I think the idea is to a give a "primitive" feel to spellcasting. If I were running a bronze-age style campaign I'd mandate words of power for spellcasters.
Agreed. I used the WoP system in two one-shot adventures that also featured slighlty different classes, and it was the general consensus that the game "inner mechanism" had such a feeling.
BTW, it was also very well received, and thusly it will be a staple in future campaigns.
Lots of 3.5 stuff (environment books, monster books, adventures, Books of Whatever Might first and foremost), but no "splatbooks" - Complete ThisAndThat. The cleric and bard class are almost unrecognizable.
After a very embarassing campaign, I pretty much zeroed the PrCs/feats available from sources outside the core books.
1) How do you all have fun playing a game with so many problems (according to the forums)? Seriously, it's just complaining and arguing with some good stuff thrown in. If people have problems with so much of the design, why do so many people play it?
You know the saying "squeaky wheel gets the grease"? Well, on the forums that's not always the case, but, sure thing is, squeaky wheel makes more noise than anything else.
You look for complaints, you find a lot of them. You look for satisfacted players, you won't find so many of them: indeed there are a lot (I assume much more than the dissatisfied ones), it's just that they won't open as many thread declaring "this class works fine as it is!".
2)Developers: In looking through all the whining, it seems that Rogue, Fighter, and ESPECIALLY Monk seem to come up ALOT. I get not being able to please everyone all the time, but why have these not been updated or boosted when they seem to be pretty consistently lambasted? Any chance it's in the works?
The Rogue, the Fighter, and the Monk have been updated, rebalanced, and quite often given new shiny tools to play with.
I know I'll catch a lot of flak, but from what I'm reading on the above said threads, most of them are by players expecting the class to perform differently from what it's designed to do: rogues being frontline combatants, fighters excelling at skill monkeying, monks not performing as mobile glass cannons (etcetera).
I guess I'm just afraid to thrust my players into a year-long campaign in a game where someone could be doing next-to-nothing in 4 months compared to the other players or one person runs the group (besides the GM).
IMO you trust too much on bile-fueled theorycrafting and not enough on actual (read: YOURS) experience at the table.Classes work fine. Some are so good to outshine others in specific situations. Many are so specialized to not being able to be good at everything everytime. Your class choice will have consequences.
Alchemist, Magus, Oracle and Cavalier - I like. Fantasy traditions since a very long time.
Inquisitor, Witch and Summoner - not my cup of tea, but I can't really find anything completely wrong in them (Summoners are really advanced classes though, with a lot of pitfalls). Sometimes they overshine other classes, sometimes they don't.
Samurai, Ninja and Gunslinger - not at my table. Unless I've developed a campaign that makes them fitting.
Right now, too many racial options, archetypes, feats, traits (I've come to despise them with the strenght of a thousand fiery suns), silly races and spells, the option bloat already seen in the 3.X era. And the inevitable race to combos and bonus stacking.
But I'm still the DM and my veto is strong as ever, so the hassle is listing what's good and what's not. "I don't care, there are no dwarf-adopted feline humanoid gunslingers in my fantasy world. And there will never be".
GM Arkwright wrote:
Blood Feast is almost there, good catch. Should custom fit a bit, as evolution points need to stay... maybe I'll try something more akin to the Barghest feeding ability, but this is a good starting point.
Thanks, but unfortunately the limitations on the available evolutions are in direct contrast with the concept for the NPC.
I'm building a Summoner NPC for a campaign, and the concept I made up for her does not really need the Summon Monster spell-like ability, while a few more evolution points would be nice (I'll be using the broodmaster archetype).
Is there a 3PP that somehow works out a way to eliminate/reduce that one class feature in exchange for a bit more oomph for the eidolon(s)?
If not, what would you consider a balanced trade off for a zeroed (or just strongly nerfed) Summon Monster ability?
Why would you even bother challenging him? Reward him by allowing him his nigh-invulnerability. In a few levels it won't matter because he'll be a gimped cleric who can't fill the role the class is designed for because he won't have the Wisdom to cast any spells higher than 3rd (assuming he puts his stat raise into Wis at 4th level) and won't be a threat to undead because they'll be making their saves against the lousy Will save for his Channel Energy ability. He's effectively gimped his character to be a low-level one-trick pony, and the trick isn't even all that impressive.
Agree 110%.He's built a very focused character that can shine for a few levels (and is still quite vulnerable to that 20% of hits - criticals are nasty), and afterwards will be limping around with a slightly better or just average AC - a value that doesn't quite scale as much as attack - and none of the class goodies that can make a difference.
Enjoy the game despite his grievances.
Jade Regent Pros (in order of relevance):
- The best episodic dungeons seen to date. No really, they're each and every one excellent in concept, design and execution. I love them from start to finish.
- Large outdoors areas/travel sections, finally something for mounted characters to shine - and in one case to rule outright. Not even in Kingmaker this element was so clearly defined.
- Lots of roleplaying occasions, from diplomacy to romance, from information gathering to culture clash moments. And quite a few battles too. Very good mix of roll-playing rewards and role-playing rewards. Also, great loot.
- A thematic factor (the caravan) that has its own rules and in the medium-long run provides something the players rely on and care for, with a growing cast of NPCs they have a word in choosing. Even better than a homebase.
Jade Regent Cons (in order of relevance):
- Every issue has at least one narrative "chokepoint" in which specific events happen to further the story no matter what, NPCs act as deus ex machina to provide solutions the PCs won't happen to find otherwise, and in general the characters have to go that one way otherwise they've screwed the campaign. It's not blatant railroading, but the authors expect the DM to orchestrate the game in very specific ways, even if the players won't like that NPCs, don't care about that problem, and so on.
- The long trek across the continents might bore some players, while others might find the sudden disappearance of the so far defining element (the caravan) a bit disappointing.
- The Tian part of the AP feels a bit under-represented against the first half of the campaign (voyage), in particular the last two issues; the DM may easily expand this second part with his own ideas, bringing the voyage/oriental ratio to a 3/5 instead of the actual 3/3, but he's on his own.
- A bit of a grind when it comes to managing the caravan against attacks or handling resources, and the subsystem can be abused; also the romance subsystem is not so great.
Ruloc, that's absolutely stunning! What a gorgeous picture! Thank you so much for this group portait!
Marshall Jansen wrote:
So very true.
Biggest differences are the HPs locations (non-existent in Stormbringer 3) and the magic system which doesn't feature different schools/disciplines/approaches.There are a lot of many other smaller elements (ability and skill generation, some combat stuff), but it's mostly minor variation rather than glaring divergence.
Overall it has a simpler, sleeker and tighter feeling. You have more limitations, but it's because they have meaning, not because it lacks options.
The 3.5 Warlock has an undeserved and often misunderstood reputation for OP or UP, depending on who you ask.
Me, I think it's effectively OP only for the first 4-5 levels, after which the class experiences growing limitations and dimishing returns on efficiency, until it becomes severely gimped at medium to high levels - possibibly starting as soon as 13th level, maximum at 15th.
Its main feature - the at-will eldritch blast - is a good idea with a bad execution in gaming terms.
Quite the same here.
They're the original denizens of the Abyss, just like devils are the original denizens of Hell.However, the qlippoths started experimenting with mortal souls merging them with the nature of the Abyss, and the experiment went a bit too well, so they faced a planar extinction-level event.
A Kingmaker set would be really good.
I GMed RotRL (twice), CotCT, LoF and KM. Players didn't optimize much - or at all - and faced the whole gamut of situations, from easy to threathening, from barely challenging to deadly.
Focused (not really optimized) characters sometimes literally ripped through strong enemies both with melee and magic spells, and other times sat almost powerless in front of otherwise trivial critters.
I agree with people saying that APs require optimization in the player side rather than in the character one.
Has anybody ever had their credit card information stolen after making a purchase off the Paizo website?
This deserves an explanation. Mind that's a very personal explanation, so take it with a grain of salt and all the rest.
I come from an early era of RPGs, both PnP and CRPGs. Feats, skill points, retraining was something done only with command line cheats or third party "trainer" softwares (for videogames) or not at all (for tabletop RPGs).
Moreover, I developed a simultaneous interest in tabletop wargames. The ones with a hex map full of symbols and two or three colors (not the fancy hand painted maps or high-definition renders), and small cardboard counters - games that actively tried to fry your brain, like Breakout Normandy.
Choosing a feat (or devoting a bunch of skill points for Use Rope) is choosing a strategy. You may make mistakes. You survive and live with your mistakes. These are things that define your character as much (or sometimes, more) as your optimal choices.
You don't retrain your past. Not at my table.
10 - No. Not at my table.
Overall, eagerly awaiting it.
Can't see any issues in skinning defeated enemies. Might be gross and creepy and maybe even revolting and debatable, but it's a practice that bears no good or evil stigma.
Purposefully hunting intelligent creatures for trophy hunting - or just body parts - on the other hand stays definitively in the evil side.
Sorry to read that the Tribes line wasn't doing well, it's been one of my favourite sources of inspiration. Even if sometimes the specific combination of creature-theme didn't ring my bell, it was interesting enough to spur me to adapt the setting to fit it, or to plan a new campaign just to feature it along the way.
Looking forward for the new Urban and Wilderness Dressing lines and to return to the Lonely Coast. Oh, and that Town Backdrop is already mine!
Build up an arching series of side-treks (not necessarily full blown adventures) during which he has the opportnity to tie up a hefty number of loose ends.
If you don't want to sacrifice a number of narrative tools (and I know they are such things), devise an adventure that starts with "you have been put to test, now it's the time to show your valor" - a higher up in the church, crusading outsider, wise but dying from old age oracle - and at the end of it he can achieve his goal(s) with no evil slipping away or dire consequences.
Sometimes it's just a matter of balance between grim, gritty realism and unadulteraded satisfaction.
Wilbur Whateley wrote:
This is actually a quote I can use in my PF games.
I'm pretty much in the same boat. Ahahahah, same boat, Razor Coast.... ehrm.
Well, preordered RC, held the order through the years, international shipping. This last factor, from previous experiences, is the one that scares me a little.
Assuming I'd wish to go for the 110$ level, should I plan for a 130$ expense (+20$ for international shipping)? In case I won't spend any money other than the original preorder, what kind of level should I expect, the 40$ or the 110$ one?
Agreed. As for the NPC write ups, I'd rather see expanded background, motivations, tactics, and so on rather than stat blocs.
Sort of the structure of Crown of the Kobold King, on steroids.
I did once a marathon session of 10 hours for my RotRL AP campaign and the group managed to slough through most - but not all - of Thistletop, including one level up.
Maybe if you just read them aloud and answer questions along the way.
I'm running a Darkmoon Vale campaign for a large group (8 players) and I had to figure out some fill-ins for extra XP. Some of them are from older 3.X stuff, but really easy to convert, even on the fly.
- Hollow (Tales of the Old Margreve); to bring the party upward in XP count.
I also plannes some different "roads" based on PCs choice; you can substitute Revenge of the Kobold King and Hungry are the Dead with Tower of the Last Baron and Treasure of Chimera Cove. Moreover it's possible to substitute Wingclipper's Revenge and Challenge of the Fang with The Automatic Hound (Dungeon Magazine #148) and Carnival of Fear.