|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Thanks for the ideas. It sounds like M&M might be the best fit. I've got the core rules. Any otherbooks from them I should get? I'm always down for a Rogue's Gallery type book.
For Power Level, that's a hard one to explain. I guess I'm looking for more on the level of Spiderman or older x men; dealing with city-wide problems and keeping things simple.
I didn't forget considering I am Hispanic, though you've forgotten the cultural roots for the taino and west African slaves that my people, Puerto Ricans, have. Both of which aren't in Europe. Furthermore, since it's a gaming world, there really isn't anyone stopping us from putting Hispanic culture in there without the slavery and rape and conquering. We aren't trying to recreate earth history, but making a high fantasy America. So we can chat a little. He'll I have an entire thread about that posted above.
I think I can say it a bit better and way less racist than Alba.
My personal thought is that we have a great wealth of European-themed kingdoms and cultures in Golarion already. From Cheliax to Andoran to Taldor and Varisia and beyond, we are pretty well set with that style of gaming. And the same goes for most fantasy games out there. Dragon Age TTRPG, Lord of the Rings TTRPG, Dnd 5e.... all of them use similarly European inspired culture that we've pretty much come to expect from the standard fantasy fare. Even with some little twists here and there, it's still a bit old hat. Sure, we could add the colony aspect, but we'd still be detailing an English (or Spanish) inspired colony that also deals with the natives. It's really been done, even in Golarion (see Sargava).
What I want is a city of the natives. A city of people from Arcadia, inspired by the Pre-Columbian peoples that Arcadia takes its inspiration from, with the old Golarion twist. There are many reasons I really want this. One, it's something that isn't explored in other RPGs. There's Maztica and... that's really the only big name one I can find. And even that was removed from Forgotten Realms during 4e DnD. This would be breaking some rarely tread ground and bring on a glimpse of a setting that'd be unique and fresh. Something great to bring players and GMs alike into the cornucopia of cultural idiosyncrasies, traditions, and folklore that are from my and many other people of the Americas. Seeing a city inspired by the Aztec or Cahokia or the Taino tribes of the Caribbean mixed with magic and fantasy would be a dream come true for me. Hell, I even have a topic about it here if you desire.
Most importantly, though, going to detail with a single Native city would help to open up the ability to play Arcadians in PFS play and show GMs you can play all types of characters, both in official games and home games. I've been to plenty a game where I could not play my own ethnicity or any non-European (or hell, any non-Anglo-Saxon in some cases) because according to GM's, my people don't fit in their world. I've received the same reaction that people get when wanting to play a troll or drow with wings. It's an ugly reaction that I've unfortunately had to deal with. And the response is always the same. "There aren't Hispanic people in this setting because it's a European setting." Frankly, it sucks. But seeing this book out with a legitimate native city would help open things up for people. Maybe not myself, since I'm an adult and am too busy being all cynical and post-ironic ;)..., but for kids that were like me and always told that they can't play African characters or Hispanic characters. This gives them that opportunity to see that in action and see a world where they can feel like they fit in in this hobby.
Now, I'm not actually against any Avistani colonies in Arcadia. In my own Caribbean-inspired setting, I have some islands that are inspired by the Spanish, Dutch, French, and British colonies of the Age of Sail period. Of course, I understand the baggage that having that entails and some people really don't want to deal with that. Few people wants to play Jim Crow the RPG, or White Guilt: The Masquerade (I've met one that would though...yeesh). That said, I want the first foray into Arcadia to be a fresh and unique one that finally give me and fans of Native American myths what we've been craving for for a while; a high fantasy Pre-Columbian American world.
James Jacobs wrote:
Seeing that I'm the guy that started the Arcadia thread two years ago, I'm very excited for this glimpse into non Inner Sea areas. I've always been sad that we rarely see RPGs delve into non-Anglo settings and it hurts even more when I cannot play my own ethnicity because I don't exist in most settings. I'm glad to finally get a taste of Arcadia before we get a lot more in the future.
I really should update my Arcadia thread now...
Prince with a Thousand Enemies wrote:
Once things quiet down on my end. Work + School leave little time to really do much outside of those two.
A bit of a thought from my ftl thread. I'm doing a space traveling and exploration game with Pathfinder and I'm interested in doing it as a hexcrawl (think Kingmaker but in space). That said, exploring space is a different beast from exploring a forested wilderness. Z axis means players can avoid obstacles. What are some ways of doing ahexcrawl in space?
If the OP is insterested, here's my Arcadia thread here for some good ideas for Arcadia. This includes a lot of commentary from the devs about some of the things they are keeping in mind. I also have my own setting that takes place in a Caribbean-inspired Renaissance fantasy world, flavored by the Taino and Carib tribes, the European colonies, and modern-day Latin and Caribbean cultures. I designed it specifically so that everyone could play any human ethnicity they desired, especially Hispanic and Native Americans. I've been on hiatus on it for a couple of months due to work and school, but I'm available for ideas and talking if you're down.
So I've been quiet for a while, slowly brewing an idea for a Pathfinder game in space. One thing I haven't been able to settle on is whether I want superluminal (Faster-Than-Light) travel or wormhole travel. Both would definitely change the setting in various ways between each other. So I had some questions regarding the two. Admittedly they are kind of more involved than my usual questions, so I do apologize.
1. Which technology would be discovered first; FTL drive or wormhole drive? Or would you see them as parallel technologies that do the same thing but in different ways?
2. How would varying advancements in FTL travel look like and progress? Kind of like how we've come from the Wright Brother's plane to jets, how would FTL advance? Same question, but with wormhole technology.
3. What are some things that would inhibit FTL travel? Same question with Wormholes.
4. Would wormhole technology obsolete FTL travel? Or could the two coexist?
Thanks for any answers.
That's good to know. In asopao the rice acts like the thicken er in the stew, so you get a similar consistency to gumbo.
So this week, I'm sick with the flu, which means I finally have days off and I can begin more work on fleshing out my setting more. I definitely hope to share it with you guys in the coming weeks so that there can be some more inspiration for Arcadia in this thread.
So far I have three pdfs being written. Anacaona Player's Guide, a brief primer to the races, ethnicities, colonies, and history of the setting; Anacaona, The Sixth World, a DM focused book with more in detail about religions, relationships between the island kingdoms, and the cosmology; Anacaona Bestiary, which features creatures from American folklore, both ancient and recent, North and South and everything in between.
I have a couple of adventure ideas too, but I'm waiting for the local gaming store to open first. It'll be nice to finally get my nerd on in Ft Lauderdale without having to drive 30 minutes.
Also, teaching war orphans to not go raiding and pillaging other peoples is a far cry to what the Indian schools were. It's a comparison of generalities (kids being educated against a previous culture) without looking at the specifics, which make both a complex and much more unrelated case.
Also, we are missing an important point in Mikaze's post (at least about the orcs I haven't read all of them). They aren't being forced into compliance against their natural tendancies of aggression. In fact, it recognizes their predisposition and shows venues to channeling that in a positive manner. They aren't stripping down what it means to be an orc or hobgoblin. Rather, they are helping them take their natural predispositions and using them for positive means. And not to become a slave race or second class citizen, but to become aware of what their culture does and to be given the tools to choose a path other than mindless violence. In Mikaze's case, it'd be a half-orc paladin of Sarenrae :p
It's never too late to add more ideas. I've always wanted a copy of the older Deities and Demigods, and always wanted Paizo to make one. I can share some gods in my setting that uses Native inspired deities. One thing I tried to keep is that many of these gods have alternate forms and names, or are primarily not humanoid. It give them a good difference from classic Western European gods. Also, many have the Animal domain and all gods in my setting have tonalli, animal spirits for the Nahual priests.
Domain: Animal, Community, Good, Healing, Law
Based on the cryptic Mayan bee demons of the same name. I took a lot of liberties with her, taking the name and mixing in properties I saw in bees and honey (as a natural remedy). In one game I had an awakened bear cleric of Ahmuzencab.
Domain: Animal, Death, Healing, Magic, Repose
Maketaori is based on the Taino death god of the same name. I largely kept him how he was from what I've read and learned about him. There was also a paper I read that talks about bats and reincarnation and the hupia bat undead. I used what I read about that to add a reincarnation cycle to this death god, and have an interesting dichotomy between bats for the death god and bats for the evil bat demon god Camazotz. Maketaori is the only god I have written up that has an actual herald, Opiyel Guabiran, a dog shaped creature that hunts down spirits and brings them back to Coabey, the land of the dead. I made him interesting because he has a penchant for gambling and betting and can be duped into betting for a person to come back to life. Though he himself is a smart and clever outsider.
Domain: Animal, Chaos, Darkness, Earth, Evil
Camazotz is the Mayan bat god, meaning Death Bat in the K'iche language. I made him a full-fledged demon god in a similar vein to Lamashtu. A slayer of gods and heroes that places the decapitated heads of those he has slain on pikes surrounding his ball court. Creation myths play a big part in my setting and I have some allusions of Camazotz being the first proto-hupia (Taino undead bat zombie/ghost of people who refuse to move on after becoming petitioners), who later became the first man, then ran away from death because of his evil ways to become a true hupia. I've definitely made him evil with a capital E and a patron god of vampires, cannibals, and other voracious creatures.
That's all I have time for this morning. Got a long work day then school. I wish I had more time to do stuff like this, but life is a pain.
I'm very worried about the classes that aren't the Kineticist or Medium. Those two got a great deal of dev comments compared to the other ones. In particular, I fear the Psychic and Spiritualist will suffer the most. Psychic was very bland and boring and had nothing that made it pop with me. Spiritualist was weak and seemed like they were too worried about making a Summoner 2.0 to give it anything cool and unique. With the lack of dev responses for those two class, I fear they will be left to mediocrity.
There will have to be a lot done to the Occult classes to make them unique and fun. Only the Kineticist, Medium, and Occultist seemed to fit that. The other classes just felt boring and uncompelling. I hope that the playtest data will reflect this and we can give the classes (especially the Psychic and Spiritualist) more of a creative oomph. As it stands, though , without some kind of post-playtest summary for each class, I'm not really holding my breath for good mechanics. The fluff, however, should be awesome and probably the main reason I would get a copy of OA.
Home made kale chips are easy to make, delicious, and good for you.
Like most health foods, kale gets a bad rap because people assume it's only for pretentious hipsters. But honestly, it's delicious and good for you to boot. You can trust me. I'm no hipster, I'm a fat Latino chef-in-training :D
Also, lemme dig through my culinary repertoire and post some stuff I like to make. I've got my Culinary Foundations textbook with some good dip recipes.
Serve this with corn tortillas, blue corn tortillas (my favorite), or other chips. S#$!'s pretty easy and works well. The garnish and lumpiness of the guacamole gives it a rustic look, helps with the looks of the dip (so it looks like a salsa rather than green paste), and the mouth-feel of the crunch is awesome. Enjoy.
Might post a chowder recipe next. Or shrimp and grits, my personal hometown favorite. Although currently I'm enjoying Squid n grits more :)
Psychic shouldn't be magic according to you, not the rest of us psionics fans. Paizo is going with a different take where psychic powers are magic. They are using a classic approach via mysticism, ki and chakra, and esotericism as the sources, rather than the Psionics. They have already said that the classes in Occult Adventures will be magic and honestly, from a game design point of view, it makes sense to have the three big magics having similar mechanics that are balanced with each other. The idea that psionics should be more powerful, rare, and break SR is something I can't get behind. You may want psychics to be rare, but what about those that want a more balanced quantity of casters to psychics, or simple more psionics than mages and priests? We can't exactly do that because psychics have been made more unbalancing and clearly the better choice. That's why I'm more for psychics being balanced with the other options in Pathfinder. Making it overpowered but rare is poor game design.
Psionics is magic, just a magic of the mind, the several subtle bodies, and other esoteric things (ki, chakra, prana, the ethereal plane). This is made to appeal to a broader audience while allowing a place for DSP's psionics. Your version is too niche, unbalanced, and poor game design honestly. I'd prefer Paizo stick with what they are doing and allow DMs to decide what to do about SR.
Arcane is magic of reality
The former two have spell resistance, despite their different sources. I don't see why Psychic magic has to have a special resistance when Divine magic doesn't. There isn't a Faith Resistance stat, so I don't see the reason why there should be a Psychic Resistance stat. I'm a fan of psionics, but I don't see any need for it to be different than Arcane and Divine magic, nor do I feel it should be superior to Arcane or Divine magic.
I think the disconnect here is you are seeing this Psychic magic as not spells, but the intent that Paizo has for Occult Adventures is that these psychic abilities are spells. At this point, it is a matter of taste and something that isn't going to be changed in the playtest. If you are looking for something different, there is still DSP's Psionics which can certain fit the bill for what you are looking for.
I gotta agree with the sorcerer comment. Compared to the other classes presented, the psychic feels like it needs something more. Something that really makes it stand out. Right now, it feels like a sorcerer archetype with a phrenic pool. I'm not sure what it needs exactly, but something to make it interesting. Right now, it's kind of bland.
Also not a lot of dev commenting on this one compared to the other topics. Kind of has me worried about the Psychic here.
Mark Seifter wrote:
@Emotion components, you could carry around a cheap 50 gp potion of remove fear or rely on getaway spells like dimension door to remaneuver. Remember, if it would have a somatic component, it has an emotion component, so you can cast those getaway no-somatic spells to reposition for better tactical position. The good thing that way is that most forms of easy and reliable access to shaken work in a 30 foot range, so if you get farther than that, you're less likely to be in trouble.
I don't really like the idea of being required to have remove fear on you just so you don't get shut down by being shaken.
Like I said, the idea that emotional status effects are detrimental to psychics are fine. But I think shutting down the majority of their spells because they are only shaken is a very harsh punishment. I like giving PCs (and NPCs) a way to try and overcome issues like this and this style of game design really doesn't sit well with me.
I'm not saying you should remove this, but I really honestly think it could be toned down a little bit. If I can playtest this on the weekend, I'll try to.
Also this is a playtest. Of course the classes won't be the right power level compared to established classes. Expecting perfect classes in a playtest would defeat the whole purpose of the playtest.
I like 3PPs as much as the next guy, but this just sounds like petty complaining that does little to help with the playtest and rather seems more like ranting from someone with an axe to grind.
And my point is that you can't compare the two. Archetypes are options that you don't need. You can play the game without archetypes. the Spirits are compulsory. Spirit usage of 4 spirits is built into the class, so you're going to have to scour the 54 spirits to find four that work well with your character concept. You're essentially forced into grabbing up to four archetypes and using them for your character. It's a bit much and you only really can compare it to the cross-blooded sorcerer (and oracle version) archetypes. And even then, you choose the class abilities from the blood lines and at the end of the day, that archetype is your choice.
Options are great, but complexity without any form of streamlining is a waste.
I don't like low magic because in my experience, it has always ended terribly from either GM malice or GM ignorance.
However, I hate it when people want something in a game and the only response is "Play a different game." The game has room for guns and asian setting and psionics. So it'll have plenty of room for low magic gaming. It may take some work, but it's doable. I've been contemplating it some myself. Thought about running a no magic campaign in Pathfinder, where the PCs unlock magic in the world at a certain point. If someone wants to play low magic in Pathfinder, then they should (preferably with some advice). And if you don't like that, well, play a different game.
I agree with lemmy. The all-or-nothing nature of the emotion component is too harsh. Allowing a concentration check or forcing the caster to, perhaps, increase the casting time by one step to get in the right emotional state would be better. As it stands, the emotion part is thematic but too crippling.
Exactly! An Extinguish wild talent could be fluffed as the following:
Fire: innate ability to control fire extinguishes it.
Fire: Heat evaporates the water.
Fire: A bit tougher to figure out. Maybe create a backdraft that reverses the flow of wind?
Fire: Melts the oncoming rock into specks of lava or glass
Extinguishing air powers would be the more difficult sell, but I think this could work well.
James Jacobs wrote:
Actually, as written, anyone that doesn't answer her questions the way she wants gets attacked, in addition to attacking trouble makers. I ran that encounter unchanged and my players failed the second question. The game ground to a halt when they were attacked by, to their understanding, a lawful good god asking for help. I ended up retconning it because no one liked the idea of a lawful good god attacking the people she asked for help, especially since they were all cooperative with her and respectful of her. But it was ten minutes of "Why is a lawful good goddess attacking us, the people who she asked to help, when we answer a question wrong?"
I wouldn't have written this, but honestly I am frustrated with the fact that our issues and feedback with Iomedae keep getting misunderstood or dismissed as "not getting it" by you. We didn't get this much push back about Erastil's misogyny or Torag's genocidal paladin code. Makes it feel like our feedback isn't being taken seriously or is just worthless. It's why I've generally dropped it till now, since it was obvious that no one was going to take our criticism seriously.
No one is asking for a Disney princess paladin goddess. We just think that the idea that a good god attacking her allies when they get a question wrong is not a good thing to do, both from a story stand point and from a GM/Player relationship standpoint.
Actually, I'd find that as an example of finding a political agenda that may or may not necessarily there. I've seen the same movie, with my girlfriend, and we both though it was a provocative film about someone in a tight spot and some of the things your mind does to cope with it. We didn't see a white knight helping a defenseless damsel in distress, but a person in distress using a coping mechanism to get through a terrible time. If it would a man in an astronaut suit with a woman ghost helping him, I would have thought the same thing. Same if it was a black man getting help from a ghostly white dude, or reversed. This doesn't mean you're wrong, but it doesn't mean you're right. I just think people will take different things from different films, no matter what the intent of the director is.
And I can absolutely tell you that I'm not invested in perpetuating the stereotype of a weak woman being saved by a man.
Considering there are many Europeans I've met that feel the same way, it isn't just a proud Merica thing. The fact LazarX thinks it is is very unusual.
It's all a matter of nostalgia, not nationalism. Magic School Bus and Bill Nye taught me there were nine planets and g$~ d#%mit, there will always be nine planets :)