Tzitzimitl

Albatoonoe's page

Organized Play Member. 1,613 posts. 2 reviews. No lists. 3 wishlists. 1 Organized Play character.


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Gorbacz wrote:
You know what American beer and making love in a canoe have in common? Well, they're boooooth aaaah crap, family-friendly forums close to water.

As an American in the Pacific North West, I feel I am required to step up to this comment. Fine American breweries do exist and are quite common in my land. In fact, I daresay that Americans can often be more adventurous and creative with their brewing than Europeans, so bound to traditions as they are.


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For me, the single biggest thing is the uniformity of the math. On both the player and GM sides of things, it makes everything run so much smoother. A player can build a character that isn't necessarily the most powerful, but you don't have to worry about being useful. A GM has a lot firmer idea for what is appropriate for any given level now, so adventure design is a lot easier.


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This thread reminds me that I need to go make Granfaloon for PF2. It's a task that was really daunting for PF1, but I like my odds better here.


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I have two words and I will not elaborate further.

Cod Window


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Pathfinder
2 Path 2 Finder
Pathfinder: Tokyo Drift.

There, I solved it.


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You know, just because you call it something else doesn't make it not magic. There are plenty of magic things in the setting that all function fairly differently, from Champion abilities, ki powers, to witch hexes. Why should something that is functionally magic be considered something else?


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Well, that only remains an issue until the APG comes out, at least.

But really, all I'm hearing is "BLISTERING INVECTIVE IS BACK, BABY!"


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We definitely need to flesh out the planes. The First World could be really interested to flesh out.


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I like Ki Throw and its related feats. I haven't had a chance to actually do it in game, but the idea of suplexing a horse+rider is basically the most badass thing. Well, unless I can suplex a ghost train.


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I was gonna come in with some lengthy ideas, but you honestly nailed it in one. She is provacative, sexual, and above all else, spiteful. She is quick to seek retribution against those that wrong her. She embodies all the traits of a good Calistrian


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Honestly, I am happy that they ditched the naming convention with spells. Like a lot of things in D&D, I found that they make the setting feel small. What, this guy is credited with something as simple as an acid arrow? One guy invented big hands?

That, coupled with how they write about the planes and outsiders, just makes all of its cosmology feel like distant countries rather than planes of realities.

I'm okay with iconic characters having an imprint, but it should be something really special, not floating discs and acid arrows.


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She didn't specifically create any of the planes. She just got the ball rolling. The Qlippoth, Angels, Axiomites, and Proteans coalesced into existence and the gods that spawned from there went on to refine the rest of the multiverse. As usual, Pharasma played a very passive role. You can read this stuff in Concordance of Rivalsm


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Ooh, I got something for this! I tracked down a pretty good website for generating calenders in Golarion.

Here it is!

It can be configured with all sorts of options and includes lunar cycles and holidays. I even made a PDF of the year 4719 for running a game.


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All the info we have on the Pit of Gormuz is that it's creation is a mistake that Sarenrae deeply regrets. This text is not just "rumors about town" but actual Canon. So unless we believe that the text is actively lying to us, we know that she is not happy about how things turned out. In that case, she would fix it if she had the ability. The reason isn't as explicitly stated, but there is an implication that there is a good reason it hasn't been fixed.


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Ezekieru wrote:
Angel Hunter D wrote:
Ravingdork wrote:
PossibleCabbage wrote:
While one use per wand per day seems pretty restrictive, there is additional space for archetypes or feats to enable a character to get more out of their wands.
That would be seriously cool.
Aw man, I could totally see a swashbuckler/gunslinger archetype that let's them draw and fire off a wand in on action, or like one of those multi coloured pens that you need to slide the coloured bit down on, but for magic.

I'm imagining a sentient wand that EATS other wands, adding more spells and uses as it consumes them. It'd allow the caster to have a single wand with good flavor and the extra utility of having multiple wands.

I hope we get something of the like in the GMG or the APG.

People don't even realize they are describing something from the Adventure Zone.


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In a world of fantasy and magic, I don't want anyone to suffer for enjoying a nice cheese.


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I'm a sucker for alternate rules and subsystems, myself. Ultimate Campaign and Unchained are my favorite books for PF1, so more that would be welcome. I also wouldn't mind a genre book with rules and options to fit certain ideas (which could encompass the Tech guide and Horror adventures


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With Patrons being split into multiple lessons, it could lead to an interesting mix of granted spells from each lesson.


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I'm hoping there is some expanded support for personal fighters. Gotta get my Cowboy Bebop on.

And give use Grappler ships. I can almost do Outlaw star. I'm so close. Please.


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Hold up while I queue up Law and Order music and sfx.


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With the intention of most of the world falling within the first few levels, +level is really important. It makes the stratification of things very clear. A level 10 creature is well within the realm of myth and legend and level 1 characters shouldn't have much affect in it.

Without level, the Tarrasque is less of a "mobile Apocalypse" and just an army condensed to one being. This is a game about heroes and that really makes the level stratification important.


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My personal hope is for Nurgal, Yamatsumi, Hei Feng, and Arshea. Definitely Nurgal and Arshea.


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Really, rules are just an abstract representation of how a world work. The minutiae is less important than the Cohesive Whole™. The whole thing has changed only slightly, I would argue. Things like the alignment rules, for instance, are a change to the baseline. Still feels like the same world to me.

Another way to look at it is the release schedule. Just because something isn't represented doesn't mean it doesn't exist in the setting. Every new book doesn't mean new things sprang into existence. If something is not present in the new edition, it could still exist in a similar form.


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Cat_dragon wrote:

Everyone is focusing on only one of Gorums' anathema. What about the others? No killing prisoners or those surrendering and you can not use underhanded tactics. That seems anti-evil pro-good to me. What good worshiper wouldn't be ok with that. Most evil wouldn't be too happy, especially CE.

Add in the fact his edict is win through fair combat. He might be looking for a fight but he seems a lot more pleasant about it and in 1e you weren't allowed to harm innocents at all. That's super good.
But assuming he is just combat hungry for combats sake he should be true neutral like Nethys. Who is magic for magic sake.

That is missing some key context, though. He is a good of strength. He doesn't kill prisoners and the defenseless because there is no sport in it. Underhanded tactics or for the weak. There is no altruistic intentions. Just the valuing of strength and skill.


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Rysky wrote:

Monstrous Humanoid, Vermin, and Outsiders* aren't a thing anymore. Native Outsiders are completely gone, Aasimars are Humanoids and Rakshasa are just Fiends.

*Kinda, we still have Fiends and Celestials and the like but they don't have a major grouping setting them apart from others like Humanoid (Human). If you were to hypothetically recreate Bane style stuff you'd need to be super specific now, aka Devil Bane instead of Evil Outsider Bane.

Adding on to this, there are individual outsider categories now. Ethereals, Elementals, Astrals, Monitors, Fiends, and Celestials are the categories (I think).


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Charlatan wrote:
Rysky wrote:
Here ya go.
That's amazing, thanks. You win the forums today =)

Rysky generally wins in these forums.


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I'm houseruling that everyone gets a general feat at first level. This cuts down on the gap between human and non-human considerably and just feels better. I'm kinda curious why we don't get a general feat at 1st anyway.


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Ah man, I just thought of a good question to ask about the book way too late. Ah well, might as well put it out in the world.

Are there rules for reintroducing resonance?


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I like that the upper levels feel appropriately super human, but I do want to see something like mythic where it bends or breaks the existing rules at all levels. It had a lot of fun ideas, even if the execution wasn't perfect.


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I am not so disappointed in these archetypes. I haven't looked over the magic warrior (as mentioned upthread), but these others seem pretty good as something attached to another class.


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The Red Mantis Assassin is exactly what it is supposed to be. They are magic using killers that worship a Mantis god. You are probably gonna get what you want in the APG.


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What that guy said, but also just the general shortcomings of the PF1 multiclassing. Sure, you could make a lot more choices in multiclassing, but most of those choices were wrong. I'm fine losing a fiddly system that failed more often than it succeeded.


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I see casting in PF to be the practical application of "magic as rituals". Preparing the spells is setting up the dominoes and casting is knocking them down.

It actually makes me think of Full Metal Alchemist, where the alchemists often prepare their transmutation circles ahead of time or attach them to objects.

If we want to go for magic as classically presented, we tend to fall into two categories, the "Exertion of One's Will" and "Execution of Rituals". The former seems better represented by a system like Shadowrun. The latter, however, has overlap but is not completely covered by Vancian or Mana Points. Mana Points are just as gamey as anything else, so I don't think that is a good point to appeal on.


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I think that topic should be covered under the wider umbrella of a book about Mysticism in the setting. We need to explore the stranger, more magical stuff in the setting like the different planes and esoteric events.


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It is something we barely scratched in PF1, but I want half-drow. Both with human and regular elf heritage. We only got a few alternate racial traits to do the Half-drow.


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CorvusMask wrote:

I've been trying to avoid too much Ironfang spoilers since I still hope to finish playing it one day, but through people discussing Oprak I've gained little bit impression of what ending of the Ironfang Invasion is about.

It seems to be pretty much about cycle of revenge and about how treating people like monsters makes them into monsters :p

** spoiler omitted **

This sounds like enough of a set up and justification for Oprak to me.


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They might add more maneuvers in the APG when that eventually drops. I think Drag and Reposition weren't in base Pathfinder, either.


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Being that my campaign is gonna be about the Sleepless Detective Agency, Eye of Dread all the way. I love me some spooky times.


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Speaking of weapons, we could use more weapons in general. Especially monk weapons and someway to apply monk to normal weapons


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I want to see some more druid orders. Maybe an Elemental druid or some environmental druids. Desert and Snow are my top picks for that.

Also, between the druid and bard, I think both classes need more feats that aren't tied to a class path.


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I want a core book called "Strange Adventures", which would include rules for technology, wild magic, horror, and whatever else to cover a wide range of more esoteric parts of the setting. It could include different levels of technology, covering Numeria and Alkenstar. Also rules for early history.


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I'm putting together a campaign where the players are Sleepless Detectives in Ustalav. It is going to be more of an episodic, X-files style campaign.


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That Kuthite ritual that is so horrible turns the person into a "Joyful Thing", which was only started up fairly late in the life cycle of the game. Strange Aeons was also filled with horrible stuff.

Pathfinder wasn't gritty that gradually became not. It ebbed and flowed as the writers wanted or needed. I don't expect that to change going forward. Hell, Nidal and Zon-Kuthon are still a big part of the setting.


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Considering we are getting a proper Lizardfolk ancestry very soon (something that missed all of PF1), I think we have good odds. I also throw in on them.


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I'm the first one to call for social justice measures, but this one I'm not seeing. If "races" actually represented different ethnicities/races as we know them in the real world, we could definitely have a problem. They simply don't, though. They are literally different species. A Cheetah is faster than a Tiger, but the tiger is bigger and stronger.

I think there could be a case in earlier D&D which was definitely less diverse. Having all humans be white came with some unfortunate implications. PF2, on the other hand, doesn't even have other ancestries all white anymore (and thank Shelyn for that).

Race, in the real world, has a lot of societal implications and is tied heavily into ethnic heritage. It is steeped in other peoples and racism. The change we needed to see was moving away from a loaded term like "race" and no more monocultures in other species. PF2 has done this in spade and I don't they need to go as far as removing ability scores adjustments.


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StarMartyr365 wrote:
Mark Moreland wrote:
Players in Agents of Edgewatch are assumed to be members of Absalom's city watch from its various districts placed on an elite squad to protect a World's Fair style event.

Absalom Vice? Complete with pastels, smuggling and supercarriages?

OR!

CSI:Absalom? Complete with shades, convoluted "plots" and highly suspect investigation procedures?

I promise that if I'm on the Vice squad I won't be corrupt and shake down criminals....

I will play the Law and Order "dun dun" for every scene transition in this adventure.


3 people marked this as a favorite.

I want to see the knightly orders and tactician abilities of the Cavalier to be split off from the mount abilities into a new class, such as a "Commander" or "Knight". I favor "Knight" because it has a bit more flavor on it than the former.


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Honestly, there are so many things. When I was making hous erules for PF1, it really illuminated some of the core problems. When PF2 came around, I saw that many of the things I tried to do, it did with a lot more elegance. Then there were ideas that I hadn't even considered but now love dearly. To get into more specifics:

Elementalist no longer use different energy damage. I can actually shoot water as a water elementalist.

Bards can sidestep the performance thing.

Weapon choices are way more interesting now. Armor, too

The rarity system is really useful as a GM.

The Bugbear is hot.

Non-lethal is no longer wonky and weird.


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Honestly, I see Domains as the mechanical side of things, which is why Starfinder doesn't have domains. A God's portfolio more explicitly gives us agriculture and fertility stuff.

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