Something that confuses me about the rogue, is why they didn't just decide to publish stronger Talents and Advanced Talents. The basic class structure seems to be pretty good, it's just the abilities aren't all that great. The Barbarian saw a nice upgrade in the APG from the new rage powers, and the rogue has a similar structure there already that makes it easy to add new powers to the class.
Isn't that something that should be checked with statistical models and not with annecdotal tests? Otherwise, you become more susceptible to streaky results.
It'd be cool if they decided to create a multiclass archetype system that allows players to blend different classes with the right multiclass archetype.
So, if Paizo is interested in multi-class hybrids, have they considered the Multi-class Archetypes.
It seems to me that this system would allow for pretty much all the multiclass combos offered in this playtest so far, and also be much easier to expand upon in the future. This would allow Paizo to add more hybrids in the future with less effort and also not obsolete the existing multi-class system. Plus, everyone loves archetypes. Seems like a win-win. You can even take the existing class hybrids and adapt them to multi-class archetypes with minimal work.
It strikes me that if there are problems with the multiclassing system, it would be better to fix those problems instead of continually creating work-arounds and band-aids. If your new system adds something to the game beyond a work-around, then great. But otherwise, you'd be better off in the long run fixing the problems that cause the work-arounds.
World of Xoth I may have been mistaken on. It looks like the semi-campaign guide is for Sword and Sorcery not PFRPG. http://endzeitgeist.com/ezg-reviews-spider-gods-bride-tales-sword-sorcery/
Shadowlands has a conversion guide http://endzeitgeist.com/ezg-reviews-shadowlands-conversion-guide/ and a free module http://endzeitgeist.com/ezg-reviews-shadowlands-carthicas-pride/
So, I went and did the obvious and looked at Endzeitgeist's website under "Campaign Settings". Here are the ones that have been missed so far in this thread:
You could go the route of Catholics and have lots of saints to deal with the aspects of the portfolios. Or the Hindu method of having multiple deities which are actually just aspects of a single deity.
What in particular are you looking for guidance? Interaction between the pantheons? Ways of allowing clerics without giving them too many domains. Relations between worshipers of different pantheons?
Wow, those are some really glowing rules. It looks like Legendary Games has put out a superior alternative/supplement for both the kingdom rules and the mass combat rules from Ultimate Campaign. I hope when others, such as Paizo use these rules in the future, they make use of the updates from Legendary Games.
I believe it is a reference to the Monk of Four Winds Archetype:
Immortality (Su): At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self.
To cover your specific questions, general rules for non-aquatic species casting spells underwater are covered in the core rulebook. For more details on how things change under the water, I'll quote the Cerulean Seas preamble for the magic of the seas section.
Cerulean Seas Campaign Setting Magic Section Preamble wrote:
Also, for combat, here's what it has
Cerulean Seas Campaign Setting Combat Section wrote:
For those interested in a more detailed review/overview of Amethyst, it's worthwhile checking out Endzeitgeist's review
For those looking for a Gunslinger alternate based on Firearm weapons that work, Ashiel produced a very good version during the Gunslinger Playtest that was largely ignored.
Check it out. It integrates fairly seamlessly into the game and doesn't require all sorts of off-the-wall rulings.
It still is.
On the topic of other 3pp that are fairly balanced, Endzeitgeist.com is a great set of reviews of different 3pp products and the reviewer has a fairly strong handle on what might be over/underpowered. Check it out first, because while many of the publishers listed in this thread are generally good, they also occasionally have a stinker, and conversely, publishers that are normally not so hot on the balance sometimes have a hidden gem.
Are there any really good PF 3pp products with strong flavor support for non-always-evil orcs / goblins / etc.?
I'll second the Kaidan material as very well done pseudo-Japan in a high-fantasy setting. The attention to detail is very well done.
Incidentally, you can find a lot of the material gamer-printer has posted above for preview on d20pfsrd.com. It isn't all nicely organized (as it has been fit into the site's overall organization system, rather than the book organization).
I actually encounter this issue a fair bit in my day to day job. I'd say that the distance on ground = 2x as the crow flies is a reasonable approximation, however in some cases you can easily get 3x, 4x, or even much higher depending on how rugged the terrain.
Yeah, I flag lots of posts, and there are lots of post deletions, but it doesn't seem to stop the same few posters from repeating the deletable behaviour. After a while, I just give up and stop visiting the site as it is no longer an enjoyable place to visit. Of course, what makes it worse when it seems that if a paizo employee agrees with a poster, they can get away with a huge amount of jerkishness that would normally get the posts deleted.
One more. More products in the style of Merciful Cousins Cavalier Order. Play around with a class/options that can actually help people instead of just killing things in new and exciting ways. Also, character mechanics that interact with the settlement/nation-building rules as appropriate seems pretty cool.
A book or books related to immortality. Either examining it via a class or traits or feats or other ways. It's a topic that can be examined in many ways including the physical and metaphysical implications, the emotional.
The one thing I'll be curious is how much this book learns from 3rd party classes that already fill the design niches being targeted. Since this book is coming out into a fairly class-rich ecosystem with a lot of very well designed classes, there should be plenty of material to draw inspiration from and the classes in this book should be of top quality thanks to all the work that has already been done.
On the issue of encounter powers, I agree with Endzeitgeist that they have problematic interactions with other game mechanics, in that the start and end of an "encounter" can be fluid and ill-defined and that this can create a lot of table variation in how effective classes that depend upon them end up being.
However, I think it might be worthwhile checking out Endzeitgeist's review of the Swordmaster for some insight in how a Book of Nine Swords style character can be created that does not rely on encounter powers. Endzeitgeist can probably point to some other examples of where this was done and how it makes for a stronger product.
Kirth Gersen wrote:
Super Genius Game's Mythinc Menagerie: Ravagers of Time has one of the best marrying of mechanics with flavour that I have seen in PFRPG and should be considered a standard of what to aim for. When mechanics are meshed well with each other, you should achieve something stronger and better than having each in isolation. SGG tends to do above average in this respect. Kirth also has some good examples like stone > 1 ft thick blocking scrying/teleporting as another possible good marrying of mechanics with flavour.
When done properly, most mechanics become more self-evident and the flavour is reinforced. Rather than having to keep track of two things (mechanics and the flavour), players and GMs instead only need to keep track of one. This reduces their burden and leaves more room/time for playing the game in the setting.
It's probably the explicit reference to animal fat/grease as examples of a greasy substance that is produced and the reference to animal fat/grease in the material components. Those are flammable substances and as such using common sense it would follow that if the spell can create such a substance it will be flammable too. Yay for ambiguity!
Sean K Reynolds wrote:
Using Sean's slippery goo as an inspiration for this comment:
Incidentally, having the things I write get subjected and taken apart by professional technical writers on a fairly regular basis gives me a much stronger appreciation for the types of ambiguity and potential meanings that can be interjected depending on word choice and how things are written. It also gives me an appreciation that it is possible to write things in a non-legalistic, straightforward manner, while still reducing/eliminating ambiguity and also keeping things concise. Kudos to Paizo in managing to do some of this in the Beginner's Box set, but kvetches as this approach doesn't seem to carry over too much into the other products.
So, to all the designers out there, please be careful and think of other ways your words can be interpreted when writing new material. What may seem obvious to you may not seem so obvious to others. Especially so with the inherited Gordian Knot that is the various systems, subsystems, exceptions, and contradictions of the core rules.
I think the main point is that casters have greater narrative power than martials. They have built-in power in the rules to affect the story. Martials rely much more heavily on their GM to let them affect the plot/situations.
It sound like illusions are very easy to detect in your game Serum. You just need to listen, and the ones producing a stream of gibberish are the illusions. It appears that the divide in this thread is along the lines of illusions are a weak school/you can do a lot of interesting things with illusions.
On Endzeitgeist's site, use the following tags to search for high quality materials. The reviews should tell you more and help you determine if the product is something you are interested in
Make sure to look beyond the front page on the search results, since there's lots of good stuff going back a couple of years.
Kirth Gersen wrote:
I think ciretose's post was a reference to some people saying that they had Kirthfinder printed out at Kinkos or similar locations.
What does this contribute to the discussion? I can just as easily say
"Have fun playing Mother-May-I?
I like Pathfinder."
If you don't agree with the poster's argument, then address it. Don't just throw tautologies and invective around. I understand from your posting that you believe the math part of the game to be relatively minor, and I'm interested in your reasons why.
1) Tagging the backlog is something I'm hoping for, as there's a number of older reviews I'd like to look up, but haven't been able to find. I'm not sure if it is because they lack tags, or if they aren't on the site (e.g. the original Cerulean Seas). Tags I find useful are the seal of approval, publisher name, author name, product name. Other tags like class, feats, spells, settings, etc. are also very useful.
2) I enjoy seeing you review whatever you choose to review. One of the big benefits of your reviews is that you look at things that many others would pass over, and its a great way of finding hidden gems.
3) Facebook: don't use it, don't care.
4) I've clicked on links. Something that may help, is to put a message in the comments section on the product thread on paizo.com saying that you've reviewed the item: link here, and that the review will be going up on paizo within X days.
5) Endzeitgeist.com and paizo.com. D20pfsrd.com reviews are blocked by some work filters for whatever reason.
This is an underground cavern where the bad guys are attempting to create a method of magically growing trees that can be subsequently harvested for their lumber. I don't know about others, but I'd suggest that a cave complex can be a location every bit as much as a keep or manor or temple, etc.