2016 / 2017 Pathfinder Rulebooks Wish list.


Product Discussion

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Liberty's Edge

Starfinder Superscriber
Mythic Evil Lincoln wrote:

Bring on the compilations!

Spells first, please.

This would be helpful.

Ultimate Equipment is awesome. Although it's been a couple of years now, with a page-or-few of equipment in a number of other releases, meaning that it's no longer quite the one-stop-shopping book it used to be. That is the standard danger with compilation books.

As for setting books, I'm happy with all of it. Lots of Golarion remains unexplored; heck, lots of the Inner Sea region still could stand a lot more attention. I don't see that well running dry for quite a while yet.

Although, I do have to say, the #1 missing book from the Player Companion line is Kittens of Golarion. We need need need need need that.

Kittens!

Dark Archive

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My top pick would be a large, hardcover technology book.
* I'd like to see tech items from a variety of eras / genres. I'd like to see modern tech, cyberpunk, biotech, steampunk, magitech, and more.
* I'd like to see an artificer-type archetype (or, if need be, a base class; I think it could be handled by reskinning the Alchemist, though). I'd like to see a construct-building summoner variant that has golems and/or robots.
* I want to see this book take advantage of the base-building / business-building / kingdom-building rules; I'd like to see non-fantasy-genre-appropriate options for these. I want server rooms, reactor cores, command centers with data displays, and all sorts of sci-fi-appropriate rooms and structures. (I like seeing successful subsystems like these get more content.)

My second pick would be a planar-adventures hardcover. No specific requests on it at the moment since it's setting-neutral, but it's play-space I'd like to see more support / resources for.

Third would be something that provides Spontaneous Alchemy rules for *all* the alchemical items, all of the drugs, and all of the reasonably-producible poisons (i.e. the ones that only only made by a specific type of monster). I'd like more components, alchemical items, poisons, and drugs while the book is at it. Spontaneous Alchemy was a *great* subsystem, and every time I see a new book come out with alchemical items (or poisons and/or drugs) with no Spontaneous Alchemy rules to go along with them, I get mildly disappointed; I'd like to see lots more support for it.

Fourth would probably be an alternate genres/setting-types/eras guide. It could have additional tech items, setting-appropriate buildings/rooms, setting-appropriate archetypes, etc. This is the one I'm haziest on; I expect something else to perhaps supplant its place over time on my list, but it'd still be a cool book to have.

I'd like to see the Library Stat Block rules make it into some rules-line book. Those were good. Not nearly enough to make a book on their own, but something I'd like to see included.

I also want more Bestiaries, and, to a lesser degree, another Monster Guide. Bestiaries take the pick there, though, and I think this thread was geared at other requests for the line.


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Exotic Adventures

Rules and guidelines for building and adventuring in exotic locales - Amazonian-like jungles, Undersea/Atlantean kingdoms, Planar expanses, The Underdark, etc.

I can live without new classes, but having more Archetypes would be nice.

---

Ultimate Hybrids

A Book that includes some "missing" Hybrid classes, like:

Volvr (Barbarian-Oracle hybrid, 6/9 Divine Spellcaster)
Grenadier (Gunslinger-Alchemist Hybrid, 6/9 Alchemist)
Marshall (Cavalier-Bard Hybrid, Martial)
Scoundrel (Rogue-Bard Hybrid, 6/9 Arcane Spellcaster)
Shieldmate (Barbarian-Cavalier Hybrid, Martial)
Myrmidarch (Magus-Ranger Hybrid, 6/9 Arcane Spellcaster)

Also includes lots of Feats, Archetypes, Character Traits, and Racial Traits that assist Multiclassing, and even offer some synergy rules for multiclassing with certain class combinations.

Also more options for the original Hybrid classes.

Wouldn't even mind the return of Prestige Classes - not a ton, but another round of 10 Prestiges would be pretty cool.

(yeah, I know I just said I could live without classes, but Hybrids are awesome - I can live with those)


Ultimate Background or... something like that. Which is sort of a mix of a setting book and a full-rulebook, that just has non-combat stuff. Like mundane appliance-y magic items, vehicles, costs for more animals and.... stuff.


DM Beckett wrote:

The more non-Golarion material the better. Ultimate Intrigue has been on my wishlist since 3.5

Finally a Epic Level (21+) book.

Ultimate Combat with 90% less Monk.

Ultimate Divine classes.

A (3.5-like) Unearthed Arcana.

ACG redone for fixes
GMG redone for stronger rules and less guidelines

Spell Compendium 1*
Rules Compendium 1*
Feats Compendium 1*
maybe Archtypes Compendium 1*

* = including every single, updated and errataed version since PF went from 3.5 to it's own rules set to a specific publishing date a few months before the books come out.

For Golarion, really the only thing I'd love to see is a What-If style book, that depicts alternate time lines, both ranging from the past to things that never happened. Not futuristic, but rather what if ________ never happened. (What if Aroden never "died"? Or better, what if Aroden never existed? What if House Thrune lost. What if . . . What did the planet look like before Earthfall.

That and a book that combines a Player's Guide, a DM Guide, and a 64 page+ Adventure about the Test of the Starstone.

For the compendium thing, I would say, a set for setting neutral stuff, and a set for Golarion Specific stuff.


On Epic; maybe not remove the roof entirely (3.X, 3.5), but raise it (kinda like 4e).

New Classes vs Classes bloat, there are still a lot of ground to cover, so, more actual new stuff, and less turning a class into another already existing class. More PrC turned Base Classes and more hybrid classes/archetypes (paizo should open their minds a bit more for those).


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rknop wrote:
Mythic Evil Lincoln wrote:

Bring on the compilations!

Spells first, please.

This would be helpful.

Ultimate Equipment is awesome. Although it's been a couple of years now, with a page-or-few of equipment in a number of other releases, meaning that it's no longer quite the one-stop-shopping book it used to be. That is the standard danger with compilation books.

I have a hard time thinking of a reason a "compilation book" is necessary when you have the PRD, SRD, Archives of Nethys, and who knows what else.


Rynjin wrote:
rknop wrote:
Mythic Evil Lincoln wrote:

Bring on the compilations!

Spells first, please.

This would be helpful.

Ultimate Equipment is awesome. Although it's been a couple of years now, with a page-or-few of equipment in a number of other releases, meaning that it's no longer quite the one-stop-shopping book it used to be. That is the standard danger with compilation books.

I have a hard time thinking of a reason a "compilation book" is necessary when you have the PRD, SRD, Archives of Nethys, and who knows what else.

Not always having access to the Internet, ease of references (might help with the PRD), help with things that need conversions, etc...

Liberty's Edge

Starfinder Superscriber
Rynjin wrote:
I have a hard time thinking of a reason a "compilation book" is necessary when you have the PRD, SRD, Archives of Nethys, and who knows what else.

Yeah, valid point. As somebody else mentioned, you don't always have the Internet. I also like the physical book (in addition to the PDF).

Plus, for PFS purposes, it becomes a lot easier to search for the "official" source of a spell that somebody (like, say, yourself) is using if the vast majority of them are in one place. This is part of what I really like about Ultimate Equipment.

(Archives Of Nethys is a very good resource for this sort of thing, though, and since most of the PFS I do is online right now, "not having the Internet" also means not being able to play....)


I haven't looked through it in awhile, but Ultimate Equipment had lots of new stuff as well, so it wasn't just a compendium.

Although part of the problem with that book is we have gotten a ton of new equipment since then, which has limited, so the book didn't really turn out that ultimate after all.


MMCJawa wrote:

I haven't looked through it in awhile, but Ultimate Equipment had lots of new stuff as well, so it wasn't just a compendium.

Although part of the problem with that book is we have gotten a ton of new equipment since then, which has limited, so the book didn't really turn out that ultimate after all.

Only in the context of PFS. PFS adds lots of everything (except Base Classes) to the 15-16 books of the PRD, and creates the overwhelming majority of what people call "bloat" (which is basically a non-issue for homegame-only players who stick with the PRD material almost exclusively).

For base Pathfinder, which is just the Reference Document of 15 books, it was the "ultimate" book until the ACG arrived, which required a handful of new magic items to be written for the new Hybrid classes.

Before then, UE was the end-all-be-all of items. UE still stands as the major bulk of all Magic Items in the PRD, however.


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Advice for GMs on high-level DMing, planes, exotic locales.


chbgraphicarts wrote:
MMCJawa wrote:

I haven't looked through it in awhile, but Ultimate Equipment had lots of new stuff as well, so it wasn't just a compendium.

Although part of the problem with that book is we have gotten a ton of new equipment since then, which has limited, so the book didn't really turn out that ultimate after all.

Only in the context of PFS. PFS adds lots of everything (except Base Classes) to the 15-16 books of the PRD, and creates the overwhelming majority of what people call "bloat" (which is basically a non-issue for homegame-only players who stick with the PRD material almost exclusively).

For base Pathfinder, which is just the Reference Document of 15 books, it was the "ultimate" book until the ACG arrived, which required a handful of new magic items to be written for the new Hybrid classes.

Before then, UE was the end-all-be-all of items. UE still stands as the major bulk of all Magic Items in the PRD, however.

this is why I would suggest they do compendiums for the stuff in Campaign Setting, Player Companion, Adventure Path, Modules, etc (while converting 3.5 stuff in the process).


tonyz wrote:
Advice for GMs on high-level DMing

That would require Paizo to know ways to make it work better. From various employee comments, it's just as hard for them too.


Alex G St-Amand wrote:
chbgraphicarts wrote:
MMCJawa wrote:

I haven't looked through it in awhile, but Ultimate Equipment had lots of new stuff as well, so it wasn't just a compendium.

Although part of the problem with that book is we have gotten a ton of new equipment since then, which has limited, so the book didn't really turn out that ultimate after all.

Only in the context of PFS. PFS adds lots of everything (except Base Classes) to the 15-16 books of the PRD, and creates the overwhelming majority of what people call "bloat" (which is basically a non-issue for homegame-only players who stick with the PRD material almost exclusively).

For base Pathfinder, which is just the Reference Document of 15 books, it was the "ultimate" book until the ACG arrived, which required a handful of new magic items to be written for the new Hybrid classes.

Before then, UE was the end-all-be-all of items. UE still stands as the major bulk of all Magic Items in the PRD, however.

this is why I would suggest they do compendiums for the stuff in Campaign Setting, Player Companion, Adventure Path, Modules, etc (while converting 3.5 stuff in the process).

I suspect that would run into the same issues as why they have said they don't want to do any more hardcover AP compilations. IF people can expect a compilation of campaign setting or player companion stuff, a considerable number of people will probably cancel their subscriptions.


MMCJawa wrote:
Alex G St-Amand wrote:
chbgraphicarts wrote:
MMCJawa wrote:

I haven't looked through it in awhile, but Ultimate Equipment had lots of new stuff as well, so it wasn't just a compendium.

Although part of the problem with that book is we have gotten a ton of new equipment since then, which has limited, so the book didn't really turn out that ultimate after all.

Only in the context of PFS. PFS adds lots of everything (except Base Classes) to the 15-16 books of the PRD, and creates the overwhelming majority of what people call "bloat" (which is basically a non-issue for homegame-only players who stick with the PRD material almost exclusively).

For base Pathfinder, which is just the Reference Document of 15 books, it was the "ultimate" book until the ACG arrived, which required a handful of new magic items to be written for the new Hybrid classes.

Before then, UE was the end-all-be-all of items. UE still stands as the major bulk of all Magic Items in the PRD, however.

this is why I would suggest they do compendiums for the stuff in Campaign Setting, Player Companion, Adventure Path, Modules, etc (while converting 3.5 stuff in the process).
I suspect that would run into the same issues as why they have said they don't want to do any more hardcover AP compilations. IF people can expect a compilation of campaign setting or player companion stuff, a considerable number of people will probably cancel their subscriptions.

Depend how often they do one, how much is in it, and how long after initial release of the original material they do it... people have been asking for compilation/remake/convertions/etc of out of print things very often, and I think RotRL aniversery edition proved it was doable.

Liberty's Edge

Doable has never been the issue.

Quote:
Depend how often they do one, how much is in it, and how long after initial release of the original material they do it

Would anybody really be happy with a Compendium that compiled all the (for example) feats up to 2009?


Samy wrote:

Doable has never been the issue.

Quote:
Depend how often they do one, how much is in it, and how long after initial release of the original material they do it
Would anybody really be happy with a Compendium that compiled all the (for example) feats up to 2009?

I wouldn't mind a book of Feats, Traits, and Archetypes, so long as it were a PRD book (which means that some traits or feats would have to drop the regional qualities, and a lot of functionally-reprinted Traits would need to be dropped or consolidated).

I'd pay the cash-monies for that.


Samy wrote:

Doable has never been the issue.

Quote:
Depend how often they do one, how much is in it, and how long after initial release of the original material they do it
Would anybody really be happy with a Compendium that compiled all the (for example) feats up to 2009?

can't say for sure, would be useful for PFS, and GMs would probably love not having to search throught dozens/hundreds of books (and some players might be anoyed that they can't give their GM that headache anymore :D).


chbgraphicarts wrote:
Samy wrote:

Doable has never been the issue.

Quote:
Depend how often they do one, how much is in it, and how long after initial release of the original material they do it
Would anybody really be happy with a Compendium that compiled all the (for example) feats up to 2009?

I wouldn't mind a book of Feats, Traits, and Archetypes, so long as it were a PRD book (which means that some traits or feats would have to drop the regional qualities, and a lot of functionally-reprinted Traits would need to be dropped or consolidated).

I'd pay the cash-monies for that.

I wouldn't exactly mind either, but that would cause the same problems to some than the d20pfsrd.


Alex G St-Amand wrote:
MMCJawa wrote:
Alex G St-Amand wrote:
chbgraphicarts wrote:
MMCJawa wrote:

I haven't looked through it in awhile, but Ultimate Equipment had lots of new stuff as well, so it wasn't just a compendium.

Although part of the problem with that book is we have gotten a ton of new equipment since then, which has limited, so the book didn't really turn out that ultimate after all.

Only in the context of PFS. PFS adds lots of everything (except Base Classes) to the 15-16 books of the PRD, and creates the overwhelming majority of what people call "bloat" (which is basically a non-issue for homegame-only players who stick with the PRD material almost exclusively).

For base Pathfinder, which is just the Reference Document of 15 books, it was the "ultimate" book until the ACG arrived, which required a handful of new magic items to be written for the new Hybrid classes.

Before then, UE was the end-all-be-all of items. UE still stands as the major bulk of all Magic Items in the PRD, however.

this is why I would suggest they do compendiums for the stuff in Campaign Setting, Player Companion, Adventure Path, Modules, etc (while converting 3.5 stuff in the process).
I suspect that would run into the same issues as why they have said they don't want to do any more hardcover AP compilations. IF people can expect a compilation of campaign setting or player companion stuff, a considerable number of people will probably cancel their subscriptions.
Depend how often they do one, how much is in it, and how long after initial release of the original material they do it... people have been asking for compilation/remake/convertions/etc of out of print things very often, and I think RotRL aniversery edition proved it was doable.

Well they have sort of been doing something like this, (Inner Sea Gods, Inner Sea Races), so I expect they will keep reprinting material alongside new material/updated material.

I don't think "Let's just reprint all the 2013 player companions into one book" is a good option however.


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Ultimate Villainy: a book that essentially combines aspects from the Book of Vile Darkness (well, the tolerable ones at least), Examplars of Evils and Elder Evils.

Basically, how to make a good viallin with each and every class in the entire game? Bonus points if they can make 5 variations of each: a Lawful villain, a Good villain, a Neutral villain, a Chaotic villain and an Evil villain (shouldn't be that hard, but still...)

DMs can have troubles making villains out of Good-aligned characters, when you can "simply" have them fight due to different ways of thinking. For instance, the leader of a revolution might be CG, but opposing either a LG lord or the PCs who are trying to overthrow a LE lord, but not in the same way as the CG leader. Another example: a paladin can be a villain, but again, it's not THAT easy to make it so when 99% of your party is Good-aligned.

I want some guidelines on how to make memorable, believable and viable villains out of every class and if possible, every alignment, in addition of adding rules about stuff that villains do to others.

So yeah, have Paizo make a 300-something book how to make great villains.


JiCi wrote:

Ultimate Villainy: a book that essentially combines aspects from the Book of Vile Darkness (well, the tolerable ones at least), Examplars of Evils and Elder Evils.

Basically, how to make a good viallin with each and every class in the entire game? Bonus points if they can make 5 variations of each: a Lawful villain, a Good villain, a Neutral villain, a Chaotic villain and an Evil villain (shouldn't be that hard, but still...)

DMs can have troubles making villains out of Good-aligned characters, when you can "simply" have them fight due to different ways of thinking. For instance, the leader of a revolution might be CG, but opposing either a LG lord or the PCs who are trying to overthrow a LE lord, but not in the same way as the CG leader. Another example: a paladin can be a villain, but again, it's not THAT easy to make it so when 99% of your party is Good-aligned.

I want some guidelines on how to make memorable, believable and viable villains out of every class and if possible, every alignment, in addition of adding rules about stuff that villains do to others.

So yeah, have Paizo make a 300-something book how to make great villains.

I've long felt a villain book would be great; feats, spells, traits, items and archetypes to make memorable villains; example henchmen and lairs; GM advice on designing and running BBEGs.


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MMCJawa wrote:
JiCi wrote:

Ultimate Villainy: a book that essentially combines aspects from the Book of Vile Darkness (well, the tolerable ones at least), Examplars of Evils and Elder Evils.

Basically, how to make a good viallin with each and every class in the entire game? Bonus points if they can make 5 variations of each: a Lawful villain, a Good villain, a Neutral villain, a Chaotic villain and an Evil villain (shouldn't be that hard, but still...)

DMs can have troubles making villains out of Good-aligned characters, when you can "simply" have them fight due to different ways of thinking. For instance, the leader of a revolution might be CG, but opposing either a LG lord or the PCs who are trying to overthrow a LE lord, but not in the same way as the CG leader. Another example: a paladin can be a villain, but again, it's not THAT easy to make it so when 99% of your party is Good-aligned.

I want some guidelines on how to make memorable, believable and viable villains out of every class and if possible, every alignment, in addition of adding rules about stuff that villains do to others.

So yeah, have Paizo make a 300-something book how to make great villains.

I've long felt a villain book would be great; feats, spells, traits, items and archetypes to make memorable villains; example henchmen and lairs; GM advice on designing and running BBEGs.

Evil Villains aren't too hard, Good 'Villains' (or even allies) is where almost everyone fails.


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Alex G St-Amand wrote:
Evil Villains aren't too hard, Good 'Villains' (or even allies) is where almost everyone fails.

I dunno - most people are pretty terrible at making decent villains.

Sure, characters like Smaug and Sauron are easy - "Hello, I'm a card-carrying member of the Antichrist Villains' Society of Despicable Evil. Please excuse me while I kick puppies, eat babies, and shove old ladies down the stairs."

But those villains can get kinda boring after a while.

Making villains who are probably more sympathetic than the heroes is tough - that'd be something worth discussion and publishing.

No-one would disagree that Magneto is Evil, for example, including Eric himself, really, but he sees a world without bigotry as a cost worth paying the price of his soul for.

Then again, coming up with a villain like that is WAY more difficult than what just a gamebook could likely teach you. Tons of professional writers struggle with villains like that throughout their whole lives; still, small essays or philosophies of villain design would be pretty cool, and putting Villainous Backgrounds into an Evil NPC guide would be kinda cool.


chbgraphicarts wrote:
Alex G St-Amand wrote:
Evil Villains aren't too hard, Good 'Villains' (or even allies) is where almost everyone fails.

I dunno - most people are pretty terrible at making decent villains.

Sure, characters like Smaug and Sauron are easy - "Hello, I'm a card-carrying member of the Antichrist Villains' Society of Despicable Evil. Please excuse me while I kick puppies, eat babies, and shove old ladies down the stairs."

But those villains can get kinda boring after a while.

Making villains who are probably more sympathetic than the heroes is tough - that'd be something worth discussion and publishing.

No-one would disagree that Magneto is Evil, for example, including Eric himself, really, but he sees a world without bigotry as a cost worth paying the price of his soul for.

Then again, coming up with a villain like that is WAY more difficult than what just a gamebook could likely teach you. Tons of professional writers struggle with villains like that throughout their whole lives; still, small essays or philosophies of villain design would be pretty cool, and putting Villainous Backgrounds into an Evil NPC guide would be kinda cool.

True, many writers chicken out at the last moment. But supposedly Good character suffer from simmilar problems (when you need to be told who are the good guys and who are the bad ones).


Alex G St-Amand wrote:
True, many writers chicken out at the last moment. But supposedly Good character suffer from simmilar problems (when you need to be told who are the good guys and who are the bad ones).

Actually, the typical problem with good characters is that they're just... good. Like, "I AM THE HERO! I WILL DO HEROIC THINGS BECAUSE I'M THE GOOD GUY, AND NE'ER HAVE AN EVIL THOUGHT!"

Silver Age Superman is pretty much the perfect example of a badly-written hero: always right, always the winner, has no flaws, etc.

You're describing a badly-written antihero.

Those characters end up like the bulk of 90s heroes - they're like The Punisher on roids: psychopaths who are the heroes because they kill guys who're more evil than they are.

Good antiheros are like Spike Spiegel or John Constantine - heroes who don't ascribe to the "knight in shining armor" schtick that lots of traditional heroes adhere to. They can be selfish, jerks, and typically act like they don't care - but at the end of it all, they'll still do what's right. They may end up doing what's right mainly because it suits their own needs, but from time to time (or, really, most of the time even) they do it because they actually are good guys at the heart of it.

Liberty's Edge

MMCJawa wrote:
I've long felt a villain book would be great; feats, spells, traits, items and archetypes to make memorable villains; example henchmen and lairs; GM advice on designing and running BBEGs.

So more or less like Undead Unleashed, plus an advice chapter?


chbgraphicarts wrote:
Alex G St-Amand wrote:
True, many writers chicken out at the last moment. But supposedly Good character suffer from simmilar problems (when you need to be told who are the good guys and who are the bad ones).

Actually, the typical problem with good characters is that they're just... good. Like, "I AM THE HERO! I WILL DO HEROIC THINGS BECAUSE I'M THE GOOD GUY, AND NE'ER HAVE AN EVIL THOUGHT!"

Silver Age Superman is pretty much the perfect example of a badly-written hero: always right, always the winner, has no flaws, etc.

You're describing a badly-written antihero.

Those characters end up like the bulk of 90s heroes - they're like The Punisher on roids: psychopaths who are the heroes because they kill guys who're more evil than they are.

Good antiheros are like Spike Spiegel or John Constantine - heroes who don't ascribe to the "knight in shining armor" schtick that lots of traditional heroes adhere to. They can be selfish, jerks, and typically act like they don't care - but at the end of it all, they'll still do what's right. They may end up doing what's right mainly because it suits their own needs, but from time to time (or, really, most of the time even) they do it because they actually are good guys at the heart of it.

Aside from 'depending on the writers' (which doesn't help), some characters are hard to classify because they try to do/be too many things at once.


I really want to see an environment book. Something that covers both exotic material locales as well as planar adventuring. I feel like that is some design space that can be really fleshed out, seeing as our current rules are somewhat lacking.


Divine Adventures!


How about a book on marriages and marriage customs that is generalized and includes a lot of detail and advice for general marriage customs, as well as by-species examples?

Then do one for Golarion with by-nation and by-species specifics.

I can imagine a goblin wedding would involve a lot of fire!


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MagusJanus wrote:

How about a book on marriages and marriage customs that is generalized and includes a lot of detail and advice for general marriage customs, as well as by-species examples?

Then do one for Golarion with by-nation and by-species specifics.

I can imagine a goblin wedding would involve a lot of fire!

and dead puppies, and dead ponies, and more fire, "NO WRITTING!", and even Moar FIRE!


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Advanced Mythic Guide with mythic abilities added/upgrades for the new hybrid classes
Ultimate Skill
Classes of Golarion series


chbgraphicarts wrote:
Alex G St-Amand wrote:
True, many writers chicken out at the last moment. But supposedly Good character suffer from simmilar problems (when you need to be told who are the good guys and who are the bad ones).
Actually, the typical problem with good characters is that they're just... good. Like, "I AM THE HERO! I WILL DO HEROIC THINGS BECAUSE I'M THE GOOD GUY, AND NE'ER HAVE AN EVIL THOUGHT!"

Complete Tangent - I ran a half Celestial Paladin that started with that attitude. She had Law and Good in her blood after all. Her character growth was in realizing that this was not true of everyone. So she did start out a little of the patronizing paladin, and grew out of it with actual experience in the real world.

Agreed with your points overall.


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Rules for levels 21+
Stats for deities
Other Continents on Golarion
Manual of the planes style book
Sci/fi setting using pathfinder as a base with relatively little changes. Less changes than 3.0 to d20 modern was. Preferably this setting would be in the Adroffan Empire. And maybe a modern setting too, set on Earth.
more Mythic rules, more options for the other classes that don't seem to have a lot of mythic options like the gunslinger.
more old gods, elder gods and cthulhu stuff in general.
Dominion of the black


1 person marked this as a favorite.
Rynjin wrote:
I have a hard time thinking of a reason a "compilation book" is necessary when you have the PRD, SRD, Archives of Nethys, and who knows what else.

Well, in a way, that's why I want compilation books.

The only books I buy in hardcopy these days are books that are fun to page through, browse the art, and stumble upon things that aren't really going to come up on search functions.

I had access to a lot of equipment before Ultimate Equipment came out. But I just love to plop my behind on the couch after a game and flip through it to see where my monies will be spent. I don't like that so much online.

Recall that Paizo isn't selling rules, they're selling books. There are certain applications for which books are superior.

If there were an Ultimate Spellbook, even though it wouldn't stay current, I would certainly grab that book and page through it every time I had to pick spells for a new level. Doubly so if it is full of awesome spellbook-appropriate artwork -- that would earn it a home on my coffee table. For me, that's more worth a purchase than any new material with new classes that I don't have an opening to play.

Probably this doesn't apply to everyone, but for me the message is clear: I buy books for parts of the game that I like to browse through. There should be books for that, because then I would buy more books.

Advocates

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Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Bardess wrote:

Advanced Mythic Guide with mythic abilities added/upgrades for the new hybrid classes

Ultimate Skill
Classes of Golarion series

I'm so supportive of all of this. Perhaps even multiple additional Mythic things, given how little 1st-party support there is for it. An Inner Sea Myths would be cool, too!


xavier c wrote:

4)A Temples of the inner sea book

I 100% agree with this one! It would go well with the Cavalier Orders book (i forget the exact name of it).


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Here is a compilation of my favorite ideas i've seen from this thread (in no particular order) and a few of my own:

A series of books focusing on different environments, desert, urban, arctic, jungle, aquatic, etc. <Kudos to the guy would suggested this, sorry I've missed your name>

Stronghold Builder's Guide!

Advanced Guide to GMing

low magic suggestions for PF (likely in an isolated region of the map)

800 page hard cover racial specific books (the small Dwarves of Golarion style books were really sub-par).

Complete Societies and Factions to really lay out some who's doing what to who / who likes who / who is trying to kill who sorta demographic dynamics

Current / Annual spell & Feat Compilation books with a DATE!! That way it is easier to reference in the future. And DON'T reprint the same stuff each time (except to correct for Errata) but assume we bought the first one and press on!

a PF Unearthed Arcana. This was my one of my favorite books of 3.5

Kingdom / Empire building rule book

Mass Combat rules that don't suck and integrates well between the PC as both a commander and as a skilled individual

A high level campaign setting which goes into Empire building vs Epic Levels

If PF is keeping the alignment system (i personally think this was a REALLY bad idea to start with) then it really needs to be fleshed out in a fashion similar to what Monte Cook did with Hallowed Might. Or more loosely defined like Palladium. Get rid to the ambiguous crap and either define it better or acknowledge that it is only there for flavor and dump alignment specific spells and classes (make them "oath" specific or something).

Temples of the Inner Sea / How Paladins and Cavaliers (and other classes like Monks or Inquisitors) interact with the various Temples.

Disclaimer: no attempt here to steal anyone's idea, think of it more as a compiled list of "Yeah, i like that too!"


MMCJawa wrote:
I've long felt a villain book would be great; feats, spells, traits, items and archetypes to make memorable villains; example henchmen and lairs; GM advice on designing and running BBEGs.

*points to Examplars of Evil*

That book had some good guidelines. However, that book is WotC's take on the matter. Paizo seems to have a different option on how to portray villains, such as in the Modules and APs.

Alex G St-Amand wrote:
Evil Villains aren't too hard, Good 'Villains' (or even allies) is where almost everyone fails.

Even then, evil villains must be above the mindless brute kind, without also being a "monster of the week/session" or something.

A Good-aligned villain needs major cues. Getting arrested by a paladin or Good inquisitor is one thing, having to fight on and/or thwart whatever plan s/he has is different.

One example: you CAN have a rather over-zealous aasimar paladin who tries to bring down a non-evil tiefling, for good measures and to avoid having it fall over the dark side, and with that, you CAN have the PCs intervene to defend the tiefling, especially if it is a good NPC/contact/friend. The problem is how to make it work.

You don't see metallic dragons, angels and paladins as vilains all the time (granted the dragons can simply be territorial, but still...). Such a book could cover one aspect of villain, and that the non-evil-aligned one.

chbgraphicarts wrote:
Then again, coming up with a villain like that is WAY more difficult than what just a gamebook could likely teach you. Tons of professional writers struggle with villains like that throughout their whole lives; still, small essays or philosophies of villain design would be pretty cool, and putting Villainous Backgrounds into an Evil NPC guide would be kinda cool.

As I said, the 3 books published by WotC had guidelines to make evil characters and campaigns. Paizo could take a crack at it in a single book and give us all the info we need to make great villains... although, no example please, because that takes precious pages. What I mean it this: both Examplars of Evil and Elder Evils have like 6 chapters each dedicated to specific villains, like a mini-adventure. Considering how Paizo is releasing those as modules and/or APs, I don't think they need to add these in such a book.

Some DMs make campaigns or adventures based on the villain, like "building the bad guy and then building the adventure around it". One more tool to ease up the work isn't gonna be lost here.


@ JiCi, it can be hard to make good villains in Tabletop RPG (at least at low levels) compared to Video Games.


Alex G St-Amand wrote:
@ JiCi, it can be hard to make good villains in Tabletop RPG (at least at low levels) compared to Video Games.

That's why we need a little help ;)

Champions of Corruption does serve as a good supplement, but the whole idea of making villains need much more info than anyone can imagine.

In fact... why don't Paizo "dissect" their own villains and see why they work?


Ok, that next one is a major stretch, but I feel like these are the most under-utilized skills... ever...

A book[let] that expands tenfold on the Craft and Profession skills.
- Take every single specialization of each skill
- Elaborate them to show instances of use, tasks that can be done with them and examples of results.

For instance, for the Craft (weaponsmith) skill, add non-magical modifications that a weapon can have, maybe a blood groove, an elaborate guard or a serrated edge. For the Profession (cook) skill, add non-magical meals that bestow effects upon consumption.

Here are some of the problems that such a booklet would solve:
- PCs might be inclined to MAKE their own gear given the right time and resources instead of buying it everytime (Craft).
- PCs might display a better set of talents if a certain skill wasn't just for roleplay (Profession).
- PCs might get to use these skills for unusual checks, such as a Profession (brewer) skill check to notice the presence of a poison in a drink, or a Craft (armorsmiting) skill check to ascertain the quality of an armor suit, as well as its weaknesses.


A 'Ditto' Class.


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Pathfinder Simplified. A book that explains how to simplify Pathfinder to be much more "rules light" and yet still retain basic compatibility with the Paizo APs and other adventures. This would be a great option for those who prefer a rules-lighter game and are considering switching to D&D 5e. Perhaps Pathfinder Unchained will deliver some of this, but I do think a specific effort to say, "Here is how you can, if you want, make Pathfinder *much* easier to play and GM" would be fantastic and timely.


JiCi wrote:

Ok, that next one is a major stretch, but I feel like these are the most under-utilized skills... ever...

A book[let] that expands tenfold on the Craft and Profession skills.
- Take every single specialization of each skill
- Elaborate them to show instances of use, tasks that can be done with them and examples of results.

For instance, for the Craft (weaponsmith) skill, add non-magical modifications that a weapon can have, maybe a blood groove, an elaborate guard or a serrated edge. For the Profession (cook) skill, add non-magical meals that bestow effects upon consumption.

Here are some of the problems that such a booklet would solve:
- PCs might be inclined to MAKE their own gear given the right time and resources instead of buying it everytime (Craft).
- PCs might display a better set of talents if a certain skill wasn't just for roleplay (Profession).
- PCs might get to use these skills for unusual checks, such as a Profession (brewer) skill check to notice the presence of a poison in a drink, or a Craft (armorsmiting) skill check to ascertain the quality of an armor suit, as well as its weaknesses.

I would love this, especially since my players tend to take the Master Craftman feat.


As someone mentioned the overall premise of an Ultimate Intrigue type of skill monkey EXTREME book, I was hoping to chime in on a very specific reason for why I wanted such a thing.

That reason is called a Mesmerist.

I love the idea of a class that's less themed on quasi-real sounds and visions to provide subterfuge, and more around being more skilled in certain ways to dupe, deceive, and end-user around the opposition. I wanted Mesmerist tricks to be skills as spell-equivalents, from general bluffing through sleight of hand taken to supernatural-seeming legerdermain to any number of acts that might as well be homage to the Nat20 threads of yore in which the impossible is done without the requirements of caster levels.

...which, yes, could be seen as contradictory with the idea of being the not-magic of the Psychic Magic class that interested me most, but it would be nice to see that level of capabilities in the hands of the skill monkeys who were supposed to be pulling off this sort of thing in the first place.

I would love to see rogues steal literal confidence and investigators deduce magic away completely in a sequence of inspiration, but that's probably just me.


I would buy a book of NPC's - not the NPC codex like - not statblocks - but an entire book of just NPC's meant to be non-combat.

requirements would be - writeup, goals, skills, accent (with a line of dialog perhaps), quirks, a picture or artwork to go along with.

Could have chapters on different 'plug and play' npc's for 'sheriff, tavernkeep, beggar, forest hermit, etc.'

Some of these could be classes such as 'wandering paladin' - but I'm thinking an entire tome of just NPC's that I could use to drop into my campaign when I need an interesting side character that is more fleshed out - I do this already but it's time consuming and having a large tome of this would be really helpful.


Technotrooper wrote:
Pathfinder Simplified. A book that explains how to simplify Pathfinder to be much more "rules light" and yet still retain basic compatibility with the Paizo APs and other adventures. This would be a great option for those who prefer a rules-lighter game and are considering switching to D&D 5e. Perhaps Pathfinder Unchained will deliver some of this, but I do think a specific effort to say, "Here is how you can, if you want, make Pathfinder *much* easier to play and GM" would be fantastic and timely.

Sounds like the Beginner Box to me.

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