Alurad Sorizan

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Pathfinder Adventure Path Subscriber. 7,376 posts (7,378 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Sorcerer as well, my favorite class.


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PossibleCabbage wrote:
Yolande d'Bar wrote:
Why would total defense be gone?
At a guess it's because options which were never a good idea short of a really specific build/situation are the first to get the axe in the new edition.

Given how quite a few adventurers only survived being splatted over the last years by going desperately into total defense in my games, I'm not sure if I'd call total defense "never a good idea". I'm also a bit surprised that it seems to be gone in PF2E.


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Werthead wrote:
Oh yeah, BG2 was 2000. I'd grant that one. The rest I think are a lot more debatable: DA:O was a fantastic idea with a very flawed execution and even more flawed sequels (although the trilogy as a whole has had some good moments) and the same with the MASS EFFECT trilogy, although its characters were excellent. The story, er, not so much, especially in the third one. Some outstanding individual moments though.

Let's friendly disagree on those assessments, except of course the ME3 ending. ^^

Werthead wrote:
Definitely a reminder that we miss Classic BioWare. CD Projekt Red's love letter to the fans that accompanied CYBERPUNK 2077's reveal, talking about their focus on single-player, felt like a bit of a rebuke to both BioWare and Bethesda for moving in a multiplayer direction and forgetting where they came from and what made them popular (if only temporarily in Bethesda's case). That might smart with BioWare, as they helped CDPR get off the ground and gave them a lot of technical support on the first WITCHER in the first place.

Yeah, it might be nice if BioWare got the message, but I fear that whatever their ambitions may be, their corporate overlord will screw them up.


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Werthead wrote:
Quote:
Pah. 1st person is for FPS only. Also it makes me nauseous nowadays.
Before THE WITCHER 3 (third-person), the three greatest RPG games of the 21st century were FALLOUT: NEW VEGAS (first-person), VAMPIRE: THE MASQUERADE - BLOODLINES (first-person) and DEUS EX (first-person) so that's not really true.

I think that's a very debatable view of things. I'd put the Mass Effect trilogy, Dragon Age: Origins and Baldur's Gate 2 ahead of all of those games and they were third person view games (isometric view in case of Baldurs Gate 2). But of course you are right that there were very good first-person RPG's as well.


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Hama wrote:
magnuskn wrote:
Ugh, it's first-person. Dammit.
So?

See above.


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See above.


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She's not listed as an interior artist for the module.


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Werthead wrote:
Do you game on console? This seems to be predominantly a problem with FPS on console which tends to disappear on PC, mainly because PC FPS games have a different FOV (field of view) and you can usually change the FOV. Motion sickness in FPS comes from the game's FOV being different to your normal eyesight's FOV and your body not liking the difference, so adjusting the FOV until they match (or almost match) can completely solve the problem. I believe recent console games are tending to include FOV sliders more and more frequently to help with the issue.

Nope, PC master race. I only used to have this problem with early FPS titles, as I said. Wolfenstein 3D is from 1992. ^^

While I vastly prefer third person perspective, CD Project Red's arguments for first person perspective in Cyberpunk are compelling and I've managed to do okay with games like Bioshock in the past. So I'll be fine.

If they add a third-person perspective to appease customers, it'd be nice. But not at the price of throwing away all their other world and game design.


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Inquisitive Malefactor wrote:
magnuskn wrote:
This module made me wonder how it'd be to romance an Axiomite. ^^
Any particular reason for this specific curiosity?

Let's just say you meet a very nice looking one.


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This module made me wonder how it'd be to romance an Axiomite. ^^


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They are tasked with preventing disturbances to order and investigating crimes in the city of Axis.


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Impariut: Encourage responsible governance, otherwise intervene. It's a metallic looking bald heavily muscled dude in robes and a longsword.

Hykariut: Quash rebellions and extinguish revolutions. An even more muscled metallic bald dude, this time with a warhammer and he wears bracers, leg bracers and has a shoulder pad bolted to his body. ^^


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They're the collected essence of several good outsiders whose spirits merged into a Radiant Essence due to their collective zeal to continue to do good. It's still unintelligent, though, but has automatic Detect Evil and its attacks count as good-aligned.


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It has a coppery body color and grey wings with blue runes on them (which are, in fact, a single Symbol spell on each wing). The breath attack is a line which deals slashing damage and, if you fail the save, affects you with a Command spell.


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Alright, I got the PDF. After the disappointing third module, I was very apprehensive about this particular part of the AP. But it is very well crafted, with a good mix of politicking, socializing and kicking monster ass. Now let's see in one month how the finale turns out. :)


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Thanks for the extended campaign journal. This is quite helpful for my own campaign, which is just starting now. Too bad Ogonthunn didn't appear in the last module, but seeing Xaivanshee in action was quite helpful.

Very good storytelling from you as well. Very much appreciated. :)


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Name: Tavarian
Race: Venerable Human
Classes/levels: Druid (Reincarnated Druid) 13
Adventure: Rasputin Must Die!
Location: In front of the Dancing Hut, just after exiting it for the first time, near the burned out village of Akuvskaya
Catalyst: More dakka!
The Gory Details: The party had just exited the Dancing Hut and taken in the sight of the burning village ruins, when they stumbled into the carefully placed minefield. Most people managed to make their percentile rolls, but one of our Rangers, Dimitry, not only managed to set off a mine but also failed his reflex save with a one. As soon as the mine went off, the two troops started firing their rifles. The party was hit pretty hard, first by the explosion of the land mine, then by two hits from a hail of bullets each.

While most survived this heavily wounded, Tavarian was ripped to shreds. Which was what the player had been waiting for months, since he of course reincarnated into a young half-elven body shortly thereafter. The rest of the party managed to scatter the two troops after a few rounds of frantic scrambling.

If I had used the mortar attacks as well, we'd probably have four more entries here. The group avoided all combat with troops thereafter and managed to solve the mystery of the monastery and defeat Rasputin in a few months of playtime.

I ended the campaign at that point, since Rasputin was the absolute high-point of the adventure path and they had found Baba Yaga after all. This was the only death of the entire adventure path, which is a bit unusual for how things tend to go in my campaigns. Well, now it is on to Shattered Star, which we began two weeks ago and the second session is coming up this Tuesday!


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Personally, I find playing first-person games always way, way more uncomfortable than third-person games on my eyes. That I had cases of motion sickness from early first-person games like Wolfenstein 3D can have something to do with that as well.

I'm open to being pleasantly surprised, after all I could live with the Bioshock games, but I would have vastly preferred it to be third-person perspective like the Witcher 3, Mass Effect 1-3 oder Dragon Age: Origins.


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Thank you, this campaign journal was very entertaining and educational. I just started running Shattered Star two weeks ago and the second session is in a few days. It's good to have a preview of how things can go.

It's too bad you decided to not use Xaivanshee and Ogonthunn. It would have been interesting to see how your group would have dealt with the two.


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The spell also stacks with Displacement and Mirror Image.


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Inner Sea Races is one of my favorite books for Golarion. Lots of lore info on the core races. It made me understand for the first time how elves on Golarion actually act. I highly recommend it.


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Elegos wrote:
magnuskn wrote:
Elegos wrote:
Yeah but there would still be 1-20 adventure paths, its just that not every adventure path has to be that. That way paizo are catering to a bunch of different groups. As I say, I hope that it works out well for starfinder
It basically killed my entire interest in Starfinder. When it launched I was very interested to run an AP for it. Then I saw that the volumes were shorter and would run out long before reaching max level, so that was that.
Starfinders APs topping out at 12 is a differebt discussion. Im suggesting a mix of 6 and 3 volume adventure paths, where the 6 volumes go to 20, like youve wanted, but the 3 volumes go 1-10 and 11-20. That way, you get what youre asking for, other people get what they want. The concept of shorter APs while not your thing would also allow paizo to avoid stretching stories over 6 volumes when they would benefit from a tighter structure

Yes, I've explained above the only way how the two 3 volume AP idea would work for me.


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Elegos wrote:
Yeah but there would still be 1-20 adventure paths, its just that not every adventure path has to be that. That way paizo are catering to a bunch of different groups. As I say, I hope that it works out well for starfinder

It basically killed my entire interest in Starfinder. When it launched I was very interested to run an AP for it. Then I saw that the volumes were shorter and would run out long before reaching max level, so that was that.


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Elegos wrote:

I really hope the starfinder experiment with having 2 three part adeventure paths released back to back works out and makes it to Pathfinder. I like the idea of a story that wraps up between levels 1-10. And maybe telling a story that starts out a little more epic would also be good. I want a mix basically, 1-20, 1-10 and 10-20, and maybe just maybe... modules again?

That would be good

The only way this would work for me is if the story of the low-level AP could be seamlessly continued in the first module of the high-level three-parter. Meaning that the boss of the third module is basically only the middle manager for the real end boss and the high-level three parter does not tell a completely separate story. It would require putting some plot hooks for the second three-parter into the low-level AP (maybe in some text boxes so that the GM can add them optionally).

Two three-part AP's where the low-level and high-level stuff are completely apart in terms of story are not of interest to me.


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I'd like Paizo to always publish AP's in second edition which go to level 20.

I'd like for them to adjust the math of high level play that problems like rocket tag, monster ability DC's which are laughable and one or two rounds combats disappear.

I'd like for Paizo to include a little guide in their new core rulebook which makes it clear what the different tiers like Legendary are supposed to mean for the type of game you are playing. One of the biggest misconceptions I often experience from players is that in their minds their level 18 character is essentially the same kind of character they were playing at level 3. It would be nice if Paizo could clear that misconception up by just outright stating that at a certain point you just surpass being the village hero.


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Marcus Gehrcke wrote:

I thing that after the PF2 core rule book, that we will get a new edition of Pathfinder Campaign setting: Inner sea world guide.

And that's a book i will happily buy :-)

Damn a lot has happen in Golarion, the last 10 years :-)

They already said that they don't want to put out another complete campaign setting book like the Inner Sea Guide, but more of a smaller update book.


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Admittedly, I am very interested how they plan to duplicate another 10 years cycle for PF2E without reprinting all those setting books with updated rules and some new fluff. I guess they might heavily invest in Tian Xia and Arcadia to not have to repeat themselves incessantly.

I have no problems buying books like the Advanced Players Guide and Ultimate Intrigue again. Though for the latter one has to ask if those relatively new rules (intrigue related subsystems) need updating for the next edition.


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I just bought Inner Sea Gods, Book of the Damned and pre-ordered Planar Adventures a few weeks ago, because those are mostly setting books and can't be outdated by a new edition. Also Bestiary 6, because I'm enough of completionist to want to own all of that series of books and I still plan to run some of the latest adventure paths (which always heavily feature monsters from the latest bestiary).

So, yeah. Still going to buy all the new stuff in terms of core rules and from then on the books which feature new rules. Not sure if I'd buy a second edition Planar Adventures again, though.


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Ugh, it's first-person. Dammit.


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James Jacobs wrote:
magnuskn wrote:
Elfteiroh wrote:
CorvusMask wrote:
Aww, but that means I can continue living in vain hope that I will see hardcover version of Second Darkness and Legacy of Fire :'D (I really want to run them for real though)
A fixed Second Darkness would make me very happy, but that one is so unpopular that that chances are way too slim. :(
I don't know if you *can* fix Second Darkness, given the huge disconnect in themes between modules 1-2 and 3-6. I can't see players who made a character for the specific theme of the first two modules being too happy about being thrown into a completely different type of story later on in the AP.
I've been thinking about it for about a decade now and I'm 100% confident I can fix that problem. The question isn't how. The question is when, and so far, the "when" is not now.

Then best of luck to you that it will happen rather sooner than later. Great to hear that you've found a solution. :)


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Sorcerer, please. I'm dying here to know what has become of my favorite class.


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Alright, now I want a series with Butters as the main protagonist. "Waldo Butters, Jedi Knight" would probably be an appropiate title. :p


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Well, dammit, I had hoped for the Sorcerer. But this looks pretty damn awesome, as well. :)


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Kalindlara wrote:
It would require more vigorous seeding of the campaign's themes throughout Books 1 and 2, as well as changes to the character creation assumptions (as presented in a newly rewritten Player's Guide). But it could be done.

Sure, but that would mean rewriting the AP to an extend way above and beyond what they added to the RotRL and CotCT anniversary editions. I don't know if they'd want to commit to such a project.


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Mantriel wrote:
Joana wrote:
As mentioned above, if you subscribe to the book lines, you get 15% off cover price of everything and the PDFs for free. If you really want to own everything, it's the easiest way to do so.
I live in Germany, does that make a difference when it comes to subscriptions?

I'm from Germany as well.

Shipping for the hardcovers will be expensive. As all the monthly stuff gets shipped together, the shipping fee will often be considerable. Expect that some of the larger shipments will be held up by customs for a while and will arrive late (and possibly customs will want to charge you extra for them as well... it has happened to me one time when I tried buying a large shipment from Paizo). If you stick to the slim soft-covers and buy hardcovers from Amazon.de you can bypass that. Of course you'll have to buy the PDF's apart then, but those are always only 10$ (except for some campaign setting books like Inner Sea Gods, where they want an insane 27,99$ for the PDF alone).

My recommendation if you want to buy the entire line: Get the suscription for adventure paths and their companion/campaign setting line, don't get it for the RPG line. For the RPG line buy the hardcovers from Amazon.de and the PDF's directly here from the store, where you'll still get your discount for the PDF's. The shipping for the hardcovers is just too expensive to Germany, but doable for their slim softcovers and the adventure paths.

I myself am only suscribed to the adventure path line, but quite happy with how the total cost comes together there.


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Elfteiroh wrote:
CorvusMask wrote:
Aww, but that means I can continue living in vain hope that I will see hardcover version of Second Darkness and Legacy of Fire :'D (I really want to run them for real though)
A fixed Second Darkness would make me very happy, but that one is so unpopular that that chances are way too slim. :(

I don't know if you *can* fix Second Darkness, given the huge disconnect in themes between modules 1-2 and 3-6. I can't see players who made a character for the specific theme of the first two modules being too happy about being thrown into a completely different type of story later on in the AP.


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I've long caved in and just bought the hardcovers as soon as they were out. Butcher deals good drugs. :p


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James Jacobs wrote:
Hah. I suspect a lot of folks are gonna be surprised, shocked, and delighted by the role the runelords have in this Adventure Path.

They are the good guys! :D

Seriously, though, I would laugh a lot if the players get to team up with Sorshen. After Shattered Star that would raise some eyebrows.


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Mark Seifter wrote:

Assurance is unlikely to trivialize traps.

For magic items, the basic criterion for having a spell requirement is "Does this item cast this spell so it would be bizarre to not include the spell." If yes, then it has the spell as a requirement, like a wand or scroll. If no, then we don't add spells on there that are thematically similar.

Good to hear for traps. Rogues trivializing those encounters which are supposed to give equivalent XP to monster encounters always frustrated me.

As for magic crafting, I get that a maximum time of four days of crafting means that you can substitute spells requirements from consumables. But if a magic item requires a high level spell (7th-9th level), getting four scrolls alone might add another 25-50% to the item cost. I think it would be fair to spontaneous caster classes to allow spell substitution by increasing the crafting DC. Otherwise they are in danger of becoming second class citizens compared to prepared caster classes, at least in this part of the game.


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Alright, two things:

- I hope that Assurance doesn't trivialize traps in PF2E, like Skill Mastery for rogues already does in the current edition.

- Magical Crafting does not talk about substituting knowledge of spell requirements for a higher DC. I hope that doesn't mean that classes are now locked to only being able to craft magic items for which they have the spell at their disposal. This would make, for example, sorcerers terrible at magic item crafting.

Now, hopefully the next preview blog is the sorcerer preview. :)


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Ecidon wrote:
Now, I generally try and avoid personal comments, but this attitude of "don't talk about what I don't agree with" - especially from someone who walked away from Pathfinder in 2008 after Paizo refused to convert to 4e - stinks of hypocrisy.

Well, that thread sure was a trip down memory lane. Best quote: "Have fun being a footnote." Sure didn't turn out the way that guy envisioned things. ^^


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Magic? It's an artifact after all. You could just as easily ask why the Abysium shard isn't constantly poisoning everyone around it.


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So, while Peace Talks is still not done (but Jim says he wants to get it finished in September, now that he has his own house again), the second short story collection, Brief Cases, has just released. I'll probably get it on Monday, but, man, this was a large drought of Dresden Files content.


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Malthraz wrote:
My concern is the steep power scaling from the +1 per level. Any monster that is a challenge for a part of level 10 adventures, is going to be brutally dangerous for the general populace.

How is this different now or for any edition of Dungeons & Dragons? A CR 10 monster will always kill level one commoners en masse.


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Steve Geddes wrote:
magnuskn wrote:
Well, as I said, I'll have to cancel my suscription if they go that way, at least for the duration of those AP's. They could do them as a separate line, that would be fine.

Is a 1-10 Adventure arc followed by an 11-20 arc that different from an AP from 1-20?

Functionally, it’d be pretty much the same experience, wouldn’t it?

Given the structure of most APs, with intermediate bosses, the difference in PC goals at low levels vs high levels and so forth, I doubt my players would even notice. (It might take some foreshadowing of the second BBEG in book three, but I doubt it would be difficult).

If the two AP's were structured as actually one AP, with a false "finish" at the end of part three and then the AP actually continues with volume four, that would be another thing. But I imagine that would get the people who want three part AP's complaining that their story is meaningless.

OTOH, many AP's already have issues with their individual modules feeling disconnected, because they are written concurrently to each other with little communication between the writers. I fear splitting them into two parts where part three has to mark a definite end (only to just continue the story in part four) would exacerbate this problem even more.

Thanks for hunting down those quotes, Steve. I hadn't thought to check back so far, since I thought they would be from the timeframe of the playtest announcement.


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Kalindlara wrote:


I heard it - specifically, that they're watching how the Starfinder APs do, and if they do well, they'll consider it as a potential option for Pathfinder Adventure Paths - spoken at a PaizoCon panel, in response to an audience member's question about the matter. You'll have to dig through Know Direction's recordings for Absolute and Definitive Proof, I'm afraid.

As for ascribing motives, I have no opinion for or against. I care whether the story is good, not how long it takes to tell.

Well, as I said, I'll have to cancel my suscription if they go that way, at least for the duration of those AP's. They could do them as a separate line, that would be fine.

Steve Geddes wrote:
EDIT: nope. Adam actually said that there were no current plans for a 3+3 AP in Pathfinder. He said they were watching the Starfinder experiment closely, but that Pathfinder APs are generally set for two years in advance (or so). So if they tinker with it at all, it’ll likely be after at least four complete, six-part APs are done.

Was that at the panel Kalindlara is referring to? I haven't found a recording of it online and it sounds as if you know of one. Adam hasn't said it on the boards here, just checked his posts for the last two months. :p


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Thanks, Steve. That squares with what I remember reading in one of the dev comments from the last weeks.


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rooneg wrote:
magnuskn wrote:
And I will still unsuscribe from the AP line for the duration of any AP which only goes three modules. There is literally no interest in my group for those.
In case it makes things more interesting for your group, it seems as if the plan for shorter Starfinder APs is for low level 3 book APs will be followed by a high level 3 block AP that while stand alone happens to start up at exactly the level the previous AP ended at. It makes the schedule work out (i.e. the combo fills in 6 months of the year, so the remaining 6 months can go to another full sized adventure path) and you can play both together if you want to.

I actually have not heard a peep from the devs that they are actually planning 3 part AP's for Pathfinder 2nd Edition. As far as I am aware, this seems to be just a rumour started by players who would like to see it happen.


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Clearly such an important issue can only be resolved in a rap battle.


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And I will still unsuscribe from the AP line for the duration of any AP which only goes three modules. There is literally no interest in my group for those.

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