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![]() I don't think kin *needs* anything new. For single-element kins there are a non-impulse options to consider which are harder to afford on a mixed build but which are worth exploring to expand on the element. I would love to see more impulses, but would also love to see other feats that go into different directions, like meta feats that allow for building more complex structures with igneogenesis, expanding weapon infusion options, or removing some of the limitations on extended kinesis. ![]()
![]() RPG-Geek wrote:
D&D had guns before the 80s even started. Early D&D even had ray guns and UFOs as far back as 1E. Tolkein's work certainly codified fantasy for a lot of people and remains the most popular expression, but the guns have always been there; similarly there have been wizards hanging out with space robots for generations. ![]()
![]() RPG-Geek wrote:
Pulp fantasy before the 90s frequently had swords and guns side by side. He-Man and She-Ra come from this tradition. Harry Potter never brought a shotgun to deal with Voldemort despite living in the modern era. Warhammer is from 1983. Stephen King's The Gunslinger is 1982. The 90s brought us Interview With A Vampire, not guns, except for maybe holding pistols wrong. It's just a genre preference. Personally I've been using guns since I was 5 and I was bored of them by 10, but of the guns we have I find the muzzle-loader the most interesting. Indeed my Dad always offers to take me shooting and I tell him I will happily shoot with him if it's with a bow. I follow the same preference in my fantasy purely as a matter if taste. ![]()
![]() I generally don't care much for sci-fi and guns, but because I can repurpose SF2E for PF2E I'm willing to give it a shot and already picked up the Galaxy Guide. Worst cae scenario I fuzz the flavor to expand PF2E; I have a bunch of Ethereal-oriented ideas where crazy weird ancestries would fit in just fine. ![]()
![]() I had this issue with 5E not too long ago, but regarding creatures with much less context available outside their monster entries. Paizo generally expands on their material in ways closer to 2E D&D (my highest compliment), but you do have to know where to find it. I'm hopeful that we'll get some Fiendish Codex kinds of books like the upcoming Dragon book for those creatures that are less region-specific. ![]()
![]() It would probably help to have a variety of orc builds in the same image to better demonstrate what makes them clearly the same ancestry. As a standalone art piece it looks like a departure from other art. Ideally the same artist should draw Ulka along with some existing named orcs so the artist's stylization can be better discerned vs. the actual model concept. ![]()
![]() PF2E designs lot of ranged weapons as special purpose weapons rather than constant-use weapons. For the average build, a ranged weapon is a sidearm you use for when something is preventing you from getting into melee, for a first round big whammy, taking advantage of an incredible opening, or for a high value target finisher. A sneak attack with an arbalest is a nice start to an encounter before you close for melee, etc. ![]()
![]() Orto the Lizardman wrote:
Eh. I hate losing access to things. Upgrading to a better version, sure, but suddenly divesting myself of a signature feature bugs me. I am biiig on thematics. ![]()
![]() To preserve the classic fantasy feel, ranged weapons need to retain some disadvantages relative to melee to avoid melee becoming a bad option. This is also for the benefit of players; facing packs of minions that can trip you from across the map encounter after encounter is going to make combat a slog unless everyone uses ranged, after which the game becomes a comedic shootout. It is desirable for ranged to need to move away from melee and for melee to chase ranged, but this is movement and not just simply stopping melee from making progress. Melee maneuvers are heavily focused on controlling movement and positioning so they can maximize the melee attacks, not just debuffs. Melee also sometimes has the risk of active defenses, such as spiked hides, while ranged mostly just has to worry about monks catching their ammo. Using a melee maneuver typically comes at a cost to damage or other desirable traits, such as with the empty hand requirement. As such I really don't see a need for more free abilities for ranged unless they're highly limited or costly, like a sniper opening attack. New feats and archetypes or weapon traits, special ammo, oils, etc. are always welcome. ![]()
![]() RPG-Geek wrote:
All of them. They're all utility functions or combat boosters. Some are more niche than others, but even weird stuff like Trustworthy Round could be a lifesaver against enemies that influence your attacks or in a bunch of RP trickery. ![]()
![]() Deriven Firelion wrote: I could be convinced that ranged ammo would be a whole lot better. The DCs are so low as to feel not worthwhile. Be more worthwhile if ammo were tied to class DC or caster DC. PF2E's handling of item DCs is an overall design issue with the whole system that at least needs a way to pay to scale things up. That said, these always work, as they don't rely on an initial non-flat DC, and most have no DC: Shining Ammunition
And this list is all Common, PFS-legal stuff. ![]()
![]() Unroped net is 20'. Net and bola are both cheap, and you probably won't be spamming them. Unusual ammo starts at 3gp. You don't spam it, but you can certainly use it when it matters. Demoralize is 30' Create a Diversion has no range Recall Knowledge has no range. Command Animal has no range. Hide/Sneak are obviously useful. Thievery abilities are... their own thread. Aid, Point Out, and Sense Motive have no range. Seek is 30' Fascinating Performance and Distracting Performance have no range. Recognize Spell has no range. There is *stuff to do* beyond being a turret. ![]()
![]() YuriP wrote:
Build dependant! My kin's damage is all from weapon infusion blasts. Otherwise they're all about control and defense, including using nets and bolas. The flexibility and range of the blasts means they get a high portion of kills and knockouts, sometimes taking out foes on opposite sides of the map in the same round. ![]()
![]() Kineticists can be rather effective ranged attackers, especially with weapon infusion. Distraction and other stealth mechanisms help. Thrown nets and bolas can be powerful, though their action economy cost can be a problem. Combining ranged attacks with other tricks helps a lot. A ranged attacker can use traps for defense or poisons for offense. Special ammo can also allow instantly switching tactics or damage types; easy enough to keep a few cold iron and silver arrows in the quiver, plus any variety of magic ammo. ![]()
![]() Easl wrote:
To be fair, this is where magic item cost is a factor. We'd need something like a Thrower's Bandolier for firearms - which don't get me wrong would be pretty fun, especially for Trigun fans who liked Meryl Stryfe. ![]()
![]() The first double action revolver was invented in the late 1850s, so I would expect a fast forward invention like that to be a more likely to be in the hands of an inventor. I get the impression that there's a desire for a Pathfinder: Deadlands mini-setting while Alkenstar is leaning a bit more piratey tech-wise. ![]()
![]() Paizo wanted people to have a gun option, and wanted it to have potential for cool guns rather than face the limits of the earliest firearms (who wants to try a realistic muzzel loading wheel lock pistol against a kraken in a rain storm?). They also didn't want them to be literally just crossbows, so they fudged a few things and mostly developed guns as low Rate of Fire, big crit weapons. Outside of action compression abilities, this works with how guns were used for centuries - as the one-shot surprise ultra wammy to tilt a melee in your favor. Guns in their modern form only came about in the 1800s. It's worth keeping in mind that PF2 firearms also have a strong baseline crit effect and a bunch of fancy ability options no other weapon gets. Concussive, scatter, kickback, and double barrel all have their use, and a ton of firearms are either combination weapons or can be combined with melee. Also there is the spoon gun. ![]()
![]() Overall, fast flight should take a significant investment, short or long-term. A battle form that grants you a great fly speed but locks you into its limitations works well. A mutagen that granted you speedy flight but made you clumsy or sickened based on usage would be good, too. Burrowing is another one that needs special care. ![]()
![]() There's no need to denigrate the play preferences of others. It's fine to just say "I would not enjoy that". We all have different preferences for how a game runs. For some, anything where you don't have four characters ready to go because instant death awaits anyone who doesn't have a ten foot pole to check every single tile on the floor feels lacking, but they don't need to declare all easier games to be of a negative quality. ![]()
![]() QuidEst wrote:
Whups. *anime sweat drop* ![]()
![]() SpontaneousLightning wrote: I would unironically love a feathered dragon though. It would be so fluffy. Plus it could be a nod to the theory that some dragon myths originated with dinosaur bones, and that birds are related to dinosaurs. I'd love to see a whole feathered reptile *event* centered around the coatls that could introduce a handful of feathered snakes, dragons, drakes, and dinosaurs, and maybe finally gave us playable serpentfolk (with or without feathers). Throw in some kenku, shisk, strix, and dragonblooded options, maybe a feathered serpent medusa for kicks. ![]()
![]() Maya Coleman wrote:
Can't wait to play a miserly Drakeblooded with a cane sword of pogoing. ![]()
![]() Tiers of play being different is the default rather than the exception in TTRPGs. It also isn't typically taught in video games except for things with major focus shifts like Civilization. For the most part this can be expressed in a side bar, if it isn't already. *Lethality and Tiers of Play*
Etc. ![]()
![]() R3st8 wrote: Holy moly I ddn't realize there were so many Twilight fans in this forum. You don't need to enjoy something to respect someone else's joys. I'm pretty sure the bigger market for a Sparkle in the Twilight here is of the tiny horse variety, but in either case if there's an interesting idea why not. We already have dhampirs and fetchlings, after all. "If", of course. ![]()
![]() While I enjoy using categories, the categories are from RPGs and other recent literature, not mythology. D&D itself had has four-limbed dragons and wingless dragons inspired by these myths, at least before 3E homogenized them (e.g. steel dragons). With wyverns there can be wyverns as distinct relatives of dragons, types of dragons, or simply flying reptiles with a superficial resemblance to dragons. At the same time, you can have dragons that happen to have four limbs with no particular relationship to wyverns except getting mad when being confused with one. |