Narrow concepts like "pyromancer" are often narrow because of a lack of supportive options that allow a concept to be well-rounded in theme. The fire kineticist is a better example of what can be done, but misses things like fire-powered punches, melting terrain and objects, stoking the internal fires for an exhausting burst of energy, etc. which could allow a more varied set of options. This of course eats up page space and makes it harder to differentiate between builds, but the option go full Hunter X Hunter* with a theme is there, in theory. * An anime that made the guy with bubblegum powers one of the main villains because he used it in all kinds of deadly ways.
The masks topic is actually near and dear to me. I have two characters about to start their PFS journey both with masks: An ifrit nagaji swashbuckler and a kholo magus. Swashbuckler can't afford the ifrit smoke vision feat, but can use the goz mask for the same effect. The mask has no DC to worry about AND it scales! I can always use the mask to be a smoke ninja with hypno eyes. Kholo magus has Cha as a dump stat. They're basically a stuttering noble out of combat. In combat, they put on a kitsune mask drop the kimono hiding their bone armor, and start laughing madly. Demon mask would be perfect here to let them be scary despite the dump stat, but only for a few levels
As a player, I'm more than happy to pay the treadmill cost as long as I get to keep doing the thing so I can make doing the thing part of my kit and my story. This also goes for things that don't scale in other ways, like the lifting belt being stuck at +1 athletics - it shouldn't be something that you automatically discard once Sash of Prowess etc. come along because of math and limited slots. Some people may enjoy the episode/comic-style scenario where you bust out a fun gadget during one adventure and it's never seen ever again, but I think it's more typical for people to want to build their characters up into a routine or theme. We have consumables and prescient planner for one-offs already.
Session zero, X-Cards, etc. exist for any actual discomfort issues. GM fiat exists for the annoyance issues. Removing the divine element you could easily have things like warriors codes, personal ethos, etc. Certainly I would be distracted an ineffective if I violated one of my personal anethema, like ignoring the suffering of a friend or treating someone as a stereotype instead of an individual. If I were a terrible person, I would similarly kicking myself for failing to take advantage of someone being in a bad situation, like one if them bleeding heart goody goody suckers. It's all fiction in a world no more real than The Land of Oz or Wonderland, so what ultimately matters is the table experience, but I'm happy to use the rules as written.
All drink, no pay
Clumsy longshanks topple hard
Snatch the treasure, reap the spoils
Burn the doggies, horsies too
Eat a pickle, stab an elf
There's room for developing essentially a punk metal version offshoot of Hellknights through a civil war that rejects devils but still carries some of the feel, but in a defaced way, in the way that tieflings might acknowledge their heritage while rejecting its ethos. They might even do things like Hack Hell to sabotage it, screw with their records, etc. Hellpunks could be a good time while further exploring the topic area. They could even be reforming devils here and there. Plus the art would be amazing.
If one is to fiddle with prep, you can just say that wizards can prepare additional spells per day per slot, but their actual casting per day is the same. Say I prepare the following list: Fireball
I can cast:
but I cannot cast Fireball
or Fireball
Versatility up, power the same, not stepping on Spontaneous, mostly just makes analysis paralysis worse.
The classic D&D-inspired wizard is built around the core of collecting spells so they can have the perfect spell for the given scenario as long as they predict the scenario correctly, unless you want to go so far back that they are literally just fantasy artillery with limited ammo. Any version of a wizard that doesn't have to pick and choose spells every day has no particular reason to be called a wizard over any other name. The fact that divine magic used to top out at 7th level instead of 9th was a partial mitigation between sources to balance out the full list access of divibe casters, but this obviously is no longer the case. Given the variety of casters who can use arcane lists and other lists in the same way, the lists should be balanced with each other, and parity should be with the class. Wizarda should lean into the strengths of arcane a bit, but shouldn't automaticallu be the "correct" class for arcane casting over the witch.
I am of the position that each spell list should be as equal as such things can be, with different strengths and weaknesses, so that they can be treated as equivalent as often as possible. Otherwise, there would need to be special benefits that come with using a lesser source to make up the difference.
There's plenty of room for nuance yet with the Hellknights, but they're clearly starting to falter against the diabolic temptations. This feels *right* given that managing to stay clear of temptation for so many generations makes devils look bad at their jobs. This also opens up room for drama when they discover some pre-Gap information that proves how far they've fallen. Imagine a galaxy-spanning Hellknight civil war! And remember, it's not impossible for fiends to reform...
Kins get plenty of benefit from off-guard and standard bonuses while being able to control the battlefield in absurd ways with little risk. They can create all kinds of control combos and bottlenecks and solve problems in ways that are hard to match. They don't turn into rocket tag but who needs to when you can just seal the enemy in with a barrier and blast them through a murder hole. They can be a *slow* class, but they can turn the battlefield into a tomb.
Mystical ninja have always been around, but the concept was on top of the standard ninja whose skills were more like magic tricks that felt magical in the moment. Apart from the rogue, a swashbuckler that focuses on stealth, deception, and tools fits the bill nicely; the default tumbling covers the gratuitous ninja flips.
R3st8 wrote:
It makes everything more powerful and more complex than intended and turns every session into a bunch of arguing for additional power creep. It was a plague of frustration for decades and was a major part of why wizards got nerfed so hard in recent systems.
It's frequently a carryover from D&D, which has a long history of conflict between description and mechanics, eventually made explicit in 4E. This was a huge problem at tables where spellcaster players would break the game based on extrapolation. For example, Fireball being able to melt soft metals would turn into arguments that if it did so it must have reached a certain temperature which must accomplish a bunch of other things like damaging armor, scorching lungs, etc.
I'd be happy with something like Owlcat's work but for 2E, which is why I backed the Dragon's Demand kickstarter. In the modern area I am most interested in someone developing an engine that can be used for many adventures, like Neverwinter Nights crossed with VTTs. A full jumbo campaign is great, but relies on very strong writing, while a bunch of bite-sized adventures can have hits and misses without much fuss until someone comes up with The Script for a larger-scale romp built on by-then well-tested technology.
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.
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