ANTHONY CHURCH's page

Goblin Squad Member. Organized Play Member. 6 posts (107 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters.


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I would just have a license with unnamed external logins so that people can log in at their leisure and look at the map.

Otherwise, I imagine you could turn on FoW and take a screenshot of it and email it out.

How to do Fog of War: http://d20pro.com/help/UGGPFoW.php

How to do everything else: http://d20pro.com/help/index.php

They have some Youtube videos to look at stuff. There's a little learning curve, but once you get going, it is awesome.

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D20Pro is by far the most complete option. We've used it for years, and is the only system out there that handles the combat engine as well, and it does a very good job of it. The other ones have their niceties, but it boils down to just being a displayer of maps.

D20Pro has advanced a lot over the last couple of years, and it has full compatibility with Herolab, which we love.

Can't recommend it enough.

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My players of been crying out for this for years.

Back in the old days with the original Dungeons & Dragons game, TSR put out the series of modules for the companion and master sets, all the way to 36th level. Even after that they published an Immortals set, a set devoted to taking characters truly into becoming demigods themselves, and even published modules for them. Even back then my players loved that epic rise and power, and I believe despite what some developers have claimed, that there really isn't demand for it, we have always cried foul and wanted more.

Perhaps it is that we have gotten older, and as such we have less time to devote to creating our own custom adventures. Instead for many years we've looked towards publishers to develop adventures for us that are engaging and open our imaginations.

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TarkXT wrote:

...I'm going to make our goal here as clear as possible. We wish to make a rogue (PURE rogue) that can perform roguish functions while dealing enough damage in combat to be on par with his spellcasting peers (bards, aclehmists, etc.). We do not want to surpass them as that may prove more difficult than it's worth...

TarkXT, this is an excellent thread, but I believe at least 50% of the people went off the beaten path or provided an incomplete build. I want to prove that you can build a rogue that is roguelike and deadly and does not feel like a 5th wheel. Now this character does not have trapfinding...this is a party support striker through and through.

This character focuses on sneak attack as much as possible, does NOT rely on stealth as a primary vehicle and is also a very defensively-minded character when needed. She gains both Another Day and Improved Evasion by 12th level, and by 8th is using use magic device for wands and scrolls as a smart rogue with good efficacy.

She will be able to sneak attack people with 20% concealment as well, and can use see invisibility when needed. Surprise!

How does this rogue sneak attack?
Opponent is flat-footed
Rogue flanks opponent with ally (Two-Weapon fighting increases the number of attacks)
Rogue charges opponent (from level 4)
Rogue feints as a move action (from level 5)
Rogue feints as part of full attack with Two-Weapon Feint (from level 7)
Rogue moves 10+ feet before attacking (from level 8)
Rogue declares a quarry once per day, sneak attacks for two rounds (from level 12)

Sneak attack effects
d8 dagger (d4 all others) every odd level
does 1 point of bleed damage with every die of sneak attack (from level 6)
If 2 sneak attacks hit the same opponent in one round, the opponent automatically takes 2d6 bleed in addition to the 1 bleed for every die of sneak attack (in this case, 8) (from 16th)
Total bleed on a sneak attack crit at 16th level is 2d6+8 bleed
Critical Effects
Crit on a 19-20/x2 with daggers
+4 to confirm crits (from level 13)
Opponent takes 2d6 additional bleed (from level 15)

The build:

Choose Human, starting scores (20 point buy):
Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 10

The +2 from Human went into Dex, obviously.

Arliss' Rogue Knife Master/Scout Levels 1-16

Alternate Racial Traits (note this is for a cold-based campaign)
Focused Study (gain skill focus at 1, 8 and 16th but lose starting bonus feat)
Heart of the Snows (Heart of the Snows Humans born in chilly climes treat cold climates as one category less severe.
They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling,
and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.)

Traits
Defensive Strategist (Religion-Torag) You are not flat-footed when you are an unaware combatant, including surprise rounds
River Rat (+1 trait damage to daggers, +1 trait bonus to swim, swim is always a class skill)
*Carefully Hidden (+1 to will saves, +2 vs. divination spells)

*if your DM supports Drawbacks, take a drawback to qualify for a this third trait.

Feats:

LVL Feat and/or Talent
1 Two-Weapon Fighting
<Skill Focus: Bluff>
2 Rogue Talent: Finesse Rogue
3 Combat Expertise
4 Weapon Training (Dagger)
5 Improved Feint
6 Bleeding attack
Rogue Talent (Offensive Defense)
7 Improved Two-Weapon Feint
8 Combat Trick: Greater Feint
<Skill Focus: Use Magic Device>
9 Improved Two-Weapon Fighting
10 Rogue Talent (Another Day)
11 Quick Draw
12 Rogue Talent (Hunter's Surprise)
Rogue Talent (Improved Evasion)
13 Critical Focus
14 Skill Mastery (Bluff, Acrobatics, Stealth, Sleight of Hand)
15 Bleeding Critical
16 Greater Talent: Sneaking Precision
<Skill Focus: Sleight of Hand>

From magic items you will have most of the Shadow Strike feat and will effectively have Improved Initiative and the Rogue Talent Resiliency. From a trait you effectively have Uncanny Dodge, which this rogue lost.

Magic items in the high teens:

Circlet of Persuasion
Headband of the Ninjitsu
Sniper Goggles
+5 Cloak of Resistance
Celestial Armor
Vest of the Cockroach.
Belt of incredible dexterity +6
Bracelet of Bargaining
Gloves of Larceny
+5 Necklace of Natural Armor
+5 Ring of Protection
Ring of Freedom of Movement
Boots of Speed
+5 Dueling Dagger
+5 Keen Dagger
+2 Cold Iron Daggers
Various wands, staves, and scrolls
Handy Haversack et. al.

At about 16th level, this character will have roughly an AC of 37 without going into defensive mode. She will have a base 42 AC against anyone with light blades and gain a +1 dodge bonus per sneak attack die for anyone she sneak attacks. She can sneak attack about anything. With boots of speed enabled, at 16th she would effectively be attacking at +30 for her highest bab (+28 dual wielding), without resulting to use other wands such as divine power, etc. to gain even more bonuses. Many of these attacks will be against flat-footed ACs, to boot. In addition, she has magical touch and ranged touch spells as needed, and remember, bleed from multiple sources stack. So, if she hits someone with scorching ray (sneak), that would be 5 bleed (fire) at 9th level, which stacks with the bleeding attack of her dagger. The critical effects stack and are nice because they do not offer a saving through. Later on, if she sneak attacks twice against the same target they effectively take 2d6+8 bleed. Remember the magic items here offer +2 insight bonus to sneak attacks as well as 2 additional points of damage per sneak die if thrown. Perhaps a belt of blades is a worthwhile option here, or returning daggers.

Also note that while hasted, you can feint with the first thrown attack and do an offhand, mainhand-5, offhand-5, mainhand-10, mainhand full bab thrown dagger combo. All of which are sneak attacks mind you, and if you can have the magic item above, all the daggers appear on your belt (if you skip the mainhand -10 or merely use a throwaway dagger for that throw because it will likely miss anyway).

Average damage with a dagger at 16th is (d4+8d8+1Str+1Trait+5Enhancement)is 42 damage +8 bleed, crits give additional 2d6 stackable bleed, or if more than one sneak hit in the same round. If the dagger was thrown, the average damage jumps to 58+8bleed+potentially 2d6 more bleed.

If you have a crafter in the party with Craft Wondrous, add a Blink Back Belt to your belt of dexterity for maximum joy!

This rogue is effectively automatic with wands at 10th level and the bluff check should be +24 at 10th level with the +5 bluff magic item. From 7th level on, she can give up her primary attack and use that to bluff, and at 8th the bluff carries a lot more weight. This character truly starts to sing at 8th and above.

Focus on some key spells to bolster this character, and this character is extremely flexible in many situations.

I hope you enjoy it as much as I think I am going to in this next campaign where I am determined to prove that rogues rock!

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20 Ideas for Pathfinder 2.0. Long post incoming :) NO EDITION WARRING! Edition comments are only as examples of ideas so others can read up on it.

GENERAL:

1) Speed up real amount of time spent in combat, especially at high levels. Reduce weird rule lookups and tons of iterative attacks and weirdness like tons of buffs to adjudicate.

2) Completely divorce yourself from OGL compatibility so you can clean up some of the broken and sometimes nonsensical rules.

3) Pay attention to the ideas that DND Next is making core, such as:
a) reduction in special and stackable +1/-1s that slow down the game
b) advantage/disadvantage concept of quick-throw dice to reduce rules
c) reduction in temporal buffs
d) reduction in proportion of character power being derived from magic items without removing Magic Item need or desire or functionality
e) reduction in diablo-esque magic item creation system that is so cheap and easy (and exploitable)
f) remove +1 creep from level in BAB, saves, and skill checks so that at 15th level one character has a +1 to diplomacy and another has a +32 and they are supposed to both contribute

4) Remove the direct correlation between character wealth and character power. Period.

5) Start characters out at roughly 3rd level in power by current standards. Star Wars Saga Edition got it right. Actually SWSE got a LOT right by 3.5 standards. Possibly allow for a custom tailored character build at "1st" level to allow for an Origin story.

6) No 0th level anything or useless NPC classes. Hate to beat a dead horse, but look at the Noble class from Star Wars Saga Edition. NPC, but still very powerful as a PC.

7) Simplify character building but with the options to make it complicated for customizing characters. The Pathfinder APG is a perfect example of how this works well. Make it more intuitive. 5th level full casters can only cast 3rd level spells? This is bad design from the 1970s. 5th level casters casting 5th level spells make a whole lot more sense for new players.

8) Experience points. Why aren't experience points spent to improve character traits? A character should spend experience points in combat as well to improve their performance, at the cost of long-term growth. I imagine experience points would be a way to cast some spells as well.

9) Reboot the Magic Item creation system. The magic item system is crucial to interesting character enhancement for some players, but why is a wizard better at making/forging a deadly sword than a fighter? Except for what gets zapped by spell power, the wizard should not be able to make basic +3 weapons and have that be the standard. A longsword of accuracy may be a tack-on, which increases to hit but not to damage. That is a fundamental problem with mechanics. A +3 sword essentially makes a 4th level fighter almost as good as a 7th level one except for potentially other gear, a couple feats, and hit points. Damage should be more based on strength and skill, making the light rapier fighter deadly against a low level opponent with a magic sword unless the sword zaps him to death.

10) No dump stats. DNDNext's idea of ability scores as saving throws is nice and intuitive.

RACES AND CLASSES

11) Barbarian should be a background or feature (I like feature being a new thing like talent, feat, etc.) to a character. Thus barbarian could even be a tribal sorceror if they wanted to. Why are all barbarians fighters? This idea could rewrite the barbarian into something that is more like a ‘noncivilized’ fighter. It could have archetypes that fall into brute, savage warrior, tribal warrior, totem warrior, etc. Think more native American than battlerager from the wilds.

12) Bard should be a background or feature, but probably belongs to more of a Leader class or general non-combatant. Maybe bard is a feature that makes it much easier to dabble, basically making a skald that at upper levels can sneak attack with fireballs and dance and cures minor wounds. Truly a jack-of-all trades, which is very different than a loremaster.

13) Racial benefits should either scale with character power or should be something that applies differently to base class type (fighter, rogue, etc.) What benefits a dwarf rogue versus a dwarf cleric? I would imagine that the rogue has some innate benefits to dealing with underground traps whereas the cleric may have some significant benefits to faith checks.

14) Let fighting characters purchase feats with time and xp and gold. Just like casters do with magic and crafting magic items.

15) Allow multi-classing as a side skill instead of a full benefit to avoid dipping issues and tons of balancing work when new classes, feats and abilities are created.

16) Make racial choice far more important. How about racial abilities at 1st, 5th, 10th, 15th, etc. instead of just at 1st level?

MECHANICS:

17) Armor should give a benefit to avoid being hit or maybe just avoid being wounded, something better than but akin to damage resistance. Maybe a damage absorption rating. It may be easy to hit someone standing it heavy armor, but hard to wound. However, a melee vs. melee combatant may have a hard time not being blocked by a weapon. Perhaps there is a similar skill to block from Star Wars that is a useful simplification.

18) Once you pass level 6 in D20, the full-attack is king. Virtually all of combat revolves around either gaining a full-attack or denying one to your enemy, forcing people to avoid other interesting combat maneuvers. This tendency only gets worse at higher levels, as the full-attack becomes a more and more powerful 'damage multiplier'. Saga fixes this quite simply, by eliminating the full-attack and changing several mechanics that revolve around the full-attack action.
You no longer gain additional attacks from attacking as a full-attack action. Instead, you gain a damage bonus equal to half your level on all attacks. This does not eliminate the full-attack action, just the multiple attacks normally gained by it; you may still use a full-attack action for other purposes, such as stunting.

DND Next's version of this seems to work out really well in playtesting--give the lethality while speeding up combat.

19) The Condition Track from Star Wars Saga Edition is, quite simply, genius. D20 suffers from a multitude of conditions. Some of them are quite unique and useful, but many are just difficult-to-remember penalties. Because of this, they aren't used nearly as often as they should be. (Without looking at your books, what's the penalty for being Dazzled? How long does it last? When's the last time you even used Dazzled?) The Condition Track unifies these nothing-but-penalty conditions into a single, simple ruleset with easy rules.

20) Get rid of good saves vs. bad saves. It seems redundant that, for example, the Rogue has a good Ref save -and- a high Dex. Why not just have a base save for the character level and stat bonuses? A Rogue would still have a high Ref save, but solely by virtue of having a high Dex. This eliminates the huge swings between good saves and bad saves which happens at the higher levels. It also further helps allow, for example, a fighter who focuses on agility (a duelist?)

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TL;DR version: Skip down to "Now let's compare to PfO" section and then to "Final Word," below:

DISCLAIMER: This thread is not intended for flames, or ranting, or rude/attacking comments of any kind. This thread is only for the open and thoughtful discussion of the reasons WHY making PfO "could be" a poor idea.

Why? By examining the case AGAINST creating this game, the developers and community alike can ensure that a core set of principles are forged. Despite any scope creep or change in operating structure, these basic tenets can always be represented, all for the purpose of ensuring a fun and rewarding,SUSTAINABLE game experience.

In the interest of full disclosure, I have been playing fantasy RP games since I was introduced to the "red box" basic D&D game on my 8th birthday. I started off playing halflings (that repeatedly died) in my uncle's campaign and after some time started DMing my own campaigns. I DMed basic D&D through Immortals set, played AD&D sparingly, played and DMed 2nd edition throughout its natural life, moved to 3rd edition, DMed 3rd edition through all iterations and books, moved to 4th edition, DMed through that for a year and abandoned it, and moved on to Pathfinder.

I am a Pathfinder Society member and GM, own most of the books and campaign sets, and venture to GenCon every other year. I have GMed many other campaigns in other game system such as Star Wars: Saga Edition.

In the computing world, I have been a tester for many MMOs. I was in beta 4 for EQ, played DAoC, beta-tested WoW and LoTRO, played Rift and a handful of other MMOs such as AC, DDO and Eve. I was an early tester for Star Wars the Old Republic (since July 2011), and I am the guildmaster of a powerful Sith guild on an RP server for SWTOR today. All in all, I was there for beta or at launch for nearly all the major MMOs to release since 1999, although I did miss AC2, EQ2, and Eve (which I joined 2 years ago for a while).

THE ANTI-CASE for PfO:

Initially I was excited at the prospect of Pathfinder Online. The concept of a Pathfinder MMO was shocking to me mostly because of an inherent bias I once had. When my players were talking about Pathfinder's origin, I was the only one that was not sold. As I had followed the various paths of Dungeons and Dragons throughout the years, I had firmly established TSR (and later, WoTC) as the holders of all intellectual property for "true" fantasy RP, or at least a game I would want to play. Sure, I had experimented in other systems, all the way back to the original Marvel Superheroes game to White Wolf and other systems, but at its core, I believed, and expected those systems to be derivatives at best and glorified board games at worst.

Thus, when Paizo really started making a hard run at launching its own game with the release of the Pathfinder Core Rulebook, I had to examine my own set of ideals regarding fantasy roleplaying. At this critical point in Fantasy RP history, the giant that was D&D was essentially becoming fragmented, and very few could remain in the middle and stay neutral or favorable to both sides.

I knew some of these people involved in the crossfire. I had the honor one time of playing as a player with Ed Greenwood (creator of the Forgotten Realms). I had many discussions with the creative teams of D&D over the years, and Sean Reynolds had become an iconic hero of sorts, to the point I had him autograph splatbooks in which he was the majority author. These guys were on my facebook, and the marriage was coming to an end.

The point of this section is not to pontificate on my own life but to illustrate an example of what some hardcore fans were going through. This wasn't merely a new edition of the game they loved, such as when 3rd edition was released and people had to ask themselves whether they liked the changes or not. In some ways, this was taking a years' long journey through life merely to end at a doorstep: do I choose door 1 or door 2, and will I be able to come back to this point if I choose either?

We are not making this journey alone. We have friends. They have their likes and dislikes and rare is the group that can shift and just start playing other games if certain players do not like it.

I pushed them to 4th edition and we played for a year. I think the last half was merely to humor me. Although I really liked the changes, and some of my players did, the majority of them did not like the power band, the lack of magic item power, and how "easy" the game was compared to what they had played before. Regardless on anyone else's feelings on the matter, that is what THEY felt.

Thus, we moved to Pathfinder, and we were awash in creative juices. These guys know what they are doing. We loved it, and with good reason: many of the creative people we had come to like with D&D were working with Pathfinder now. Obviously there was synergy here.

Fast forward to modern day, and we are still playing Pathfinder, albeit we have run across the same adages that plagued 3.5e after significant gameplay time:

*Published campaigns end at too low level for our taste. Why build *Rules to 20+ and not publish modules to 20+?
*Gameplay at the high end is very slow.
*Even highly experienced players get bogged down in very obtuse rule lookups.
*Certain character become really broken as they increase in level.
*Monsters and NPCs are difficult to run when they have so many obscure abilities and feats from rarely-accessed books.
*Character development/building is an art form that requires a tremendous amount of research to optimize.

Now, let's compare this to what has been discussed for PfO:

*Persistent, sandbox-style gameworld.
*Real-time character progression in the Eve style.
*3 main vectors of gameplay. PVE, PVP, and Resource Management in an ecosystem: https://goblinworks.com/images/SandboxEcosystem.jpg

*PVE
- Wandering monsters: Random spawns with security sectors like Eve Online. The further away from civilization you get, the more dangerous.
- Harvesting hazards: Located around mining nodes. The further away from civilization you get, the more dangerous.
- Ruins, lairs and caverns: These are the classic adventuring experiences, essentially dungeons.
- Encampments: Encampments are spawned groups of enemies, that when left unchecked, can grow to dominate an area. When defeated, they are removed from the game world permanently.

*PVP
- Battlefield content: inhibit growth of competing settlements
- PvE encounters that turn into PvP.
- Assaults to gather construction materials for your allied settlements.

*Resource Management
- Resource node exploration: find valuable resource nodes.
- Resource node exploitation: mine resources while fending off PvE and PvP attacks.
- Resource construction: build hideouts, inns, watchtowers, forts, and eventually, settlements.
- Guild account management: sophisticated controls around accounting, manufacturing goals and assigned tasks, and profit distribution to guild shareholders.
- En masse crafting management: construction materials, cooking materials, enchantment components, magical reagents, metals, cloth & leather.

I may be missing a few here or there, but for now let us establish these facets as 12 operating principles of the game. It can be collapsed even further to say that as envisioned, PfO is a fantasy roleplaying game set in Golarion with all of the wonders of the Eve Online economic engine mapped directly to fantasy RP counterparts.

Further collapsed, the game boils down to PvE, PvP, and mining.

What does Pathfinder, the role-playing game, represent?

In the classic "4x" strategy games, you have the following classic gaming vectors: explore, expand, exploit, and exterminate.

In Pathfinder, three of these are fairly strongly represented, but each has an asterisk:

*Explore: Pathfinder takes the classic fantasy RP genre and overlays it with a popular Pathfinder Society entity, whose mission is to uncover new secrets and delve into lost knowledge. Many games tie into these themes of exploration for fun and profit.

However, this "x" has an asterisk in that although the game world is presented with maps and culture to provide a layer of verisimilitude, actual games represent only a tiny portion of the game world in a more-or-less railroaded plot style: A happened to B. Visit B to learn about C, and kill or talk to everything in your path. Some of these adventurers are more railroad style, such as the Council of Thieves campaign, and other campaigns are more sandbox-style, such as Kingmaker.

In PfO: This "x" is further expanded to include exploration for resource nodes to manage, a concept foreign to Pathfinder gamers and fantasy RP in general.

*Exterminate: Defeating monsters and humanoid enemies is part-and-parcel to the fundamentals of the game. A significant portion of the game (75%??) revolves around the combat engine and combat experience in general, and role playing opportunities are overlaid to provide a theme and enjoyable background for the experience. Character building and design, "return to the home town" role playing experiences and other minor events round out the game experience.

*Exploit: The only real exploitation that occurs in Pathfinder is the accumulation of wealth and magical resources for distribution in the immediate adventuring group. Recovered items are sold, rewards are given by quest "givers" and money is consumed as a resource to procure more powerful mundane and/or magical items to make the party stronger, such that they may begin the exploration/exterminate event again. Countries, economies, mines, and other resources in the game world are rarely, if ever, tampered with except in rare, usually one-time-only situations.

*Expand: Expansion is not represented in the core Pathfinder game, and only through the use of optional books such as Kingmaker is the concept even touched upon.

SUMMARY:

Of the 12 facets I presented for PfO, only 2 of those facets are presented in the standard Pathfinder roleplaying game. One of those facets, wandering monsters, is nearly absent in many games, almost to the level of becoming an optional rule. Wandering monsters are rarely presented in Pathfinder Society sanctioned play, and I venture that these encounters may only represent 5% of all encounters ever presented to any player worldwide. More or less, wandering monsters is a semi-rare event and not core to the game.

Even with expanded rules in the Kingmaker campaign, the most "audacious" attempt thus far to introduce Kingdom management, only 6 other facets are introduced to the game world, and most of them only in very high-level, barely noticeable level of detail. There are rarely mines or other nodes that, once absorbed into the kingdom, provide a barely noticeable bump in overall resources. Even in Kingmaker, resources are only somewhat "gathered" (more like "conquered") and only barely "managed." The levers or controls offered to the group is essentially through the construction of buildings. It is a spend-points, drop-in-instant-building type of fashion. It is more Warcraft (the very first game) than Age of Empires.

So, even by adding the Kingmaker aspect to Pathfinder, only 6 of the 12 facets are strongly represented in the game:
- Dungeons (standard fare of adventures)
- Encampments ("outside" dungeons that once defeated gives resources or joins your kingdom.
- Battlefield content: war with competing baronies/kingdoms through the campaign in simple army unit system.
- Resource node exploration: in Kingmaker, you do explore hexes, so I can see this one. Although once a hex is explored, it is rarely revisited.
- Resource construction: in this mini-game, you construct buildings to offer additional resources to the overall kingdom at-large.
- Account management: simple controls are offered to the party to show monthly gains in resources that may be spent to construct buildings and/or form standing armies.

Two other facets, wandering monsters and resource node exploitation, are barely noticeable, if at all.

Thus, at its best, it could be said that even emulating the Kingmaker campaign series (a series of 6 adventure modules), Pathfinder Online is decidedly a different game, encompassing not only a significant expansion on what building construction is, but it also escalates the node management from a mini-game to a level equal in significance to PvE content. PvP is almost entirely a new invention on these tenets, and harkens more to other MMOs than has basis in Golarion, or even any Dungeons and Dragons-style pen and paper game.

FINAL WORD:

In short, the PfO design documents are incredibly ambitious but seem to steer away from the core of what encompasses Pathfinder RPG as a game. Pathfinder RPG is primarily a character-based RPG focusing on small parties of adventurers undertaking very risky missions for profit and/or intrinsic rewards. They are heroes, anti-heroes, or rarely villains, and they build a career on risky ventures as they gain power and magical items.

Only by adding the elements of an optional campaign (Kingmaker) does one even come into the ballpark of what PfO claims: a sandbox-style MMO focused on PvE, resource management, and PvP. The core Pathfinder RPG, at best, only captures one of those elements (PvE), and only via addition of the Kingmaker campaign does it even venture into resource management. PvP is entirely alien to the Pathfinder genre.

Thus, PfO as written becomes an incredibly risky venture. If the focus is placed too highly on resource management, node exploitation, guild/corporation accounting, and PvP, the game that has been released would be fantasy RP Eve Online instead of a Pathfinder MMO. The concepts are neat and refreshing while applied to the Fantasy RP genre, but entirely disassociates and separates itself from what Pathfinder actually represents.

RECOMMENDATION:

Despite all of this, I think that PfO is a terrific idea and should be created. However, instead of focusing so much on delivering the Eve experience to fantasy RP, the focus should instead be on the Pathfinder Society and the exploration/extermination avenue. If PfO had half of the economic engine that Eve had, it would be a terrific game. Pathfinder characters are generally not involved in the fluctuating prices of manufactured suits of chain mail armor, much less the value of trade goods, such that it begs the question of "why?"