|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
Magic Jar:1) Returning to your body seems to use the same rules as attacking a creature, so I'd probably say yes, but this is more of an inference than RAW. You can get around this because your body is treated as dead when you are in the jar or another body. Cast Shrink Item on your body, and keep it on your person. Then, when your host dies, attempt to possess other players. Once you've run out of possessions, return to your body and dismiss Shrink Item.
2) Officially? No, it hasn't. Personally, I go with anything that physically enhances the body in some way stays with the body. So spells like haste, stoneskine, enlarge person, bull's strength and so on stay with the body, while spells like protection from evil, owl's wisdom, mind blank, contingency etc, would stay with the soul.
3) You do need line of effect back to the gem. This one isn't hard to use either as it's perfectly reasonable for a Queen to have royal garb encrusted with gems. All you need is a single gem worth 100 gp or more, Queen Abrogail could have several of these on her at any one time. Which gem, is the one they need to steal or destroy?
2) Well, the best method I can think of that doesn't also block access to the gem for future use or for returning to her body, is having multiple gems. Targeted dispels need to target the gem to dispel magic jar (not the caster), but if she has, say, 20 gems (2,000 gp), which gem is the source of the Magic Jar? It's still vulnerable to an area dispel, to be sure, but that's a risk you'll have to take.
3) Multiple gems. Especially gems sewn into her clothing. If she has 20 gems, or more, sewn into her royal garb, each of 100 gp, each gem could be the target of the magic jar? Even a Wizard under the effects of an arcane sight spell could have difficulty determining which gem is which if she also uses a spell like magic aura to hide the gems. I could swear there was a published item that gave you access to magic aura as a polishing cloth at will, but I can't find it.
4) Give the PCs knowledge of multiple locations that Queen Abrogail might take refuge at with the collapse of many/all of the protective wards on the palace. Each one should be a reasonably defensible place. Then, when the PCs make their attack, once Abrogail flees from one location, they can search for the other locations in the palace.
5) Yes. In fact, astral projection is one of the means of 'limited immortality' casters can employ. When you cast astral projection, your body is placed in suspended animation and doesn't age. Any and all items on your body at the time gain an astral version and function exactly like the items you carry. In fact, RAW, any item with a limited use is not consumed when you use the astral version. So if you have a ring of three wishes and use up all 3 charges while using astral projection the real copy on your body does not have any charges used.
As for Abrogail, she could be using lesser astral projection which only allows travel to the Astral Plane, and the plane you were on when you cast the spell. Returning to the plane you were on at the time of casting doesn't end the spell, you have to choose to end it, the spell has to be dispelled, or the silver cord must be severed.
Just to spice things up a little, there's always using astral projection then casting magic jar into the body of a mammoth (for the low, low price of 15,000 gp, get youself a mammoth today!), then using alter self to appear humanoid. Fight as a mammoth, fight as a projection, fight as herself, fight as her clone, then fight her as a Devil.
Oddly enough, Mathias, you could actually use Queen Abrograil herself as the 5 encounters you need for the climactic finish of the game. Instead of handwaving the contingencies, you could write it off as the sale of the artifact removes many of the wards and protections surround the palace of the Empress leaving her vulnerable to an alpha strike. Have them fight Abrogail in multiple places all across the palace, each fight consisting of a different one of Abrogail's contingencies.
Nope, I can say whatever I please. This thread has several ideas with the sole purpose of practically eliminating downside to burn, or ramping up the power of the Kineticist. In various other threads, other people are desiring the same thing.
It seems there's this vocal group of people on the forums who have the intention to spread the misinformation that the Kineticist damage sucks, Burn is a horrible mechanic and that the Kineticist can't compete for a slot in a party with nearly any other class.
This is wrong information. Most of these people seem to use the Barbarian class as the bare minimum of what a DPR class should be. Or they use the Wizard as the bare minimum of utility, or the Bard as the bare minimum skill monkey.
So many people keep comparing the class to the top tier classes and finding them lacking. Reality check, all of the classes are lacking when compared to these classes in their given role.
"Kineticist doesn't have the same utility as a Wizard" Well of course he f#~@ing doesn't. Anyone who thought the Kineticist would have the same utility as a Wizard is a bloody moron. Wizard is a broken as hell class that makes nearly every other class feel impotent.
The Kineticist doesn't bring the utility of a Wizard, but he brings more damage to every fight. He doesn't bring the damage of a Barbarian, but he brings more utility. He's not a skill monkey, but he's got abilities to make many skills easier.
The Kineticist is 1 part skill, 1 part utility, 1 part damage. You are never going to boost one of the aspects of the Kineticist to the same levels of other classes that are sitting in the top tiers.
Get your head out of the DPR Olympics thread so you can see what the class really is.
My PC do not like it when I have caster target their water breathing with dispel magic. At one point the had 3 layers of it to prevent being dispelled. The got nervous when I got through 2 of them.
You don't always have to include a caster in a party to do this, however. You can even allay the fears of the party by having the sea witch tell them that she does not know of any magic users being involved in whatever missions she sends them on.
Sometimes, a band of raiding sea trolls is just a band of raiding sea trolls. Though if the investigate, they could come to find they're part of a larger sea pirate network.
Which is precisely what my cousin needed the above adventure I designed for.
There's also the Cthulhu Crabs. Mustn't* forget them. Or the Scrag (sea trolls).
As a freebie, here's an underwater adventure I threw together for my cousin to run a couple years ago. It turned out to be a pretty killer adventure, because underwater is, pretty much, the most inhospitable environment in the rule book when it comes to combat.
The Caverns of Besmara's Cult (feast upon my crappy adventure desgin)
One should note, that Onaturlig the Sea Witch got, officially, errata'd out of existence as the Scarred Witch Doctor archetype is no longer Constitution based. Frankly, I don't care and I pretty much only pick and choose which pieces of errata I follow these days anyway.
*I've never spelled "mustn't" before. It looks weird, even if it is correctly spelled.
So.... this class name is "the Avalanche" right?
A round is 6 seconds. 10 rounds in 1 minute. 60 minutes in 1 hour. 600 rounds in 1 hour. This means that Agesthran can boost his con by as little as 600 points, or as much as 2,400 points in 1 hour.
WHERE IS YOUR GOD NOW!?
At higher levels, you can get double blast, which applies all of the modifications to your kinetic blast for no extra cost other than the cost of the double blast itslef.
Double Blast +4
Total Burn 2
This lets you hit a group of enemies twice for the same standard action. Then you use your swift action for the follow up.
Composite Blast +1
Total Burn 3
You've taken 5 points of burn this round (and lost 85 nonlethal hp), but you've hit the enemy for three separate blasts, two of which deal 18d6+1/2 con+50% points of damage and the third hititng for 18d6+1/2con points of damage.
So, somewhere in the realm of ~300 points of damage to every enemy in a 40 ft. radius sphere.
Save for half.
Since I can't seem to upload stuff your shared folder, I figure I'd just use mine. This is my first attempt at creating a Kineticist since the release, and I think I got everything correct with him.
For those curious, he was built using the Heroic NPC stat array (15, 14, 13, 12, 10, 8) and designed for a campaign using the Fast XP track.
I'm, personally, planning on houseruling away the -2 penalty because I think it's a stupid penalty. It'd be one thing if all of the other classes had a similar limit, but it feels very arbitrary on the Kineticist.
Your biggest hurdle is that you are looking at the kineticist through the eyes of 'primary blaster'. The kineticist can blast, but that's not the only thing he does. Other classes do blasting better because they are using vancian casting and vancian casting is designed around the idea of "this is limited in use so it needs to be very powerful". Also, broken.
You're simply not going to beat Wizards and Sorcerers who've built dedicated, or even marginally dedicated, blaster builds because they simply do it better.
Instead, look at the Kinetcist as a tool boox, of which, blasting is one of those tools. Kineticists don't just blast all day long, it puts too much strain on their body. They have other things they can do, like tripping enemies, raising barriers, flooding ships, altering the terrain, most of which they can do without expending resources.
A Kineticist who spends all of her focus on blasting, is denying herself access to a very powerful aspect of her class. Her utility.
I, personally, think of the Kineticist as guerrilla characters. They excel at hit and run tactics and ambushes. A Kineticist as a scout is a great addition to the party, because they can hit hard, and every version of the kineticist has some sort of 'movement' ability to help them get away. Aerokinetics can fly, Telekineticis and Pyrokinetics can basically fly, Geokineticis are terrifying on the ground as they can melt into the ground and move around, and Hydrokinetics can surf on frozen waves of water that they create as they move (just like Iceman or Frozon from the Incredibles; though this is also the worst of the movement options). At higher levels, they can even transform into their element and teleport to the locations of their blast.
A pyrokinetic can, for example, use Mobile Blast to create a source of flame in the middle of a group, and then use Smoke Storm to turn it into a cloud of choking smoke, with which he debilitates his foes. Because he can see through the smoke (Firesight), he can then blast his enemies with impunity from outside the smoke while they are unable to target him. With Greater Flame Jet, he can also circle the smoke cloud after every blast so they never know where he's coming from, or he can Jet away to ambush them again at a later time.
This is great for an NPC villain, true, but it's also a great thing that a party scout can do. How many "scout" classes do you know that can single handedly take on groups of enemies while remaining almost completely safe from danger?
There is far more than blasting for the Kineticist can do. It's just one of their options, and not necessarily the "best" option for them either.
Deadbeat Doom wrote:
Well, that's at 16th level. Most Kineticists will spend that vast majority of their play time as a large creature, rather than a huge creature.
Personally, I'm looking forward to using a Geokinetic "Earthen King" that Earth Glides around, popping up out of caves, Whirlwind Attacking, and thing sinking back into the Earth. Possibly even Spring Attack + Kinetic Whip + Earth Glide.
God, a a Geokinetic melee user is going to be an absolute terror to face. I've got chills going up my spine as to how I'm going to use this guy. :3
It also depends on the type of medium you're using
Alexander Augunas wrote:
Aaaaannd... now I have a mental picture of Sutter sitting down, surrounded by books, flipping through them with coloring crayons, and looking up at Wes with sparkling eyes and a grin on his face, saying, "Wes! Wes! I drawed on scary monsters!"
It seems that the devs are very worried with power creep and seem to always err on the side of caution. On top of that we are seeing the same reaction that many have to unlimited spell powers so every effort is made to keep them reigned in. This leads to an under performing class that is useful for making certain theme builds only. The same happened with words of power and despite being a cool idea no one uses it now.
Kineticist was the most popular class in the playtest by far, it had nearly double the amount of posts and comments than all of the other playtests combined. Logically, this would imply that it's probably the most popular class on release as well.
I don't think there will be a lack of Kineticists anytime soon. The class can be used to emulate so many characters from popular media, from Avater-esque bender, to Jedi, to Elsa of Frozen, to characters from the Fairy Tail anime.
The probably could have released a 64 page book for just the Kineticist and sold out. People have wanted this style of class for a long, long long, time.
You really need to stop b#*+#ing about not being able to heal Burn. It's tiresome and you come off as a petulant child.
The Kineticist cannot recover Burn for very good reasons: Because his is the only "magical" class that never runs out of his abilities.
With any other class, all of their abilities are limited use, and once they run out, they're done; they won't really be able to contribute anymore. If an Inquisitor blows all of his Bane, Judgement and Spells on easy fights, he's done for the day. If a Magus blows all of his Arcana, and Spells, he's in the same boat as the Inquisitor.
Likewise, if these classes don't use their abilities, they're in the same exact situation. A Bard that doesn't use Bardic Performance and Spells is little more than an Expert NPC class.
The Kineticist is different. No other class has methods of reducing the cost of it's abilities. A Magus cannot reduce the cost of all of his arcana to 0, allowing him to activate it for free. An Summoner cannot gather energy so his spells don't use up spell slots. A Cleric has no class feature to reduce the cost of his chanels so he can channel for free.
Some of these classes have methods to recover, or increase the total number of uses per day of their ability, but in the end, they run out.
The Kineticist doesn't have this problem. The Kineticist can, literally, ramp up the power of his blasts and continue blasting at nearly full power, every single round, for the entire day, and never take a point of Burn. This means, that he never runs out of his resource.
As a trade off, that means the Kineticist must feel the effects of his resource for the entire day. It's a balancing factor and makes perfect sense.
God, with as much whining as you're doing now, I can't imagine how much you would complain if you were playing even 10 years ago, let alone 20.
My Thoughts on the Playtest I've been very critical of this playtest because there are aspects of it that I utterly despise and that I think are harmful for the future of the game. Namely, the split identity aspect of the Vigilante.
Previous to this class, playing a vigilante with a secret identity was always a role-playing part of the game. It required the player to be quick on his feet, have a sharp wit, and extensive use of his Bluff skill if he didn't want to be discovered. Now, you've given mechanics to a role-playing aspect of the game (beyond the skill system in the game) which opens up a precedent of the game that I am not a fan of.
I mean, who's to say this doesn't lead to the inclusion of a "Mercenary" class that can only use it's class abilities in defense of his own life, or when he's being paid to something. Perhaps he doesn't gain experience if he doesn't get paid for a job, such as if the client can't afford to pay him after it's been completed.
Totally an exaggeration, but that's what it feels like is going on here. You are actively detracting from the game, and hurting the future of it, by going through with the development of this class.
Paizo, you should be ashamed of yourself for even considering this class.
However, that's not to say that there aren't aspects of the class I do like. I really enjoyed the fact that Pazio is branching out and attempting a far more modular game design philosophy. I feel that the current 'class bloat' could have been curbed a lot if they had adopted this farther back. The move to a 'talent based progression' was a good one way back in the CRB with the Rogue and Barbarian and the classes that followed, but it could have been taken one step further.
You could have developed a 9th level Arcane, 9th level Divine, full BAB, 3/4 BAB caster, 3/4 BAB non-caster template and then built modular class abilities to simulate the classes you've built since then. You could have drastically cut down on the amount of classes in the game if, for example, the Bard, Magus, Investigator, and Summoner were all rolled together into a single chassis with various talents and modular abilities to flesh them out.
Granted, this is a 'too-little-too-late' sort of scenario, but it's something worth thinking about going forward.
I don't, however, think that the modular classes was down well with the Vigilante. A modular system requires that all of the classes built off a chassis be, for the most part, related to one another. Barbarian, Paladin, Fighter, Ranger, Slayer etc, could, for the most part, be reduced down to talents that could be swapped around on one chassis to another. However, mixing magic into the chassis would not work as the classes function far too differently to work.
The Vigilante simply doesn't work as a 4-way split class. It's too starved for talents, or the talents don't go far enough. Only the Stalker is 'good' option to choose from, thought he Avenger isn't a bad one, it's just not 'good enough' compared to classes with a similar role. Especially Rangers and Slayers.
The Warlock and Zealot are simply terrible. The talent based casting system is bad, and you guys should feel bad for even thinking about it. The Warlock and Zealot are all going to be cookie-cutter builds because there is simply no good reason not to spend all of your talents on advancing your spell casting progression.
Outside of spell casting, both classes only have 1 or 2 talents that are really even worth looking at, but everything else about them is just bad. Even worse, the limited spellcasting they do have is not enough to carry them through an adventuring day.
Look at classes like the Bard, Magus or Inquisitor. They aren't just spell casters. They each have a mix of combat and non-combat abilities that aren't tied into their spellcasting. Each class can, quite honestly, go through whole adventuring days without ever casting a spell.
The Warlock and Zealot can't do that. Unlike any of the other 3/4 casting classes, if the Vigilante wants spellcasting he has to sacrifice all of his other class abilities in order to do so. If you were to adapt this same model over to the Bard, Magus or Inquisitor, then at every even level, the Bard should have to choose between Barid Performance, or Spellcasting, or the Magus between Magus Arcana or Spellcasting, or the Inquisitor between Judgements and Spellcasting.
3/4 casting classes only function if they have both the 6th level casting list, and combat abilities to supplement their spells.
A Bard, Magus, or Inquisitor that focuses only on spell casting his entire adventuring career, is going to find himself very underwhelming because he quickly runs out of spells and has nothing to fall back on. Likewise, if they focused on only their non-spellcasting class abilities, they will find themselves quickly running out of those as well, or not having enough 'oomph' to get the job done.
They need their spellcasting and they need their class abilities to fully function as a class. As it stands now, the Warlock and Zealot are classes I would expect to see in a 3E/3.5E era of game design, where you have empty levels of class advancement and only the even levels are anything to worth noting.
But, one should note, that despite how bad the Warlock and Zealot are, the Stalker and Avenger aren't free from criticism. As it stands, the Avenger and Stalker are both, functionally, playable classes. The issue, there is nothing about the classes that makes them unique, outside of the horrible dual-identity system. But even then, not really.
Playing an Avenger, is going to feel very similar to playing a Fighter, or Cavalier or Swashbuckler or even Slayer and Ranger. There's just nothing unique about this guy, although, I'm fairly certain the Avenger steps all over the Fighters toes (I think it's possible the Avenger actually gets more feats than the Fighter if they choose the right talents). The Stalker is much the same, except with Rogues, Ninja, Slayers, Rangers, Investigators, Vivisectionists etc.
The Avenger needs mechanics to make itself set apart from the other full-BAB classes. As it stands, it's pretty generic, ability wise. The Stalker is probably the most powerful of the 4 class choices, and the most functional; but there really isn't anything the Stalker has that sets it apart from the other 'stealth' classes.
I will note, that this class strongly reminds me of a manga called Change 123. In it, a girl named Gettou Motoko is trained by her 3 fathers in different styles of martial arts. However, the training was so hellish that she developed multiple personalities (Hibiki, Fumiko, and Mikiri) for each martial art that she, collectively refers to as HiFuMi (an archaic form of 1, 2, 3, in Japanese). Hibiki is a strong and aggressive brawler and master of karate; Fumiko is a clam and collected assassin using her weapons and incredible speed in fights; Mikiri is bubbly and childlike, with strong defenses using her grappling and submission techniques to defeat foes.
If you were to have, instead, developed a class around the idea of multiple personalities, each with different skill sets that the others can't use, I think this class would have worked better. It would have a viable reason for the mechanical aspects of the rules (as each personality would, functionally, be a different character).
I honestly don't know what you're going to do with this class. Confirmational bias, maybe, but is seems the majority response to this class is one of a negative bent; most people seem to think the Warlock and Zealot are too weak, the Avenger is barely functional and the Stalker is only somewhat decent. Outside of the 4 types, consensus seems to indicate the dual-identiy is clunky and the social talents only give the illusion of choice and, in many ways, defy logic or reason in how the function (all part of the problem of giving rules to role-play).
This class feels like it probably needs another 2 or 3 rounds of playtest, but I'm not sure if you have enough time to do so. The end of this playtest has the Vigilante in a very bad spot, with much of it needing entire re-writes. If you actually ship the Vigilante with talent based casting, I can almost guarantee you're going to get a huge outcry from the community because it's just bad and awful. The amount of changes needed to bring the Vigilante up to part mandates another playtest, but I don't think you're going to do that.
From what I've been reading in the other threads, it seems like none of the elements are all that powerful if an NPC class with a bow can out-damage a focused blaster class.
Outside of Eldritch/Arcane/Inquisitor Archers, most of these archer characters are also one-trick ponies that can't do anything else other than deal damage. The Kineticist can do more than just deal damage, however. Hydrokineticists, for example, can get some really good battlefield control going by using abilities like Slick or Kinetic Cover to impede movement.
Many of the elements have impressive mobility options, flight, earth glide, pseuod-teleportation etc, means the Kineticist can make a good scout. With a focus on Con, she's a scout that isn't likely to die in a single blow either, and she can reasonably handle herself with her mobility, blasts, and defensive options.
I mean, look at the Hydrokineticist being able to have Water Manipulator by level 7. This lets the Hydrokineticist, create a 70x70 foot square and allows her to raise, or lower, a body of water by as much as 14 feet. Stop and think about what a 14 foot drop in a body of water would actually look like. You could easily trap whole ships in there and pin them down.
There's a lot more than simply blasting that a Kineticist can do, which is, more often than not, more than most archers can say.
The CR30 Green Tea Demigod wrote:
Would that make you a... Demingod then?
Side note: you can change the name of an alias up until you make the 10th post for the alias.
Cap'n Yesterday, Evil Overlord wrote:
Oh come on! I'm a way better dictator then her :-)
The Lord Ashiel is no dictator! Lord Ashiel is the savior on high of our role-playing souls. Lord Ashiel bestows wisdom and guidance upon the peons of this wretched world; aiding us and shepherding us into a brighter gaming future!
We follow Lord Ashiel, no because Lord Ashiel is the dictator of our bodies, but because Lord Ashiel is the Queen of our Hearts!
I have decided that I will no longer accept Paizo's errata except on a case by case basis. There is so much swing-and-a-miss stuff with the errata these days, that I can't trust Paizo to do it correctly anymore.
It feels like I have to go through books with highlighters and markers to cross stuff out that is stupid or doesn't make sense these days.
That is all.
G#& d!&n... that is an amazing specimen! I would love to play her in a game. Also, that Water Manipulator... By my math it's 513 gallons of water you can shift around? That's a lot, if it's correct, and you can do it in an instant. You could do something like lift that out of a pool and douse it on a burning building or something to help put it out!
Been a long time since I did math... but I believe the volume of a portable hole is ~282 cubic feet, which roughly translates to approximately ~2,100 gallons of water. So a portable hole could carry enough water in it for 4 uses of Water Manipulator at 7th level. Granted, it's outside of your price range, but it might be something she could carry around at higher levels.
[spoiler=Maths]Control Water gives a volume size of 10xlevel by 10xlevel by 2xlevel or 70*70*14 = 68,600. Water Manipulator states you can shift 1/1000 of this, so 68,600*0.001 = 68.6 cubic feet of water. A cubic foot of water is 7.48052 gallons of water, so 68.6 = 513.1636
Volume of a cylinder is pi*radius^2*height and a portable hole has a 6 foot diameter (3 ft. radius) and is 10 ft. deep. So pi*3^2*10 = ~282.74 cubic feet. 282.74*7.48052 = 2,115.04208 gallons.[/spoiler
[Edit] Decided to favorite it a 3rd time! :D
So I can favorite it twice!
I blame Cosmo for global warming, I live in Western New York, and 90 degrees is not normal, thus now wife has the AC running non-stop, eating all our money. Cosmoooo!!
Alaska had over 100 degree weather for a week this summer... There are fundamental laws of nature being broken here Cosmo.
I'd like to state on the record that the way Mark interacts with the community is absolutely awesome. It goes for other Paizo staff too, but insofar I've had the idea that the lore arm of Paizo was much more on the ball in this department.
A non snarky post? Next thing you know, Cosmo is going to act, truly, benevolent.
So, based off the Kineticist Preview blog post, I had an idea for a 'Dragon Slayer' archetype, ala Natsu of Fairy Tail. Would you care to hear my thoughts about how one might work? It's still very rough, as I am unlikely to get to see the full class for awhile (it takes a long time to get newly released material into my local hobby store), so much of it is only theory and possibility.
Heh... fun fact about rope trick, you can't hide the rope. It looks really odd to just walk into a room and there's a room just standing there, going up into the ceiling and then just stopping. Anyone with magical knowledge can then figure out what the spell is and should be able to rationalize what's going on.
This happened to one of my parties once, when they rested in a dungeon. A Wizard NPC that they let get away came back for revenge after they interrupted his experiments.
Summoned a bunch of babau (8 or so total), and then he readied an action along with his Ratling Familiar (who can activate scrolls without a check). The babau proceeded to attempt to dispel the Rope Trick, and when they succeeded, it dropped the party on the floor. Then the wizard cast cloud kill (his readied action) while his Ratling cast wall of stone (the Ratling's readied action). This trapped the party inside the cloud, with the babau (whom are immune to poison).
So yeah... just because you've got rope trick running, doesn't mean you're safe. Any spell with a duration other than 'instantaneous' can be dispelled, unless it specifically says otherwise.
Yoon, Iconic Kineticist wrote:
I only just now realized it wasn't Imbicactus...
I can say, "Yes!" all I want, that doesn't change the fact my wallet is literally unable to make any purchases this time.
Well.. it's mini compared to the 10 story tall version :D
Artemis Moonstar wrote:
I suspect that D&D (and by extension, Pathfinder) has been toned down in difficulty because of the constant complaints about 'lack of fun' aspects of the game. Especially when it comes to introducing new players to the game.
Remember, the 90's really kicked off a huge expansion of video games, especially in the RPG front, and the Millennium took it even further. The important bit about those 20 years is the incredible increase in video games as a common household item, instead of as a rather rare or 'uncommon' item. This mean that whole generations of people are being raised where video game consoles are the 'assumed norm' in the house.
With this change came a change in video game 'fun factor'. Remember when we were all kids and your character had only a few lives? You had to 'earn' more lives in the game, or carry gear to mitigate death? This is no longer a thing in video games.
No, death is just a 'continue from last save point' and save points are either ubiquitous or it can be done at, literally, any point (even during boss battles). The mentality of whole generations have changed from 'death means restarting' to 'death means continue from save'. Even the older generation have changed; as the teachers and mentors, they've continued playing games and have evolved along with the younger generations. Granted, they remember when games were 'harder' but they've also grown spoiled by the changes in gaming.
I firmly believe that in order for table top games to remain a viable option into the future, close attention must be payed to the changes in video games.
For example, no longer is 'learning the system through trials and tribulation' an aspect of games as a whole. For nearly any game, you can find guides and builds for better play experiences. Granted, this was an aspect of gaming as far back as I can recall having access to the internet ('97 or so), and even further back in the form of game guides or GameGeneie or GameShark, but it's changed in recent years. With the rise of the YouTube star, they've learned that Let's Plays and Walkthroughs and Guides are a quick and easy source of views for their channels, which directly translates into quick and easy sources of cash for their pockets if they are a partner.
This means that gamers have changed to just looking up a guide on YouTube anytime they don't know how to do something or when they want to improve their character. This means that in the table top sense, game guids, build guides and the like have drastically increased as time has gone on. Sure, it's always existed, but never to such an extent as it does now, including people maintaining websites for the express purpose of builds and guides to characters.
All-in-all, the point I'm trying to say, I guess, in this long rambled post, is that it's not necessarily the fault of the designers that the game has changed; it's because the mentality of gamers has changed with the evolution of the video game industry. Video games became easier in the 90's, and as a result, when the next edition launched, table top games became easier as well.
The tradition is only going to continue. As time goes on, when the video game industry changes, table top will have to change as well to keep new players coming to the game. It's why Wizards launched 4.0, and it's why Pathfinder has changed so much over the years to include more and more 'video game' elements.
Mark Seifter wrote:
Ah! That makes more sense. I remember posts on the thread about how most PFS bosses and characters can be defeated by a single spider swarm. Yoon is one of the few characters who annihilates swarms even at level 1 (move action gather energy + fan the flames). So that would mean Yoon will probably have lots and lots of encounters with spiders, centipedes, bats etc, because of her swarm killing potential.
A young girl constantly dragged into creepy caves, haunted mansions, decrepit buildings and the like for the sole purpose of killing hundreds if not thousands of spiders swarming all over the place? She's very likely going to have some issues as an adult.
I can see it now...
"Can you tell me what happened here, ma'am?" the guard asked the young woman before him.
"Of course officer... You see, there was a spider, and I panicked," she said with a rueful grin. "Oh don't worry, I'm pretty certain it's gone now!"
And now, I've favorited her post 3 times!
As someone who has abandoned the Destiny franchise for the horrible things Bungievision has done with it, I delight in the tears and rage it's fans are feeling today since the "mysterious trader" arrived without a gun for them to purchase for the first time ever.
I blame Cosmo for the evil side of myself. I also blame Cosmo for Bungievision.