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Posts
CorvidMP wrote: You know I've often wondered if it was the formating that that created a lot of the initial bad reactions to 4e. A lot of the initial bad reactions were likely more focused on WotC, the company itself, than towards 4e. Although I did buy the corebooks when they were released and even stuck around and got the Forgotten Realms books. My group and I just did not like the game. Rituals(we all disliked messing with them) & everybody having superpowers, it just didn't feel right to us. We've only played with a few builds in Essentials, but so far the classes in those books don't feel like fantasy superheroes. It feels more like D&D.We still aren't fans of all the powers, but they seemed to be more stripped down and tolerable in Essentials. At least so far. CorvidMP wrote:
My group tried to make the move to 4e, but as it was originally released it just didn't work for us. So we went back to 3.5 and then snatched up Pathfinder as soon as it was released. 4e Essentials isn't exactly what we want, but it is a little closer than standard 4e.Plus the digest-sized books and the improved organization are fantastic. I buy pocket editions every chance I get, but WotC out did every pocket guide I've ever bought. I wish every company would put these out. I would love to have a well organized, digest-sized Pathfinder Rules Cyclopeida with just the essential rules(combat, magic, character creation cheat sheet), a short GM section(magic items, Traps, encounter building, treasure rules, just basic GM rules & tables) and stats for about 100 monsters. Then release the digest-sized Player's Handbook with combat rules, all necessary character creation rules/info, basic equipment and a variety of races & classes. You could have the basic Cleric, Fighter, Sorcerer, Theif and Ranger. But you could also add a class or two from the AdvPG and/or from any other PFRPG product(Companion, Campaign Setting, etc). Since we aren't going to get away from the core races, it would still be nice to have a non-core race (Drow, Minotaur, Tengu) added to the mix. These books don't have to go into the level of detail the standard books do, but it would be nice to have smaller books for reference/use when gaming away from home. I tend to carry an RPG book with me everywhere I go. Right now Essentials and DC Adventures hold that position because they are easier to carry than the Pathfinder Core book. Keichiku wrote:
I was going to PM you, but I can't find that option. go to The Geek Gazette There's a link to email me on the page. ShamusMcFool wrote: I agree with nearly everything in this post... I've run children's games as well as games for new gamers and all of the things that Capt. D has listed hold true. I asked some of my players and some players from other groups. Nearly all of them, even the 4e lovers, pretty much agreed as well. For new players the entire goal should be simplicity and fun. The more stuff they have to remember during gameplay the quicker they will loose interest and possibly never return to the table.ShamusMcFool wrote: A few posters have stated that they don't think Paizo ought to create a set of rules that is for a less strenuous system, but rather try for some high-gloss, easy to digest intro game that can attract the younger generation. IMHO I don't think that these games necessarily have to be mutually exclusive. You can simplify the rules, a lot, and still keep them completely compatible with the core game. I'm looking at this from the POV of teaching new players or kids that are too young to grasp the core rules. The intro-game should not be geared towards existing players. Sure we should be able to have fun with it, if we are the ones using it to teach the game, but the new and/or casual player should be 99.9% of the focus.ShamusMcFool wrote:
I've never been disappointed in a Paizo products. If anyone can create a completely compatible, rules lite game. I think they can. I haven't played the new 4e Red Box, but from what I've heard it is extremely simple, but still compatible with 4e. If they can do it with 4e, they can do it with PF.ShamusMcFool wrote: Something that would be portable enough to fit in a small shoulder bag (Digest-sized books anyone?), Digest-sized books, similar to the new Essentials books would be a "dream come true". I hate lugging a bunch of big books around and I despise trying to reference rules on a computer screen. ShamusMcFool wrote: I've lost my youngest daughter's interest due to the complexity of the game. She loves imagining each scene, the NPCs and how her character interacts. But when it comes to selecting spells or pouring through a long book in order to look up a description of something, she's done. My eldest has a better attention span and is much more patient. I don't think that these two are corner cases either, probably quite the opposite in fact. I have older players with the same problems. ShamusMcFool wrote: Why not make a game that allows them to imagine right away, rather than directing them to learn rules first? I'm not adverse to rules...I'm adverse to pausing play for any reason. Long character creation w/ too many choices, huge long lists of feats, skills, spells, etc. seem to kill the initial desire. While this may appeal to many, it's not an inducement, and is often an impediment to others. People want simple, fast and fun. The more complex you make it, the more they wonder why they aren't just playing PS3, WoW or 4e Essentials. Malaclypse wrote: What exactly do you like better about HotFL than the 4E PHB1? Everyone else did a pretty fine job of explaining this for me. Essentials "feels" better. The builds seem "friendlier" and overall I just found Essentials to be better organized, easier and more enjoyable to read. To me the classes in the original 4e seemed to be all the same. I know they weren't but they seemed that way. In essentials they actually feel different.To me Essentials doesn't feel as sterile and bland as the original 4e core books. Malaclypse wrote:
I still prefer my Pathfinder, but using Essentials has made 4e more enjoyable for me. As it was before I didn't care if I ever played the game again. While I will likely never open my original 4e PHB or DMG again, I am kind of looking forward to running another Essentials game. The RC, HotFL, HotFK & MM3 are probably all I'll every use when playing 4e. Though my I might pick up Heroes of Shadow next year. I know I have a few dice that I can spare. I've bought the hardcopies and pdfs for most Pathfinder rulebooks, I also have the capabilities to print the pdfs(in b&w). If there won't be any legal isseus/trouble for sharing a pdf I would be willing to donate a printed copy. If a printed copy wouldn't work I could donate a cd with copies of my legally purchased pdfs burned on it.
James Jacobs wrote:
As someone who just ran his 12 year old through her first adventure, I would have loved to have had a a Pathfinder lite to run for her. Here are a few of the things I would have liked to have had in a PFRPG basic game.1) Fewer skills. I've always thought the 3.x/Pathfinder skill list is unnecessarily long. 10, maybe 15 skills max is all we really need. Many gamers end up using the same 5-10 skills and the others just take up space on the character sheet anyway. 2.) Feats are something else that seems pointless in an introductory game. My groups always take feats like toughness, any proficiency they need for weapons and armor, and still spell/silent spell/combat casting. After those they never give their feats a second thought or use them in-game. I know there are players that utilize feats regularly, but not using them has never impacted any game I've ever played. A new player doesn't need to be overwhelmed with a bunch of feats. 3.) Magic. My daughter and many of the newer players I've known don't get the resting to relearn magic spells that you already know. They also don't like stopping during a game to decide if they need to drop certain spells or alter their list.
4)Another problem I've heard from newer players is with spells per day/spell slots. We use Spells per day as a total that is not affected by level.
5)I've also found that newer players are completely happy with having only Fighter, Sorcerer, Cleric, and Thief/Assassin as classes. They prefer Sorcerers over Wizards because they don't have to worry about materials or spellbooks. However, they are not happy with the being limited by the core races, with the exceptions of elves.
6)Keep combat simple and the AC/defense scores static. Unless they loose a piece of armor. Newer players don't care about being caught flat footed, attacks of opportunity, bonuses and penalties for concealment, speed, encumbrance and adjacent "squares". They just want to roll their dice , add their bonuses and see if they hit. The rest of that is gibberish to a new(younger) player. 7)Also newer players sometimes can't figure out why your caster level doesn't match your character level.
Now my requests/suggestions are looking at it from the POV of players I've had that either grew up on video games or had little exposure to fantasy films and books. Most of my new players aren't just new to the hobby, but many are also new to the whole fantasy genre. Another thing I'd like to have in a basic/introductory set is a single book with everything from character creation, DMing, and basic monsters in it. Honestly, the cheap digest sized books like Essentials would also be appreciated. It is so much nicer to have a book that you can stick in your jacket pocket, instead of lugging around a computer to read pdfs or carrying 600 pg books. As a matter of fact an introductory set that came with a simple map, a few tokens, a digest sized PHB and a digest sized rulebook/bestiary for the GM would be well worth $25. xiN. wrote: I'm looking for a RPG that rivals DnD/PFRPG in awesomeness and fun! I haven't found anything that lives up to that level, but with that being said I do really enjoy Starblazer Adventures, Hollow Earth Expedition, Mutants & Masterminds(DC adventures), Monte Cooks World of Darkness, Call of Cthulhu d20 and the d20 Modern line. I got the RC and HotFL and though it will never replace Pathfinder as my game of choice, they made me warm up to 4e. My original 4e books will likely continue to gather dust on my gaming shelf, but I foresee Essentials getting some table time. I taught my daughter to play using these books and we both had fun. Malaclypse wrote: So I finally got Essentials, and I'm torn. I'm one of those people that did not care for 4e as it was originally released and I personally like the Essentials products much better. Of course that is just my opinion. I got the RC and HotFL books and have enjoyed reading them. You'll have to pry my Pathfinder books from my cold dead hands to make me stop playing, but at least now I am willing to play the occasional 4e game too. So I think that Essentials did what it was supposed to. It got some of us that turned away from 4e to give it a second chance, and I think the new books are much better for new players. So to me they are a success.I've been running Eberron, Forgotten Realms, Dragonlance, Golarion and a some homebrew campaign with Pathfinder so, the backwards compatibility is the primary reason I bought it.
James Jacobs wrote:
I haven't been on the boards or site for a while. Is there any release date for the updated Campaign Setting? LMPjr007 wrote:
I agree. I was a fan of Goodman products until the multiple instances of "foot-in-mouth syndrome" turned me away. A company's attitude makes a big difference in who I support. Which is really a shame, as they put out good products. Owen K. C. Stephens wrote:
I have and regularly use that Dragon Annual. We still regularly play the game and even though in my new group there are only two WoT fans, everyone likes the setting. I've dropped it into more than a couple dimension jumping games that I have ran in the past as well. Other than the Eberron CS and the Dragonlance CS, the WoT setting is still probably one of my most used 3.x books and I own quite a few of them. I still would like to see if the Jordan estate would be willing to let Paizo revise the setting for Pathfinder. Especially now that the series is coming to an end and there are quite a few events that have happened since the initial release way back when. BTW, thanks for the informative post. I'll concede that the One Power did seem a bit off, but it isn't unworkable. I don't think the faults in the game were d20 specific, but more than likely that WotC was trying to push so many different products out the door, at that time, that they didn't take the time to really work on it. I'm not saying they did a bad job, but it could have been better. Which is why I would like to see it done by a group like Paizo. Although I would not be opposed to a HEX version. That is probably my number 2 favorite system. I would prefer a d20 version with a different take on the magic system. @ Delthos
My group and I actually enjoyed the WotC produced Wheel of Time setting/game. Unfortunately the support was short lived, only one 2 books in total. Currently we convert the old stuff to Pathfinder when we feel the urge to play that setting, but it isn't the same as having an official book.
A Man In Black wrote:
A themed monster book would be ideal. Definitely something I'd buy and use. lastknightleft wrote:
You personally would not be banned, but the gnomes likely would. To be fair if you came to me with an intriguing character concept and that PC happened to be gnome I would more than likely let it go. My problem is that most people seem to play tinker gnomes as "absent minded professor" type of characters, or they played a character that was much more suited for a steam-punk campaign than D&D. The race got stuck in a stereotype, much like Kender, and I just couldn't stand it, so I banned them. The ban was more to keep ridiculous stereotypes out of my games, not to punish creative or good players.Currently my group is on notice to quit playing dumb brute half-orcs, or they will get banned. If I have to create each and every campaign with new characters every game, the least they can do is not play the exact same type of characters over and over. If someone wants to always play half-orc fighters thats cool with me, though I would prefer some diversity. What I can't stand is every single one of them being an idiot. I'm not trying to be mean to the players, but they would complain if all of my NPCs were cookie cutter stereotypes. I figure they shouldn't get a way with boring, "safe" characters. Brian E. Harris wrote:
I think I mentioned something similar in an earlier post, but I still agree with the idea. Honestly we have the Pathfinder core rulebook and wouldn't need another, even for modern. Each setting/genre could be released as 100 page book with everything you need, classes, races, genre specific skills, weapons, spells etc. Why would we need another rulebook? Although I would not be opposed to campaign settings in different genres. The books could be a little bigger, 200-300pg, but still would only need setting info, classes, and other genre/setting specific material. The rules would be exactly as they are in the core PfRPG book. Spells, saving throws, AC, HP, skills, feats, combat and pretty much everything else would work the same no matter the setting. If they decide to go with the campaign setting idea I vote for a Rifts style setting. Although a steampunk setting would be kind of interesting too. BPorter wrote:
I agree with you completely. The modern D&D idea was a poor way to sell what could have been a really good system. They would have been better served by showing us what could actually be done with the system, the potential, instead of how to move our D&D game into the modern world. I also agree with the fact they have tended to treat it as the "red-haired step-child". It didn't hit the ground running, but I don't think it is completely the system's fault. I will give them credit for producing all of the material they did for a system they acted like they only halfway believed in, but it wasn't enough. .......
BPorter wrote:
Actually a little of both. But I will admit it is primarily with the vague character roles. Many of the players I have had over the past 10 years have been younger, less experienced or completely new to gaming and they want a character concept to be clear. To be honest if it takes more than 30 minutes to make a character the younger players get bored... and 30 min is pushing the boundaries. They are interested in the game play, which they love. They are use to playing video games where everything is well defined and it is much quicker to get to the game. If they want to play a fighter, they want a fighter class. If they want to play a wizard, they want a wizard class... etc. They want default characters, so to speak. It may suck a but it is the reality of many gamers, especially the younger generation. Plus time is such a precious commodity for most of us and game time tends to be short and less frequent than in years gone by. Even experienced players in my groups don't want to spend an hour of game time trying to figure out the best way to build the character they want. These are also the reasons I can not get my group to play Hero or other kitchen sink systems. It has gotten to the point I don't even have an interest in those games anymore. I applaud and in some ways envy those that have the time to spend on their games/characters, but I and the rest of my group just don't have it. I guess we could make time, but I'm not willing to lose my job or get divorced over gaming. 15 years ago... maybe, now not so much. Even in Pathfinder/3e we tended to ignore or under use whole mechanics just to save time. Feats are a perfect example. We tend to only give characters feats that can serve their purpose when given and never or rarely have to be remembered during game-play, such as toughness, silent/still spell or maybe a proficiency of some kind. Weylin wrote:
I'm the same way. I love everything about the Palladium settings(Rifts, Heroes Unlimted, Dead Reign, Beyond the Supernatural) except the rules. It is just such a pain to create a character and run the games. If not for the clunky, out of date rules, I have to admit the Palladium system would probably be my default game system. The setting material is some of the best out there. If only they would streamline the system. Which is why Paizo could/should do what Palladium, can't/won't and give us an even better version. BTW I always have converted MDC to SDC. Mega Damage is kinda silly, with only a few exceptions. James Jacobs wrote:
If we can have dog-faced people, which I'm not opposed to BTW, can I have an official Pathfinder living construct player race? I'd even be willing to say pretty please.Weylin wrote:
I'm not fond of Kender myself and you are correct no one ever played them as anything other than extremely annoying characters. Like I said the PfRPG gnomes are not my favorite, because they remind of the Kender, but I still like them better than the older version of gnomes. Which is why I lifted the ban... for now.Fortunately no one in my current group ever wants to play a gnome. They all tend to play more exotic races, which is ok with me. mdt wrote:
I can't say I disagree. I never have played in the Golarion setting and honestly don't plan on it. I own waaaay too many books as it is and would rather keep up with the core, class & race books rather than trying to get involved with an already established setting. Now this may change if a brand new setting comes out.This is why my group played Eberron almost exclusively rather than trying to play catchup with all the Forgotten Realms books. Plus we did really like the Eberron setting and only recently made an exception for Dragonlance because I got a copy at Gen Con for $5 a couple of years ago. We also played in that setting in our 2e days and have read some of the books so we are familiar with it. But if I had not got my $5 copy, we would have stuck with our homebrew and Eberron games. Of course this whole race/campaign setting isn't that big of a deal for us as we only want to see an "official" construct race. That way we can keep our Pathfinder/Eberron campaign going by using "official" Pathfinder material. All of the other alternate races we want, except lizardfolk, are stated in the bestiary. Weylin wrote:
I've always hated RPG versions of Gnomes and banned them from my games for years. The only exceptions to my no gnomes rule have been if the players made them reeeeaaally interesting, and they had to look like garden gnomes. They also could not be tinkerers or inventors. I hated that. The gnome ban was lifted when PfRPG was released, they still aren't my favorite race, but I like them much better than before. Though I do admit they seem a little like more colorful Kender to me now, but still more likable than other versions of the race.Serisan wrote:
My group actually wanted to see a less melee oriented class. The comment I got was if they wanted a combat ready divine spellcaster they'll just play a cleric or even a druid. They wanted a more "powerful" divine spellcaster, with less of a melee focus. Which is why my group wants a spell boost of some kind(more bonus spells, spells per day, or more spells known). MerrikCale wrote: I would like to see the class have a clairvoyant type class feature no matter the foci I think that would be an interesting addition to the class. A once per day/week or even just a random, spontaneous "vision" would be a great way for the DM to inject hints, red herrings or new plot hooks into the game that would not seem shoehorned by the DM. Since giving every PC/player a turn in the spotlight is the DM's responsibility, having something built into a character's class would make that easier, especially for less experienced players. Of the two play-test classes, I definitely favor the oracle. However, I do think the class would work a bit better as a divine spell-caster with very limited melee weapons and armor, but more spells. The divine sorcerer concept, with foci and curses taking the place of a sorcerer's bloodlines, would be much more interesting than a Unitarian cleric. As it plays now it feels like a non-denominational cleric with a few tweaks. It needs to feel more like you are playing a class that is tangentially related to clerics, but still be distinct on its own.
We've still got a few more sessions to play with the Oracle, but that is my first impression. In my game this past weekend, the Oracle was well received. The focus and curse led to several enthusiastic discussions about combinations, but everyone agreed the class(4th level in our game) is underpowered.
James Jacobs wrote:
I agree completely. The fast, smart hero classes annoyed my group to no end. We want classes that "mean something". I don't want it to be "closer to the Pathfinder's rules", I want the same system. I, like many other fans, have adapted rules to play in various settings so I know that professional game designers could make it work. Erik Mona wrote:
I would prefer something that does not change, but adds to the Pathfinder system. I want the ability to create a mixed genre game, to drop a character from the PfRPG, into which ever setting I want without having to modify anything. I want the same magic system in all settings. New variants can be added for different classs, but I don't want an all new system for a different setting. As I said before I can't stand the d20 modern class system and I do not want a repeat of that. As for settings I would love to see a Rifts style game. Palladium has an incredible setting and I have yet to see any system recreate the epic feel without using a "tool box" system like Hero or Gurps. I want to be able to play pulp, sci-fi, apocalyptic, fantasy, and horror settings with the same rules without having to create everything myself.I would love to see a Rifts style game using the Pathfinder rules.The idea of dimensional rifts were used in at least one d20 game, in MC's WoD, throw in some robotic armor, cyborgs, space ships, a few alien races, make it completely compatible with PfRPG and you have a setting that could allow for nearly any style of game. d20 Modern tried, but didn't quite pull it off. One of the things my group didn't like about d20 modern was the lack of actual classes at 1st level. None of us liked the fast hero, smart hero, that just feels too generic. Plus we almost never use prestige classes, so waiting till higher levels to be the class you want to be kind of put most of my group off of the game.
Thanks. For some reason I really like mixed races in my games. My players seem to prefer them as well. Right now we have a Gobling, Half-orc, Half-Ogre, and Half Elf in the group, along with 2 humans.
Goblings
Physical Description: Both genders of Goblings stand between 3-4 feet tall. Their heads are slightly larger than those of a Halfling with a backward sloping forehead, which often seems somewhat disproportional to their slender bodies. Goblings have a broad nose, and wide mouth, some have small fangs. Their ears, which are proportional to their heads, are pointed and somewhat larger than those of a Halfling. A Gobling’s arms are longer than normal,hanging almost to their knees, and slightly shorter than a Goblin’s but longer than a Halfling’s. Their feet are undeniably those of a Halfling, broad and covered with brown or black hair. Their Goblin heritage gives their skin a tint that can be yellowish, light brown or green. Usually their skin color can be easily hidden beneath a cloak and is barely noticeable from a distance.
Society: Goblings have no culture of their own and tend to adhere to the traditions of the culture in which they were raised. They can generally pass themselves off Halflings unless they are put under close scrutiny. Goblings raised by Halflings tend to be fairly well tolerated and generally treated with kindness by their easygoing kin. Usually this kindness is the result of pity as Goblings are seen as creatures that suffer from an illness or disability. Goblings raised by Halflings are allowed to participate in many parts of their society, but are generally treated as simple minded or like children and not taken very seriously. This generally motivates a Gobling to continually try and prove their worth, to others and to themselves. Due to their more violent nature Goblings can gain some amount of respect in Halfling society as warriors, but are never given any positions of great authority.
Relations: Goblings are usually more accepted by other races than Half-orcs due to their less threatening stature, and are often under estimated by the larger races. Halfling raised Goblings have a more positive view of the other races and life in general, than their Goblin raised brethren. Goblings understand that they are different and are prone to feel isolated and out of place, even among friends. Goblings make strong attachments and are fiercely loyal to those they feel truly accept them. This attachment often results in a Gobling that is ready and willing to lay down their life, or to take some one else’s, to protect those they care about and consider friends. Alignment and Religion: While Goblings can be of any alignment, most strive to be good, but not necessarily lawful. While trying to protect their friends and those close to them a Gobling will show little regard for any alignment or ideology, even if that means committing an evil or unlawful act, which they see as justifiable. Goblings tend to honor the same gods as those who raised them, but have been known to adopt the beliefs of their close friends or others that they respect.
Male Names: Prataal, Trin, Garen, Kelan, Bringam, Shilos
Gobling Racial Traits
Small: Goblings are Small creatures and gain a +1 sice bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their Combat Maneuver Bonus and Combat Maneuver Defense and a +4 size bonus on Stealth checks. Slow Speed: Goblings have a base speed of 20 feet Darkvision: Goblings can see in the dark up to 60 ft. Determination: Goblings get a +1 racial bonus on all Will and Fortitude saving throws. People Pleaser: Goblings receive a +2 racial bonus on Diplomacy skill checks Keen Senses: Goblings receive a +2 racial bonus on Perceptions skill checks Weapon Familiarity: A Gobling can treat any weapon with either the word “Halfling” or the word “Goblin”, but not both, in the name as a martial weapon. Languages: Goblins can speak Common and Halfling.(Those raised in Goblin communities can choose to know Common and Goblin instead). Goblings with a high intelligence score can choose from the following, Dwarven, Elven, Gnome, and Goblin Personally I want to see an Egyptian, Native American, and/or Aztec/Mayan setting.
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