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This one is on the short list, but it's probably still a bit too recent to avoid the order/re-order issue Vic mentioned above. I'm watching it. If the first eight classics sell really well, there's really a lot of opportunities to bring back several.
But that's currently a pretty big "if."
Ha! I'm actually working on the product descriptions for these right now.
To answer some of your questions a bit earlier than that, however, here are some quick responses.
• They are not evergreens, but we're printing enough that they should be around for a while. Future printing decisions will be made based on how well these sell, and how much appetite we think the public has for _another_ printing, which is a decision based on information that doesn't yet exist, so we haven't made it yet. ;)
• These are straight-up reprints of "classic" Flip-Mats. There is no new cartography involved with these new (old) releases.
When the new code for paizo.com rolls during this evening's downtime, we'll be fixing a lot of little bugs and problems with the Pathfinder Society scoring system. Generally speaking, this should return some missing sessions to your record, but as with any major code revision there's a chance some things will fall through the cracks.
There may also be some slight shifts in star ratings. The system currently counts Adventure Card Guild sessions toward your star rating, but it shouldn't, and this will be fixed with the new code.
Please take a look at your personal play records following the reappearance of the site, and let our customer service team know if you see any problems.
We have a Spanish-language license with Devir, and the Core Rulebook is available right here on paizo.com.
Garrett Guillotte wrote:
It's funny you say that. When I lived in Boston on Boylston St. we had a Dunkin Donuts on the first floor of our building. :)
The thing is, though, these figures aren't being created in a vacuum. Before Pathfinder there were hundreds and hundreds of D&D Miniatures, and before that we had first-wave prepainted figures like Mage Knight, some of which are still good enough to be worth using.
Add to that 40 years of metal miniatures, as a lot of gamers no-doubt mix prepainted and unpainted or personally painted figures.
With all of those other figures in the mix, there are still some really weird gaps. Characters with instruments. Female halflings. Basically females of any other race than human, half-elf, or elf, or females who aren't sexualized or wearing full plate armor. So sometimes we do try to fill those gaps.
Building these sets is not always about finding a "perfect" balance of genders or creatures, or whatever. It's in large part about providing the _right_ miniature for a given role. So you might not need 11 female warrior types, but the variety is good for people hunting for a figure for their own character, or for a given NPC at exactly the right moment, or whatever.
Sometimes "providing the right miniature" is dictated by the source material. If the Rise of the Runelords Adventure Path says an important villain is a woman, she's going to be in the set no matter how many other female figures we've done in the past.
That's a big part of the disparity. As we move away from Adventure Path themes (for the time being), we're going to see more picks based on awesome art, or based on filling gender/race/class roles we haven't done yet than on fulfilling a specific NPC quota.
So, there are a lot of factors that go into it. "Women prolly wouldn't have been warriors so foten IRL" doesn't even enter into it.
I think we have a dress/skirt wearer coming up. Can't remember. The Shifty Noble kind of fits the mold you're looking for, but it's not one of my personal favorites.
Dance of Ruin wrote:
It's definitely something we've strongly considered. My sense is that we're not there yet, and we probably won't be there next year, but if the game keeps growing the way it has been and we keep making good decisions in other arenas, this idea is going to keep coming up until it happens.
As an aside, last year at Christmas I paid $175 in shipping for a Union Jack Dalek toy I could only find from Forbidden Planet UK. I paid the shipping fee without comment, as I realized what it was like to be on the other side of that particular equation.
So, I feel your pain. I hope we can work out a better solution to international shipping (particularly of large items) in the years to come.
I grew up in Minnesota, so for about 20 years of my life I was White Castle-adjacent. Three years of college in Boston was, alas, largely slider free save precious return visits to the Homeland.
I returned to Minnesota for a few years and was back in White Castle heaven, but then I got hired by Wizards of the Coast and moved to Seattle in 1999.
Happily, my job involves a fair amount of travel. I have enjoyed White Castle sliders in the following locations.
In my opinion, it is sacrilegious to adulterate a proper slider with any ingredient other than bun, "all-beef" patty, steamed onions, and the requisite pickle.
Even a slice of "cheese" is a bridge too far.
I am ultra-orthodox.
Yeah, sorry. "There is nothing I feel like doing about it, or worth the time investment it would take to do anything about it" is probably more accurate.
You got me. :)
Erik, a quick question for you, since I know you follow these pages: I recently stumbled on to a mini being sold on Ebay as a Paizo promo called the Albino Wererat, clearly a repaint of the S&S Wererat. (It was a Hong Kong seller, as far as I can tell.) I've never seen these released anywhere else or for sale anywhere else. Can you tell me what's up with this mini?
It's a promo repaint that we haven't released yet. I'm guessing someone at the factory grabbed a few and is selling them that way, as they've never left our warehouse and until now I've not acknowledged that they even exist.
We'll find a place for him as a promo in early 2014 (I'm guessing PaizoCon), and he'll be made generally available on paizo.com shortly thereafter.
I'm sorry to bother you able up this but so you know if Erik Mona has a similar thread to this? I wanted to ask him if there is a plan to release any more of the sketches of the occult adventures iconics.
I do not have a thread like this. I can, however, answer your question.
Yes, of course we will be releasing more images of the Occult Adventures iconics. The FINAL PAINTED VERSIONS of all six are in my in-box waiting to be fully appreciated as I work my way through the holiday backlog, but they are there. Lurking.
And good golly they are gorgeous.
Thanks to the lads from Know Direction, who were kind enough to invite me and Brandon Hodge to be their guests this evening. The topic was Occult Adventures, the major 2015 Pathfinder RPG hardcover rules release.
We also briefly discussed Pathfinder comics, including major revelations about the next Pathfinder comic series from Dynamite, with stories from Pathfinder co-creators Erik Mona, F. Wesley Schneider, and James L. Sutter.
You can listen to the wide-ranging interview on the other side of the link.
I think we've generally steered clear of dragon-men because that was so overdone (often by us) in the Dragon and Dungeon magazine days. 3.5 had dragon races all over it, especially in the latter period immediately preceding the introduction of Pathfinder.
I think a lot of us also thought that the fin-headed half-dragons from third edition D&D were really goofy looking, and didn't fit our grittier sense of what the game world should be like. Almost too fantastic, if you will. Keep in mind this is going on 12 years ago, now, so I think some of us have mellowed in our militancy about this issue. I mean, at one time we had a "no succubi adventures" rule after doing too many of them in Dungeon, but we've obviously gotten past that.
At the VERY end of third edition, WotC made dragon-men a major part of their brand, and something that most of us associated with fourth edition. Dragon-men seemed more like a "D&D thing" than a "Pathfinder" thing, if that makes sense, so I think the focus on dragon-men in D&D resulted in less of this sort of thing in Pathfinder.
But anyway, there's clearly interest in the idea and it would be fun to try to do a book like "Blood of Dragons" some day.
I wouldn't include the other races folks have been suggesting here, like nagaji, lizardfolk, etc. I'd give the latter its own book, and I'd throw a couple of serpentfolk-like creatures (and maybe the vishkanya) into a book called 'Blood of Serpents."
I definitely agree with this, and so does everybody else. Occult Adventures would have had fewer classes if we didn't try to put all of the relevant concepts in the same book, rather than drib-drabbing them out over the years.
It's difficult for me to think of a book concept that could spawn enough "legitimate" classes to reach even six at this point.
Occult/Psychic is a very rich vein, that we've been deliberately leaving largely untapped until we could "do it right," all at the same time.
If you've got tons of ideas of other themes like that that inspire classes that absolutely demand to be made and that would meet with general acclaim, I'd be delighted to hear them.
The black raven wrote:
The real outlier on that list is the Advanced Class Guide. In retrospect that book should have followed the APG model and focus on six classes, with a bit more support (and perhaps development) on those. I think the fact that it was a CLASS guide and the starting point of trying to replicate a bunch of interesting "multiclass' concepts escalated more than it should have, in retrospect.
Occult Adventures follows the Advanced Player's Guide pattern of six classes. The fact that it is tied to a new type of magic (and several associated cultural archetypes) means that "if it's psychic and it's worth having in the game, it's going in this book."
While my crystal ball is a bit shabby and cracked, I feel pretty confident that future books will not include the sort of new class pace we've seen over 2014-2015.
Also, Unearthed Arcana didn't have alternative versions of classes. It's certainly my hope that these classes appear in PFS and in future books, if the authors of an adventure would prefer to use them over their Core equivalents.
Yes, it could turn out to be a book of options most people don't use. I hope that doesn't happen, and plan to do whatever I can to help the book avoid that fate.
If you like us so much, maybe turn down the hyperbole a little?
I mean, seriously. We're making a whole book called Pathfinder Unchained to re-address core elements of the system that people don't like. Included in that effort are redesigned rogue, monk, and barbarian classes, all of which will significantly amp up those martial classes.
I'm not certain it'll be to your liking, and I'm not certain we'll do a perfect job.
I am certain that spending a quarter of a million dollars to print and a third of our hardcover release schedule to address some of these issues registers somewhere north of "Paizo doesn't seem to give a damn."
Criticism is fine. Criticism is good. Criticism is welcome.
But I do recommend occasionally tempering that criticism with good faith.
xavier c wrote:
What are the esoteric planes?
Astral, Ethereal (and associated demiplanes)Material (ok, not esoteric, but an important part of the overall scheme
All of these planes play into the spells and systems in the book, so each gets a short section with some new rules, context, and other fun stuff.
Speaking totally personally, as in "not in any way officially as a Paizo employee," I sympathize with some of the perspective of the OP, even though as a player I often benefit from and greatly appreciate haste being cast upon me.
I don't really have a problem with the "visuals" of it. The game has always been pretty crazy and high-octane in terms of weird magical effects, so I'm not sure people moving fast is more reality-breaking than huge exploding balls of fire.
But it is _VERY POWERFUL_. As a force-multiplier it's difficult for me to think of a better spell.
The part of me that has been playing for a very long time, and who values weird little Gygaxian subsystems more than he probably should, I do sort of long for the days when having haste cast upon you would age you a year of your life. By a careful read of the old AD&D rules, any magical aging also triggered a system shock check, which involved a very small chance that your character would die outright.
That kind of atmospheric drawback made haste not quite the "one size fits all" solution that it became as the game system developed over the years. While I'm fine with the spell as it is now, a do long for the days when people thought twice about casting this spell, or casting it on the entire party in every fight, anyway.
This made me laugh out loud.
We are really lucky to have Mark. There's no question that the ACG suffered a bit due to some staffing changes that happened in the middle of it, and I'm pleased to report that the rules team is operating more efficiently and enthusiastically than ever at the moment. I think Occult Adventures is going to kick some serious ass.