|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Thank you all, I am getting a lot of great feedback. A three class gestalt would be a new and interesting take, and it might just prove to offer the customization I was hoping for.
As for magic I hadn't put much thought into which specific magic system to use but considering it I'll likely use the Spheres of Power beta system. It does a good job of recreating the Fable spells, at least in my opinion.
Thank you for the feedback but I do believe you and I are referring to two different Fables.
I am talking about the one that takes place in the land of Albion, where a human with ability to use Will (read as 'magic') defeated a group of three god-like beings called the Court. The human became known as the Archon, became immortal, a proceeded to have many children, grandchildren, and so one. These descendants become the Heroes of Albion following a age of crisis and over time their presence has waxed and waned.
In the first game, set in a very Feudal setting, Heroes wer everywhere thanks to a Guild that sponsored them and gave them training from a young age. In this one the last surviving member of the Court, Jack of Blades, resurfaces in an attempt to end the Archon's line and restore a very potent weapon called the Sword of Aeons.
In the second game, set long after the first and during a time of progress, you play one the last people with a lineage to the Archon; following the first game people blamed the Heroes as the source of the destruction that occurred (Jack had been pretending to be a Hero prior to the events of Fable, so most of the common people believed he was a normal Hero who went power hungry).
And in the third game you play the child of the second game's protagonist during a new industrial age. In this one your brother and acting king is a despot that you lead the revolt against only to learn a terrible secret: you're brother was an ass but only because of a great threat that was looming over the horizon. Through the game you go on an adventure similar to one your brother carried out and through it you meet a creature called the Crawler, something that may or may not be the embodiment of Darkness, and learn it decimated an exotic land some years ago and has the same goals in store for Albion. After dethroning your brother you have a choice- become the kind of king people want you to be and spoil them but in doing so not prepare them for a shadowy apocalypse. Or be a despot too to raise enough resources to combat the Crawler.
My Fable game will take place immediately after the events of the third with the PCs playing orphans from the Crawlers rampage across the land. Following sometime they come into contact with a old object that releases the dormant abilities of the Archon, making them a new generation of Heroes. The only think I can't decide is if mythic better represents this, or if gestalt all-in-all will create a closer feeling to the game for the players (again, most PCs in Fable end up being Jacks of All Trades, but NPC Heroes are almost always masters of either combat, magic, or cunning).
Hmm, not sure I agree that is the best approach. I personally only find a few of the classes in the ACG fun to play, and my players are likely to feel more distant from them then me (I have one player who's only ever played either a gunslinger, witch, or inquisitor, and he doesn't seem keen on changing).
I suppose the matter I face is this:
Gestalt- Players will be stronger and far more varied than the common folk, and will allow a better chance to mimic the customization of the franchise.
Mythic- Players will be far stronger than the common people and better represent the 'paragons' often seen in the Fable lore. In the games most of the powerful Hero NPCs are specialists in one field and Mythic would better represent this, as well as serve as a thematic source of 'this is why we are above mere mortals, hence the hero title'.
Only problem is I am not sure which to implement. I do feel though the ACG won't fill either role though, but thanks for the suggestion.
Quick question of opinion: if you were going to run a game set in the Fable universe and wanted PCs to be Heros with unique properties while NPCs use regular rules what would you do?
Use Mythic tiers or have the party gestalt? I feel conflicted on the issue. While that games have shown many Heroes are paragons of one discipline (Strength, Guile, or Will), I wonder if gestating will let my players let them create a more varied (and thus potent) character. Thoughts?
I have the PDF.
Over all I think it is wonderful. The World of Aden provides a neat magitech/steampunk setting with a whole new assortment of character options. Even if you don't want to make use of the setting itself the new classes, races, archetypes, feats, equipment, and rules (neat ones for vehicles).
I know this is why I got the PDF at first, however after reading into the setting can honestly say it stands out. Not because of the abundance of steampunk and guns- God, if I had a dollar for every time a 'original' setting came out with these highlights -but rather of the central conflict on Aden. The way I have come to understand it is that Aden is a world that has only recently come into contact with true evil; this isn't saying the world hasn't had it share of problems. Wars have raged across it and there have been barbarous races that have tried to leech off of civilization like ticks, however these things weren't truely evil in the D&D sense.
Violent and maybe pointless, yes, but not evil. No, Aden has just recently come into contact with real evil in an event called the Darkfall- a strange event that seemed to cause everyones' nightmares to manifest as real things and decimated the population. Basically those creatures in the Beastiary that are absolutely vile things? Fiends, evil fey, and aberrations? Things like those? They all showed up at once and Aden has never had to deal with things like those, a truely bitter task in a largely godless world (faith abounds but it is less the pantheon variety and more the philosophical path). The people that survive on Aden now strike back with magic and steel but who can say what will happen?
Basically it's like Ebberron's technology got lost in a world that smacked into Ravenloft; and it is glorious! Buy it now!
I suppose I understand. And taking more time to look into it I see there are more ranged options than I first recall (I'm playing a vizier until I can bring in my daevic so I usually get their Veils list mixed up with others). Still, I feel like the vizier will only be hampered by these drastic changes to it's hit die and BAB. It definitely has more staying power than a wizard, I can't deny that. However it's damage is not on par and versatility is still beaten out by a a true caster.
I'll give more feedback if you need it here, or do you need me to place it somewhere else. I'd look it up but there is a whole lot to sift through.
Just looking at this I have to ask what was with the massive nerfing to the Vizier? I can understand most of the Veil changes and the updates to the other classes but why the massive changes on the Vizier? With the Veils we have at the moment I worry that the Vizier will be at a huge disadvantage with such a low BAB and hit die. There are not many Veils with great range and I don't like the idea of such a squishy guys getting up so close. I cannot beg enough for you to maintain a 3/4 BAB and d8 hit die.
I'd be happy with any class but I would like to see a take on a Talented Summoner- the other existing classes I can imagine what'd you do with them. However I have no idea how you would create the Talented Summoner but I imagine I'd like what you'd make. Let's challenge him people- vote for the Talented Summoner.
Another good entry into the series; I not usually a fan of prestige classes so I was a little hesitant to make this purchase, as that seemed to be the focus of this entry. However I can say that I am not disappointed and i might very well have some prestige classes to play around with now.
Thank you, Little Goblin! Thank you for robbing me blind but leaving awesome trinkets in your wake.
[Rite Publishing] In the Company of Dragons Playtest Cover Preview (You know you want to play a dragon!)
I'm glad to hear you're making print versions; I'll need to grab myself a copy.
This setting is great and I can see the effort put into it was extensive. Leveling with you I normally hate the idea of steampunk: it usually feels tacked on to try and make a setting feel 'original', despite everything using it nowadays, and it often just comes off as a artificial addition (in a not awesome way). However Pure Steam doesn't give me that feeling- the steampunk fits Ullera naturally (in an ironic way I suppose). Keep up the good work.
[Rite Publishing] In the Company of Dragons Playtest Cover Preview (You know you want to play a dragon!)
so has anyone just use that AA classes as just normal classes? I haven't gotten The Sensitive yet but by description it looks like the psychic class I wanted as opposed to the psionic one I got
I do; I often use Enforcers and Toughs in my games, and I even ran an Investigator in a Carrion Crown/Midnight game who I modeled off of Rorschach.
I like, though stating them as aberrations may be a bit of an issue from the git go. Maybe something like humanoid(aberration), something I can definitely see as I recall illithids being parasitic reproduces, gaining some traits from their 'parent' race. So illithids from human, elf, dwarf, ect. stock would still be aberrant in nature but still possess many traits in common with with their parents.
Cerulean Seas: Waves of Thought is the psionic source book for the Cerulean Seas setting. It uses Dreamscared Press's PP system, has new and aquatic takes on powers, and introduces the beyond awesome aquanaught (think of a psionic paladin focusing on metabolic powers and mutations).
There is also a setting called Quicksilver, which is a magic-less fantasy realm were psionics rules and is used to shape the vital substance of quicksilver into tools. It to introduces a new class, the psioncist, which is like a mixing of a Dreamscared Psion with Words of Power.
So working on the close up region of my first Karkus game [this Saturday] and I wanted some feedback. again, the map is crude but readable.
The area of the region is based off of my world map from earlier and is the borderland between the Alkark Empire and the Trathskan Legate. The color coding for location factions is as follows: Black is a Unaligned community, Red is the Alkark Empire, Green is the Trathskan Legate, and Grey are abandoned ones/ruins.
The final map I hand to players will not show as many communities as some are hidden- this is for me as a GM.
Caleb Aylsworth wrote:
You're very welcome, though don't expect too much from me. I suck at these sorts of things.
I know and I love GURPS. However the people I play with refuse to touch anything not d20 or 40k RPG/d100.
Furthermore, I see a lot of posts asking for conversion rules to play things like Naruto or even DC with the Pathfinder set and I'd figure I'd share this idea.
Finally, I actually own the Pathfinder rules (Core and then some). Meanwhile I have been in a GURPS game and know the basics, but own only the 4th Edition Magic book, so that's kinda a brick wall.
Not that important at the moment for me, as I have no immediate urge to run it, but I just realized the perfect way to handle 'anime levels' without having to rewrite the base Pathfinder rules.
I was using the bathroom during my Friday night game and contemplating a player's requests. In the past one of the first games I had ever ran was a Naruto game. But the rules were insane and caused more fighting than fun; despite that it is fondly remembered by my players, who want me to run it again. I haven't though because it means changing s much for Pathfinder to make it work. Or so I thought.
But tonight it hit me: Mythic Tiers! Not as is mind you, but what if someone just made their own mythic classes to strap on to players that came with their own abilities instead of converting every rule and class to fit the norm. It was here I realized this didn't just have to be for Naruto games, but for any game set in a strong world or one with unique mechanics.
Does this sound like a good idea to anyone? I figure I'd try a shot at making this system work and then considering my player's request; but I need to be seen if it can be done first. To give an idea of what I mean, let's use an example. Say a player is inspired by Rock Lee and they want to start their Shinobi career. They would build their character as a level 1 Fighter/ 1st tier Taijutsu Specialist.
Here are some signs a few others and I put together for a game a while back. They are not perfect but I ran a game using them and found little issue with them.
I personally love the phrase; can't get enough of it. Psyker. I their take on a 'psychic magus' is dubbed a psyker.
I haven't heard about Spheres of Power. What is it supposed to be like?
Basically you have different Spheres of Power (Time, Destruction, Death, Animation, etc.) that each have twenty-five or so powers/spells. Spellcasters choose these like a rouge does talents, and casters also gain a arcane pool. You can spend these points to cast your spells with different effects, although it looks like each Sphere is going to have a spell that is effectively a cantrip that is, you know, useful.