monster PCs, such as the minoutaurs could then start at 1st level with a racial feat-Powerful Charge- at 3rd he could then chose-Gore Attack- and so on.

I don't think think adding an extra feat at 1st,3rd,6th and so on would be to unbalancing, and the Player's ability to make his elven fighter diffrent then a dwarven fighter would help distingush his/her character.

What's everybodies elses take on this.

Yes I suggested the same somewhere else.

Benefits:

* no need for paragon class
* Races become more distinctive
* powerful races can be modelled ECL 0 and getting their super-features later


Troy Pacelli wrote:

Effectively, the new skill rules discourage “dabbling.” It seems very unlikely that anyone will ever take Profession now. I can’t speak for everyone, but I used to put some points into it for roll playing reasons, reflecting the character’s livelihood before becoming and adventurer. Now, skill points are a premium and if you take Profession, it will be as highly ranked as any other skill, increasing as the character progresses in level. As if you are becoming a better seamstress or blacksmith because you killed some monsters.

How about this?: Profession is a bonus skill everyone gets at first level – you just have to specify what the profession is. Further, it is a cross-classed skill, because you don’t focus on it anymore (Now you are an adventurer).

What do you all think?

get away with profession, and make a simple craft system, like in UA (that includes crafting magical items without a feat)


GentleGiant wrote:

Arnold Tsang did the racial line-up (click his name for his deviantART page).

Yes! Something like

[url=http://arnistotle.deviantart.com/art/Black-God-s-Kiss-55563930]Black God's Kiss[/url) is what I'd like to see (from this artist)
Any kind of Anime/Manga/comic style kills my imagination of classical fantasy (no offense guys). IMO artwork is really crucial to a good book, as you can see at a glance what to get when you read the textual descriptions. If you don't like the artwork, you may never read the text.


How about giving fighters (only) special boni on combat maneuvers, when using a weapons from certain weapon families (instead of only granting a flat bonus)

Lets say a fighter who attacks with a weapon from the flais group ignores shield bonus from an enemy (maybe even the shield spell)

Or hammers grant a devastating bonus to sunder attacks?

Something like that?

like it?


I like the artwork.
Only exception: Races overview on page 5.
No Manga style please :o)


Absinth wrote:

I'm sooo exited on your decision to support and evolve 3.5!

And I'm imagining how this will be, when the real thing is finally released. So, I have a few questions to help me do so...

1. It will replace the current 3.5 PHB that will most surely get out of print after the release of 4E. So, will it have all the rules the 3.5 PHB has (like movement, gods, all the spells)?

2. Will you include certain setting-specific things like f.e. dogslicers in the weapon charts?

3. Will you do an additional DMG or will there be DM-specific chapters included in the rulebook?

4. How will you treat monsters? In the Alpha rules it is noted that some monsters have to be changed to use them with the revised rules; so can we expect a 'Monsters of Golarion'-book or something like this?

5. Will there be new core-classes or will you settle for variant classes? How will you tread PrCs? Are Golarion-PrCs an option?

I would recommend that no world specific options are covered in this book. But many options for the core classes/races

Golarion stuff would rather fit in a Golarion Campaign Setting book. Or a book on races (with drow and savage races) etc..


And here is the skill system

Acrobatics (Dex) AP
Use this skill to test your balance on narrow or unstable surfaces,
to escape from a grab or from restraints, and (if your trained) to
reduce your damage when you fall
• Balance
• Cross Difficult Terrain*
• Sprinting Balance
• Escape Bonds
• Fall Prone as Free Action*
• Reduce Falling Damage*
• Resist Trips
• Stand Up From Prone as Swift Action*
• Tumble*
Arcana (Int)
You have knowledge about magic and magical effects, and (if
your're trained) you know how to detect a persitent magical effect.
• Knowledge Magic
• Spellcraft
• Read Magic
• Use magic device
• Find, understand, avoid magic traps
• Identify
Athletics (Str) AP
Use this skill to climb, swim, or jump
• Jump (Long Jump, High Jump, Jump Down)
• SwimTread Water
• Run
• Climb Surface
• Catching a Falling Character While Climbing
• Combat Climb
• Accelerated Climbing
• Catching Yourself When Falling
• Making Handholds and Footholds
• Rapid Climb
Concentation (Con) AP
• Focusing your mind
• Cast magic defensively
Craft (Int)
• Craft mundane items
• Craft masterwork items
• Craft magic items*
• Disabke Device, Open Lock
• Appraise
see craft points rule (UA)
– craft magic items becomes a skill
– no XP cost dafür skill check (chance failure)
– Bonus Craft Points für Talented Crafter feat (500)
Decipher Script (Int)
• Understand unfamiliar language
• Create private cipher
Deception (Cha)
• Deceive
• Create Diversion to Hide
• Feint
• Disguise
Diplomacy (Cha)
Use this skill to influence others with tact and social grace, change
opinions, inspire good will, and to negotiate a deal in good faith
Dungeoneering (Wis)
You have knowledge about forgin a path through a dungeon
complex, recognizing dungeon hazards, and finding food in the
Underdark
• Stonecunning
• Spelunking
• Fungus & Caverns
• Find, understand, avoid dungeon traps
Endurance (Con) AP
Use this skill to stave off ill effects and to push beyond normal
physical limits
• Force March
• Ignore Hunger
• Ignore Thirst
• Sleep in Armor
Gather Information (Cha)
• Learn News and Rumors
• Learn Secret Information
• Locate Individual
Heal (Wis)
Use this skill to administer first aid, stabilize a dying character,
grant a saving throw, or treat a disease.
• First Aid
• Long-Term Care
• Heal Damage
• Revivify*
• Treat Disease*
• Treat Poison*
History (Int)
You have knowledge about history, including significant events,
legends, customs, and traditions.
Insight (Wis)
Use this skill to discern intent and decipher body language, making
a best guess as to a target's motives, attitudes, and truthfullness
Intimidate
Use this skill to influence others through hostile actions and overt
threats.
Initiative (Dex) AP
• Start Battle
• Avoid Feint
Nature (Wis)
You have knowledge related to finding your way through the
wilderness, recognizing natural hazards, and living off the land.
• Find, understand, avoid natural traps
• Handle Animal
• Survival
• Basic Survival
• Endure Extreme Temperatures
• Know Direction
• Track*
Perform (Cha)
• artistic expression
• dsiplay combat prowess
Perception (Wis)
Use this skill to notice clues, spot imminent dangers, and locate
hidden objects
• Avoid Surprise
• Eavesdrop
• Hear Noise
• Notice Targets
• Search
• Sense Deception
• Sense Influence
Religion (Int)
You have knowledge of religious traditions
Ride (Dex) AP
• Ride Mount
• Control Mount in Battle
• Fast Mount or dismount
• Guide with Knees
• Leaps
• Soft Fall
• Stay in Saddle
• Use Mount as Cover
Stealth (Dex) AP
Use this skill to hide and move silently
• Sneak
• Conceal Item
• Create a Diversion to Hide
• Pick Pocket
• Sleight of Hand
• Snipe
Streetwise (Cha)
You know how to get the lay of the land in an urban setting
Thievery (Dex)
Use this skill to disable traps, open locks, pick pockets, and
performa other sleights of hand.
• Find, understand, avoid and disable any traps
• Open Lock
• Sleight of hand


I've bee nat London for a view dates, but could print out the Pathfinder RPG last minute. So here is my personal review.
This is however not a review in the sense of a balanced pros and cons discussion.
I mostly write about the cons, but I already love what PAIZO is doing, so take this as some kind of finetuning on my behalf
So I'm absolutly pro!!

===RACES===
CONS:
* take away the minuses
* take away the absolutes and substitude them with a flat bonus (there is an old discussion about this at seankreynolds.com. Example: Elves are not immune to sleep but get a flat +10 bonus
* put in some rules to advance the racial abilities. I sent you an email about this. For example: kind of racial feats you can take. So that you don't need paragon levels, but you still can improve your racial features.
* change the Gnome fav-class to Illusionist again
PROS:
* Weapon Familiarty, as it is. However make sure that you include a racial weapon group with cool special weapons in it.

===CLASSES===
--WIZARD--
* Arcane Bond is cool, butmaybe can become a little better. There was a great article about usings staffs as "familiars" in a Dragon magazine. This could be a good start
* SOmething like Disciplines from Monte Cook' Book of Experimental Might

===SKILLS===
* Use my skill selection (I post it at the end of my threat)
* Use a simple system for crafting, that includes magical crafting without feats.

===FEATS===
* Give a feat for each character level
* Use some kind of Feat Mastery system (see Monte Cooks Iron Heros) fighters to use for combat maneuvers
* maybe also for other classes

===SPELLS AND MAGIC===
* make sure to remove absolutes from the spells (see Monte Cook' Book of Experimental Might)

===RUNNING THE PATHFINDER RPG===
* Find it a bit comlicated?

That's it. Hope that helps.

Again: I love it already!!
Hang on guys


Stay 3.5 and offer 4E rules in pdf.


Ah. Ok. I didn't know that.
No there is no hero stuff in.


I like chinese tea ;)
So what exactly is hero material?


Yes we have a lot of stuff for heros, but unfortunatly no modern stuff (now);)

But maybe someone has a good article for next issue.


Get it here

3POINT75 is a small but shiny little point of light in the D&D Community. It is the makeshift home of Players and Dungeon Masters alike, who wish to stick to their favorite game and polish it, rather than invest money in a new edition of D&D that completely overhauls the game in such a radical manner.

The magazine starts with three articles:
* How to become a dedicated member of your church
* A Complete Guide to Healing
* Motherland Campaign Setting preview preview

Good Gaming

Brix


Jason Grubiak wrote:
Brix wrote:
It is funny to see how different the reactions can be, depending on which board you are ;o)
My lazy butt would LOVE you to post links to the threads on the other boards so I can easily see the different reactions. :)

Take a look at Monte's boards ;)

http://okayyourturn.yuku.com/topic/13687
I'd never expect such a reaction for offering people a place to meet *pheew*


Chris Perkins 88 wrote:

Hey Brix,

Some suggested changes based on criticisms I'm reading over at EN World (caps and brackets are typed to show suggested changes). Feel free to disregard these suggestions, I'm just trying to pitch in:

3POINT75 is [A] point of light in the D&D Community. It is the makeshift home of disappointed Players and Dungeon Masters alike, who wish to stick to their favorite game and polish it, rather than [INVEST MONEY IN A NEW EDITION OF D&D THAT COMPLETELY OVERHAULS THE GAME IN SUCH A RADICAL MANNER.]

Here you [WILL] find:

- central message boards for all 3.x [FANS]
- [A] petition [ASKING PUBLISHERS TO CONTINUE TO PRINT 3.X COMPATIBLE MATERIALS]
- A list of all publishers who [WILL CONTINUE TO PRINT 3.X COMPATIBLE MATERIALS]

Find us at www.3point75.org

Thanks Chris,

I'm not a native speaker, so it sometimes might be a little wacky ;o)


Hey guys.
Just want to say thank you for your support so far.
It is funny to see how different the reactions can be, depending on which board you are ;o)

As Chris says. It's all about keeping 3.x alive.

If you have any ideas what 3POINT75 can do, we'd welcome you ideas very much!


Belfur wrote:

May we know about your motivations? Who are you business, private? 3.75 might be a great idea if 4th ed. will be nothing more than making money (I know gaming industry is making money, but ...put the gaming back into the ...song!).

I have a business that is related to information services, but at the moment 3Point75 is non-profit, because there is nothing to sell now.

The site remains free, except registration, you won't get any ads from us.
Maybe I consider generating some money in the future to cover the online costs if they go to high, but eveything in a non-painful way.

Thanks for the many replys so far. After the first reactions, we'll put together a FAQ. We have already 28 signatures for the petition, and many new members in the boards.


Well, I put my money where my mouth was and signed the petition. Good luck with it!

Hopefully you can getting enough signatures to make a difference.

Thanks man!! We have already for 4 signatures in 1 hour. WOW!


I know - that's ironical marketing language ;o)
In fact every gamer that sticks to his favorite 3.x game (which he paid a lot of money for) holds a candle in his hands against the upcoming darkness!
I'm close to tears now...


You asked for it, now go for www.3point75.org

3POINT75 is the only point of light in the D&D Community. It is the makeshift home of dissapointed Players and Dungeon Masters alike, who wish to stick to their favorite game and polish it, rather than to buy a new game (again) they don't like.

Here you find

- central message boards for all 3.x diehearts
- petition for 3.75
- A list of all publishers who join the 3.75 call

more content to come as more refugees arive

Find us at
www.3point75.org


What bugs me ist that
- Ok 3.5 needs some fixing, but it is still the best game around and it works. The issues that need to be done can easily be done with a 3.75E. Even the new inventions can easily be used for such an edition. Besides - especially Paizo has shown what amazing stuff can be done with 3-5 with a little creativity.
- With that in mind I simply to won't to buy all the books again, with basiclly the same stuff inside, slightly altered so that it differs enough from 3.5E. I guess that is exactly the reason why WotC has no problem to piss off old-time gamers, becaus the *know* that this cow can't be milked any further.
- I don't like what they do with my favorite campaign settings (ok that's more fluff-related)

- What I would buy however is consolidated 3.5 (3.75) stuff.
Examples:
* A book of Skills: That contains all skills with their alternate uses, skill tricks, equipment to improve skill checks, etc..
* A book of Feats: All feats listed as general, racial, metamagic, etc.
* 3.75 rules. Compatible with the tons of existing stuff out there, but consolidated, and some new ideas in it. I liked the Class Act series very much. Especially the last ones, where every class was polished and things clearead out.
* A complete enviromental book much like the dungeon survival guide and the wilderness survival guide
* A complete equipement book (again with skill uses, cool racial stuff like the elven bow usable as a club in melee and other racial stuff)
*


Hi Erik, hails from germany

In my opinion 3.5 is not that much broken as everyone says. It's by far the best D&D ever. However it needs to be consolidated and improved at some points.

As another poster said somewhere it would not be wise for paizo alone. There is Necromancer Games and Goodman Games, Monte Cook, and Sean K. Reynolds, who have a great reputation in the gaming community, who could pursuade gamers to stick with 3.75.

I think that not the rules-set is the big joker for wizard's but more the settings. The support their settings with the new rules then, which may differ enough from a 3.75 to alienate players with the time from the "official" direction

On the other hand there is tons of 3.5 stuff (for GH or FR) and a strong paizo setting might provide a market big enough for paizo.

I would buy a consolidated 3.75 rulesbook.

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