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Deriven Firelion wrote: Is Baldur's Gate 3 going to be any good? I've heard not great things about it. Maybe they've improved it since then. I heard character customization by class and such not a thing. Pre-generated characters. And you can't create your own party. I don't know where you heard there was no character customisation, because the beta has had that from the very start and hasn't had pre-generated characters to play. Whether it's a good game will always be a matter of opinion but I'd be very doubtful that all the time they've spent on their character generation system in the beta is going to be thrown away when the full game comes out later this year. And all their publicity up to the most recent Panel From Hell earlier this week has discussed creating your own characters. ![]()
Totally Not Gorbacz wrote:
That's what levels are for. People seem able to manage the idea that they don't start the game as Lina Inverse but have to work up to it; they can presumably also grasp the idea that they'll start as the aristocratic mounted warrior and work up to slaughtering people by the force of their ki-shout and waving a sword in their direction. ![]()
Deriven Firelion wrote:
Possibly try Horizon of the Vast, the Starfinder AP - often called Kingmaker in Space. It's got decent rules which seem like they'd adapt to PF. Yes, it's SF and the terminoogy needs adapting but I remember it being quite decent in giving different ways to develop the colony which aren't so much, "Just do this and prosper". ![]()
YuriP wrote: Katana, Kama, Kusarigama, Daikyu, Flintlock Firearms (copied from occident), Naginata, Tekko-Kagi, Sai, Tonfa, Tekko-Kagi. That'd be matchlocks, historically. Flintlocks were hardly used anywhere before the 1620s at the earliest and Japan's great era of firearms in warfare started much earlier - and finished earlier, with the Tokugawa victory. ![]()
CorvusMask wrote: I'm kinda wondering if I should try giving them feedback and make account for being able to respond to survey even though I don't think I'm target audience :p Having *just* people who are fans of 5e respondwill certainly lead to something almost exactly like a repeat of 5e. Not that I imagine feedback being a large part of the design. Considering it's coming out in 2024 - presumably at Origins - then they pretty much have to be doing the printing, final layout and editing by the start of the year. But with 11 classes, sub-classes, feats across multiple levels, most classes are likely to be one packet. Four weeks between packets, 44 weeks just on the classes, and you're around the end of July next year just through character generation. Possibly later allowing for holidays. Can't see that leading to significant changes once they've "assessed" a particular class. And then there's the rest of the rules, assuming they mean to do anything different with those. ![]()
For Carrion Crown I'd look at Swords of the Serpentine. Based off Gumshoe, so good at investigation and basically otherwise a Lankhmar/Ankh-Morpork/Sanctuary simulator.
Swords of the Serpentine offers:
I reckon it woill work well a couple of the other paths once it becomes commonly available (I got it via pre-order, so my copy is one of the early batch). ![]()
Gortle wrote:
If some of the more hyperbolic statements about casters are treated as true and it's worthless to play them, then you have exactly that situation where some classes are Super and some aren't. You should be pleased by that, or does this only work when your preferred classes are the ones getting to be superior? ![]()
The-Magic-Sword wrote: Specifically its causing a trickle down effect to other games, while the majority of 5e players only play 5e, its proportionally swelling the subset of players that try and enjoy other games, basically the more people who try the gateway game, the more end up following through to trying other things, even if most still don't. For an example, Kickstarter had a total of two tabletop RPG projects pass $1,000,000 in it's history. Until this month, with two more passing that amount (The One Ring 2e and Seeker's Guide to Twisted Taverns) and several others taking over $100k. While I don't think all of that is a result of 5e, there's undeniably an increase in the amount of money being around tabletop RPGs. ![]()
thejeff wrote:
I have to say that I wouldn't think of someone as a veteran who hadn't played AD&D before 3.0 came out (consider there are people with 40+ years of experience with RPGs). And if they got through that, then they're well aware that games sometimes make very large changes from one edition to the next. That is a theme with modern D&D, after all. Any sort of appeal to experience that doesn't allow for changes from one edition to the next seems a little odd when experienced players are involved and have been through the same before. ![]()
The Raven Black wrote:
Go outside European mythology and folk tales and they're not too uncommon. Taoist exorcists in Chinese magical fantasy usually employ both magic and a weapon (usually a monk's spade) even as novices, for instance. There are some in post-Tolkein/post-D&D fantasy - it's hard to tell how good they are as warriors, simply because they rarely come up against skilled enemies. Gandalf across The Hobbit and LotR uses Glamdring twice against a significant opponent, killing The Great Goblin in a surprise round with a weapon designed against goblins/orcs, kilsl the balrog off-stage, and otherwise going through large numbers of ordinary orcs and goblins. ![]()
Djinn71 wrote:
My argument is it should be tested rather than simply give More Power to what may or may not be a particularly weak ability - though I realise that's unpopular with people who've already decided that arguments about power level and not inflating it unnecessarily only apply to martials in 1e, and caster should get anything they ask for to power them up. ![]()
Deriven Firelion wrote: I like playing wizards, but I hate being mathematically weaker than other party members in near perpetuity. I don't want my Ranger to be permanently inferior to the Wizard at flying, teleporting, and moving the party to another plane.Unless your idea is that a Wizard should have a whole range of abilities that a Ranger/<enter other non-caster here> can't ever get AND should be as good as them at anything they can do, then that's an issue you might want to address. ![]()
thenobledrake wrote: I admit that the effects of arcane thesis features can fall into the "mechanically potent, but boring" realm since they boil down to "have more feats" or "have a different number of spells per day" - but that doesn't make them actually bad If "Mechanically boring but potent" was seen as a problem, PF1 wouldn't have had so many threads where some people insisted Fighters were fine because their numbers were big. ![]()
Temperans wrote: I am of the mind that actions have consequences. A caster spending all of their spells on 1 fight wont get sympathy from me when another fight breaks out. Similarly, a martial character that goes too deep cant complain if the enemies gang up on them. This generates two sorts of encounter/situation. Ones where they need spells (or at least magic) to resolve them, where the spellcasters automatically are more important than the non-spellcasters; and ones where it's not necessary to use spells and party composition is only relevant in that spellcasters don't need to use their main abilities. If PF2 has moved away from the situation where some characters are effectively makeweights for large parts of the game, I don't think that's too bad. ![]()
Ed Reppert wrote:
Do you remember how to do calculus the way you did when you learnt it at school? I don't. I do remember the statistics and probability that I learnt at the same time because I've kept using them (for work and hobbies). Of course that's after several decades, maybe it would be different it was only a few months. On the other hand, I remember at least one physical skill I was good at that I stopped practicing for nine months and found really hard when I went back to doing it - and plenty of people will have experience learning how to walk again after an accident that injures their legs. It's not enough to remember intellectually how to do a physical skill, if you aren't practicing it then you won't be good and certainly not likely to perform reliably under stress. ![]()
Midnightoker wrote:
There have been forty reviews since the last 1* one (that was early in November), which accounts for the change. I must admit as a librarian I find the number of people complaining about case binding and thinking it's fragile to be amusing. They seem to expect perfect binding, which is far worse. ![]()
Gorbacz wrote:
Or the common opinion early in D&D 3rd edition reviews that the Monk was overpowered. Less often, the Sorcerer made the Wizard obsolete. And of course a little later the Mystic Theurge was the God-tier prestige class which everyone will want. Funny how those worked out. Now, if the same complaints are still being made after a year or two, that's when they start to sound plausible. See the Caster/Martial Disparity for more than a decades worth of examples. ![]()
Feros wrote: But the truth was the mechanics had reached the end of the cycle. There was just so much you could do with a twenty year old game chassis. And new gamers just weren't coming in fast enough. Plenty of games don't see the same large changes from edition to edition that have been happening with D&D since 2000, and have been going for a lot more than twenty years while still finding interesting new products to sell. The idea you need to change the system so it can do more is a very 'D&D' phenomenon. It might be a necessary one for a business strategy committed to a high churn on splats, but D&D 5e has shown that's not a necessary feature even for D&D-a-like. ![]()
Atavist wrote: Like the Star Wars RPG pops up there whenever there's a Star Wars movie on the horizon. It's pretty much a constant on the list. 5e is the big item, PF was usually second, then you'd get some 'Hot New Thing' (sometimes more than one) or 'Latest G&S Game' fighting for 3rd place with FFG Star Wars. As those New/Latest items lose some of the shiny they drop away but Star Wars has stayed in/around for years. And there are one or two companies who put out sales numbers. We're about due for Evil Hat's yearly report which lists sales for all their items, for instance. ![]()
Demands that the game be modified to suit <POSTER'S> personal preference - still around.
Still looks like the Paizo Messageboard to me. ![]()
perception check wrote:
In addition to what Artificial 20 says about out-of-combat ability, are we also assuming the martial character can spend money and then the next day change from being awesome at battlefield control to being awesome at single-target damage? Because the wizard can fill their spellbook out like that, and clerics or druids don't even need to do that (sorcerors, of course, are pretty much screwed). Though I do admit to being very interested in what you propose the martials should be doing that's as useful as Wall of Stone, to give one example. ![]()
Malk_Content wrote:
The "classic" WFRPG campaign is The Enemy Within. Shadows over Bogenhafen is the first part, and it's largely an investigation/mystery scenario with very few fights. Death on the Reik is the second part, where the PCs inherit a trading barge and end up using it to move up and down the river making deals while discovering clues to another threat. Power Behind the Throne and Something Rotten in Kislev also are more about investigation with not a huge amount of combat. Empire in Flames does have rather a lot, though by that stage of their careers the PCs should be more able to handle it. There are a few adventures that focus more on combat, but most involve a lot less than you get in Paizo Adventure Paths. ![]()
John Lynch 106 wrote:
The six seconds that the other person uses trying to disarm you is the same six seconds in which you're trying to act. Even if they don't manage to take your weapon away, they're engaging it and pushing it out of line so you have to persistently spend time recovering proper form. Quote:
I'd probably make it follow the 1/2/3 pattern of some other effects, with being prone or disarmed the effect on level 3 - until then it's just a penalty to attack and/or AC. ![]()
ChibiNyan wrote: People can backflip in full plate just fine IRL, should google it! You can also swim in heavy armour, as can be seen in some Youtube videos. It's probably easier in plate than chain, which is also true of moving around generally. I'd certainly rather run an obstacle course in well-made plate armour than a chain hauberk - and have done so years ago as a reenactor. ![]()
totoro wrote: All classes should be "best" in their style of combat. Saying fighters should be best at combat might be good in Conan the Barbarian, but it is not good at a gaming table. The combat contribution should just be different, not inferior. Now apply that to non-combat situations and see how long it takes for the Fighter to realise that they can't get the party to another plane no matter what they learn to do, they can't ask questions of thin air and get answers, they can't bring people back from the dead at all, and plenty of other things. Unless you privilege Combat much more than every other thing the campaign could be about, making the characters with a huge amount of non-combat versatility also have combat ability equal to the ones that are limited outside combat but good at it is rather unreasonable. ![]()
dirtypool wrote:
Quite true. I should have added that it had remained that way until the PF2 announcement. ![]()
John Lynch 106 wrote: If we want to talk about wrong. Clearly my definition "failing forward" was wrong and is so extreme that no-one (except the authors of the Dungeons & Dragons 4th edition Dungeon Master's Guide 2 and the nerdologist blog I linked to plus a couple of people in this thread) would ever actually use that definition. The DMG2 doesn't say anything like your definition of how you believe "Fail Forward" works. It has advice on how to design branching trees of character decision points and how to avoid making some of those branches into dead ends, but that's all. And since PbtA and Fate have been brought up as possible places where the PF team could have got the idea from, I'll point out that none of the versions I'm familiar with (though given that both systems have extensive hacks I can't be sure there's none deviating from their norm in that way) have advice on "fail forward" that matches your original definition either. It seems more like a definition that would be invented by someone who wants nothing like it in their RPGs, as a way of claiming that Fail Forward is inherently bad without having to address how it's supposed to be applied. ![]()
Deadmanwalking wrote:
Do "Full Iron Door Defence" or "Grand Coup en Hauteur" sound like it comes from anime/wuxia? Does "Salmon Leap"? Of course if it's all a matter of presentation and it's perfectly fine to give warriors a wide variety of non-magical techniques with distinctive mechanical effects as long as they're described in a way that people will tolerate (which seems to be the OPs position regarding 4e Encounter Powers and their PF2 equivalent) then I don't see much difference in effect. It's when a rejection of "anime" powers comes with a rejection of anything more sophisticated for martial abilities, and unfortunately there's a very strong correlation between people who object to both those things. Maybe you're fine with Fighters temporarily making themselves nearly invulnerable to attacks, striking enemies that start beyond their reach and falling back in the same manoeuvre, or jumping up waterfalls; but only if those are described in the most neutral language imaginable. ![]()
Kaelizar wrote: Lastly, the shape of the shield. Since he is the Iconic Fighter, it would have been nicer to see a more..... traditional shield. Something with less of a point at the top, and rounded coming down to the bottom. I'm all for Fantasy getting away from historical designs, but something less "Kite" shaped and more "Shield" shaped. I can only hope that will shields being dented and broken, that Valeros finds something a litter nicer as he levels. :D It is a historical design. The Italian Targa shields often appear in illustrations and surviving examples to have been that shape and a pretty good match for size. There are older examples too. I think WAR taking inspiration from a wider range of history and culture than previously is a good thing. ![]()
Roswynn wrote: I've never heard talking of hand-pavises, but then again, I've never heard of half-ellipticals either, so I guess whatever we want to call that shield is okay. It reminds me in shape and size of Middle/New Kingdom Egyptian shields. Like these two, though certainly not as ornate (they're from the tomb of Tutankhamun). Whether that's a good model to use is another question, but at least it's not another European type. ![]()
Gorbacz wrote:
The way it works with the Bits and Mortar scheme is that you give the store your email address on purchasing an item and then you're sent a link to download the pdf(s) of the items you bought. As long as you keep the email then that should stay usable. Not that this helps with Paizo products, but other companies do it successfully. ![]()
14 sided die wrote: This may be really out there, but I could see a TN Champ being nature/druid-y themed. Nature has no alignment, and a protector of the wilds as a more defensive rather than a ranger's offence focus seems a natural fit (pardon the pun) I'd suggest the Rangers' focus would be more stealth and ambush - Robin Hood, Tarzan, for example - where the 'Champion of Nature' would be the person who challenges the enemies of Nature openly - a la The Green Knight. The one that isn't interested in nature is more like a wandering sword-for-hire, less interested in the cause they're fighting for than perfecting their personal skills - stepping a little into the Monk's sandals, in some ways. ![]()
Crayon wrote:
If it was a combat stance I'd expect her to be less flat-footed. It's a little more like being on a surface that isn't entirely stable and trying to compensate for that - a ship's deck, for instance. ![]()
masda_gib wrote: I don't know how big that influence really is - all I can see is that big surge of people starting to play and liking that podcast. Critical Role (not VM or M9 but the same channel) also play other RPGs. IIRC Monster of the Week was one of them. It had at the time been out for six years, and had sold decently for an indie. When Critical Role played it the company that sells it says they sold as many copies in the next three months as they'd sold in the six previous years. That's how significant Critical Role can be. ![]()
PossibleCabbage wrote:
Repeated sunburns seriously increase your risk of getting skin cancer. Use stronger skin protection or stop exposing yourself so often. ![]()
John Lynch 106 wrote: I really hate how men with high strength are always shown with lots of muscles whereas women with high strength are shown like stick figures. Unless there's some sort of DEX Barbarian build I'm not aware of, she doesn't look like she could hold up the sword let alone swing it. Not a fan (and this isn't a 2nd ed change, this has always been a bugaboo of mine. I just never had an excuse to bring it up on these forums before). I think that's a bit unfair, Kyra, Seelah, the Inquisitor whose name I can't remember, and Kess are all solid, and there aren't any real body-builder types among the men. Amiri could certainly do with looking to have a heavier build, although I agree that a dex-build would be reasonable for her appearance. ![]()
I sort of want the story to continue. The giant stepped aside, and Amiri's scream turned into a yelp of surprise followed by a thud as she landed face first in the snow. The giant sighed. "That was really stupid. I could find a place for you in my hill giant squad, they'd probably admire your antics and try to copy them, and I could do with getting rid of a few. There's barely enough food to be had for my army as it is, and once they started coming in I've got no idea what will happen in a week's time when the supplies run out." ![]()
MaxAstro wrote:
I think a different game-design perspective gives a different result. 1) Spells do an incredible variety of things and it's easy for a caster to exploit that to be useful in many situations including ones where both weapons and skills are completely useless. 2) Given that, spells need to be inferior to typical martial and skill-based abilities to justify their flexibility. ![]()
Cyouni wrote:
Presumably that's the Decasword. ![]()
Lord Fyre wrote:
I'd be prepared to bet there is a Macho Women with Fate extension somewhere, working rather well. Anyway, Fate isn't a great 'gearhead' game. Personal equipment matters rather little if you aren't playing something like Camelot Trigger or Tachyon Squadron where the vehicle you operate is a character in its own right. I don't think it's good as a game where logistics matter, scavenging for supplies and hoping you won't run out - the zombie apocalypse is an extreme example. It's not good at letting a PC be leader of a group of mooks or anything else which involves much more than individual characters, and when you combine that with the lack of much interest in gear it means Star Trek or BSG don't quite fit the bill. Of course it's not any worse at those things than many other games. ![]()
BryonD wrote:
Alex Megos. At least according to Alex Megos. He claims he didn't have any special training, he just watched how other people climbed and copied their technique to improve his skills. ![]()
Megistone wrote:
Why does every character become more skilled with their weapons when their BAB increases, including the ones they aren't even proficient in? Why does the spellcaster who never casts a single necromancy spell turn out to be able to cast them perfectly when there's an 8th level one they like? Why does killing goblins make you better at opening locks because you level up and that's where you put your skill point(s)? It's all a great mystery. ![]()
The DM of wrote: Why are we talking about realism in this thread? Did realism stop mattering, then? Can we dispense with all the arguments about how fighters shouldn't be able to leap tall buildings because they can't do that in reality and it ruins certain peoples sense of verisimilitude, and allow a whole range of heroic non-magical abilities from myths and legends (personally I'd like Finn McCool's ability to speak any tongue)? ![]()
EberronHoward wrote: There are people, such as myself, who enjoy being the big burly in the group who can take a hit and stand toe-to-toe with the biggest monster in the dungeon. That's a playstyle that I think should be facilitated. I'm open to hearing how a Fighter's damage could be boosted slightly without stepping on what the Barbarian is good at (High DPS Fighter w/good armour vs. High DPS Barbarian w/poor armour). Compare the Fighter to the Rogue. A rogue might be made in one way to be a social chameleon and con-artist, in another as a cat-burglar, thirdly as a spy and in a fourth way as an assassin. Now the Fighter can be a 'big burly', or a mounted warrior - oops, that's Cavalier - or a lightly armoured and mobile melee combatant - Swashbuckler took that niche - or an inspiring leader of men - except that is left to Bards, because obviously without magic you can't inspire - and doing too much damage upsets the Barbarian and being a Tank upsets some people's sense of what's realistic... And the fact that you like the one narrow option the Fighter gets shouldn't mean there shouldn't be other ways of doing them. It's not as if the options I'm suggesting are as varied as the rogue options, or deviate hugely from being good at combat. ![]()
magnuskn wrote:
There are also games that do super-high-power levels too (Exalted, for one example). The thing to note about both the low-powered and high-powered option is that they present Merlin and Lancelot as endgame peers, or Doctor Strange and Goku as endgame peers. They don't make Doctor Strange and Lancelot the top tier options for casters and martials. Paizo need to pick a power level to aim at for 20th level, and not make sure all the classes get to it.
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