Drunkard

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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. 19 posts. No reviews. 1 list. 1 wishlist. 1 alias.



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The first thing I'd like to see is a basic mapping-out of the "Golden Path" trade route and the lands along it, described to run from Quadira through the heart of the Keleshite Empire to Vudra. And also the coastal trade routes leading east from the Inner Sea. Both of those seem like the logical starting point linkages to what we already know about in Avistan, the Inner Sea, and northern Garund.

That said...I'm also all for knowing anything more about the Castrovin Sea region, the various fallen ancient kingdoms (Ninshabur et al.), whatever is east of Iobaria, what happens if you head east out of Galt or Taldor, etc., etc.


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Alchemist: More research fields, obviously. Frankensteins! Weird Science! Etc.!

Barbarian: Agree on the dual-wield dervish concept already expressed. Also elemental-linked instinct, something in the beastrider/horse nomad line, something like the Armored Hulk.

Bard: Anything the breaks away from the minstrel/dancer/performer stereotypes -- duelist, sword-mage, archaeologist/scholar types.

Champion: Well, causes for other alignments -- and for that matter, options beyond just one cause per alignment. More options in devotion spells and champion's reactions.

Clerics: More doctrine options -- inquisitor for sure, exorcist, divine slayer/assassin/fanatic. More divine font options.

Druid: Well, more druid orders, of course. Monstrous beast-type companion options. Druidic healers. Fey-linked druids.

Fighter: Yeah, more polearm options. And maybe feats to build up as a more of a commander/warlord -- to boost companions, etc. -- beyond just personal fighting prowess.

Monk: More stance/style chains. And more support for using weapons.

Ranger: More hunter's edge options

Rogue: More rackets, to explore other concepts -- agitator/rebel, courtesan, investigator/detective, spy, etc.

Sorcerer: Options to modify and mix up bloodline options, like the old wildblooded sorcerers. More varied metamagic options.

Wizard: More options in the school focus spells. Some way to model interesting wizardly traditions beyond just the schools -- maybe could be done through arcane thesis and/or feats. Options for more exotic familiars. More things to do with the arcane bond. Much more metamagic.


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keftiu wrote:
Beavois wrote:
Sure...but: what I'd specifically like to see is a basic exploration and mapping of the bits of southern Casmaron and southern Garund that directly border on the Inner Sea region and are connected by trade routes. (And maybe the coastal trade routes over towards Iblydos and Vudra as well.) In other words, places that would logically be at least generally known about by the well-educated and well-travelled people of the core Inner Sea setting -- like, say, the Pathfinder Society or the merchants of Senghor. I think this would expand the setting in an organic way and provide logical jumping-off points for further exploration.

I wanna push back against this, if I can?

I think there’s a lot of value in showing other regions of the world (especially those drawn from nonwhite real-world inspirations) on their own merit, rather than with the crutch of a familiar colonial viewpoint. We can have African and Middle Eastern and Native American and Latinx and Asian fantasy without it needing to be justified by “can people we’re still treating as default go there?”

The world can be interconnected, sure. But it doesn’t always need to link back up to Avistan and our familiar, largely white, largely Western-comfortable corner of the world.

EDIT: To cut back on 4am rambling, let me try to be succinct: I want the rest of the setting to be able to stand on its own feet narratively.

Sure. And I'd anticipated and respect your objection.

The core of my view is that Avistan and northern Garund are, for good and ill, the core of the Golarion setting that's been built up over the past decade. And the current "the map magically ends east of Quadira and Taldor and south of Vidrian and Geb" status quo seems to me like a setting issue that needs to be resolved first. Absalom is I think going to continue to be the cosmopolitan "city at the center of the world" and the fulcrum of the setting.

In the case of Casmaron, we know that there have been millennia of cultural and economic interchange in both directions (including the Keleshite conquest and, well, colonization of northern Garund). So that seems to be an important setting narrative touchstone that needs to be better explored. The Inner Sea and Casmaron are logically connected, and should know more about one another. I'd really like to know more about the varied other parts of the Empire of Kelesh, including enough for them to stand alone narratively.

And likewise, the Mwangi peoples and the Senghorese and even the Gebbites (not default "white") should have millennia of interchange and contact with at least the nearer parts of the southern part of Garund, and know quite a lot about what's down there and be well-acquainted with the peoples therein. (And I'd think that the Magaambya has plenty of good maps and knowledge, right? An AP based on journeys into the south of the continent and based from the Magaambya and focused on Mwangi/Garundi characters would be neat-o, I think.)

And all of that can and should be examined in a respectful, realistic two-way fashion that doesn't need to focus on any "colonial viewpoint."

I do share your curiosity about all of Garund and Arcadia and everywhere else. I guess it's a question of priorities on how to expand the world -- build on the foundations of what we already have, or jump out into the unknown now and maybe end up effectively with multiple settings without connection. We'll see what the devs do. At least there now seems to be more momentum towards moving outside of the Inner Sea.


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Sure...but: what I'd specifically like to see is a basic exploration and mapping of the bits of southern Casmaron and southern Garund that directly border on the Inner Sea region and are connected by trade routes. (And maybe the coastal trade routes over towards Iblydos and Vudra as well.) In other words, places that would logically be at least generally known about by the well-educated and well-travelled people of the core Inner Sea setting -- like, say, the Pathfinder Society or the merchants of Senghor. I think this would expand the setting in an organic way and provide logical jumping-off points for further exploration.

I am indeed curious about, say, what's on those islands down at the southern end of Garund. But I'd rather see as a priority the filling in of the more immediate setting blanks of "What IS south of Vidrian and Geb and east of Quadira"...


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Wanted:

Guns. More guns. Things that explode. Every weird form of polearm that ever or never was.


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My primary request would be the return of all of the elemental planetouched. Then ratfolk and Tengu.


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Yeah...I'm not really sure how you reconcile the "Golarion-infused" vison of a Goblin -- crazed, simple-minded pyromaniac vandals who fear written words and horses -- into a "core" population that fits into (and is not just exterminated from) your standard human-dominated societies.

I'll be interested to see how this will be explained.


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Wayne Reynolds wrote:

I noticed the thread on armour and weapons and just couldn't resist joining in.......

A lot of the armour and weapon classifications in RPGs are simplified versions that take into account game balance and statistics. Even though they don't necessarily reflect what they're like IRL. (Bearing in mind we are talking about a game based on an imaginary setting with flying hexapodal lizard-horses and people who can fire ice out of their fingertips.... You get the idea.....)
There are a number of mistakes in the old D&D weapon and armour descriptions. Most players are none the wiser, especially if the system still kinda works.

Indeed, as you say. And your solid knowledge of the technical/historical side of all of this shows in your art. Bearing in mind the imaginary hexapodal lizard-horses and ice-shooting fingertips and scary orc-axes and giant-hammers and whatnot...

Yeah, this an overall RPG issue, not just in Pathfinder. And a lot of the silliness that we're discussing really was introduced in 3E -- that "breastplate" is a distinct armor category, that it's super simple for your wizard to handle a crank-loaded heavy crossbow but impossible to use a common shortbow, that swinging a heavy mace is simple but using a hatchet or hammer requires special martial training, that using your bastard sword in one hand requires a special feat rather than just having a really strong sword-arm, etc., etc.

I would like to see some rationalization of this in Pathfinder 2E, especially the removal of bloat and overlapping versions of the same things. But there's always going to be some abstraction involved. Unless we want a super-detailed historical simulation and tables showing the effects of specific weapons vs. specific armors (remember those from D&D 1E?) and whatnot. Which we probably don't.


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Rather than just more monsters in a bigger book, what I'd really like to see in 2E Pathfinder Bestiaries is more information and context around the monsters. Like, for instance, how the bestiary sections in the Adventure Path volumes are structured, with good descriptive text on society, ecology, reason for existing, etc. I also very much liked the "extra" stuff in the Starfinder Alien archive -- equipment and magic items used, items that could be crafted out of the remains of a critter, etc. Anything that would make the monster entries more than just a picture and a statblock and a bare scrap of description would be a positive thing. Even if it meant fewer critters. We already have tons in
1E that can be converted.