|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
World of Warcraft is a great setting (not to mention a pretty cool game). I've often thought of using it myself for a basis of a campaign, or at the very least stealing of few ideas.
As far as totems here's my idea: use the Summon Elemental spell, but reskin it to Summon Elemental Totem. Once summoned the totems grant access to that elements' spell list.
Something similar to Rifts or Numenera. I like the far future science-fantasy settings.
The Ultimate Psionics book is a great addition to the Pathfinder line, but every time I read it the same thing sticks out like a sore thumb; the artwork. It's the Achilles heel of the book for me. I find it inconsistent and subpar with most other third-party publishers, and it's the main reason I bought the book in PDF form only. If the artwork had been close to the other Pathfinder books I would have gladly paid the asking price of $79.99.
Exactly, which is why I intend to go back to Pathfinder; 5e is a good game but the classes are very generic and there's too few options for them. However, I really enjoy the Advantage / Disadvantage mechanic and wanted to implement it in my game.
Vic Wertz wrote:
Thanks for the reply and clarification!
GM Rednal wrote:
I've picked up the Mythic Trilogy by Legendary Games. The books are great and offer a lot of useful advice. The next step is to figure out how and when I want to add in the mythic tiers during play.
*1. Every fight feels like a boss fight.*
High level combat should feel epic, however, too many fights during the game can water down their impact. Make the fights matter to the story and most importantly the PCs.
*2. I need to be constantly reminded of PC abilities.*
As others have stated it's up to the PCs to track their character's abilities, not yours. If the PC's didn't add a bonus or a save to roll then they didn't get that particular benefit. Player's should be prepared and ready to play when they come to the table.
*3. I announce things but not all players hear me, sometimes no one hears me and they deny I ever said it, making me question if I said it at all.*
This one is easy; when you speak everyone else should be listening, not talking, not joking, etc... This can be hard on Roll20, but you have to set the expectation up before play begins.
*4. I forget abilities of my own monsters.*
This part is solely on you, and again goes back to being prepared and ready to play. Read the abilities of the monsters before hand. If possible make a few cheat sheets. This also goes back to my point above where you have fewer combats but make the ones you do have matter more.
*5. I hide all of my rolls, sometimes I roll for a PC and they don't like it.*
Hiding your rolls is fine, but most players want to roll for their character if possible. Think about it this way; would you want someone to roll for your character that you spent hours putting together? Most likely not.
*6. I'm too slow.*
This one I don't understand; what do you mean by being too slow? Does this pertain to combat, or the game general? I'd like a little more clarification if possible.
*7. If I create my own monster, or create my own ability they feel cheated.*
Creating your own monsters and abilities is fine, but just be sure to be consistent, and try not to make up an ability on the fly just to prevent the players from defeating your creation.
Being a GM is a constant learning process. My best advice is to make sure you sit on the other side of the table as a player. This will give you much needed perspective as a player, and will allow you to see how other GMs handle the same issues that you encounter while running games.
I'm creating a campaign world which uses mythic rules for character creation, think Exalted but for Pathfinder. I'm reading the Mythic Adventures book to get a better understanding of the rules, however, I also want to hear from the community too. Is anyone running a campaign, or have run a campaign in the past, have any insight as to what I should expect? I've been in the gaming hobby since '86 and have a pretty decent grasp of the Pathfinder rules.
The best advice I can give as a GM for many games (including Pathfinder) is don't be afraid to throw out your pre-made notions on what your game/campaign should be. Think on your feet and be flexible when running the game. Pathfinder can be intimidating, but like most things it's only intimidating if you allow it to be. No matter what happens in the game you have the ultimate say-so. Good luck and welcome back to fold!
Look up the RPG from Fantasy Flight Games called "End of World: Zombie Apocalypse." You create characters based on your own abilities as a person, and gain equipment that you have on you when play starts. Of course when playing a game like this you need a group of mature players who don't take the game, or themselves, too seriously. If not you can have players with some hurt feelings.
Pathfinder is the fantasy version of RIFTS. There's nothing that you can change that would make the game better or worse. It's based on a very old engine that most modern games no longer use. The only thing I would do is use another game's mechanics like 5e or the Cypher system; but then it wouldn't be Pathfinder, now would it?
I wasn't sure about this book, but after reading more on this thread my interest is definitely piqued. I understand this book is for newer/ beginner players. However, I do have one question: how does this book interact (if at all) with Pathfinder: Unchained? Do the rules contained in the two books counter each other, or somehow mesh together?
I found a map of Caliphas online that had the city mapped and numbered, with a title to go along with the numbers. Where can the actual description of these numbered places? I have the Carrion Crown map folio and Rule of Fear campaign setting, but neither of those have the descriptions that I'm looking for. Thanks in advance.
Great topic and thanks for posting this. I would love to see more characters in the pages of Paizo products and other game publishers feature more people of color. Exalted (White Wolf) was the first game that I can remember which had an African-American character featured on the cover of the core book (Harmonious Jade). Everyone wants to be a hero, which is why we play RPGs, but it would be cool to see heroes that look like me in the pages of the books that I play.
I like the idea of the shaman, but as others have said the class seems to be all over the place. How exactly does the spirit companion work? Is it an arcane familiar or an actual animal companion?
Spirit Animal (Ex): At 1st level, a shaman forms a close
I'm thinking it's an animal companion that aids with bonuses and aids in physical combat, but I'm not sure. If it did this would probably be my new favorite class.
Warpriest = avenger or runepriest from 4th edition D&D. This is not to start an edition war, rather I want those who are play-testing and those who are designers to look at these classes and see what worked and what didn't work. Both were divine classes and filled their respective niches quite well. Again, the heavy armor proficiency needs to be thrown out the window and instead limit the class to light armor only. In turn give them a defensive aura similar to the monk class.
I think the main problem with warpriest is that the designers are trying to blend fighter and cleric together, which in all honesty we already have (i.e. paladin). Instead, why not blend bard and cleric?? Then you would have a fighter that could do damage and buff/ debuff without adding a bunch of crazy mechanics.
This is just my two-cents.
1. Have the hunter choose between ranged or melee focus for attacks just like the ranger.
2. Hunters can never have more than one animal companion due to the strong bonds between them.
3. Hunter's spells can be cast on the animal companion only (i.e. buff, heal, etc...)
4. In addition to normal animal progression the hunter's animal companion gains an additional hit die, +1 to attack, bonus to AC etc...
These are just my quick thoughts.
The Beard wrote:
This is what happens with hybrids classes; you are taking on two roles (fighter and priest) so you need the stats to correlate in order to be effective. "Pure" classes don't have this problem.
The warpriest is a hybrid class and should be created as such; war = fighting and priest = healing. The class should be able to do both effectively without outpacing their parent class. It's the same formula used in WoW, which we know our friends at Pazio play. Look at the the WoW shaman; it can heal, do ranged dps or melee dps, but by no means can it do more dps than say hunter or rogue, they class isn't built that way and shouldn't be.
A hybrid class gives an alternative to playing the parent classes for those that are looking for something different. I don't want a warpriest to do more damage than a fighter, nor do I want it to outheal a cleric, but if my group is lacking one of these two classes, then this is where the warpriest would fit in.
Personally I would try to understand the flavor of the class first, then I would worry about mechanics. What's the point of getting mired in mechanics that may or may not be there? Playtest the class, send feed back, and then move on to another class. Some of you are taking the fun out of the playtest and missing the point entirely.
We can agree to disagree, but as it stands now the class doesn't seem to set itself apart from the other divine classes. I would think that from a flavor standpoint it would make sense (to me at least) that their faith is what armors them (i.e. wisdom).
I wish there was more play-testing information in this thread, because I think it would go a long ways in answering some of the questions and theories that some of you have. I don't currently have a group so I'm unable to play-test the class myself, so I'm totally dependent on reading these forums for the information I'm looking for.
With that being said I would restrict warpriest to light armor, and give them an AC buff derived from wisdom similar to monk. I would also give them access to two-handed weapons only, that way you don't have to worry about deity-specific weapons like star-knives.
In addition I would drop Channel Energy in lieu of an persistent aura of some sort that perhaps aids either combat, defense, or healing, which would allow the warpriest to fill a role as needed. A few of you said something about a divine magus which I think would a great idea source for this class.
I too would like to see a divine magus class, but maybe that's better saved for an archetype. However, when I think of a warpriest I think of the class found in Warhammer Fantasy Roleplay (and the now defunct MMO); a divine character who wears medium armor and wields two-handed weapons. Her spells are buffs for the party and some healing. She's not a good as the paladin in combat, nor as good as the cleric in healing, but if you need someone to do a little bit of both she'll fill that spot nicely.
Some of you are taking this way to serious. The designers at Paizo have decided to restrict multi-classing for a reason. How about play-testing the new hybrids that have been out for less than 24 hours, and then send that information to Paizo. Who knows, maybe with your feedback they'll agree that multi-classing hybrids are a good idea.