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James Jacobs wrote:
I always found the forwards a fascinating read, but I am a game designer, so that may play into that. It would be nice if that sort of info showed up on the website, but the time gap between when the product left development's hands and the release date would probably make those insights harder to remember. ![]()
Leon Aquilla wrote:
The problem with including Magic is Screwy in Alkenstar Rules in an AP somewhat multifaceted. - Would need to repeat the rules in any book about Alkenstar that gets published later. Page count is limited, so are that pages better spent elsewhere?- Rules systems in AP have been historically... a bit all over the place. They usually start out ok at low levels, but end up boring or broken. - If whatever these rules are introduce a wide level of variance in possible outcomes it can/would have a big impact on game balance. Which means that people would have to re-write or modify the AP on the fly to account for the fact that the party of wizards they're running is never able to successfully cast a spell. So then a bunch of people complain about the money they spent on a campaign that they're having to re-write vast chunks of. ![]()
Cori Marie wrote: You're not being treated like a second class customer just because you're not being given a new version of a product for free just because you bought the previous version. Did you also expect the Curse of the Crimson Throne collection for free when it came out? No, but the difference between (both in content and time) was a lot greater with CotCT than AV, which made it a more attractive purchase to subscribers. ![]()
Since I own the original 3 PDFs the value of the compiled PDF is pretty low, since they (at least from my understanding) have made minimal changes to the contents of the adventures. So the foundry implementation is costing $60 (which it may be worth) plus comes with something I don't need/want. All this means that I'm far less likely to buy the foundry version at all, so they're not getting anything from me. ![]()
James Jacobs wrote: That said, what's MOST helpful to me and the rest of the Adventure Path developers in gauging what upcoming stories to focus on is to hear what people WANT, rather than what they don't want. It's not only more positive (and thus more pleasant and thus more inspiring to read—hope no one is surprised that if a developer reads too much complaints, chances are good they'll stop reading and just abandon the feedback process), but knowing what worked well is more important than what didn't. Especially since the internet is never short to let us know about the latter when it comes to product feedback! I'm never really sure what I want, which is a useless answer I know. For example I wasn't interested in The Ruby Phoenix when it was announced but after reading it I think it's a great AP.So I guess my response is... surprise me? ![]()
Verzen wrote: That other 10% is skill and social interactions. Ok. Then what's wrong with just give the summoner 'evolution' feats that they can select as class feats that give the eidolon stuff? They don't need to be a special pool of feats that only the eidolon can select just ones with the right traits. Cause not all players are going to want to focus on their eidolon the same way you do. ![]()
Verzen wrote:
So would the summoner player get 6 feats at first level? Or am I misunderstanding here? Or are you proposing just dumping the summoner as part of the equation? So the player would just be the eidolon. ![]()
The Raven Black wrote:
I guess that raises the question of what happens to the campaign if the player do use lethal force when they shouldn't have. If they're kicked off the force or arrested does that mean the GMs out the cost of all of these books? Is that going to incline people to let stuff slide (so to speak)? ![]()
PossibleCabbage wrote:
I suspect the goal was to make this campaign be 'different'. Being independent contractors being hired/employed by a nebulous government is the default assumption in a lot of campaigns. ![]()
I'm somewhat confused by the geometry of the Temple of All Gods. The text seems to indicate that both H12 and H7-11 are above the main floor of the temple. But I feel like that would have the ramp to H12 passing straight through H11. It seems like it would make more sense for H7-11 to below the main floor (as there in some mention of the prison being below). Thoughts? ![]()
James Jacobs wrote:
For what it's worth I'll say I think it was great, and was highly entertained by it. This is only going to be something players are going to know if they read the book. If in area A they encounter twin A and kill him, then go to area B and encounter twin B, players are going to think that's how the adventure is supposed to play out. ![]()
Quote: Magnuskn provides a great example, because we don't know the reason the power floor of pure casters was dropped its hard for us to brainstorm viable alternatives, we don't know more than a general mission statement. But the goal of a playtest is not to get the fanbase to brainstorm alternatives. Its to provide data and feedback on the systems that have been designed. The design team then uses that data to make decisions/changes. ![]()
Fuzzypaws wrote:
But why? If the (one of) the roles that the Alchemist is supposed fill is "be good with alchemical stuff at all levels", why does a Fighter need to be as well? Ideally the Fighter is good at 'other stuff' (tm) that the Alchemist isn't good at. If a player wants to be really good with bombs all the time they should play an alchemist, not a fighter. (clearly archtypes can change all this) ![]()
Melkiador wrote:
That assumes that people are running the APs as they come out, not after all 6 are available. For instance I'd never run an AP before I got all 6 books. And if the anniversary collection costs the same as 3 issues of the AP (which is what it was for RotR) then the revenue is the same. ![]()
I've run Council of Thieves so I probably wouldn't get it but a hardcover of it would help smooth out some issues towards the end, and perhaps unify the story a bit better. I'd like to see an updated version of Serpent's Skull, it's sort of a mess in the middle so having it cleaned up would be nice. ![]()
Dan Jones wrote:
I saw it after the cull, and voted for it on more than one occasion. ![]()
The first thing I consider is "Can I think of a character who would want this?". Too many times I can't come up with an answer, or I look at the price and wouldn't at the point you'd be getting the item. Also, I've seen too many items that don't like the save DCs, which is starting to personally bug me.... ![]()
Staffan Johansson wrote: Also, were I making the cards I'd definitely focus on short-term buffs that come and go in a matter of rounds. Haste would definitely be in, as would Inspire Courage. Mage Armor would definitely be out. I'd also focus on stuff that gives multiple bonuses/effects. So Haste over magic vestment. Since it's easier to remember single effects compared to multiple. Some random +1 X bonus cards would be useful for those times you need to give out temp bonuses for stuff. |