|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
In case you missed it in theheadkase's "List of Items" thread:
Jeff Lee wrote:
Everybody's trying to form their own little clubs. Can't we all just get along?
No! We must create even more and smaller clubs.
Who else has entered exactly 2, 3, 5, or 7 times? Prime-number timers unite!
Master Pugwampi wrote:
True story: I once designed an encounter featuring bad guys carrying pugwampis around in backpacks.
I've decided to play Superstar Bingo in hard mode this year. Instead of creating a Bingo card that lists general trends, I'm creating a Bingo card that gets fairly specific. Also, to test my precognitive powers, I'm creating my Bingo card two days before voting starts.
NOTE: This isn't a list of bad items, just items I anticipate seeing this year.
The 25 items on my 2015 Superstar Bingo card:
based on trackers we know it was just shy of 1k for 2013, 2014 it was a little shy of 900 there was a little drop off 2nd year of voting.
I believe those are the post-cull numbers. You'd have to increase those by 20% to get the total number of non-DQ'd entries.
You should consider publishing a "how-to" guide for up-and-coming designers and publishers, detailing all the things you find that the best products have in common. You've probably reviewed more 3pp content than anyone else on these boards, so aspiring designers would want to know your thoughts. And I suspect you could get permission from publishers to cite specific products by name as examples of the design principles you discuss. (Who wouldn't want their product mentioned by name as an example of good design?) That, alone, would set your "how-to" design guide apart from anything else on the market.
Each entry becomes property of Paizo, so no one outside of Paizo can legally post a document containing the full text of every entry.
That being said, last year, the Paizo staff gave the go-ahead for voters to post lists of item names and word counts (with no other description or commentary attached).
Clouds Without Water wrote:
The category really would be like fighting uphill.
Hm... The catapult of the uphill battle has a certain ring to it.
By the way, don't talk about items you might actually submit. All entries have to be anonymous. If you post remarks on the boards that make it obvious which item is yours, you could be disqualified.
The change of item types is cool, but I especially like the power outage twist. :P
Will the site be up when you try to submit your item? Should you anticipate extreme weather cutting off submissions three hours early? How do you, as an aspiring freelancer, handle the Round 1 challenge and the wrath of Mother Nature at the same time?
Superstar 2015: Superstars vs. Nature.
Seriously, though, don't wait until the very last minute. Allow some time for dealing with unanticipated connectivity problems.
Another Animal Races product review, courtesy of Endzeitgeist.com.
The short version: Clan of the Cat joins Clan of the Dog in earning 5 out of 5 stars and the reviewer's seal of approval.
If you want to know what a series of third-party race guide must do to earn such high praise from Endzeitgeist, I suggest reading the full review to get all the details. That and grabbing copies of Animal Races: Clan of the Cat and Animal Races: Clan of the Dog for yourself, of course. I hear they come highly recommended. :P
To expand on my question will it be possible to emulate prestige classes, specifically the limited spellcasting of prestige classes, the 3,5 assassin for example (I'm guessing not since it's not part of PF design philosophy, but it's something to think about. Really missing stuff like pious templar to add to my fighter. Or ur-priest :)
Yes, it is possible to closely approximate the 3.5 assassin and other 4-level casting prestige classes.
The Custom Class Builder allows you to emulate prestige class builds by turning base class/prestige classes combos into base classes. A 3.5 rogue/assassin, for example, could be emulated by creating an assassin base class that gets rogue abilities for the first few levels, assassin abilities after that, and 4-level spellcasting using the ranger spell progression.
It is also possible to create an even slower spell progression through multiclassing. You can, for example, create a custom class with 6-level casting and assassin-like abilities; cap advancement at 10 class levels (and 4 spell levels); and add prestige-class-like requirements. That essentially creates an assassin-like prestige class with 4-level casting.
Incidentally, you can also use the Custom Class Builder to create new archetypes for existing (base, core, custom, and prestige) classes, since the Custom Class Builder includes long lists of class features that can be explicitly substituted for one another. This allows you to modify existing classes in many ways, up to and including the creation of non-casting versions of many existing spellcasting classes and casting versions of several non-casting classes.
The Animal Races series has gotten its first review, courtesy of Endzeitgeist.com.
Needless to say, I'm thrilled to see Clan of the Dog win over a veteran reviewer who was, before then, bored with animal-themed races. It is my hope that the Animal Races series breathes new life into animal-themed races for everyone who reads it, and this review tells me I'm off to a good start.
Have you ever wanted to make your own class but not known where to start? Have you ever wanted comprehensive class creation rules that remove much of the guesswork from the process?
If so, the Custom Class Builder, currently in development, is the book for you.
The rules in the Custom Class Builder allow you to create new base classes by combining abilities drawn from dozens of different sources. As of this post, these rules incorporate every class feature of every core class, base class, hybrid class, prestige class, and archetype found in first-party Core, Advanced, and Ultimate rulebooks (over three-thousand class features in all).
More than just a compilation of existing abilities, the Custom Class Builder revises and expands upon the included class features. Among other small but useful changes, redundant abilities and arbitrary restrictions are being dropped; ambiguous wording is being clarified; and many class features with limited uses per day are being tied to a single, universal resource pool.
All of these class features are utilized by comprehensive but straightforward class creation rules. Class features are sorted by theme and level into focused, manageable lists, with guidelines for quickly finding and selecting class features that fit a given class concept. The Custom Class Builder aims to make creating a new class no more difficult than creating a new NPC.
Needless to say, the Custom Class Builder is a rather complex project. As a result, I am not yet ready to set a firm release date. I can only say this book will be available in some form starting in 2015. My plan is to make the initial release a PDF-only Beta edition. Periodic updates of the Beta will be provided, free-of-charge, to anyone who purchases the PDF, as will a PDF copy of the final, non-Beta version of the Custom Class Builder.
I can't say I'm terribly thrilled with the thought and emotion spell components.
From a publishing perspective, spell component categories specific to psychic spells have the potential to eat up word count in future products. If, for example, Paizo creates a new arcane class that includes one of the spells from OA on its spell list, Paizo would have to include more than just an "OA" superscript next to that spell; it would also need a footnote explaining how "T" and "E" have to be back converted into "V" and "S" when the arcane class is casting the OA spell.
That obnoxious footnote in a future product could be avoided by having all of the OA psychic spells retain "V" and "S" as components in their spell descriptions, confining all mention of thought and emotion components to the description of psychic magic as a category.
Which leaves several other objections I have to thought and emotion components.
The emotion component in particular isn't clicking with me, thematically or mechanically. Why do harmless emotion spells not prevent psychic spellcasting the same way non-harmless emotion spells do? Both effects are creating equally counterfeit emotions, are they not? The privileged status of harmless emotion spells seems completely arbitrary, because there's no reason that feeling good is somehow more conducive to psychic events than feeling bad. If anything, the list of emotions associated with spiritualist phantoms implies that negative feelings are more conducive to psychic phenomena.
Also, can an android (with the emotionless racial trait) cast a psychic spell with an emotion component? That isn't specifically addressed in the rules. While common sense would dictate that an emotionless creature would not be able to cast psychic spells with emotion components (a.k.a. nearly all psychic spells), I can imagine android characters that would very logically be psychic. One that originated as a human mind imprinted on psychic media contained within an android brain, for example...
Thought spell components bother me less than emotion components, but I think they could be implemented better. Thought components should work more like the alternate material components described in the playtest document: you can use them in place of the normal spell components, but you don't have to. I don't see any reason why psychic casters shouldn't be able to mutter mantras and make dramatic gestures to improve their concentration while focusing their minds upon psychic effects (a.k.a. cast using verbal and somatic components to avoid the thought component concentration penalty when spellcasting).
I've always wanted to play an intelligent magic sword...
Orfamay Quest wrote:
It's basically impossible to be "poor" in Pathfinder. If you do them maths, any measurable level of any useful skill gives you an "average" lifestyle. The standard trope of starving sons of toil buried under tons of soil? Doesn't hold up if you crunch the numbers.
Sure, everyone with even a little skill can afford an Average lifestyle... right up until the plague hits. Then everyone owes the local priest over a year's salary for remove disease spells. Thanks, Obama.
If you want to play a dogfolk in a game that allows non-Paizo races, you can always grab Clan of the Dog in the Paizo store.
Also, you'll be pleased to know that my current sales data support your assertion that dogs > cats. It's close, but as of this post, Clan of the Dog is outselling its feline counterpart, Clan of the Cat.
Humans spend one-third of their lives sleeping.
So do elves. Elves just happen to do all of their sleeping up front so they don't need to worry about it later in life. Sometime before adulthood, they vanish into a faerie realm that exists beyond sleep. Only after experiencing an entire lifetime of dreams do they reappear in the mortal world, now fully grown and immune to sleep effects.
Gnomes don't dream all their dreams at once, but are so full of wanderlust, they find themselves lost in dreams for years at a time. And gnome children sometimes forget to grow older instead of younger, so they're constantly reverting to their younger, less-experienced selves. It takes gnomes a while to learn other mechanisms of coping with hardships and boredom.
Dwarves, meanwhile, are too practical for dream-related shenanigans. They start so late in life because they undergo a natural process of petrification during adolescence. They remain in statue form for decades, during which time family members and well-wishers constantly attempt to perfect them with stonemason's tools. Botched dwarves become duergar.
Zhayne's observation is correct. Members of the Cat Clans are more customizable than other catfolk.
Also, it's worth noting that members of the Cat Clans are catfolk. They have the catfolk subtype, so they qualify for archetypes, feats, and other character options as if they were ordinary catfolk. As a result, it's relatively easy to combine material from Animal Races: Clan of the Cat with older catfolk mechanics, if you so choose.
From the Core Rules, page 220:
Core Rules wrote:
Adding Spells to a Sorcerer's or Bard's Repertoire: A sorcerer or bard gains spells each time she attains a new level in her class and never gains spells any other way. When your sorcerer or bard gains a new level, consult Table: Bard Spells Known or Table: Sorcerer Spells Known to learn how many spells from the appropriate spell list she now knows. With permission from the GM, sorcerers and bards can also select the spells they gain from new and unusual spells that they come across while adventuring.
Again, that's a quote from the Core Rules, page 220. (Emphasis mine.)
With GM permission (as allowed by the RAW without ever invoking Rule 0), your bard absolutely can learn gravity bow.
The 5e PHB is Amazon's Best. Selling. BOOK. now.
And right behind the PHB on the Amazon bestseller list is the Publication Manual of the American Psychological Association. Clearly, we are witnessing the ultimate popularity contest in the history of tabletop gaming. Is D&D the more popular pastime, or will it eventually be overtaken by writing term papers?
EDIT: Actually, both are now losing to a critically acclaimed novel by Gayle Forman. I can't wait to see how her cutting-edge game mechanics "change the way [I] look at life, love, and family."
Well, whatever the [Redacted] class is, let me be the first to say what we're all thinking:
[Redacted] is the final nail in the rogue's coffin. The rogue class was already the weakest in the game, and the [Redacted] only makes it worse. Anything you can build as a rogue you can shoehorn into the [Redacted] class instead, and doing so makes a better rogue than the actual rogue.
I'm guessing the default rule that effects don't stack with themselves would prevent you from putting a target to sleep using only this blessing.
When resolving the second instance of the blessing, you would first check that the second instance of the blessing would affect the target. Since the first instance of the blessing is already affecting the target and the blessing does not stack with itself, the second instance of the blessing would not affect the target. This resolves the second instance of the blessing before the "if" clause in its text is ever invoked. (The "if" clause only applies when the blessing would cause a target to become staggered, but the second instance of the blessing would not cause a target to become staggered in the first place.)
Ive found about 30 lines already of either redundant or unneeded text.
A two-page spread or "one topic per page" layout occasionally requires padding to avoid white space. Removing the padding from one page (or spread) does not allow you to add additional words to any other page (or spread).
As a new publisher with products for sale in the Paizo store, I wanted to share my thoughts on this topic.
I ended my my first two PDFs with the following statement about file-sharing:
"Thank you for reading. If you have purchased this copy of [this PDF], your support of the author's work is much appreciated. If you have instead borrowed this copy from a peer, please consider purchasing products written by the author at some later date, or recommending the author's work to other interested readers."
Only time will tell if it was a good idea to include that statement in PDFs I'm trying to sell.
Okay, I *love* this (and the cat one). It's awesome beyond words ... I like the variable stat layout, and the racial feats. I'm slightly iffy on the 'you can take (racial feat) in place of (class feature)' idea, but I figure that's basically a favored class bonus in a way, so it's not a huge deal.
Glad you're enjoying the PDF.
I like to think of the substitution mechanic you mention as a sort of mini racial archetype. But you are correct when you say it functions a lot like a favored class bonus: you can use the listed race and class synergies to substitute one benefit for another, but you never end up gaining more benefits than a player using a different race and class combo.
I am so waiting for more of these. Do you have a release schedule in mind?
I'm making most of my announcements related to the Animal Races product line as a whole over in this thread.
To answer your question, I'm prepared to release as many as two Animal Races products per month (and have two more releases scheduled for this month) if sales numbers warrant releases that frequently.
Bought both dog and cat. Holy crap, the best six pages of PDF I ever bought. If the rest of your line is the same quality as these, I am definitely getting them all and recommending them to people.
Thanks for the kind words.
BTW, was it planned that you're releasing Raccoons and Turtles at about the same time Guardians Of the Galaxy and TMNT are hitting the theaters? :)
Instead of answering that question, I'll just say this: Raccoons in campaigns that allow firearms will have access to a new gunslinger archetype, and Turtles in any campaign will have access to a Turtle Clan Mutant feat. ;)
Steve Geddes wrote:
If the solution involves the invention of a TARDIS, I don't see that as a problem. :)
Sorry, but the correct response to my last post is...
Doctor Who 50th Anniversary Special spoiler:
"Oh, hundreds and hundreds of years..."
"But don't worry, I've been working on it for a very long time..."
...followed by the greatest cutaway scene ever filmed. :)
Alexander Augunas wrote:
Question: What's stopping me from keeping my animal companion dead and reaping four succulent benefits? How does that ability work?
Now I want to play a hunter who summons a wolf, kills it, skins it, and absorbs its power by wearing its pelt as a cloak. And any time he encounters a situation where a live wolf would be really handy, he throws his wolf pelt on the ground and raises it from the dead.
Repeat after me: Author Fiat. And willing suspension of disbelief. Mechanics make willing suspension of disbelief not work. If you can't do something, you can't do something. No matter how cool it might be in a book.
Unless, of course, you're using the Fate System, where fiat is built into the mechanics.
If you're playing Batman in a game of Fate, you can literally declare that your contingency plans anticipate and counteract all of Superman's high-speed, long-range attacks by spending a Fate point and invoking, "I'm Batman."
Now available here, Animal Races: Clan of the Dog.
This 11-page PDF (6 pages of content plus two covers, a title page, and some legal text) presents a new playable canine race, which can represent 0-HD descendants of adlets or an entirely independent race of humanoid dogs.
Included are a selection of customizable racial traits that are gained on 1st level, as well as numerous additional racial traits that can be selected over time with one of several new racial feats. Several of these racial traits provide expanded options for various class features.
Also included are rules for heraldic symbols that can be selected in place of traits, and a large amount of background information that can be used to flesh out any dog-themed character, covering topics such as folklore, religion, genealogy, and heraldry.
Now available here, Animal Races: Clan of the Cat.
This 11-page PDF (6 pages of content plus two covers, a title page, and some legal text) presents a new playable feline race, which can represent a catfolk subrace or an entirely independent race of humanoid cats.
Included are a selection of customizable racial traits that are gained on 1st level, as well as numerous additional racial traits that can be selected over time with one of several new racial feats. Several of these racial traits provide expanded options for various class features.
Also included are rules for heraldic symbols that can be selected in place of traits, and a large amount of background information that can be used to flesh out any cat-themed character, covering topics such as folklore, religion, genealogy, and heraldry.
Animal Races: Clan of the Cat is now available here!
Animal Races: Clan of the Dog is now available here!
I will be creating a separate thread for each of these products here on this forum. As each of these products goes live in additional online stores, I will make an announcement in that product's dedicated thread.
(I've noticed that the preview tool on store pages linked above does not support the Cambria font, which I used extensively in both of those PDFs. As a result, the text in the store preview isn't as clear as the text in the full PDFs. If end users report a similar problem with unsupported fonts when viewing the full PDFs on their own machines, I will attempt to update both PDFs by embedding the Cambria font.)
Animal Races: Clan of the Raccoon, scheduled for mid-August
Animal Races: Clan of the Turtle, scheduled for late August
I have problems with the aesthetics of a calling a non-mounted warrior a "cavalier."
If only there were a mechanic in the Pathfinder game that could do away with all of these fiddly mathematics by assigning an abstract, numerical difficulty to each in-character calculation a caster would make when using this feat. Then, instead of performing a bunch of metagame, out-of-character calculations to resolve an in-character action, a player could just roll 1d20, add any relevant modifiers, and compare the result to the assigned difficulty.
Too bad no mechanic like that exists in Pathfinder... What's that Jim? A mechanic like that does exist in Pathfinder? And it's the central action resolution mechanic of the entire game system? So instead of all this gonzo number crunching, this feat could have just assigned difficulties to various spell levels and required casters to make ordinary skill checks targeting those difficulties?
Huh. When you put it like that, this entire feat seems completely inefficient and regressive. Who knew?
I just received an email about selling PDFs through the Paizo store, and will be completing the necessary paperwork soon. I expect to add paizo.com to the list of places where my PDFs will be available in the near future.
(At this point, I'm probably updating this thread more often than is necessary, but I can't help it; I'm much too excited about publishing my own products for the first time ever. Just a short while longer now.)
The Animal Races product line is on track for launch at the end of next week. I have pages in two online stores ready to go live once I upload the relevant files, and I hope to hear back from a third online store in the next few days.
Barring unforeseen delays, I'll be releasing both Clan of the Cat and Clan of the Dog on July 25th. Each will be a fully-illustrated, 11-page PDF (six full pages of game content plus covers, a title page, and some legal text).
I think it would have been enough to limit the secondary choice to once per day. So that you could choose a different feat each time you cast it, but if you picked the same feat twice, you'd get the same choice.
I'm with thejeff on this one. That's a much better solution.
I got "Clan of the Dog" back from my alpha readers this weekend, and they all want to play Dogs now (even the cat guy). At their request, I will be adding an option to play Small-sized members of the Dog Clans so players can create anthropomorphic chihuahuas if they so choose.
("Clan of the Cat" will be in the hands of my alpha readers in the next few days, and much of the work is already done on "Clan of the Raccoon" and "Clan of the Turtle." Once I have my first four products done and ready to go, I will start setting up storefronts.)
Brutorz Bill wrote:
This really does sound cool. So it will be a series of releases? Or am I misreading your posts?
"Animal Races" will be a series of (at least) thirty-six products released over the course of the next two years.
If you are on Facebook and would like to receive a notification each time a new "Animal Races" product is released, you can Like and Follow Eric Morton Presents on Facebook.
I will also announce each "Animal Races" product release in this forum, and will investigate additional customer notification options as I go about setting up storefronts for my products.
I assume Clan of the Raccoon will explicitly mention gunslingers. :)
There will be a Gun-Toting Varmint archetype for Raccoon gunslingers (possibly with a different name).
If I can't fit the archetype in the PDF, I will release it as free online bonus content.
"Clan of the Turtle" is the fourth title in this product line. It explicitly mentions ninjas. My goal is to release it as close to August 2014 as possible.
"Clan of the Raccoon" is the third title in this product line. This product is also slated for a release as close to August 2014 as possible. :)
Especially interested if you include sloths, armadillos, thylacines, quolls...
I'm even including monotremes. :)
"Animal Races" is a product line of playable, animal-themed races with an evolutionary twist.
This upcoming product line presents character options for animal-like humanoids in a way that has never been attempted before. Each product features one of over three-dozen clans of unique, animal-themed races, plus related options for character customization. Unlike playable races drawn from bestiaries, the animal races in this product line are tied together by a detailed family tree with roots in real-world genetics and taxonomy. Each race can be used alone, or as part of a tapestry of animal races that are explicitly related to one another.
If you are a player seeking new animal-themed character options, including new races, feats, and character trait options, "Animal Races" is for you. If you are a GM looking for a diverse group of animal-themed races that share a single, cohesive origin story, "Animal Races" is for you. If you are simply curious to see what high-fantasy variants of real-world evolution might look like, "Animal Races" is for you.
Keep your eyes on this thread for updates as the "Animal Races" product line evolves.
Sean K Reynolds wrote:
In other words: by getting rid of the fixation on whether or not an ability is magic, you can get rid of a (perhaps subconscious) design bias against giving martial classes magical abilities. If it doesn't matter if an ability is magic or not, it doesn't matter if the character class "is magic" or not... just give the class abilities that are appropriate to the theme of the class (fighting, sneaking, healing, whatever).
I agree that removing (Ex) and (Su) might help to reduce subconscious bias amongst designers. I just don't think it would prevent fan arguments against "magic" martials.
Most fan arguments I see against "magic" martials don't use the game-mechanical definition of "magic." They use a broader definition of "magic," where anything that violates real-life physics is "magic," even though the rules of the game explicitly allow non-magical abilities to violate the laws of real-life physics.
Since the fans making arguments against "magic" martials are already using definitions which have nothing to do with (Ex) and (Su), removing (Ex) and (Su) will have no effect on their arguments. They want real-life physics, which will continue to exist no matter what descriptors the game uses.
I agree that the divide between (Ex) and (Su) is largely superficial.
However, I don't think the divide between (Ex) and (Su) is the reason "martials can't have nice things" in PFRPG. A vocal minority insists that martials must be bound by real-life physics because the Core Rules fail to call attention to an important fact: martials above 6th level routinely violate the laws of real-life physics just by making attack rolls and skill checks.
No one would be arguing that high-level martials must follow the laws of real-life physics if the Core Rules explicitly noted that, based on world record long jump distances, no human in the Real World can ever have more than 6 ranks in Acrobatics. Likewise, based on the fact that no real-life martial artist could ever defeat a full grown elephant (CR 7) in unarmed combat, no real-life martial artist could ever have more than 8th levels of monk (CR 7), even if the (Su) abilities of the monk were removed.
This is actually one of the few areas where I felt 4e did a good job. When the designers divided that game into three tiers of play, they explicitly identified a range of levels (the heroic tier) beyond which characters were expected to exceed the capabilities of real-life heroes. If PFRPG had explicitly stated this concept in the Core Rules, there would be no more arguments about high-level martials needing to follow the real-life laws of physics.