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Fenris_Chosen's page
Pathfinder Adventure Path Subscriber. Pathfinder Society Member. 14 posts. No reviews. 1 list. 1 wishlist. 2 Pathfinder Society characters.
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Pathfinder Adventure Path Subscriber
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Thank you for that fine answer! I figured more previews were going to come up, but I'm happy to hear that the rulebook will also be available for perusal.
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My question is how differently does this play from other deck-building games, such as Dominion, Thunderstone, or Marvel Legendary? Obviously, it is coopertive and all that entails, but I would like to know more before subscribing. Don't get me wrong, another way to interact with Golarion is pretty sweet in-and-of-itself, but I am a pretty big deck-building fan so thus, I have a lot of bases covered already. In what way will I be able to "hook" by gaming group who are already familiar with the basic mechanics of deck-building?
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6 people marked this as a favorite.
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Coooooooooool. :) I know this is probably stretching it, but any chance we will see more of this story, "the man-in-white," told in the Pathfinder Comics?

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Tinkergoth wrote: Fenris_Chosen wrote: Note: Apologies if this has been covered or is on the wrong messageboard.
In my game, I am incorporating Psionics from Dreamscarred Press yet, I'm warry of certain things.
1) The Psychic Warrior seems awesome in a few ways, yet I question two choices. A) They only have a d8 hit die? I thought these are supposed to be the "tank" Psionic Class? B) They do not have a full BAB. This seems strange for the same reason as "a." For those playing with the Psychic Warrior, does he feel to under-powered?
2) The Soul Knife, on the other hand seems to overpowered! I love the theme of the class yet I'm really worried about this class's potential abilities. Full BAB, d10 hit die, ect. The blade skills are very good (Yay!) but some do appear too good like Combat Slide. For those GMing a Soul Knife character, is the character overpowered?
I recognize that most of my worries come from just a capsule review of the product and not play-testing, hence coming to you guys! What are your opinions or even better, playing experience, with these classes? In response to the OP, from what I've seen of Psionic characters used in other GM's games, it appears to be similar to the way most classes work. If you make poor choices when building, or misunderstand how something works, then yes, a character will be underpowered. If, on the other hand, you're playing to deliberately break the game, then you can most likely find a way to do that too. I like to think that most players will try to strike a balanced and fun character. Though looking at some of the shenanigans my players get up to with their builds, I wonder how I've managed to stay so optimistic... I think this is the case. I was mainly worried from reading the book and what one of my players was saying of the Soul Knife in another game he played recently. I'm glad to hear that they are good as is.
Also, to Jeremy, that sounds awesome! I just got the update from the Kickstarter.
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Thank you all for your responses! These have been some great responses that I will consider completely. I realized after thinking about it that Combat Slide, while nifty, isn't as game breaking as it sounds.
I'm glad to know that the Psychic Warrior, meanwhile, is not under-powered by comparison! Thank you.
As far as the Aegis and the other Expanded Psionics content, I haven't acquired that book yet, and I was going to until I head of the Ultimate Psionics Kickstarter. I definitely got involved on that one!

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Pathfinder Adventure Path Subscriber
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Note: Apologies if this has been covered or is on the wrong messageboard.
In my game, I am incorporating Psionics from Dreamscarred Press yet, I'm warry of certain things.
1) The Psychic Warrior seems awesome in a few ways, yet I question two choices. A) They only have a d8 hit die? I thought these are supposed to be the "tank" Psionic Class? B) They do not have a full BAB. This seems strange for the same reason as "a." For those playing with the Psychic Warrior, does he feel to under-powered?
2) The Soul Knife, on the other hand seems to overpowered! I love the theme of the class yet I'm really worried about this class's potential abilities. Full BAB, d10 hit die, ect. The blade skills are very good (Yay!) but some do appear too good like Combat Slide. For those GMing a Soul Knife character, is the character overpowered?
I recognize that most of my worries come from just a capsule review of the product and not play-testing, hence coming to you guys! What are your opinions or even better, playing experience, with these classes?
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From Privateer Press: http://www.youtube.com/watch?v=rT5pjvTYl1w
1:35 is when they start answering your questions, DrGabe.
For more in depth, the guys at Beasts of War did this review: http://www.youtube.com/watch?v=Z5XUVYUBrv4
The game is not d20 based.
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Yes, but would you continue to have 2 new rounds of damage, thus leaving the Bard to do other things?
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An Irrisen AP? Awesome! My group and I were just talking about running something with the Return of Baba Yaga. Time to mine for ideas and such!
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1 person marked this as a favorite.
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It also sounds very similar to the Lord of the Rings LCG from FFG. Seeing as that is one of my favorite card games, that is a very good thing!

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Not to hijack the thread to much, but I do have to give kudos to Mr. Pett. My group loves his adventures just as much as I enjoy reading and running them. Honestly, I was skeptical about Forest of Spirits, since it was predominately a dungeon crawl, but seeing Richard Pett's name on it eased my fears somewhat. Now that I have read it and am in the process for prepping it, I can't wait for my group to get to book 4.
A further aside, if Richard Pett was to do some super-mega-awesome campaign (like Vaughn's excellent Slumbering Tsar), I would be first in line to subscribe to that campaign! (Hint, Hint FFG)
* * *
Now, as far as bosses go, I love my Five Storms. I have cued up music for them and everything. I think my player's like fighting them just as much as I like running them, but I can understand your point of view. That being said, I still enjoy the AP a whole lot and wouldn't change the written encounters to dramatically. That being said, I intend to run Tide of Honor as a hex crawl similar to FFG's Hex Crawl Classics. The PCs will be given multiple missions besides the ones written for Tide of Honor and will be told to go do it. They then travel across Minkai with the NPCs who they have developed relationships with. This is my way of letting the player's explore Minkai as well as throwing my own flair and story into the AP. Perhaps this would be a good solution to the "tedium" of certain mini-bosses? Granted, it would take a lot of work and such, but it provides an excellent avenue for exploration that the AP carries with it until the 5th book, in my opinion.
Granted, they only have some many pages. :)
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While mistakes were made, it sounds like a very fun session. Did you and your players have fun?
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You could have Ameiko claim her families heirloom weapon. Suishen could also refuse to "function" for the PCs, for the true Amatatsu heir is still alive.
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I gave my group 25, but I am also throwing in more monsters (since I have 6 players), tougher monsters, and using slightly altered crit/fumble rules. I agree with what these 'gents said though in that the module was designed with 15, party of 4 in mind. If you want to give your players more power to play with or instill a certain "play style," be certain to make the time necessary to prep the module for everyone's enjoyment.
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