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Sovereign Court

Will there be a pdf version for sale come street date?

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Aaron Shanks wrote:
If you order now you will be placed in the queue. Shipping has already started. We do not wait until the street date to start shipping.

Aha, so that shipping email was real! Can you tell me how to get the tracking link to work (it just doesn't, goes to USPS MI and then broken)

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Nameless Henchman wrote:


I've unfortunately had my Informed Delivery tracking not update until the package was delivered recently. Thankfully, there's usually somebody at home to hear the Ring alert say there's activity at the front door.

I don't see anything there, either, but although I got the email from Paizo it was way before 26th October (when it was supposed to be released to the proles like me) so perhaps it's not even dispatched yet.

I am very much looking forward to getting it, anyhow (it'll be in a competition for next campaign with running the Pathfinder Savage Worlds version of RotRL as my current group have never played Runelords).

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Has anyone solved the mystery of how to get that tracking link to USPS, that doesn't work, to work? I don't want something to get left outside in the rain, which I can avoid when I know which day is delivery day

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Berhagen wrote:

It is what it is. Even companies like Paizo do apply the America first principle …. it is just so ingrained in American thinking. Not much to be done about it.

US is their biggest market, I think, so it seems logical to serve them first if simultaneous doesn't work (and it appears from Aaron's comments that all the books were shipped to Paizo and then split up to international distributors, so it's not weird that US gets them first). Doesn't have to be "American thinking" at all, they were shipped to Paizo (to check them, I guess, and probably because it's cheaper to send one big batch to one place than to split it)

Kickstarters and the like doing this--not to mention distribution from most companies, pretty much--is just the norm. It is what it is, and it's not malicious but seems like it's a fairly natural sequence given the logistical constraints a mid-sized company has.

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H2Osw wrote:
Bagpuss wrote:
I didn't buy into the pre-release as I wasn't sure about PF2 back then (had become a bit burnt-out on PF1), but now I love PF2 and am hoping the hard copy goes on sale to the proletariat soon, because I am all-in on PF2. Planning to run it with my group when we finally (soon!) finish Age of Ashes
It looks like the end of October for those of us who didn't back.

I'll reduce my clicking-to-check to once a day, then :(

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I didn't buy into the pre-release as I wasn't sure about PF2 back then (had become a bit burnt-out on PF1), but now I love PF2 and am hoping the hard copy goes on sale to the proletariat soon, because I am all-in on PF2. Planning to run it with my group when we finally (soon!) finish Age of Ashes

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1 person marked this as a favorite.
Doshkin wrote:
Catching up on the Drizzt series during the pandemic really emphasized how much I want more Pathfinder book darn it. Especially stuff less stand alone than the ones they were making.

Reading FR fiction makes me sad that Pathfinder Tales is still quiescent. They were nearly all significantly better than nearly all of the FR fiction (and also the Greyhawk and Dark Sun fiction)

For me, it made Golarion much more appealing as a world in which to play. Having some novels (not just short-form fiction) in the 2e era--where some of the 1e AP outcomes are now canon--would be super-cool.

Of course, me thinking something would be super-cool is not the same as it being commercially viable :(

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Kelseus wrote:
Bagpuss wrote:
Rysky wrote:

(For all future inquiries)

Amazon does not make the book, and you can purchase it elsewhere, such as here from the people who do make it :3

Amazon actually list the "release date" as April 10th (after what they say is the release data for the GMG in March), which is very odd.
Amazon is terrible about getting RPG books out. My suggestion would be to just hit your local store or B&N. You should get it soon there. If you don't want to do that, buy the PDF.

I have never had their advertised release date be two months after the actual date, whether or not they get it late. I think that's just a date they grab automatically either from the publisher or the distributor(who presumably gets it from the publisher). I have bought RPG stuff from loads of publishers, from Amazon, and not had this problem (including from Paizo). I don't know what's going on with Paizo stuff and Amazon, but it seems worse for Paizo material then others.

I mean, obviously I can do without the book--there's non-Paizo stuff on which I can also spend money, and I will get round to God's and Magic eventually, I guess--so that I am more bemused than bothered

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Rysky wrote:

(For all future inquiries)

Amazon does not make the book, and you can purchase it elsewhere, such as here from the people who do make it :3

Amazon actually list the "release date" as April 10th (after what they say is the release data for the GMG in March), which is very odd.

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I don't think it's a problem, in the new model for monster builds, if they aren't affected in the same way, is it? Other than 3.x, it's generally been the case in D&D that some things--level drain, my God--were worse for players than monsters even before you consider monsters deliberately design to only screw player (rust monster, come on down!). If one doesn't have a prior commitment to build characters and monsters with the same rules, then it's not that odd if some effects end up lopsided in their nastiness.

Myself, I really like the idea of monsters being built like players, but it doesn't seem there's a way to do it simply enough given how d20 systems tend to work. If we give up on that--and I think we are, not just in PF 2e but D&D went that way as well, starting with 4e--then lopsidedness isn't really that surprising (and is it really that bad, anyhow?).

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The DC is based on the healer, I assume, because a default success (and a critical success, for that matter) is more hit points healed than for a lower-level healer; the task is in that sense harder, you're trying to heal more in one go.

I like the idea of being able to attempt a lower-level heal, with a lower DC, but as pointed out earlier that could be a problem if crits were the same. I'd probably say (or may house-rule) that if you take a lower DC for a better chance on a quick-and-dirty heal attempt, that you can't get a critical benefit. That said, I haven't looked at the math with the new DCs, but it seems like an easy enough fix.

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HWalsh wrote:

Under Gygax you, the player, don't ever roll any dice save for Stats, HP per level, Attack, and Damages.

Literally everything else from stat-rolls for skill success, to reputation, to impression, to initial reaction, to initiative were 100% secret rolled by a GM.

I believe that in his original games, you couldn't even see the DM, he was hidden behind a filing cabinet or something like that. Of the tales of the early game with Gygax, this is one of the things I find pretty cool.

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MaxAstro wrote:
Shaheer-El-Khatib wrote:
Sooooo a random healer can heal a level 1 arrow wound but "somehow" the same arrow wound on a level 20 suddenly is an impossible task for 98% of all the Golarion Healers ?

The chance that the wound is the "same" is basically zero. Anything that can inflict a survivable wound on a 1st level character is not going to be able to hit a 20th level character.

Also the other way around (which we have right now) is even sillier - a level 20 character faces a much higher DC to heal that simple arrow wound on a level 1 character than a level 1 healer does.

Well, they get 20 times the healing, too.

I am on the side that says they should be able to trade down on DC by trading down on the amount of healing, however.

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Dead Phoenix wrote:
Bagpuss wrote:
Lyee wrote:


I would like to see an option to reduce your level for the purpose of both healing and DC, if you want a more reliable recovery but don't need a huge number. So a level 15 medic could act as level 5 if they only needed to top up 5 hp, rather than try their normal DC they could fail.

Especially important since a secondary medic might never increase their wis, prof category, or item bonus, meaning they fail *more* from level 5 to 15, where their bonus increases by 10 and the DC by 12, under the current system.

I just wrote exactly this preference--to be able to reduce DC in exchange for healing less damage--in another thread, as I hadn't read this one at the time. If it doesn't get made a rule, I'm house-ruling it 100% of the time, but I genuinely think it has to be a rule in the game.

Other than this issue, I like Treat Wounds.

The problem with this idea, is that it makes it easier to crit on the check, which might actually make reducing the dc to reduce the damage healed... actually make you heal more damage(on average due to the increased odds of criting). This could be changed by removing or changing the crit success effect though.

Yeah, we could either have no critical success benefit if they use a lower DC, or else modify how the critical success worked (but the former is pretty simple).

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kaid wrote:
Cantriped wrote:

It is an insultingly good archetype. I expect a lot of Rogue- and Wizard-Alchemists in our future. Not to mention the occasional mega-healer Cleric-Alchemist.

Honestly, Alchemist makes for a much better archetype than a base class as written.

I can see this archetype being very popular. If you don't need bombs for your primary DPS hits you gain all the utility of an alchemist and able to make lots of utility consumables without much downside. The downside with most caster archetypes is your spell casting just lags behind so the DC's are weaker and effects are underpowered but the alchemist seems to function at pretty good levels of power and you can concentrate your bombs on ones that are just no save debuff type stuff.

Your daily prep/infusions do lag behind, though, right? For an extra feat, you only get them at level/2 after the 1/2 level ones up to level 10 (so, level 5) and then at level - 5 from level 12 on (at the cost of another feat).

I'm not saying it's bad as a dip or a longer-term commitment--it's appealing, which is ought to be, I think it's about right for a multiclassing that's interesting and worthwhile--but I also tend to think that alchemist is pretty close to good if it just has more ability to do stuff in a given day (whether it's larger batches or a resonance bump, or spell points, etc).

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Bartram wrote:
Bagpuss wrote:


It says that "Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and take the higher result, or force you to roll twice and take the lower result.
You can never have more than one fortune or misfortune effect come into play on a single roll."

I don't see why that won't work with a secret roll you know is happening, success or failure are available to the DM to trigger the event (or give you the choice). You won't get a sense for how hard the roll is--did you get a 19 on the die and still fail? You're probably...

But the event can trigger before success or failure.

Lets look at the classic oracle Misfortune. You roll a die, you see the number, and then you decide if you want to reroll it, before the GM tells you if that number is good enough. That ability _CANT_ work with secret checks. If you don't know what your die number is, how can you know if you want to reroll it? Same with a theoretical fortune ability that adds +1 to a roll. How do I want to know if I want to add +1 unless I know precisely what is on the dice.

Its especially jarring since when using that ability, 9 times out of 10 you DO know precisely what your number is before making the decision.

That situation from PF1 Oracle's isn't mentioned in the fortune/misfortune sidebar, though. It's about rerolling successful or having to reroll failures, or rolling twice and taking the higher/lower result. However, I haven't searched through all of the fortune tags, so maybe there's stuff like the Oracle's power in the other parts of the book.

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Bartram wrote:
Isaac Zephyr wrote:


Except they don't. PF2 already gives those reroll abilities the "Fortune" tag, and it is specified that you can't use Fortune abilities on checks with the Secret tag.

So no matter who's rolling the dice, those abilities cannot be used on Secret checks.

Except thats not what the rule says at all. There are two types of secret checks

1. Secret checks that the _player_ doesn't know is happening. (Passive Perception, a rogue with the trap finding feat)

2. Secret checks where the _player_ DOES know its happening. (Knowledge checks, rogue without the trap finding feat)

The rules say you cant use Fortune tagged abilities on secret checks where the _player_ doesn't know the check is happening. The character doesn't come into the equation at all.

If it is a secret tagged check, and the player knows the GM is making the check he can use fortune abilities. Somehow. This is specifically called out in the rules on secret checks.

To me this is far more metagamey than simply having the player make the roll as it relies completely on player knowledge as opposed to character knowledge to determine when an abilities activates.

Specifically, this makes the rogue feat that give you automatic checks vs traps, and fortune abilities actively worse at finding traps than a rogue without the feat.

It says that "Fortune and misfortune effects can alter how you roll your dice. These abilities might allow you to reroll a failed roll, force you to reroll a successful roll, allow you to roll twice and take the higher result, or force you to roll twice and take the lower result.

You can never have more than one fortune or misfortune effect come into play on a single roll."

I don't see why that won't work with a secret roll you know is happening, success or failure are available to the DM to trigger the event (or give you the choice). You won't get a sense for how hard the roll is--did you get a 19 on the die and still fail? You're probably going to fail next time, too!--but I think that's right for the sorts of situations that cause private rolls.

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MaxAstro wrote:

I disagree, Zwordsman. If Resonance were being kept as is, I would argue very strongly that Alchemists should not be using it to power their class features at all, at any ratio.

Every other class gets Resonance as a bonus resource. No one else has to sit there and ask themselves "do I want to use this awesome magic cloak, or do I want two more uses of my primary class feature?"

Imagine if wizards had to give up spells per day for every item they wore, or if Clerics had to give up uses of Channel Energy to drink a potion.

Alchemists using Resonance as a primary resource is just terrible, no matter how you balance it.

Surely one could adopt an approach of saying alchemists just need enough resonance to get their mojo on enough in a given day? It doesn't have to be limitless--certainly, the daily preparation stuff shouldn't be without limit, so a constraint has to come in somewhere--but you could just give them some more resonance, which would both solve the problem of being constrained for resonance and also the alchemist multiclass character maybe having a point more of resonance than the alchemist themselves.

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MerlinCross wrote:
Bagpuss wrote:
Well, resonance could be a nice way to tune alchemist power if resonance wasn't going to get substantially changed or nuked, which seems more likely.

Because we really need to hold back the dreaded power of Alchemist.

But where is this Alchemist dedication? Did a new update drop or was it talked about in a stream. Or Interview that isn't listed on the main site.

There's a new document of multiclass feats, allowing multiclassing into all of the base classes; it was put up the same day as update 1.3 (24th September).

I meant tune up alchemist power, really, but resonance is surely going away/changing a lot, in some way or another.

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Lyee wrote:


I would like to see an option to reduce your level for the purpose of both healing and DC, if you want a more reliable recovery but don't need a huge number. So a level 15 medic could act as level 5 if they only needed to top up 5 hp, rather than try their normal DC they could fail.

Especially important since a secondary medic might never increase their wis, prof category, or item bonus, meaning they fail *more* from level 5 to 15, where their bonus increases by 10 and the DC by 12, under the current system.

I just wrote exactly this preference--to be able to reduce DC in exchange for healing less damage--in another thread, as I hadn't read this one at the time. If it doesn't get made a rule, I'm house-ruling it 100% of the time, but I genuinely think it has to be a rule in the game.

Other than this issue, I like Treat Wounds.

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Well, resonance could be a nice way to tune alchemist power if resonance wasn't going to get substantially changed or nuked, which seems more likely.

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MaxAstro wrote:

It's not that it's epic, it's that Resonance is the Alchemist's primary resource (which is, in the first place, terrible) and this non-Alchemist-only feat gives a character more Resonance than an Alchemist can ever have.

It would be like if the Cleric multiclass feat gave a character more uses of Channel Energy than a straight Cleric got.

In most cases (non-sorcerer) it's only a single point more, up to level 9 (when alchemists get some extra resonance for quick alchemy; getting quick alchemy at all is an extra feat for the Dedicated, obviously).

The main problem feels to me to be the one you mention, that alchemists are pretty resonance-bound. That seems to me to be a fairly simple thing to fix, just reducing resonance costs somehow (or increasing daily prep batch sizes by one or maybe more at higher levels) as a class feature, or giving them a resonance bonus, so that the Alchemist Dedication feat-holder doesn't get it. I don't think any of those will break anything and actually, at least at lower levels, resonance-balancing is a way to tune alchemist power which is arguably fairly simple.

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MaxAstro wrote:
Even someone with a 16 in Cha - not hard to manage, especially for Clerics, Paladins, Rogues, or anyone wanting to face - is going to have more Resonance than a straight Alchemist.

It's true that it's a pretty good feat even on its own--Remarkable Resonance is a level 1 feat and this is level 2, but this also lets you do limited daily prep (only up to level 2 items and then you need to buy higher levels with more feats, up to half your class level)--but I don't think it's epic (you also don't, I assume, automatically get new formulae every level).

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Update 1.3 has actually encouraged me. Resonance I still don't really like, but the rest seems pretty good. I'm a bit bothered by the DC for Medicine used to Treat Wounds--yes, you get healing of hp in proportion to the healer's level so that's an argument for having the chance of success/the DC track the healer's level, but I do think the healer should be able to spend down the DC by trying to heal less damage, say (trying a simpler healing, will heal fewer hp but it'll be easier to succeed)--but otherwise I pretty much like all of this update.

In fact, I haven't disliked any of the three updates, and it feels to me like things are moving fast enough that we can get something pretty sweet out of the end of this process.

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MaxAstro wrote:

Multiclass Alchemists get bonus Resonance? Really? Alchemists don't get bonus Resonance. As it stands a Sorcerer multiclassed into Alchemist has more Resonance than a straight Alchemist.

I know Resonance is going away/changing, but this really just feels like a slap to the face of the Alchemist as it stands.

Leaving aside the question of whether it's "insulting"--it's only a rule, after all, for our pretend-elf-game--the sorcerer with the alchemist dedication is probably the main beneficiary because they already have their key ability in Cha; for just about every other class, this bonus just remedies the fact that their key ability, or likely secondary abilities, don't line up with the resonance-generating ability.

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swordchucks wrote:
HWalsh wrote:
You know, right now, in PFS the gm can do private rolls right?

My experience has been that secret rolls in PF1 (PFS or not) were the exception rather than the norm, which is probably fine for me. Where I have issue is when 2/3 of the skill checks I attempt during a given session are rolled by someone else.

Is it likely that a player would lose 2/3 of their skill checks? I get that it could be fairly common in some circumstances; perception (other than initiative), knowing-stuff rolls and stealth, for example, but a bunch of other rolls won't be secret (including the soon-to-be-much-more-common medicine rolls under update 1.3). Additionally, as I mentioned earlier, I think it adds to the dramatic tension in a way that's typically a very fair trade for losing the fun of rolling dice and seeing the result.

The fairness of the trade is obviously a personal issue--we'll all have different opinions about it--but I think it's got a reasonably long heritage in RPGs; I remember a lot of us of my age doing it pretty soon after we started in the early 80s (although there were obviously also skill-based games around before that, like Runequest and Traveller) for precisely the reason mentioned by someone above, that the number on the dice gives you additional information over and above what the DM tells you, reducing the "do I succeed/fail?" excitement that comes with rolling dice in the first place. I like getting that excitement back through the unknown roll but I also can't see a better way of doing it, given the way most games (including PF and D&D) are set up, given that the DM has information players do not and controlling the reveal of that, in response to character actions is a big part of successful DMing in most games.

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pogie wrote:
Sara Marie wrote:
Folks, this is not the thread to get into debating individual issues or rules or talking about individual rules or content that will prevent you from playing. The discussion raised here is about knowing the intent of the playtest or it's broader goals. You can get into discussions about the pros and cons of individual rules examples in other threads.
Do threads really need to be monitored like this? I can understand trying to eliminate bullying,abusive language etc but policing the forums like this seems heavy handed to say the least.

I think that if the playtest forums are to be much use, they have to be moderated like this, at least based on the previous playtest (the big one, for PF1e). If every thread moves from more focussed to a free-wheeling discussion of complaints outside of the initial focus, and disagreements inevitably start on those, the forums become much less usefil other than being a place for that, but why spread it over many threads?

For what it's worth, the overall design goals don't seem that opaque to me, but I do follow a few sources outside these forums. I don't blame Paizo folks for taking to other forums, WotC did the same sort of thing for 5e while they were playtesting.

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The DM isn't God--it's a collaborative endeavour--but to me, secret rolls make a lot of sense, I've always done them and to have them included in the mechanics is something I really like. The DM knows some things the player doesn't--that's not about being a God--and, for me, that should absolutely include how well players have succeeded at some tasks. It doesn't just make sense in a narrative sort of way, it helps build tension.

Meanwhile, while rolling is a lot of fun--it's one of the things that hooked me--I don't think players are really substantially lacking many other opportunities to roll, and get that fun, and the dramatic tension secret rolls help support is well worth the sacrifice, for me.

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TriOmegaZero wrote:
Bagpuss wrote:
I think that "need to be said" is an unusually high bar to set before posting on an elfgame forum...
But not for communication in general.

I think conversations would be pretty stilted if people only said what they thought was needed; it's not a very natural way to converse.

Telecons and work meetings, on the other hand, could often do with better filters to make them shorter (but then, we don't have any choice about being in those). Also speeches at weddings.

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TOZ wrote:

1) Does this need to be said?

2) Is now the appropriate time to say it?
3) Am I the one who should say it?

Obviously, we disagree about some of those answers.

I think that "need to be said" is an unusually high bar to set before posting on an elfgame forum...

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DeathQuaker wrote:

Paizo, thank you for getting the site back up. I can't imagine how stressful this week was for you. For me, it was quite frustrating but ultimately a minor inconvenience. If the worst thing happening in my life is that my favorite pretendy funtimes forum went down for a few days, my life is pretty f!*$ing good.

And I'm sure people pointing out the very obvious unfortunate business-loss implications of the crash while pretending to be "constructive" whilst in reality meanspiritedly rubbing salt in your wounds telling you things you already know in order to "punish" you beyond what you've already been through isn't making it any better. It's hilarious, we finally are able to post again, and all a number of folks are doing with the ability to post is b&~&% about being unable to post.

I trust repairs and analysis is ongoing, and if a public postmortem is warranted, you'll post it when you're damn good and ready. I hope this happening fairly early in this 6 month long play test means we'll have much smoother sailing from here. I do not care what the self-entitled and meanspirited think of you (or me). Thanks for your ongoing hard work.

While I don't doubt Paizo know how they feel about a sustained outage, I don't think they're in the business of telling their customers not to express disappointment, irritation or inconvenience as a result, either (so long, as Azih says, it's not profane, etc).

I don't know why the outage happened, but I know a lot of us here also code or run a variety of complex systems (including legacy systems) with uptime requirements and are entitled to professional opinions at the level of consumer even without knowing the exact cause (which Paizo can keep to themselves, of course; many companies don't broadcast the reason for IT failures). Non-professional consumers are also entirely entitled to their opinions, as well. It doesn't have to be "meanspirited" to offer those opinions expressing displeasure, and I didn't read anyone saying it was the "worst thing happening in my life", either, or other significant over-reaction.

For me, it was only really inconvenient and a little embarrassing; I was trying to get a new player into our playtest group and it looked a bit crummy that the site was down for so long (that person is in the computing business, actually, but it'd have been a bit painful whatever they did). If I were using the forums for a PBP game, or wanted some rules advice, etc, or was trying to order something from the webstore, then it would have been more irritating and might encourage me to go somewhere else with more stability, I guess, and those would be legitimate decisions to make, and to explain why.

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Benefits of Slack include the phone app...

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Thanks for all the time you kept the server going, Liz!

Have we settled on Slack vs. Freenode? Slack is pretty powerful and I'm used to it, but the freenode things seems to work OK as well, for basic IRC functionality.

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Katina Davis wrote:
Bagpuss wrote:
Hi, sent an email last week but maybe you can update me here: the order page for the replacement says "unavailable" and (thus) no expected dispatch day range is given.

Hi Bagpuss,

Thanks for following up! I've checked in with our warehouse and it seems that there was an error in our inventory, and the only Mythos Buddies we have are actually the blank ones. This explains why the wrong ones were sent out in the first place, but unfortunately makes it so that we cannot send you replacements for the correct product. Please feel free to keep the ones you received with our apologies. I'm sorry for any confusion or inconvenience this may have caused.

I have refunded the full price for those products back to your card, and you should see that appear on your account in 1-5 business days. I've also issued $5 of store credit to your account to make up for the estimated shipping cost of those items. Again, I'm sorry for the inconvenience.

Please don't hesitate to ask if there is anything else I can assist you with, and I will be more than happy to do so.

Thank you,
-Katina

Ah, I feared this might be the case; anyway, thanks for resolving this (and for the credit and the plan mythos buddies, which I shall have to work out how to paint, but which isn't the worst problem in the world).

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Hi, sent an email last week but maybe you can update me here: the order page for the replacement says "unavailable" and (thus) no expected dispatch day range is given.

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Hi, any news on this?

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James Jacobs wrote:

Looks like the announcemnet hapepnd, so I can get a little more specific:

The AP we're launching NEXT Gen Con is "Return of the Runelords." It will indeed be a full 1st to 20th level adventure path that will indeed use Mythic rules for a few of the NPCs

It would be cool if there were a few suggested vignettes for Mythic PCs to gain their/more Mythic powers, though. I'm happy to deal with the mechanical side of the PCs getting Mythic ranks, but if the people who write or edit the story--and know what's coming next, for those of us who don't read the whole six instalments before starting--suggest how one can mesh Mythic PC advancement into the story, that'd be nice, and I don't think it'd detract from the AP for the people not having mythic PCs.

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I sent an email on Saturday 12th about errors in what I received for this order, and have not heard back. How should I proceed?

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I sent a couple of emails about this order (made July 18th). Am I going to get sent the stuff? It says "Pending" but I am not sure whether it's ever going to happen (it also has part of the order as "Originally expected to ship in an unknown time frame" in the confirmation email I was sent when I ordered).

Thanks!

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Vic Wertz wrote:

Reaper and WizKids are both current licensees, each with two lines of minis:

Reaper:
• Pathfinder Miniatures (unpainted metal)
• Pathfinder Bones (unpainted plastic)

WizKids:
• Pathfinder Battles (prepainted plastic)
• Pathfinder Battles Deep Cuts (primered plastic)

Aha, thanks!

Unusually, each of the lines are good...

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I like the Deep Cuts minis (have a couple already) and am probably way behind the times, but does this mean that Reaper don't make Pathfinder minis any more (or are both Wizkids and Reaper producing unpainted minis for Pathfinder)?

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As I said in another thread, I'd totally be into Vudran material. East Asian/Tian Xia material, though? Zero interest from me (and the Inner Sea bits of Jade Regent were probably more interesting to me than the Tian Xia bits, unsurprisingly).

I'd also be really into some Southern Garund adventure material, and some Keleshite stuff. However, if East Asian-themed can't sell, I suspect the stuff I will sell even less.

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SheepishEidolon wrote:
Lord Fyre wrote:
But, Mr. Jacobs has said multiple times that the Tien Xia stuff didn't do so well commercially.

Well, it's not surprising. Asian content can be overwhelming to players not used to it. All this gaiju, kazento and hin min (random gibberish) makes many people feel lost, and therefore not attracted to the setting. You have to introduce it slowwwly, at a rate average players can swallow it. Paizo seems to be aware of that, so they didn't make Jade Regent fully Asian. Maybe the sales numbers were still disappointing, hence the reluctance to go full Asian.

The campaign would need something else, something so attractive that many players become willing to dig through the Asian terms and concepts. Impressive foes work for me, demons and giants attracted me to the respective adventure paths. And even then the question is: Wouldn't the AP be much more successful without the Asian setting?

For me, it's just that I find East Asian-themed stuff--including the existing Paizo Tian Xia material, which I bought--snore-worthy. I just have no real interest in it.

A South Asian/Vudran AP, though, I'd probably buy in its entirety.

Sovereign Court

Rynjin wrote:


Them having all good saves wasn't just a "sacred cow" (which refers to something that is left in SOLELY because that's how it's always been, like the Lawful alignment restriction which STILL holds the class back for no reason), they were thematic, and one of the few real advantages even the Unchained Monk would have had over similar classes.

The lawful restriction really is in the class's DNA, I would say. It makes about as much sense as the D&D alignment system does, it seems to me, which is to say "not much at all"; I'm not sure how big a restriction it is, other than for people who want to multiclass Barbarian and Monk, but I guess it would vary with how strictly people's tables treat alignments.

Sovereign Court

I'd be interested to know what was the Unchained authors' list of things which needed fixing for the monk, and where MAD was on it (and whether they felt that they'd addressed it).

I guess a quick table fix is just Wis for to-hit and/or damage, although that wouldn't help PFS players. The extra focus on Wisdom would also alleviate the Will Save issue (frankly, I always thought it was cool to have the Monk as a strong-minded cerebral

Sovereign Court

Rynjin wrote:

Oh I have no doubt the original 1E Monk wasn't anime inspired, considering anime was pretty well unknown in the US at the time.

I was just saying we have no way of knowing what (if anything besides previous editions) the designer of the 3.5 or Pathfinder Monk was inspired by, especially given archetypes.

Well, surely the biggest element by far was the 3e monk, whose biggest inspiration by far was the 1e monk? They're so similar, allowing for the transition in rules in-between.

Sovereign Court

Rynjin wrote:

The mods already said drop it. I'll just reiterate what I said: Inspiration is impossible to truly determine. Whether it was inspired by Journey to the West or inspired by something inspired by something that was inspired by Journey to the West in its modern incarnation is something only the guy who made it knows.

I saw Liz tell people to cool it and be nicer to each other, but not that we can't discuss it.

From purely academic interest, if I see Mike Mornard online I may ask him; he's one of relatively few people, still alive and into the gaming scene, who played in Arneson and Gygax's games back in the old days and he may remember more about the origin of the monk.

Sovereign Court

It seemed (and seems) to me that the 3.x monk is entirely recognisable from the 1e monk. It might not be obvious to everyone who started with 2e, because the monk was absent for most of 2e, but it seemed pretty clear to me, at least, that the 3e designers were trying to produce a 1e monk with the new design goals of 3e (the 2e monk which did eventually appear was very similar to the 1e monk).

The monk extensions from Paizo, particularly through archetypes, are a mix of things, probably including anime, but I'm not sure there's much which isn't entirely consistent with the original kung fu/martial arts live-action movies or the more modern ones (Crouching Tiger being probably the most mainstream example).

I do think there's plenty of anime influences around in Pathfinder in general (not a source of great joy to me, because I'd rather stare into space than watch anime, but it doesn't ruin my fun or anything like that) but, perhaps oddly, the 3e monk isn't really that different to the 1e monk (and although I never played OD&D--I started with Blue Box (Holmes) basic then straight onto 1e), although I think most people would agree that it was less powerful (although the 1e monk did start off pretty feeble, that variation in power curve was a feature of several classes in 1e).

Sovereign Court

Rynjin wrote:
Bagpuss wrote:
Arachnofiend wrote:


The monk's defining class feature is anime. This is the anime class. We must simply learn to deal with that (or celebrate it, as the case may be).

Flurrying has been around since the kung fu movies of the 1970s (and, for that matter, it's been around since the 1e monk, who got 4 attacks per round by the end). For Westerners, at least, I'd say that anime has followed on from the kung fu movies which also inspired the 1e monk (no monk in 2e at the beginning, but it came back, at least in Greyhawk, towards the end of 2e). When kids like the younger me were reading about the monk in the 1e PhB, it was about Bruce Lee's movies and David Carradine's monk in the TV series Kung Fu.

To be fair, Fist of the North Star is nearly as old as those (first released in 1983), and remains influential to this day, so saying which the Monk of today is inspired by is impossible.

Bruce Lee and Kenshiro are equally prominent figures in martial arts inspired media, and the modern Monk incorporates elements both from more grounded martial arts movies, Wuxia, and anime for certain.

1e predates 1983 by some way, but my point was just that there's been fast-striking martial artists in both movies and 1e before anime was a big deal to Westerners. That fast-striking is consistent with that older material (which I personally think is the source for the 1e monk) and the newer anime material, so that's why I don't think one should say that the "defining class feature" is anime (it's certainly consistent with it).