![]()
![]()
![]() What's always bugged me about Paladins is they're so good focused with out any law focus (They have a bunch of pro-good and anti-evil abilities but no pro-law and anti-chaos abilities). So I've always just house ruled it that they can be any good as that's always been their focus. That way I'd have Monks on the lawful side of things, Barabarians on the Chaotic side, Paladins on the good side, and Anti-Paladins on the evil side. With Druids in the middle so to speak. Thought that balanced out fairly nicely. I'm not happy that in 2E they're prioritizing good over law for base Paladin's codes. It perpetuates the paradigm that it's all about good vs evil. With law vs chaos just being more of an after thought. One of the few times I've played a Paladin there were two of us. When conflicts arose mine would come down on the law side of things (Lg) while the other focused more on the good side of it (lG). It made for some really awesome RP and character interaction. Now with personal interpretation having been removed it seem like all moral conflict has been removed. With all their actions being pre-subscribed they'll all going to be kind of sameish with their non-choices. Also not sure about having them tied to specific deities. I can see pros and cons for that. I did sometimes like that they could serve concepts rather then gods. Kind of imagined them like Jedi in that sort of way. /shrugs ![]()
![]() This looks pretty good. I’m slightly annoyed that they’re still using “level” for both “class levels” and “spell levels”. That’s needlessly confusing when it could be changed to something like “spell tiers” or “spell ranks”. Bouncing back and forth with the degrees of success/failure is also counterintuitive. Reminds me of the awkwardness saying double digit numbers in German. It seems the natural sequences would be Critical Success, Success, Failure, Critical Failure. These are just annoyances however. What’s truly troubling is where it says “one foe (or minion)”. Please tell me they aren’t a separate rules set for “minions” like in 4th Ed. That whole 1 hp cannon fodder, who’s sol reason for existing is to glorify the “heroes”, BS made me want to vomit and would be a deal breaker, for me, if implemented into PF 2E. :( ![]()
![]() I worry that Fighters won't really have any armor options. Like when you're level X you have to wear armor Y. Will fighters be forced to wear a specific tier of armor to be effective? For example what about a gladiator favoring peicemail though his level should require him to wear full plate? What about fighters from a tropical culture that don't use armor at all? ![]()
![]() I personally don't like it. As I see it the races are fundamentally different from one another. That's what makes them races rather then ethnicities. For example having a halfling that's as strong as a world class olympic body builder doesn't really make any sense to me. They just don't have the same muscle mass. ![]()
![]() @ Lemartes: Indeed, Darksun was pretty awesome. Adding a little background fluff on coinage would be a nice atmospheric touch. @ chbgraphicarts: I don't know. I'd think the human soul market would be pretty well saturated. They're just so very abundant. @ Mackenzie Kavanaugh: You make some very good points about hoarding and the circulation of currency. High level PCs, on a spending trip, in an average town, is a bit like Bill Gates dropping in on a Ugandan village. :p @ KestrelZ: I agree. The multiples of ten is a convenient metric. That's why I suggested leaving it in place and only changing the thematic names of the coins rather then the intrinsic mechanics. I do like you're idea of modern (18th century onward) metals being accessible through magical, as opposed to scientific, means. @ Anguish: Oh sorry. I'm German so I have no sense of humor. I agree that the system should be practical. As mentioned before that is why I'm suggesting not changing anything mechanically. Only renaming things thematically. So really there's really no complication with the benefit of creating a particular atmosphere. @ Silent Saturn: While I understand your argument it's not not just a matter of the frequency of gold but it's intrinsic value. Again I point to the example of an average piece of pyrite costing 10 gp. Gold in a standard setting is completely devalued. ![]()
![]() Erik Mona wrote:
That's good to hear. I do appreciate the progress that has been made and look forward to you'll be coming out with in the future. My biggest problem however isn't even filling my NPC or highly specific PC needs. It's when a PC wants to play a female, half-orc, arcane caster. What am I supposed to use on the board? A male mini that's only wearing furs instead of armor? A female mini in plate mail? When there's nothing anywhere even near what's possible in game... It's like we're being told that isn't a valid player character option for women. That women are only ever supposed to look this certain (elven) way. To meet the absolute minimum for PC combinations it would only require a total of 40 minis. Basic class groupings (4) x basic race groupings (5) x basic sexes (2). Forget about monster and NPCs for a moment. That there's such fundamental gaps even for player characters, when it would require less then two dozen minis to cover, is….. discouraging. Basic Class Groupings
Basic Race Groupings
Basic Sexes (In case you didn't know. :p )
Sorry I don't mean to rant. It's just frustrating. ![]()
![]() Hello everybody! So I was thinking about how in most fantasy settings the amount of gold in the world is completely overblown. This is likely due to the image started by Smaug's treasure horde. Which is completely and utterly ridiculously over the top. Now let's compare his mountains of gold to what we find in our world. All the gold mined by humans through all of history would only fill a cube about 21 meters across. That's including modern mining techniques. If we look at the seven known ancient metals as parts per million in the Earth's crust we get the following... Iron 50,000 ppm
We can take Lead off the list as it's a liquid and thus cannot be used for coins. Iron is pretty common place and Lead is kind of heavy and awkward for making coins. So looking at just Copper, Tin, Silver, and Gold we see they're spaced out fairly nicely. Platinum was unknown prior to the 18th century. Silver is 20 times more common the Gold.
For simplicity sake we can break this up into multiples of 10 100 copper = 10 tin = 1 silver = 0.1 gold Thus it seems to me a simple patch to make the system slightly more realistic, without being overly complicated, is to do the following. Keep copper pieces as is, turn silver pieces into tin, gold pieces into silver, and platinum pieces into gold. Thus making silver coins the base unit of value rather then gold coins. If we think about this in term of US money prior to 1900 it makes a lot of sense. 100 copper pennies = 1 silver dollar. Keeping in mind of course that a dollar, on the gold standard, had way more value prior to 1900. About 30 times times what it is today. Using 19th century US currency as an analogue we get the following… 1 cp = Penny (copper piece) $0.01
If we optionally add in alloys we can flesh it out even more. Penny (copper piece) $0.01
The names of the coins can easily be change for the time period and location. Crowns, Marks, Deniers, etc. Anyways. Just thought I'd share my thoughts for anyone else that might care to tone down the over abundance of gold in their settings. :) ![]()
![]() Leo_Negri wrote: All told, there are, I believe 3 female giants (Storm, Stone, and now Frost) currently in the Pathfinder battles line, 2 female trolls (The Matron and an Ice Trollop), at least 1 female gnoll, 2 female goblins. All in all Paizo is doing a wonderful job of upping the gender diversity in PPM. That's awesome. The all male races, of miniatures, was getting really aggravating. Traditionally it seemed like the only representation of women was for the anorexic, blonde, elf type. Like that's all woman should ever be or want to be. To this day I think elves are the only race with an even mix between the sexes. So the more female dwarves, orcs, giants, etc that are put out the happier I am. Maybe someday all of them will have a roughly 50/50 mix. :) ![]()
![]() Kobold Cleaver wrote: The word "stereotype" is a bit less effective when the premise of the game is that the races are demonstrably different. Just saying. That's how I see it. The races are "demonstrably different" from one another. That's what makes them races rather then just different ethnicities as seen in humans. ![]()
![]() Something non-European. An African inspired AP would be especially awesome (the Serpent's Skull AP doesn't really cover that). Something Indian or Chinese based would be neat too. If it does have to be European then I'd want to see a Viking themed one. PS. A dwarf AP would be nice too. In RPGs in general there's always lots of elves and half-elves but not much love for the dwarves. ![]()
![]() I only use it for aligned Outsiders (angels, demons, etc.) and classes with auras (clerics and paladins). Otherwise it functions as normal for detect, smite, aligned spells, etc. Regular people just get a couple of "personality traits" to use as RP guidelines. Traits such as calm, loyal, violent, etc. Pretty much anything you can think of to describe somebody. ![]()
![]() Existing Module Series Goblin Series
Kobold King Series
Price of Immortality Series
Last Baron Series
Thornkeep Series
The Dragon's Demand
The Emerald Spire
…………………...…………………….. Pieced together series. You'd have to do a little work to tie them together storyline wise. Evil Fey Adventure Series (Andoran)
Osirion Adventure Series (Osirion)
Creepy Adventure Series (Nidal/Western Cheliax)
Miscellaneous/Totally Random Varisian Adventures Series (Varisia)
![]()
![]() Undone wrote:
It's almost like they'll have to treat combat as a life and death situation rather then just a stream of video game style encounters. ![]()
![]() JoeJ wrote:
Just want to point out that you can have amazing games without them having to be the least bit fantastical. I've run "gutter-punk" level games of cyberpunk without any magic and barely any cybertech available to the players. You never know when a beer run (truck hijacking), game of street golf (involving a pycho-booster gangs), or trip to the mall to buy some ammo (from the "eccentric" gun store owner) might turn into an unforgettable adventure. Just going out for a cup of coffee can be a life changing experience sometimes. ![]()
![]() Things were fairly routine in the marsh. The goblins would spend their days flinging muck at each other, wrestling pigs, and playing hide or get clubbed. Which was all great fun of course but as a child Lob Figwit always wondered if there wasn't more out there. He would hear stories of how from time to time "heroes" would come into the marsh with their shinies and practically wipe out the whole tribe. While most feared these heroes and some would like to steal their things Lob listened good. The "heroes" always won. Thus he decided he would become one of them. But how? Lob wanted to know more. During junk collecting trips to edge of the human town he would sometimes sneak off to eavesdrop at a local "tavern". He would hear great tales of adventure and many many shinies. The most revered of all were the paladins. He would dream of himself standing tall, surrounded by gold, and adored by the people like they were. This continued until one night he was spotted by a dog. The mad barking beast chased him away in a blind panic. Once he settled down he realized he could never be a hero so long as dogs kept him away. So in a fit of pure madness he left the tribe and stole a puppy from on of the nearby farmsteads. He and the pup barely survived on their own but he was determined that he would learn not to fear the beasts and that they would learn to accept him. After a few years his plan seemed to work. Not only were they becoming the best friends but "Dog" even learned to let Lob ride him. Lob knew the time was right. He had his trusty stead and he managed to patched together bits of scrap iron into a suit of armor. Though he wore a cauldron for a helmet and a small stove around his chest in his mind he was bedecked in shining mail. Thus he marched forth to the human town and boldly declared himself a hero. The guard was so confused and amused by this preposterous display that they decided not to dispatch him immediately. and so Lob and his faithful companion Dog set forth on their valiant quest of heroing and earning lots of shinies. Unfortunately Lob doesn't quit understand what it means to be a hero and gets a little confused sometime. Often seeing trivial issues as epic quests and getting details mixed up. He generally means well though. . "Don't worry king! We'll save your dragon from the evil princess!" Lob Figwit proclaiming to Mayor Kendra Deverin when asked if he could help with local goblin troubles. ![]()
![]() I'm going to have to disagree a bit. The most important thing in my opinion is story and character interaction/development. Rules are helpful but I've always been of the opinion that if the rules get in the way of the story then the story comes first. That's no excuse for not trying to learn them though. ![]()
![]() Meh….. Just that many more rules to keep track of. Also they only cover a limited number of class combinations. Which just makes it feel incomplete to me. I'll just have my players stick with multi-classing in my games. The only one that stands out to me is the Swashbuckler. I don't use Gunslingers in my campaign setting so Swashbucklers are kind of a unique new element to add and not just a "frankenclass" to me. Basically my thoughts on hybrid classes are while that's nice if you choose to use them they're not entirely necessary and I won't be using them in my games. ![]()
![]() Using the Beginner Box as a template I would expect there to be two booklets, a flip mat, 4 large sheets, and 3 sheets of pawns. I'd think one booklet should be a detailed town guide with the second booklet being a series of 4 adventures for levels 2-5. Personally I'd put in two flip mats and drop the large sheets. Then each adventure could have it's own map. I would imagine the pawns having one sheet for townsfolk and two for monsters. That's how I imagine it anyways. ^_^ ![]()
![]() I'd get rid of the half-races. They always seemed a bit silly to me. Don't much care for the animal people either. I mean once you set that a precedent why not have thousands of different sapient races for every type of animal out there? If you have catfolk and ratfolk then why not hedgehogfolk and walrusfolk and giraffefolk, etc.? Anyways! I'd go with: Humans, Dwarves, Elves, Goblins, Halflings, Orcs and um… Hobgoblins I suppose. Also I'd make aasimars, teiflings, and elemental blooded into a series of feats that can be picked up by any race and not full races in themselves.
|