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Carrion Hill is a 5th level module, it shouldn't be too hard to scale it back and place it in your players path. It will also be a nice early setup for the fourth module, and may make the player's appreciate it a lot more.

Alternatively, 2 years in my players are finding the constant "darker" themes a bit daunting, so maybe go the opposite direction and find something with more levity.


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Mark Seifter wrote:
Tholomyes wrote:

This seems like a reasonable thing, and I think I like it for magic and monsters way more than I do for things like feats (are feats going to have rarity, outside of certain spell point things as implied by the domain powers having rarity?).

I do hope things don't just default to uncommon or rare as a bloat-fixing mechanic, as supplements are released, since that will kind of defeat the whole purpose in my mind. Because at that point, it stops being a good framework of 'should this be allowed by default' and becomes a question of the GM 'is this Rare because it should be rare, or because it showed up in a splatbook'

But otherwise, as long as it's used reasonably, I could see it as a good thing. I can certainly see the potential (Imagine AP players' guides that say [xyz] are now made common, while [rst] are made uncommon, so playing in an Osirion or Qadira or Tian-Min adventure gives different base options than something set in the usual suspect western fantasy nations), but it's certainly something that I'm wary of not for the playtest but for what comes after.

Right now nearly no feats have higher than common rarity; it should be for techniques that are legitimately known to particular cultures, religions, and so on like you suggest. I think that the only one in the Playtest CRB is the Gray Maiden Dedication feat, which is only labeled as such because it is effectively rare no matter how we list it because of the RP requirement of joining the Gray Maidens.

Based on your description of Rare, I could see some style feats (assuming you do those again) being Rare. Go find the ancient master to learn the path of the dragon and such.


Stack wrote:
Small shileds however, such as bucklers should not, IMO. IRL you basically always use those actively, not so differently than a parrying dagger. The advantage of those could be the considerably smaller weight and very low/no armor check penalties (if that is still a thing in some form, which I think should be) in comparison to the big bros.

Maybe instead of a block action, small shields could give a parry as per current swashbucklers (beat their attack role to parry), and with a feat allow for parry and riposte as one reaction. Get that dark souls feel up in here.


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I think a majority of us who love pathfinder love it because of how unique and specialized we can make our characters. That all being said, over the course of the last 1.5 years running my players through an AP, I have really started to hate how every PC tends to only do 1, maybe 2 things in combat.

I think the major culprit is how feats like weapon focus work. Since every PC - minus the wizard - has some major bonuses that applied to only 1 weapon, they rarely try to think outside of using that weapon. Interesting loot was sold off, situationally useful weapons were forgotten in a moment they would have worked, and PCs were functionally terrible outside of their niche (this was probably more of an inexperienced player problem).

So I guess my real hope would be for all weapon or tactic specific feats and the like to apply to wider groups (such as fighter weapon groups), or to be easily swappable (such as a fighter training with a new weapon to swap their weapon focus).