My problem with this venture was the I enjoy Golarion and the creative team at Paizos work greatly. But somehow the MMO mistranslated that great work into a generic, bland, frankly boring game. Which was a huge shame. I like many others cannot help but feel that licensing the world and IP to a maker of single player isometric view games would be very successful.
For what it is worth I give out tons of background like abilities to my players. The key is to avoid combat pluses and generally any other stacking things, and it stays pretty balanced. Some of the things I have given out: A barbarians reputation grew so fierce that she got double proficiency on intimidate.
None of these things have caused me an issues as a GM. The worst thing for balance so far was a ring that gave the wearer 19 constitution. The party wizard ended up with more hp than anyone else in the party!!!
I am playing in the Realms now, and I agree that one great benefit of bounded accuracy is precisely that even a 20th level wizard is not an invulnerable death machine. Given sufficient mundane soldiers such a wizard would do best to turn tail and run. I justify the lack of high level interference quite easily as a result. They don't want to die. A 12th level NPC could fairly quickly be taken down by a largish number of orcs, and they know it. Best to use "agents" to take some risks.
I am going to be a counter view here. I think it is a good decision. The forums were perhaps 10% quality posts to arguments and filler at best. I really feel like wizards has made huge strides with being accessible through Twitter and Facebook, in fact I find them more accessible than the Paizo staff, with a few exceptions. Many companies maintain a social media presence and have no forums, and do just fine. I actually find that these forums, which granted I take some pleasure in reading, often portray paizo customers, if not Paizo themselves in a negative light. I have taken away more than one negative experience from them, and that experience has coloured the way I feel about Paizo as a brand.
Some of the feats in the stamina section begin with wording like: "You can select this feat even if you don't meet the ability score prerequisite (XXXX). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool." I am not clear on what this is intending. Does it mean that you can spend stamina to use (as an example) combat expertise even though you don't have combat expertise as a regular feat?
Breaking the thread rules a touch by just throwing my positive vibes in about Mythic as well. I really love mythic I think you guys did a great job. Not perfect, but very very good, and importantly created a new niche in the game for those of us who enjoy that sort of stuff. I also really enjoyed WotR for what it is worth, awesome storyline. So I hope you can take some encouragement from those folks like me and my group who just quietly enjoy your work immensely. My current campaign has me "mythicing" up Horranth!!
I don't agree with all eight, but the system has ground me down with 1000 cuts so I no longer have any desire to play. The meta game of character optimisation combined with the weight of rules sapped the fun out of my gaming sessions. Too many campaigns sank for me due to game rule issues. I like Paizo and can appreciate Pathfinder for what it is.
thenovalord wrote:
You are of course by the rules correct. But I hate the Christmas tree with a passion and my home brew insists that magic items are wondrous things rather than stat boosters. Which is one of the things that 5e does better for me!!!
David Bowles wrote: In my homebrew especially, cloaks (or whatever slot I want) of resistance +5 become commonplace for enemies eventually. And in my homebrew a +5 item would be an epic thing, rare as hens teeth, with an extensive backstory and deep ties to the campaign world. Not a parlour trick to challenge PCs.
I purchased Rise of Tiamat and have completed a read through. I recall some folks not being happy with how Tiamat's stats were presented, I believe that they thought that her combat abilities were boring. Personally I was pleased with the way that she was presented, and I believe that her stats bring in some of the sensibilities of both 1e and 4e. Monster creation in 1e as some have mentioned is not structured with the same subsystem as PC character building, and I always found that to be a feature and not a bug. Why would a giant centipede or wyvern use the same rules as a small humanoid creature? Just like in nature species are different and not evenly distributed. I also think the 4e sensibilities that a monster is only "on screen" for a short while so it only needs to do what it can do is a good thing. I know as a GM I have been pretty intimidated by high level spell casting monsters with 20-25 spells in their spell lists, but also is that monster really going to cast magic missile or faerie fire? So, yeah, colour me pleased by how the 5e monsters are turning out so far.
David Bowles wrote:
Well here is a link to me asking the Paizo creative director about the very thing a couple years back: http://paizo.com/threads/rzs2l7ns&page=318?Ask-James-Jacobs-ALL-your-Qu estions-Here#15876 Seems that it has happened for a few of us.
sunshadow21 wrote:
I would disagree from my observation that "most" non D&D systems offer progression, development and access to equipment solely in players hands. Vampire? Nope, special equipment is earned via roleplay (aka no unilateral crafting), disciplines out of the standard clan 3 are Storyteller permission. Shadowrun, equipment availability is GM realm, I do not recall a crafting system. Tunnels and Trolls? Same as 1st ed DND for loot and advancement. Pendragon is a strange beast where some "advancement" was even out of the players hands via random winter events. No crafting that I can recall. Numenera, GM literally hands out the cyphers and artifacts as a core part of the game. 13th age has no crafting that I can recall, multiclassing is GM permission. I could go on. I totally get that a bad GM makes a bad game. Some people should not GM. Vote with your feet. I just personally feel that a system that trys to "even the paying field" ends up hurting the game in ways that I do not enjoy. The symptoms in PF of this that bother me are: - Expectation of magic items in your stats
I don't hate the above things about PF, but frankly they stop me telling the types of stories that I enjoy telling. I fell that 5e better allows me to tell stories that are close to my interest, complex roleplay, dangerous, dark, horror laden stories.
in my experience 3.5 is the only system that moved seriously towards a "gm as neutral body" stance. Every other role playing game I have played (somewhere in the 20 region) recognises and embraces the fact that the GM is the ultimate arbitrator of the game. Personally I think 3.5 and PF gives a great illusion of player control that just does not exist. "Ok you enter the first room of the dungeon and there is an ancient red dragon" "But we are second level" "Roll initative.."
I am pretty sure the idea of skill challenges originated with an idea that an out of combat mini game could be fun (and why not!) and then an attempt was made to codify a certain amount of difficulty into a certain amount of xp reward. Which at its core is a pretty good idea. The issue however is that the implementation is just nearly impossible to nail in game, requires preparation, and at its worst it stifles player creativity. I tried to use a version of the SC which amounts to players saying what they are doing and making skill checks. When roughly enough checks succeed to equal the difficulty that I am going for them you get the xp reward. But to be honest it is fairly arbitrary and not particularly engaging. Because at its heart it's about getting lucky with skill rolls to earn xp. Out of combat (or freeform as I described it above) is at its best when it is the players wits and imagination against the obstacle. And this is kinda the opposite of a skill challenge. I know you can bolt on auto successes etc, but in the end you just end up with a fairly unsatisfying experience in my opinion. I ended up using the encounter building rules for an average skill challenge, at the players level generally, and awarded that amount of xp every half hour of solid roleplay/skill checks. Not scientific at all, but probably the most satisfying solution to me.
Jeremy Mac Donald wrote:
My "mythic" comment was probably a little off centre, what I was getting at was that the characters in 4e are pretty full on in their power, they have some pretty crazy powers. Being able to push people around with arrows, fire 9 arrows in 6 seconds etc, kind of makes "gritty" harder to pull off. I think what I meant was the you need to embrace the PCs "cool moves" and that PCs are generally portrayed as "superior" to the remainder of the world. The game also seems to imply that PCs shouldn't suffer too badly from diseases or general hardships. It hints that the NPCs suffering should be what shows the PCs superiority.
Agreed that combat is one of its strengths. I also really liked what it did with the "mythology" of the game, the feywild, shadowfell etc. I do realise that many people did not like this, but I felt it "cleaned up" things and makes it less fiddly to run. I like to think of it as a "reimagined" version of the DnD mythos.
I will start out by saying that I love 4th edition. However I will also note that the rule system does not suit all campaign types, and thats OK by me. What I would like from this thread is to distill some campaign types or themes that play to 4th editions strengths. The things that come to mind for me are: 1. Combat. The 4e combat system is great. Campaigns need to embrace this.
I would love more input from you all given that we have had 6 years to get to know what the rules can do.
Detect Magic wrote: I am fine with less choices, because most of the choices you're given in Pathfinder are pretty much just trap options anyway. Then there's all the "must have" feats. If you're building a character that wields a 2-handed weapon, you're going to take Power Attack and Furious Focus. Every single time. If you're building an archer, there goes most of your feats. These feats aren't really options; they're not diversifying your character; they're mandatory for your build to work. I mean, you could take Alertness or such with your archer, but you're going to want to wait 'till you've gotten all the essential feats. Point-blank Shot, Precise Shot, Rapid Shot, Many Shot, etc. When you look at the shear number of choices, and realize you're only ever going to be availing yourself of 10% of them, the illusion evaporates. I'd rather have less, but more meaningful, options. I'm not saying 5th presents a perfect solution, but I appreciate the attempt at simplifying the game. I'm not really a fan of an ever-growing mass of rules text, in the form of feats; they really slow down gameplay. Extremely well explained. The interesting thing that I found was that my players were amazed that they could just do what they wanted without permission from the rules (feats).
Irontruth wrote:
While that is an oversimplification, compared to Pathfinder you are quite right. I have said it before, 5e is a game that plays almost completely "at the table". The "away from table game" is very light on and frankly, I love that. YMMV.
Steve Geddes wrote:
Agreed. In my 5e campaign magic items are actually treated as precious things, as they should be.
thejeff wrote:
Not sure how much PF you have played or DMed? I stand by my combo statement, at least in all the PF games I am involved in.
So some risk that your "tactics" (aka spell buff routine) might come undone and actually make you have to adjust your tactics is now bad and frustrating? I guess I can see how it would upset people, but to me it adds a large dollop of luck to any tactic that relies on a heavy spell casting combo. To me I actually like it, noting it affects NPCs too!
From my playtime with the game so far casters have not been nerfed as much as they have been shifted away from their 3rd edition playstyle. Your mileage may vary here. I find the concentration spells are a different way to create the playstyle from 1st ed. Casters had very few hitpoints and stayed way out of melee. In 5e casters are more survivable, but getting hit penalises them differently but quite harshly.
For me, more game at the table. I have about 95% less discussions with my players about edge cases, weird rules, complex build options between sessions. We play the game now, and between sessions my players read up on lore and recount cool moments. It is actually incredibly awesome. The other thing so far is complex, large fights that are fluid and rapidly resolved. The above are the "outcomes" of 5e for me (over 4e and PF) rather than a dissection of rules differences.
Charlie D. wrote:
Great post and exactly my feelings. 5e for me is a game that is played at the table, not on internet forums or with character building software. Trying to analyse its components misses it magic at the table.
Auxmaulous wrote:
Agreed you should be the world builder. And that's why 5e is great, low number of moving parts you can make that change and play the storytelling style you like. It will not surprise me to see limited cantrips in the DMG as a "system hack".
Auxmaulous wrote:
From 4 sessions of actual play with this exact same scenario, it makes next to no difference to the game. The wizard still needs to make a hit roll, with around similar chance that the Martials have, and 1d10 without any modifiers is not exceptional. It's less damage than most longbow wielders do since most have a decent dex. Spammable damage cantrips are not breaking my game at all. YMMV.
Well I just played the game last weekend with a party of 4 level 8 characters, 3 out of the four being Martials. I put them up against a group of 20 wererats in a tunnel complex. The wererats were using hit and run tactics with shortbows and I can tell you that even against the very high AC of some of my characters (18 is average) they got some decent licks in. They managed to whittle the characters down to about 1/2 their hit points. The wizard/fighter unleashed a Thunderblast(?) spell that nuked 7 in one go. Fun battle with CR 1 (I think?) foes providing a meaningful challenge to level 8 characters and the entire combat played out in under an hour. Needless to say I am pleased with 5e at this point.
BPorter wrote:
I feel similarly to you. Disclaimer: this is not edition warring. I personally found the 4e smoothed out some of the problems you mentioned. You could take a look at some of it's ideas. 4e was a little heavy handed. One of my house rules comes from it however. Teleport only allows you to arrive at a teleport circle.
Some more: I want to be able to run a multi transport type long range journey involving horseback, wagons, ships etc. 4000 miles or more. Requiring hirelings, and other NPCs. Would like to have details on costs of setting up this type of thing. Wages, weights of items, how much provisions, types of trade goods, etc. also the types of encounters that would occur, broken wheels, impassible terrain etc. Basically how to establish and maintain profitable trade routes, as well as just general interesting long range travel. In a similar vein, a sandbox type of game system for generic overland exploration. Food, water, weather considerations. Interesting events that are not combat events. Hex style exploration. Reasons to carry fresh good over trail mix. Why sleeping in a tent matters. The works. There is plenty of the elements of this stuff out there, but I know of nothing bringing it all together into its own "mini-game".
Some others: Details on how a medieval village works and grows. How much population before a mill is needed. How many hectares get farmed per capita. Throw in magic on top of it all, magic fountains, cauldrons that multiply food.
A few things: Robust mass combat system that scales to squad level, minor skirmish and major battle. The Paizo one is fine but very shallow.
These are the first things that come to mind anyways.
Fabius Maximus wrote:
I am genuinely interested in the reasoning here. Pathfinder already does this!! Why are barbarian rage rounds limited per day? Why can the bard perform only so many times? Why can a monk only flurry so many times per day? Why can a rogue once per day possibly avoid going below 1 hp? Why can a cavalier do heaps of extra damage only a couple of times per day, and even more weirdly, if someone else kills your target you can't repeat it? Why can the gunslinger only do a couple of "grit" tricks per day? There are plenty of classes in Pathfinder that have precedent for this type of limited tricks. Why does this mechanic strike such a nerve?
Question about Absalom. When I was "getting into" Pathfinder it initially seemed to me that Absalom would be the hub of the setting. However that certainly is not the case in terms of focus of the support material. What level of interest is there in Absalom going forward? It certainly seems like it could support an entire hardback of its own.
James Jacobs wrote:
Not a question but a statement. Speaking for myself I find myself paying the MOST heed to your previous rule clarifications due to your respect for the games aesthetic and history, your common sense and your continuous respect for the GM. I am personally offended by the fact that some over zealous pedants with clearly far too much time on their hands to overthink things have ended up removing your ability to share your wisdom with the public. And I would be extremely pleased as a Paizo customer to point that out to both Lisa and Jason. Thank you for your passion and all you do.
This is a modern roleplaying mindset. PCs never have to retreat and should be challenged enough that it feels like they had to work for it. Huh? Seriously? A monster will throw everything they have at the party to survive. End of story. PCs may die, they can be resurrected!! If players are frustrated by their lack of defense against something they should learn from that and patch that hole!! My players 15th level barbarian had a will save of +6 when raging. My intelligent monsters were very well aware of it and attacked that weakness. Am I a jerk GM? Perhaps. When a PC rolls a good knowledge check against the monster and then uses appropriate offensive spells they are smart players?
- Foes the size of a town that you can enter and climb on. Cannot be defeated by regular combat
I'll have some more later...... And my personal favourite from BECMI days, an elven fortress hidden behind a waterfall :-) OK mayby not mythic but who wouldn't want one of those!!!
|