Mark Seifter Designer |
Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!
zergtitan |
zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
Sweet! Yeah I found an old post I made when trying to form Briar into a legacy weapon for the entirety of Kingmaker and these new rules might make it work.
Well right now i have it's progression mirroring it's awakening progression in Sound of a Thousand Screams.
It is found in the Temple of the elk as a +1 Bastard Sword with nothing more known except it's name is Briar and whoever wields it shall hold the fate of The Stolen Lands in their hands. then it's progression continues with each major villain defeated.
Defeat the Stag Lord: +2 Bastard Sword
Defeat the Enraged Giant Owlbear: +3 Cold Iron Bastard Sword
Defeat Vordakai: +3 Intellegent (empathy) Cold Iron Bastard Sword
Defeat Armag: +4 Intellegent (speech) Cold Iron Bastard Sword
Defeat King Castruccio Irovetti: +5 Intellegent (telepathy) Cold Iron Bastard Sword (Vorpal towards Fey)
Defeat the Jabberwocky: +5 Intellegent (Telepathy) Cold Iron Vorpal Bastard Sword
Mark Seifter Designer |
2 people marked this as a favorite. |
Mark Seifter wrote:zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
Sweet! Yeah I found an old post I made when trying to form Briar into a legacy weapon for the entirety of Kingmaker and these new rules might make it work.
Zergtitan wrote:Well right now i have it's progression mirroring it's awakening progression in Sound of a Thousand Screams.
It is found in the Temple of the elk as a +1 Bastard Sword with nothing more known except it's name is Briar and whoever wields it shall hold the fate of The Stolen Lands in their hands. then it's progression continues with each major villain defeated.
Defeat the Stag Lord: +2 Bastard Sword
Defeat the Enraged Giant Owlbear: +3 Cold Iron Bastard Sword
Defeat Vordakai: +3 Intellegent (empathy) Cold Iron Bastard Sword
Defeat Armag: +4 Intellegent (speech) Cold Iron Bastard Sword
Defeat King Castruccio Irovetti: +5 Intellegent (telepathy) Cold Iron Bastard Sword (Vorpal towards Fey)
Defeat the Jabberwocky: +5 Intellegent (Telepathy) Cold Iron Vorpal Bastard Sword
Neat stuff. You'll be able to use the system really easily with that in hand, and we've done a bunch of the math for you in that section to help you integrate it.
Ashram |
Mark Seifter wrote:zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
Sweet! Yeah I found an old post I made when trying to form Briar into a legacy weapon for the entirety of Kingmaker and these new rules might make it work.
Zergtitan wrote:Well right now i have it's progression mirroring it's awakening progression in Sound of a Thousand Screams.
It is found in the Temple of the elk as a +1 Bastard Sword with nothing more known except it's name is Briar and whoever wields it shall hold the fate of The Stolen Lands in their hands. then it's progression continues with each major villain defeated.
Defeat the Stag Lord: +2 Bastard Sword
Defeat the Enraged Giant Owlbear: +3 Cold Iron Bastard Sword
Defeat Vordakai: +3 Intellegent (empathy) Cold Iron Bastard Sword
Defeat Armag: +4 Intellegent (speech) Cold Iron Bastard Sword
Defeat King Castruccio Irovetti: +5 Intellegent (telepathy) Cold Iron Bastard Sword (Vorpal towards Fey)
Defeat the Jabberwocky: +5 Intellegent (Telepathy) Cold Iron Vorpal Bastard Sword
Kinda curious, does the sword suddenly and magically transform into cold iron? That seems kinda silly.
zergtitan |
zergtitan wrote:Kinda curious, does the sword suddenly and magically transform into cold iron? That seems kinda silly.Mark Seifter wrote:zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
Sweet! Yeah I found an old post I made when trying to form Briar into a legacy weapon for the entirety of Kingmaker and these new rules might make it work.
Zergtitan wrote:Well right now i have it's progression mirroring it's awakening progression in Sound of a Thousand Screams.
It is found in the Temple of the elk as a +1 Bastard Sword with nothing more known except it's name is Briar and whoever wields it shall hold the fate of The Stolen Lands in their hands. then it's progression continues with each major villain defeated.
Defeat the Stag Lord: +2 Bastard Sword
Defeat the Enraged Giant Owlbear: +3 Cold Iron Bastard Sword
Defeat Vordakai: +3 Intellegent (empathy) Cold Iron Bastard Sword
Defeat Armag: +4 Intellegent (speech) Cold Iron Bastard Sword
Defeat King Castruccio Irovetti: +5 Intellegent (telepathy) Cold Iron Bastard Sword (Vorpal towards Fey)
Defeat the Jabberwocky: +5 Intellegent (Telepathy) Cold Iron Vorpal Bastard Sword
Threeshades |
This needs to get released and fast. I want to start a new campaign but I don't want to start before this is out, because I don't want to confuse and annoy players by dumping a slew of new rules in in the middle of the game.
It's okay with new classes and feats, etc. because those don't change the way their characters worked so far. But with this it's a bit different.
Liz Courts Webstore Gninja Minion |
Greylurker |
This needs to get released and fast. I want to start a new campaign but I don't want to start before this is out, because I don't want to confuse and annoy players by dumping a slew of new rules in in the middle of the game.
It's okay with new classes and feats, etc. because those don't change the way their characters worked so far. But with this it's a bit different.
Come up with a short run game then, something really crazy that you always wanted to try but you knew couldn't sustain a really long campaign.
I don't know maybe you always wanted to run a game where your party was merfolk
or ponies
or Mice out to defeat the dreaded basement cat
Alexander Augunas Contributor |
1 person marked this as a favorite. |
Fast play rules go bye bye?
Shucks.
Not necessarily. The "and much more!" is still there.
That said, I'm not sure that "fast play" combat is a good idea for a game like Pathfinder. Things to improve play and make it more fluid, sure, but as a GM, most of my monsters don't live very long as-is. Why would I want play to be faster?
Whether you agree or not, combat is the focus of the Pathfinder RPG. Virtually all class features are built around it, as are most encounters in Paizo's dungeons. Also, the gaps between classes' in out-of-combat utility are much greater than gaps between classes' in-combat utility, so speeding up combat doesn't really help out the fighter or the barbarian very much.
When I say, "gaps between out of combat ability," I'm referring specifically to two things: skill points and out of combat options. Most classes don't have powers or abilities that function well outside of combat; the rogue does, most spell casters do as well, but the fighter, barbarian, cavalier, and more benefit their party in combat exclusively.
You can also see this in the skill point system. On average, the difference between the lowest Hit Die class (d6, or 3.5 hit points per level) and the highest Hit Die class (d12, or 6.5 hit points per level) is 3 hit points per level. For skill ranks, the lowest is 2 ranks and the highest 8is , for a staggering 6 ranks per level difference. Whereas the difference in HP between a fighter and a rogue at 12th level is about 36 hit points, the difference in skill ranks is 72 skill ranks.
If I had one wish for unchained, it would be for skill ranks to progress at the same intervals for Hit Dice; 6 + Int for the least skilled classes, 10 + Int for the most skilled classes, and 12 + Int for the Rogue. A revamp like that would certainly help to provide some legroom into an Ultimate Skills system, because then you'd actually have given every class enough resources to specialize in an array of different skills.
Kudaku |
2 people marked this as a favorite. |
I might be wrong, but when I read "fast-play" rules I read that as an attempt to make the rules more streamlined rather than rules that make combat take less rounds.
Removing the attack of opportunity-system or changing the ten-separate-roll full attacks into a Vital Strike-type single attack could be examples of "fast play" rules.
Another example could be "save class" where a caster rolls to hit a static save (10+x) and compares his roll to everyone's save rather than have everyone roll a save and compare with his save DC. It's a minor change, but it means that instead of having 15 minions roll reflex saves to avoid a fireball, the caster rolls one "fireball attack" and compares his roll with the 15 minion reflex "AC"s.
Mythic Evil Lincoln |
I'd rather see it jettisoned as an impossible task than to see a half-hearted version taking up space in the book, so this might be a good thing.
Mid-high level gameplay complexity is still a big issue for me, especially when compared to other games I've been playing. It's a difficult problem to tackle without throwing out a bunch of material.
It's quite possible that some of the rules in this book will still speed up play some. I'll be curious to have a look, for sure.
Robert Brookes RPG Superstar 2014 Top 4 |
zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
I somehow missed the legacy weapon addition. My excitement for this book just blew through the damn roof!
Mark Seifter Designer |
4 people marked this as a favorite. |
Mark Seifter wrote:I somehow missed the legacy weapon addition. My excitement for this book just blew through the damn roof!zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
They're scaling items, not legacy weapons. They work differently and can be any kind of item. But yeah, we thought they were really cool, and we hope you guys do too!
Mark Seifter Designer |
I'd rather see it jettisoned as an impossible task than to see a half-hearted version taking up space in the book, so this might be a good thing.
Mid-high level gameplay complexity is still a big issue for me, especially when compared to other games I've been playing. It's a difficult problem to tackle without throwing out a bunch of material.
It's quite possible that some of the rules in this book will still speed up play some. I'll be curious to have a look, for sure.
The changes in the ad copy don't necessarily reflect changes in what you can find in Unchained; I mean it does say "AND MUCH MUCH MORE!"
137ben |
Robert Brookes wrote:They're scaling items, not legacy weapons. They work differently and can be any kind of item. But yeah, we thought they were really cool, and we hope you guys do too!Mark Seifter wrote:I somehow missed the legacy weapon addition. My excitement for this book just blew through the damn roof!zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
I'm a definitely fan of scaling magic items. But I'm also a GM and I already own One Bling to Rule them All: Scaling Magic Items, (along with the original legacy weapons from 3.5). What makes your scaling magic items better than those I already have?
Mark Seifter Designer |
3 people marked this as a favorite. |
Mark Seifter wrote:I'm a definitely fan of scaling magic items. But I'm also a GM and I already own One Bling to Rule them All: Scaling Magic Items, (along with the original legacy weapons from 3.5). What makes your scaling magic items better than those I already have?Robert Brookes wrote:They're scaling items, not legacy weapons. They work differently and can be any kind of item. But yeah, we thought they were really cool, and we hope you guys do too!Mark Seifter wrote:I somehow missed the legacy weapon addition. My excitement for this book just blew through the damn roof!zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
You know what? Our 3pps are excellent folks, and they often put out great product. So having not read the 3pp book in question, maybe they're both great! I can't compare the two, I can just say that I think you'll find the ones from Unchained to be simple and easy to use, and that if you love the other ones you have, then you'll probably love having the premade ones we've included for you either way.
R_Chance |
Is this an optional set of rules or does this replace the existing rules for the game? Reading the description it does not really state if it is an updated edition of core rules or just alternate rules to use.
It's not a replacement for the core rules. Alternate rules would be a better description.
137ben |
137ben wrote:You know what? Our 3pps are excellent folks, and they often put out great product. So having not read the 3pp book in question, maybe they're both great! I can't compare the two, I can just say that I think you'll find the ones from Unchained to be simple and easy to use, and that if you love the other ones you have, then you'll probably love having the premade ones we've included for you either way.Mark Seifter wrote:I'm a definitely fan of scaling magic items. But I'm also a GM and I already own One Bling to Rule them All: Scaling Magic Items, (along with the original legacy weapons from 3.5). What makes your scaling magic items better than those I already have?Robert Brookes wrote:They're scaling items, not legacy weapons. They work differently and can be any kind of item. But yeah, we thought they were really cool, and we hope you guys do too!Mark Seifter wrote:I somehow missed the legacy weapon addition. My excitement for this book just blew through the damn roof!zergtitan wrote:In addition to plenty of examples, we provide everything you need to make your own scaling items, so I'm excited to see what the boards come up with in that regard!Legacy Weapons!? Nice!
If its too much to ask, would it be possible to produce a legacy weapon version of Briar from Kingmaker and the Artifacts Campaign Setting Books?
*gasp*!
You mean you're asking me to read your scaling magic items when they come out and decide for myself which is better?!? What kind of a sales pitch is that? :)Cippus |
1 person marked this as a favorite. |
I might be wrong, but when I read "fast-play" rules I read that as an attempt to make the rules more streamlined rather than rules that make combat take less rounds.
Removing the attack of opportunity-system or changing the ten-separate-roll full attacks into a Vital Strike-type single attack could be examples of "fast play" rules.
Another example could be "save class" where a caster rolls to hit a static save (10+x) and compares his roll to everyone's save rather than have everyone roll a save and compare with his save DC. It's a minor change, but it means that instead of having 15 minions roll reflex saves to avoid a fireball, the caster rolls one "fireball attack" and compares his roll with the 15 minion reflex "AC"s.
I'm italian, so I apologise if I make some grammatical mistakes.
I totally agree with you. As DM, I'd like to see shorter combact round.
I really liked the advantage\disadvantage system of the 5th edition, and I already houseruled in my campaign.
If a player scale a huge to colossal monster, they take advantage.
I'd like to see mechanics that propel to cinematic action and roleplaying, rather than "how much power attack do I put?"
I don't like the multiple attack system. A Vital Strike chain-like system is more plausible that making...8 EXCANGE OF BLOWS in 6 seconds at 20th level with a dual wielding weapons.
One attack to rule them all!
In The Dark Eye you can expend Resistance to make special manouvers like Power Attack and I like it very much!
StarMartyr365 |
1 person marked this as a favorite. |
...
Another example could be "save class" where a caster rolls to hit a static save (10+x) and compares his roll to everyone's save rather than have everyone roll a save and compare with his save DC. It's a minor change, but it means that instead of having 15 minions roll reflex saves to avoid a fireball, the caster rolls one "fireball attack" and compares his roll with the 15 minion reflex "AC"s.
This is how Star Wars Saga works and it is awesome. I only got to play a short campaign through middle levels but making saves a defense that were rolled against made combat much smoother. I've wanted to implement it in my games but haven't had a chance to really test it before releasing it into the wild.
Another thing that Star Wars Saga did right was removing iterative attacks and making them feat chains.SM
Zaister |
1 person marked this as a favorite. |
Kudaku wrote:This is how Star Wars Saga works and it is awesome....
Another example could be "save class" where a caster rolls to hit a static save (10+x) and compares his roll to everyone's save rather than have everyone roll a save and compare with his save DC. It's a minor change, but it means that instead of having 15 minions roll reflex saves to avoid a fireball, the caster rolls one "fireball attack" and compares his roll with the 15 minion reflex "AC"s.
It's also how D&D 4th edition "saving throws" work, if I remember correctly. Since both the Saga and 4E systems are not Open Gaming Content it might be difficult to "steal" this mechanism, but I believe the mechanism is actually open, as it was an optional rule in the 3E book Unearthed Arcana, most of which is OGC.
Indeed: here it is.
StarMartyr365 |
1 person marked this as a favorite. |
StarMartyr365 wrote:Kudaku wrote:This is how Star Wars Saga works and it is awesome....
Another example could be "save class" where a caster rolls to hit a static save (10+x) and compares his roll to everyone's save rather than have everyone roll a save and compare with his save DC. It's a minor change, but it means that instead of having 15 minions roll reflex saves to avoid a fireball, the caster rolls one "fireball attack" and compares his roll with the 15 minion reflex "AC"s.It's also how D&D 4th edition "saving throws" work, if I remember correctly. Since both the Saga and 4E systems are not Open Gaming Content it might be difficult to "steal" this mechanism, but I believe the mechanism is actually open, as it was an optional rule in the 3E book Unearthed Arcana, most of which is OGC.
Indeed: here it is.
I had completely forgotten about this! Thank you!
SM
Alexander Augunas Contributor |
1 person marked this as a favorite. |
It's also how D&D 4th edition "saving throws" work, if I remember correctly. Since both the Saga and 4E systems are not Open Gaming Content it might be difficult to "steal" this mechanism, but I believe the mechanism is actually open, as it was an optional rule in the 3E book Unearthed Arcana, most of which is OGC.
Indeed: here it is.
If I remember my legal mumbo-jumbo right (and I might not, as this is an untrained Profession [barrister] check for me), you can't copyright game mechanics, but you can copy right the terminology that goes with it. For instance, you could copyright the word, "Samophage Defense" if Samophage is something that's your Intellectual Property, but the mechanic itself (your Dexterity + a value = a number that your opponent needs to beat with a die role) can't be copyrighted because that sort of language can't be considered intellectual property. Its the same reason why every FPS game ever can use the same general button combinations on the same consoles without one having the right to sue the other.
So, for example, the term "saving throw" is considered Open Content under the OGL, and adding values to 10 to determine a defense isn't copyrightable, so there's nothing stopping Paizo from going this route if that's what they want to do in Unchained.
Kudaku |
StarMartyr365 wrote:Kudaku wrote:This is how Star Wars Saga works and it is awesome....
Another example could be "save class" where a caster rolls to hit a static save (10+x) and compares his roll to everyone's save rather than have everyone roll a save and compare with his save DC. It's a minor change, but it means that instead of having 15 minions roll reflex saves to avoid a fireball, the caster rolls one "fireball attack" and compares his roll with the 15 minion reflex "AC"s.It's also how D&D 4th edition "saving throws" work, if I remember correctly. Since both the Saga and 4E systems are not Open Gaming Content it might be difficult to "steal" this mechanism, but I believe the mechanism is actually open, as it was an optional rule in the 3E book Unearthed Arcana, most of which is OGC.
Indeed: here it is.
It's a fun system, it allows casters some of the same "will I roll high or low"-excitement that martial characters enjoy.
I tried to implement the UA version a while back but ran into some kinks which made me ultimately design not to go through with it. One example was how action points could be used to massively jack up spell DCs, another was that a single-target fortune hex on a debuff-focused spellcaster turned into an AoE misfortune hex for the enemy's saving throws. It is absolutely doable, but it requires a bit of thought to avoid giving casters an unintentional advantage.
Biztak |
Threeshades wrote:This needs to get released and fast. I want to start a new campaign but I don't want to start before this is out, because I don't want to confuse and annoy players by dumping a slew of new rules in in the middle of the game.
It's okay with new classes and feats, etc. because those don't change the way their characters worked so far. But with this it's a bit different.
Come up with a short run game then, something really crazy that you always wanted to try but you knew couldn't sustain a really long campaign.
I don't know maybe you always wanted to run a game where your party was merfolk
or ponies
or Mice out to defeat the dreaded basement cat
might steal your mice idea
Greylurker |
Greylurker wrote:might steal your mice ideaThreeshades wrote:This needs to get released and fast. I want to start a new campaign but I don't want to start before this is out, because I don't want to confuse and annoy players by dumping a slew of new rules in in the middle of the game.
It's okay with new classes and feats, etc. because those don't change the way their characters worked so far. But with this it's a bit different.
Come up with a short run game then, something really crazy that you always wanted to try but you knew couldn't sustain a really long campaign.
I don't know maybe you always wanted to run a game where your party was merfolk
or ponies
or Mice out to defeat the dreaded basement cat
that one is partilly due to me expecting a shipment of Mousling minis from Reaper soon.
They look awesome
Tels |
Biztak wrote:Greylurker wrote:might steal your mice ideaThreeshades wrote:This needs to get released and fast. I want to start a new campaign but I don't want to start before this is out, because I don't want to confuse and annoy players by dumping a slew of new rules in in the middle of the game.
It's okay with new classes and feats, etc. because those don't change the way their characters worked so far. But with this it's a bit different.
Come up with a short run game then, something really crazy that you always wanted to try but you knew couldn't sustain a really long campaign.
I don't know maybe you always wanted to run a game where your party was merfolk
or ponies
or Mice out to defeat the dreaded basement catthat one is partilly due to me expecting a shipment of Mousling minis from Reaper soon.
They look awesome
Were those in the Kickstarter? If so, I think I missed out, those are fricking badass.