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Jason Nelson wrote:
Yes, the coloxus demon is really part and parcel of the Count VonKaval villain; the monster behind the man who has become himself a monster. Their story and history are combined in one awful mess.
Yeah, I realized my mistake as soon as I started reading the fluff that came after Count VonKaval's stat block. Boomer hit a home run with this one. :)
I mentioned earlier how the last entry in the book, a mythic coloxus, has no fluff written for it. This is incorrect. The last two entries in the book - the coloxus and a possessed inquisitor share a page of fluff, including adventure hooks. And what sweet fluff it is!
N. Jolly wrote:
And by that statement I was thinking from more of an optimization standpoint, which the title "strategy guide" would lead me to believe. I see strategy guide, and I'm going to assume this guide gives me an optimal strategy for playing X, Y, or Z class. And the level of optimization as shown from things like the Iconics is not high. We know that the Devs aren't the biggest optimizers, that's fine. It's a legitimate play style, same as any other. But having someone on the lower end of thing offer advice doesn't draw my attention that much. I'm interested in seeing it, maybe I'll be proven wrong, but mostly I'll just be looking forward to the artwork in this book.
It is my understanding that the Strategy Guide isn't a guide to optimization at all. It's a tool primarily for people who are new to the game, guiding them in the right direction. "Want to play an archer? Well then this feat and that feat will work well for you." "Here's how specialist wizards work and which game mechanics go well with the concept." All this from the perspective of helping people who are new to the game navigate through the monster that is the core rulebook.
For optimizers, this is probably not the best option out there, but then they're not the target audience for this book.
While I agree with most of your points, just figured I should point out that according to James Jacobs, the "aliens" who piloted the Numerian starship are human, so the "beings so inherently different" argument kind of falls apart.
This doesn't exclude an alien mindset, though. Or at least a vastly different thought process based on current scientific theories, technological advances, and the presence/absence of magic to spur different platforms of scientific thinking.
And who's to say outsiders don't already know about that sort of technology? There are several cases where daemons for instance have deliberately spread harmful technology. I could easily see devils granting schematics for some technology just out of reach in return for a human soul.
Certainly, but that possibility doesn't necessarily mean it has to be so. As powerful and knowledgeable as the various outsiders are, they aren't omniscient. It is possible that some things remain beyond their grasp, at least until they manage to wrangle it from mortals. And, quite frankly, that adds a lot to the dynamic between outsiders and mortals. That mortals are able to construct/invent/design and have access to knowledge that outsiders may not yet have.
Yeah, this was my reaction as well when I browsed through the PDF. I'll be starting up Wake of the Watcher soon and the hound of Tindalos provoked maniacal laughter.
As for the subscription thing, I'd be on board in a heartbeat.
Really paizo, why you do this?
This is a playtest, and as such it's meant for us to find issues in the classes before the final book is released. So, the only thing Paizo has "done" at this point is release a free document that enables us fans of the game to playtest the classes and provide constructive feedback for Paizo's design team. These are NOT the final versions of the classes.
That's something I don't get about these complaints about a lack of race points in the Bestiary 4. Like all bestiaries, the Bestiary 4 is a GM toolkit, presenting the GM with critters of all shapes and sizes to pit against his players' characters (or to use as allies to the players' characters). It is NOT a player resource, or at least it's not intended as such, I think. So why is there a need for the race points? Does a GM need the race points to slap class levels on these critters? I'd say no. Sure, using them as playable races is an option, but I imagine that's secondary to the monster's primary function, and I'd prefer that the focus be kept on the primary function as a critter.
Player-friendly books such as the Advanced Race Guide or the Player Companion books are much better venues for these race points to be included, I think.
It's my impression that your theory about Kingmaker's popularity is correct. However, I think there's more to it than just popularity. Since day 1, Paizo has given me the impression that they're all about telling the story they want to tell, and, while Kingmaker is very popular, there are a LOT of stories to tell. Some of those stories do not mesh well with the sandboxy nature of Kimgmaker at all, others (such as Wrath of the Righteous) might fit somewhat, and yet others are tailormade for the concepts that Kingmaker introduces.
So, Paizo will get around to another Kingmakeresque adventure path if/when the story they want to tell is perfect for the concept. They undoubtedly know it's a popular form of storytelling. In the meantime, there are many other play styles and preferences out there to cater to and tell stories for.
Jacob Trier wrote:
That makes two Danish submissions, then (and at least three Jacobs). Just sent in mine. And yeah, accepted or not, this has been valuable practice. I'll be looking out for more open calls.
A mate of mine's also submitted his encounter pitch, so at least 3 Danish submissions. :)
In this particular scenario, I'd probably help out a fellow Bizkit and kick some half-elf/half-orc Bizkit-dissing butt. :D
Honestly, after this, why anyone is still a subscriber to anything Paizo does is beyond me. I certainly learned my lesson.
You really don't know Paizo as a company at all, do you?
Kinda shows the inherent hypocrisy of the forums, don't it?
Not really, no. That is, not unless the people who blast GMs for including rape in a campaign are the exact same people who rejoice in the presence of the drakiana.
Curse you, Legendary Games and your delicious temptations! Just upped my pledge by $80 (bringing us over $10,000, I might add :D). I simply couldn't resist having one of my characters killed by Mr Boomer.
Pledged at the $50+ pledge level.
I was kind of hoping to have the opportunity to create the NPC myself but that would be tricky, seeing as how we get access to the game mechanics featured in the book when it releases. :)
Brandon Hodge wrote:
What content would you like to see inside?
A perfect Armies of Golarion/Inner Sea Armies book would, as I see it, contain 3 chapters.
The first chapter would contain fluff about hot spots in the Inner Sea region as well as text that details the armies of the nations that have the most potential for war. Structure and organization, tactics, (in)famous leaders and other warmongers of note.
The second chapter would focus on the troop subtype, providing GMs with tools for Heroes of Battle-style encounters where the characters play an active role in the battle. This chapter would expand on the subtype, much like you've done for your home game, Brandon. This chapter would also contain stat blocks relevant to the major conflicts in the Inner Sea region.
The third chapter would focus on Golarion-specific support for the mass combat rules featured in Ultimate Campaign, providing tools for games in which the players field armies but don't necessarily find themselves in the mud, frantically trying to survive. This chapter would feature stat blocks for use with the mass combat rules.
As I see it, the regions that are ripe for warfare are:
The Linnorm Kingdoms/Irrisen
Added to my to-get list. For me, this product will probably function as an NPC gallery for my Wrath of the Righteous game.
Oh, and I seriously cannot wait to see what else you'll bring to the table for your Righteous Crusade Adventure Path Plug-Ins line. One can only hope that one of those products will focus on the crusader nation that neighbors the festering rift in reality from which the demons pour.
EDIT: Thank you for including Hero Lab files. Very much appreciated by this GM.
I imagine the focus will be on starting new campaigns in the aftermath of the adventure path. Because you're right. As far as levels/tiers go, it's as high as it gets.
Astral Frog wrote:
The amount of awesome content (at least Swords & Wizardry) coming out of FGG is borderline ridiculous!!!
The same is true for the Pathfinder RPG. :)
Overall, nice job with all the horror fuel and showing how f+$*ed up The Worldwound is.
This cannot be emphasized enough. The ooliodroo is a great example. Those eyes...
But yeah, so much delightfully demonic horror in this book. It might just be my new top-1 book in the Campaign Setting line.
Certainly. I haven't read the monster entries in detail yet, so this'll just be a rough list.
Demon, Abrikandilu - Also known as wrecker demons, the abrikandilu is born of the souls of those who destroyed art. Its special attacks are Destructive Attacks, Hatred of Mirrors, and Mutilation. CR 3
Demon, Derakni - A centauric mix of locus, scorpion, and man, the locust demon is born of the souls of engineers of disaster. In addition to a poisonous bite and sting attack, the derakni's special attack is Drone. CR 10
Demon, Gallu - Masters of strife, the gallus serve both as leaders in demonic armies but they also work endlessly to cause war in the Abyss itself. Winged humanoids with a wolf's head and hoofs, these bad boys' special abilities are Armor Plating, Aura of Havoc, Rain of Blood, and Wounding Blood. CR 19
Demon, Gibrileth - The filth demons are born from those who deliberately introduce disease into society. Their special abilities are Disease, Tumors, and Whip Specialist. CR 11
Demon, Kithangian - Born from abusers of animals, the best demon is a terrifying mix of horse and scorpion. Its special abilities are Hatred, Poison, Rasping Tongues, and Swift Transformation. CR 9
Demon, Lilitu - Similar to succubi in their approach to their demonic work, the temptation demons are masters at leading mortals into sin. Their special abilities are Branding, Create Husk, Husk Link, Profane Grace, Profane Pact, Profane Wishcraft, and Swift Claws. CR 17
Demon, Oolidrroo - Born of the souls of brainwashers and mind-controllers, the moth demon is a particularly nasty demon with the ability to plant eggs in a victim's brain. Their special abilities are Oviposition, See Thoughts, Shadow Mantle, Thought Siphon, and Tongue. CR 13
Demonic Vermin - This template is applied to vermin living in the Worldwound. CR +1
Dwiergeth - This aberration hunts demonic and mortal prey without discrimation. Its special ability is Forever Gullet. CR 13
Grimslake - This maggot feasts upon the slain in the many battlefields of the Worldwound. It's an aberration and its special abilities are Marrow Drain, Penetrating Jaws, Slashing Scales. CR 6
Plagued Beast - This template is applied to any living corporeal creature (max Int of 2), which then becomes undead. The creature gains the ability to grant demonplague with its bite attack. CR +1
Riftcreeper - This intelligent ooze has the following special abilities: Adaptive Defenses, Gelatinous Surge, and Strands. CR 15
Siabrae - This template is can be applied to any creature with druid levels (min. 11 levels), which then becomes undead. It gains several abilities, such as Blighted Rebirth, Blight Mastery, and Blightbond. CR +2
Urannag - This construct is very much a living trap. Its special abilities are Encage, Exposed Mechanisms, and Liiving Trap. CR 8
Warmonger Wasp - Serving primarily as air support in demonic armies, the warmonger wasps are constructs of flesh and metal. Their special abilities are Poison and Static Discharge. CR 7
Warped Ones - Unlike demons, the outsiders known as warped ones are not born from sinful souls, but rather by the chaotic energies of the Abyss itself. Their special abilities are Fleshwarping, Insanity, and Unstable Summoning. CR 8
I am a bit ashamed at my impatience when I think of all of you that have been waiting for over four years now. I think you should be first in line!
From my perspective as one who preordered through Sinister Adventures back in the day, this wouldn't have happened if so many people hadn't backed the Kickstarter project. We all made this happen, not just those of us who preordered those many years ago. :)
3.5 Loyalist wrote:
Indeed, I've seen those old screens last half a decade with some fading. After two years, two paizo screens from two dms I know, were a bit of a mess.
I do have to wonder if those two GMs use their screens as shields for LARPing or some such thing. After nearly 4 years of regular use, mine's in pristine condition.
In a shorter amount of time and with the same regularity of use, my Warhammer 40,000: Deathwatch is coming apart and the Warhammer 40,000 GM screens are rather sturdy themselves. So yeah, for me, Paizo's screens are top quality.
As far as the height thing, I'd like to throw in my support for the portrait format. It does the job very well for me and due to my RPG setup, a landscape GM screen would probably be less than ideal.
It really is a no-win situation for Paizo Publishing, isn't it? With the dance hall incident plenty of fans accused Paizo of catering to a very conservative audience and now we Europeans are up in arms because they've chosen to use a word we might not be 100% comfortable with. To be honest, I fear we're moving slowly but steadily into baatezu/tanar'ri territory.
At the risk of sounding insensitive, I really don't understand why using a word that might contain negative qualities is such a horrible thing. Are the words "brothel" and "bastard" really so terrible than the mere notion of having the words in a roleplaying game book is offensive?
If so, then Paizo might just have to start looking into changing a helluva lot of words and phrases for their game and setting...
Crystal Frasier is doing book 2.
That's fantastic news. Crystal Frasier has a talent for writing adventures, and in my opinion she deserves an adventure path installment.
I think Amber Scott is as well.
Excellent! Another very talented game designer. It's good to see two very talented women in amongst the adventure path freelancers.
As I mentioned in the Reign of Winter #5: Rasputin Must Die! thread, I would love to an Armies of Golarion book. One that contains options for both types of combat - the type of combat that has the characters in the thick of it, dishing out worlds of hurt to hordes/legions/squads of adversaries (thinking Heroes of Battle'ish adventures here) and one that lets the characters be the generals, kings, and queens fielding armies but not necessarily being involved in the nitty gritty.
The troop subtype presented in Reign of Winter #5: Rasputin Must Die! would work well for the former, I think, while the mass combat rules presented in Ultimate Campaign would work well for the latter.
So, I could see this book divided into 3 chapters.
Chapter 1 would contain general advice on running mass combat encounters of both types, provide an overview of the various armies and military mindsets of the Inner Sea region, and give us some game mechanics to work with, such as the expansions Brandon mentioned.
Chapter 2 would contain stat blocks for various Golarion-specific armies and units built using the troop subtype.
Chapter 3 would contain a host of stat Golarion-specific stat blocks for use with the mass combat system presented in Ultimate Campaign.
So yeah, Armies of Golarion would be #2 on my Pathfinder Campaign Setting Wish List with a Mendev sourcebook being #1 (I haven't given up hope just yet). Hell, I could see a player-focused companion to this in the Player Companion line. Soldiers of Golarion?
I would love to see a Golarion-specific book that supports mass combat in the two styles that Paizo have introduced to the game - the troop subtype for Heroes of Battle'ish game play where the heroes are active participants in the battles and support for the mass combat rules (Kingmaker/Ultimate Campaign) for battles in which the heroes play the generals, the kings/queens, etc.
So the book could contain various stat blocks representing Golarion-specific units using the troop game mechanic AND unit stat blocks for use with the mass combat system from Kingmaker/Ultimate Campaign.
A sort of NPC Codex for mass combat in Golarion. Hell, throw in a chapter presenting various ready-to-use ships for the naval combat rules.
Yeah, I'd buy Armies of Golarion in a heartbeat, even if I wasn't already a subscriber.
To me, Ultimate Campaign is a perfect example of the principle that guides the Paizo staff - they create books that they (the Paizo staff) want to see in the game AS GAMERS. The Pathfinder Roleplaying Game line doesn't follow any previous model for releasing game books (such as the D&D 3.X era). They simply produce books that they WANT to produce. I would not be surprised to see a healthy mix of splat books and books like Ultimate Campaign going forward. When they come up with a good idea, they run with it.
Papa Chango wrote:
Anybody feel like this is PHBII for 3.5 and this means Pathfinder is at the end of its cycle? Mythic rules and other books make me feel this way.
Honestly, it makes me very excited about what's coming next from Paizo. With this release, it seems to me that Paizo isn't concerned with a continued onslaught on feats, spells, archetypes, and so on, so much as they're concerned with creating a well-rounded and full game experience for us gamers with rules for much more than just killing things in a thousand different ways.
It's just a different, and refreshing (in my mind), approach to the game than what we saw in Wizards of the Coast's D&D 3.5 days, and I'm extremely excited about the 2014 announcements.
I'd say the modules, even with this latest increase in page count, are still not even close to the adventure paths in terms of content. 64 pages vs. 500+ pages.
While I certainly agree that bigger modules prove more difficult to insert into existing campaigns, one of THE biggest complaints I saw for many modules prior to this increase in page count was that some of them were too short to do the subject matter justice.
So now we have 3 tiers when it comes to Pathfinder modules: Pathfinder Society scenarios, Pathfinder Modules, and the Pathfinder Adventure Paths. So there's something for everyone here, I think.
And I still think you overestimate that danger. ;) Every consumer of other serial media manages to live with things not staying static. Gamers are no more conservative than comic fans in my estimation.
Managing evolution doesn't necessarily make it a popular choice. Some settings have lost many fans (read: consumers) because of evolution. Dragonlance comes to mind.
I don't speak for any fan other than myself but I'm actually quite pleased with the current setup. Not only does it not invalidate any products but it also puts everything firmly in the hands of me and my players with regard to expanding the story. I like that. That's just a personal preference, of course. :)
I do think that, in the case of Golarion, there's a lot of evolution going on as new regions are explored in detail through the adventure paths, modules, and campaign setting books. It's not an evoultion in time, of course, and we know what conflicts are in place, but many of those conflicts and areas of strife have yet to be explored in detail at this point. As Paizo release more products, they start to explore those conflicts and regions. Wrath of the Righteous is an excellent example of this.
I would like this also but right now the site is too slow to handle it. The site would be crashing 20 times a day. Maybe when/if they ever make some changes.
This is a concern for me as well, but the concept of multidownloads is something I would very much like to see. I often buy my PDFs in batches and I subscribe to multiple product lines. So yeah, good idea IF the hardware supports it.
Rape, don't forget rape. Because evil does that on a regular basis too.
If I was to include every single act committed by evil, it'd be a very long list. I'm not personally particularly fond of discussing rape in public forums for several reasons and so I didn't include that in the list. But yes, rape is indeed an example of extreme evil.
So I just browsed through the Mind of the Man PDF. First impression is "MAD GENIUS!" This wee document really adds to this whole experience and I very much appreciate the glimpse behind the scenes.
Thanks to Lou, Nick, everyone involved at Frog God Games, and freelancers associated with Razor Coast for what's been an absolute belter of an experience.
We all know it's been tremendous work getting this far but the rewards are near. Soon enough Razor Coast game reports will come in from all over the globe and the character death toll will rise to unimaginable heights, praise Pele!
Just to add to the inflation point, the production value is, in my opinion, much higher in Paizo's products than anything TSR produced back in the day. Full-color books, including expensive artwork and more intricate layout than back in the day. Add to that inflation (because inflation IS a factor and 30'ish years is a long time in that regard), an industry that evolves alongside its supporting industries (printing, distribution, etc.), and the fact that Paizo's running a more sound business than TSR did (as Gorbacz mentioned, boxed sets was one of the factors that destroyed TSR), and $120 doesn't sound that bad to me.
It's simple. We live in a different world than we did 30'ish years ago. Everything costs more. Paizo only recently raised the price of some of their product lines, which is the first time that's happened since Rise of the Runelords #1: Burnt Offerings. That tells me that Paizo's doing everything they can to keep the prices as low as possible without losing money on their products.
$120 is a lot of money, of course, but I don't think it's fair to make a 1:1 comparison between current RPG products and products published 15-30 years ago. Considering the amount of campaign material that's in the 6 books, it's $120 well spent, in my opinion.
Desna's Avatar wrote:
Paizo is devoting it's limited resources to developing more adventures...
I realize your beef is with the many game mechanics produced by Paizo but I can't help but wonder about your mention of adventures. Is it your opinion that the adventures produced by Paizo don't add much lore to the game? It's my experience that the adventure paths and the modules are among the best sources for in-world lore on Golarion* and I'm surprised to see adventures lumped in with the game mechanics in this context.
Desna's Avatar wrote:
Look at the content of the setting books they've put out. It's filled with...again...feats, traits, character paths, spells, etc.
As for the setting books being filled with game mechanics, I'm not sure I agree with that assessment. You have a point when it comes the Player Companion line but most books in the Pathfinder Campaign Setting line are fluff-heavy. Exceptions exist, of course, such as Paths of Prestige, but there's plenty of fluff to find in the Pathfinder Campaign Setting books. That's just my own assessment on the topic, of course, and your mileage may vary. :)
*) This is not a weakness of the setting books but rather a strength of the adventures, in my opinion. As I mentioned above, I feel that the setting books, especially the books in the Pathfinder Campaign Setting line, offer plenty of fluff material. The modules and adventure paths just allow for more detail on the relevant fluff, such as a region or a village.