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I have to say I am NOT surprised that Ravenloft and Dark Sun are so popular campaign setting (I was inspired to do Obsidian Apocalypse because of that same information). But, I am surprised there we SO MANY Spelljammer and Planescape fans out there. While they are considered to be "dead" niche categories, the interest is still strong.
WotC threw so many awesome settings under the bus with 3rd edition. When Spelljammer came out it was a breath of fresh air in an atmosphere polluted with Middle-Earth wannabe #TLA-17839-h. I was ready to throw money at a 3rd edition Spelljammer but WotC didn't want it so I moved on. I would have done the same for a 3rd edition Planescape but, agian, WotC didn't want my money. I've gamed extensively in the Forgotten Realms since 1st edition but stopped buying the materials after 2nd edition since all my friends already had the books anyway. I stopped buying anything out of the basic core books with 3rd edition since my favorite settings were declared "dead." I stopped playing D&D with 4th edition and I wouldn't give WotC a bent penny after the atrocity that is the post-3rd edition Forgotten Realms.
Now I throw my money at Paizo and Pathfinder. I love Golarion and can't wait to adventure there! In the meantime, I am combining the pulp, noir and advanced magitech of Eberron with the sailing ships in space of Spelljammer. Magepunk in Spaaaaace!
One day I'll work on updating Forgotten Realms to Pathfinder so I can play there again.
TL;DR - Those setting were only "dead" to WotC. People have been screaming for those settings to be updated to the last 3 editions of D&D.
James Jacobs wrote:
Actually, selling out of hardcovers isn't normal either. This Gen Con was... quite good.
Thank you for all of the hard work that you and the rest of the Paizo crew have put into making Pathfinder awesome. For the first time since I started gaming in the 80s (Original Red Box represent!) I now have the necessary tools to play just about any game that I could ever want to without spending most what little game time I have on reinventing the wheel instead of actually gaming. The only problem I'm having right now is choosing between a Fading Suns campaign or a Space Opera Wars campaign. I'll probably end up doing both!
While we are mucking about with the system can we get a way to remove iterative attacks? I liked how Star Wars SAGA made iterative attacks feats so the ability to gain more attacks was there but required investment to gain. I like how Trailblazer made iterative attacks improved as you gained them. I'd roll the two together and make them 3 feats that grant an extra attack with all attacks taking a penalty that lessens with each feat. I wonder if getting rid of TWF and just having an "Extra Attack" feat that granted one extra attack with a flat penalty to all attacks would work. You can already use any weapon that you are wielding and unarmed strikes as a part of a full attack sequence anyway. Why the unnecessary complication?
I'd kickstarter this into completion in a heartbeat. I don't want to use another VTT only to have to start over when/if this sees the light of day. I want a VTT that is done in-house by Piazo but I could accept it if they licensed it out to another company that has a better chance of delivering a finished product. I think they should at least throw us a bone and give us something to work with. Is it still being actively worked on or is it on indefinite hold while stuck in development hell? I think the lack of information, even a simple "We're alive and fighting!", is most damning. Hopes are fading...
I think we are up to four, counting myself. I saw the movie first and then read the story. There's just no way they could have pulled that off with the movie tech they had when it came out. A Neuromancer movie has been in development hell since the beginning of time. They better not screw that up.
Erik Mona wrote:
Does this mean we'll get "Ultimate Technology" as next years hardback? ;)
I'm still down to buy two if it will help.
I can't wait to play my Dhampir Swashbuckler who uses bastard swords and now I have a new character idea for a Dwarf Swashbuckler who uses axes.
I'm going to have to donate blood and/or live off ramen but I am getting this book as soon as it drops.
Can anyone give me more info on the Slayer? Is there a "tunnel rat" archetype?
What sort of goodies does the Investigator get?
OMG! I have a reason to run an Alchemist now. I'm adding that to my list of characters.
I really didn't care much for the brawler until I read this. Now I can't wait to roll one up. I think I'm going to make a Varisian with a bunch of really crappy tattoos and a unfathomable accent who is legendary for his ability to get the stuffing kicked out of him and yet still end the match by landing a one punch knock out that breaks his opponent's skull.
I've been wanting to see Unearthed Arcana for Pathfinder for YEARS! I can't wait to have this in my hands. I'm hoping for a Grit/Panache pool for fighters and rogues, class defense bonus, complex skill checks, a true spell point/mana system (I like words of power but it feels incomplete.), incantations or non-caster magic. I think the first one is already in the book so I hope for the rest.
Edit: I'd also like to see a better wealth by level system. One of the few things I liked about D20 Modern was the wealth check system. I'm not sure how that would translate into Pathfinder though. I doubt this will make the book so I'm just throwing it out there...
Off Topic Rogue Thoughts:
Combat Tactics:The rogue is much more dangerous when combat conditions favor his fighting style. The rogue gains +1 to his attack rolls any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This bonus increases by +1 at 5th level and every 4 levels thereafter to a maximum of +5 at 17th level.
I cribbed this from Trailblazer to boost rogues.
What the rogue really needs is a way to be effective in ranged combat and a way to mitigate the effects of concealment, etc. It would also be nice if they had a better way to either flank without needing a buddy or deny a target their Dex bonus to AC that doesn't cost them an action.
Star Wars Saga made iterative attacks a feat chain. You get a total of 3 attacks if you take the entire chain. I rolled the TWF feats into one scaling feat back in 3.x so I think that I'll do the same with iterative attacks for my next homebrew.
I also liked the way Trailblazer suggested giving each attack a flat penalty that improves from -2 to both attacks at +6 BAB, to -1 to all three attacks at +11 BAB and no penalty to any iterative attack at +16 BAB.
I blended the two together but have no had a chance to playtest them.
You can make an additional attack during a round of combat.
Prerequisites: Base attack bonus +6, proficient with chosen weapon.
Benefit: When you use the full attack action, you may make one additional attack. However, you take a -5 penalty on all attack rolls until your next turn. The extra attack and penalty stack with those of Two-Weapon Fighting.
Normal: Making a single attack is a standard action.
Special: When you meet the following prerequisites you gain another attack. You must use a full attack action to get the extra attacks.
Prerequisites: Base attack bonus + 11.
Prerequisites: Base attack bonus + 16.
Two weapon Fighting (Combat)
You are adept at fighting with two weapons and double weapons.
Prerequisites: Dexterity 15.
Benefit: You may attack with two weapons or with both ends of a double weapon as a standard action, you take a -5 penalty (instead of a -10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
If your off-hand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Normal: If you wield a second weapon in your off hand or a double weapon, you get one extra attack per round with that weapon. When fighting in this way you suffer a –10 to all attacks for the round. If your off-hand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.
Special: When you meet the following prerequisites you gain another off-hand attack. You must use a full attack action to get the extra attacks.
Dex 17, base attack bonus +6.
Dex 19, base attack bonus +11.
Dex 19, base attack bonus +16.
I have no idea if these are really balanced. The writers of Trailblazer noted an increase of 15% in damage with the changes to iterative attacks. I have used something close to this version of two-weapon fighting since 3.5 with no problems. Note that the base TWF feat gives you one extra attack as part of a standard action.
Any feat that requires you to burn an iterative attack to trigger adds "Iterative Attacks" to its prerequisites.
Now I have new problems. I deleted all of my billing info and updated it according to what I have on record with my bank. The update page repeatedly asks for a "billing address" even though I typed the information in several times. Each time I clicked "use this address" it asked for a "billing address". I never get a chance to confirm or continue to place my order.
I cleared out my browser, closed chrome and started from scratch with the same results.
I'm not sure how to proceed at this point.
Yes, please reverse the authorizations. Banks are notoriously slow to release funds back to their customers and anything that can speed up the process is greatly appreciated.
I'll check my billing information and update it as necessary. If all goes well I'll resubmit the order after midnight eastern time.
Thank you so much!
Wands, potions and other disposable magic items are easy buy or create and don't require any or very little training to use. A small troop of low-level shock troops with wands and maxed UMD could wreak havoc on enemies or save you from certain defeat.
I'm more interested in siege weapons that could take the place of cannons in campaigns that don't have gunpowder and firearms. Magical, mechanical or alchemical siege engines that could be crafted without a spellcaster would ft the bill.
Even if the Pcs could close the Worldwound to further incursions it would take centuries of work to repair the damage to Golarion and make The Worldwound obsolete.
All of the demonic hordes trapped here when the Worldwound is sealed would just dig in for an extended siege. They would gain more control of the Worldwound but lose the ability to bring in reinforcements on demand. Perhaps the area that they control shrinks to those areas closer to the actual closed Worldwound where their will is absolute while the areas closer to the edges fall to the crusaders.
Even that scenario does not fix the damage done in a day. The evil of the Abyss has permeated the very essence of Golarion and the symptoms of that will ripple through the land for a long time. The Worldwound will continue to fester and the reclaimed lands will still be toxic for hundreds, if not, thousands of years. The demons have all the time in eternity to work their plots while the mortal races have an attention span of decades or centuries at the most.
This is how I will go about when I finally get a chance to run the AP.
Wrong John Silver wrote:
Ignoring the body parts that you suck at/just hate drawing worked just fine for Rob Liefeld...
I never liked the way D20 Modern was set up but I really liked the supplements for D20 Future, Apocalypse, Past and Cyberscape settings. I wanted to marry all those together for a massive Star*Drive campaign but it was too much work. I would love to have a PF supplement that addresses how to handle the elements of SF with the PF rules. I hope the Iron Gods AP opens this can of worms and gives us an idea of where to go. I fear that Piazo will take the "a laser pistol is just a wand of scorching ray" route that completely short changes the awesome technology of science fiction. I don't want full blown tech manuals and layouts like BattleTech. Just a good selection of gear from various tech levels from early Info Age to Far Future that is easily modifiable. Throw in some pointers on how to run a SF campaign with the various SF genres and you've got my money!
I still hope they change the names of the Bloodrager and Warpriest. The devs themselves said they were not 100% happy with those. Regardless of what ends up in the book I'm calling the Warpriest the "Sentinel." I'm not sure what to do about the Bloodrager. I don't want to make up some faux fantasy name that is just as bad if not worse. I'm going to do some research into mythology and folklore to see if I can find anything that will fit the concept. There has to be something from the Nordic or Germanic myths and legends that is close enough to use.
Other than that I'm really happy with the way the classes have turned out and can't wait to see the devs final polish when the book comes out. I REALLY want to play an Arcanist. I was completely underwhelmed by the first incarnation of the class but love the "hacker of magic" class that evolved from that. I hope they take that concept and run with it.
Other than that, I'm a little sad that a class called "Slayer" didn't get an ability called "Shred."
Fine. I'll get my coat.
Check this out:
I was going to limit them to long arms only but I recently found examples of pistols that use the same breech mechanism. I still haven't figured out how I want to implement them in the game as to what rules effect they would have. The originals were flintlocks so they would be an excellent transition from muzzle-loaders to cartridge based systems.