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We're currently discussing planning for the next series, so things are rosy enough to keep doing them.
They could, of course, be doing better, so please help us spread the word!
They're great for work commutes. I just finished Big Finish's 25th Doctor Who audio, which I'm using for exactly that purpose!
We wanted to focus on more popular, mainstream monsters with the widest possible base of people interested in using them in campaigns.
Urdefhans were never seriously considered.
My position is that we need to have a book like this prove itself with much, much more common monsters than that before we can dream of diluting the customer pool with creatures they don't recognize.
Monster Codex 4? Sure.
Some sort of Pathfinder Campaign Setting Monster Codex? Absolutely.
Not when so many folks were skeptical of whether they would need this book, and not when we're trying something that has basically never been done before.
I've been out sick the last two days so I am unfortunately not up to date on the progress that has been made in that time. (TriOmegaZero's post provides some measure of encouragement).
My understanding of the problem is that a recent software upgrade to our shipping software accidentally erased a prior fix related to shipping Pathfinder Battles boxes. Because these boxes are unusually large for their weight, the software got confused about the shipping rate, locking it to an ultra-expensive custom shipping option that would cost customers hundreds of bucks.
The second the team became aware of this they immediately began fixing the problem.
I'm not sure if that amount of information is helpful to you in any way, but there it is. That's what happened.
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.
The kobolds and orcs in Legends of Golarion were designed to be "feeders" for kobold and orc Builder Series sets.
And, btw, apologies on any shipping mishaps on Lost Coast orders. It was a top agenda item at today's management meeting and all departments of the company are treating it very seriously. I am informed that a solution is in the works, and beg for a couple more days' patience as we work through the problem.
I included two boggards in the set because I like to mix up the sculpts for similar groups of creatures to make for more flavorful encounters. Generally speaking, I'd prefer to do a common "warrior" type, a common "archer" type, uncommon "brutes" for advanced or leveled martial monsters, and rare leader and spellcaster types. Until I've covered all of those bases, I don't really consider myself "done" with a somewhat common race.
As for more wolves, we still need a dire wolf and worg, both of which are more likely than another wolf. I know they've been out a while, but it seems to me like the original D&D Minis sets were lousy with canines, so I assume at least a decent number of collectors are good as far as Medium wolves are concerned.
We'll probably do another one, as the single from Heroes & Monsters was VERY popular, but in the meantime you can pick up Harbinger wolves from the old DDM line for five bucks on ebay. I just checked, and there are plenty to be had.
Greg Hurst wrote:
Expect the distribution (and general utility) of figures in future sets to align a bit more with your expectations. This set had to absorb a few figures cut from previous ones, which is why those two giants are uncommons, for example. This type of thing becomes less common going forward from here.
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.
Our printer bound the books before the ink was dry, and many of the pages were basically sealed signatures, making the books difficult to open and read.
You could pretty easily grab a letter opener and separate the stuck pages with relatively minor damage to the page corners, but that is far below the standards that we hold for our products, or that the printer holds for their own work.
When notified of the problem they immediately offered to re-do the entire print run at their expense.
The Advanced Class Guide logo swap was our fault, and didn't substantially (or even "at all") change the value of the book's content, so we decided to bite the bullet and release it as is.
Sorry, I should have been more clear. I understand the phrase and I've read the essay. What I meant was in what ways, specifically, Lemmy thought that Paizo had fallen into the habit of "ivory tower design."
"In existence," yes. If/when we refer to the Unchained monk, for example, we'll call it an unchained monk in the stat block.
It remains to be seen how these classes will be implemented in PFS. It's too early to make those decisions, but it's certainly my hope and expectation that players will be able to choose one version or the other.
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.
This book does not contain any specifically Cthulhu Mythos material. There are no great old ones, etc. It does have some material on cults and stuff, but when/if we finally get around to doing a genuine top-to-bottom take on Mythos themes, we want it to be in a book that doesn't also include psychics and eastern mysticism and stuff.
There's definitely overlap thematically, but we'd prefer to give that material in specific a more robust treatment that just making it a small section of a book with lots of other items on the agenda.
Some day, the stars will be right for this sort of thing, but that day is not today, alas.
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.