Clockwork Spy

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Organized Play Member. 624 posts. No reviews. No lists. No wishlists.


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Cognates

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Now this is why i'm on these forums.

Cognates

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Kelseus wrote:
BotBrain wrote:


I feel like if we were gonna get shifter it'd be playtested. I'd love to hope but I just do not see it.

Not necessarily, especially if it doesn't have new mechanics, but instead has a remix of old ones.

If it's an archtype, which I didn't consider. we could see it, I suppose.

Cognates

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I think there really ought to be language that allows for trophies to be taken non-lethally, or even as quest rewards. It would give GMs another method to smooth out gaps in a Slayer's kit.

For example, lets imagine you're in a campaign full of fiends and undead, so all your trophies would be a variation of those themes. If you want something related to celestials, you'd be out of luck. (To say nothing of the roleplay implications of killing an angel!)

However, what if by doing a favour for an angel, it gives you a shed wing, giving you access to a trophy.

You can see how this would help a slayer out and maybe mitigate the serial killer vibes they give off, especially in a humanoid-heavy campaign.

Cognates

Also, very exicited by the mention of a new bard muse! Hopefully we see some other options for classes. Memory magic could lend itself to something for psychic?

Cognates

Kelseus wrote:

My guess would be in a format like Howl of the Wild and Rage of Elements. Lots of good ancestries, setting info and feats/archetypes/items. Then some great article and in character pages about the First World.

Nice to see the Sprite get a remaster pass. Also adding fauns seems like a no brainer after the minataur and centaur.

I am interested in memory magic.

Also maybe they can squeeze the shifter in there somewhere?

I feel like if we were gonna get shifter it'd be playtested. I'd love to hope but I just do not see it.

That aside I really do hope we get that nephalim but for fey vers heritage people have been hankering for. Edit: the listing says we do, oops.

Cognates

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Dark Oni wrote:

8. Adjustment

Item: Resonant Linings - Item 2
[Uncommon][Adjustment][Alchemical][Geniekin]
Type
Adjustments, Alchemical Other
Access Geniekin
Price 12 gp
Usage applied to an Agile melee weapon; Bulk -
Geniekin smiths know the techniques to line a weapon with alchemically treated metal tubes, that make it a slightly off-balance make elemental energy flow through it easily. The weapon gains the Resonant trait, but loses the agile trait and gains -1 penalty to damage.

Adjustment is such a fun trait, I really wish we'd see more of it.

With that in mind, I have my own!

**Item: Throwing Chain - Item 3**
[Adjustment]
Type: Adjustment
Price: 50GP
Usage: Applied to a weapon with the thrown trait and a range of at least 20ft. Bulk-
This thin yet sturdy chain be attached to a throwing weapon to retrieve it quickly. The adjusted item gains the tethered trait, but the long chain limits how far it can be thrown, the ranged incriment of the weapon decreases by 10 feet to a minimum of 10 feet.

This is something a player wanted to do once, but there were no rules for it. We never ended up using it but it's one of those things that I reckon people try a fair bit. The intent here is to offer an alternative to the returning rune. You get the extra rune slot, but you sacrifice some range and an action to return it.

Cognates

I've been mulling over the idea of Daredevil getting some kind of self-heal to simulate the "He's alright folks!" trope.

You know, you take a grevious injury, and then stand up again like nothing happened. I don't know how you'd integrate this into the existing chassis, but I thought it was a fun idea.

(Also temp hp from adrenaline should come online well before level 19, but i think we all know that)

Cognates

Squiggit wrote:

I think it's better to just remove the size requirement entirely. It just doesn't make sense to create a scenario where the daredevil's whole core conceit stops working.

I honestly kind of don't even know how it got this far. "All your features and feat disable against enemies that are past a certain size" is absurdly debilitating.

Even so I think they should still get it for free at level 1. You're a class that's very dependent on your atheltics maenuvers and you're going to be forced into it eventually.

Cognates

Yeah I think titan wrestler shouldn't work, and instead taking it should just be made unnessercary, at least for the daredevil feats. Otherwise it's going to be a feat tax, even moreso than it already is for daredevil. There's probably a case for them getting it for free at level 1 tbh.

Cognates

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Excellent, this seems much healthier for the game in the long term. Thanks for the clarifcation Maya and team!

Cognates

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That is the question:
Whether 'tis nobler in the mind to suffer
The slings and arrows of outrageous fortune,
Or to take arms against a sea of troubles
Ahem…

I figured there should probably be a dedicated thread for this because this is going to be the biggest discussion around the two classes. To get us started, I’d like to give my thoughts, but I am conflicted.
I think Daredevil just about justifies itself in a vacuum. We don’t have a dedicated manoeuvre class. The closest would be swashbuckler, but they’re still only doing them as a means to an end, namely triggering panache. Daredevil wants to trigger adrenaline to do more manoeuvres for the most part and has massive action compression to achieve this. I am also sympathetic to the idea that it would be awesome if this was the sort of things anybody could do. I guess that’s true for every class, but it really stands out here.

Slayer on the other severed monster hand, I just don’t see it. Mark quarry feels like it has very similar problems to investigator where there’s a real chance it just isn’t going to come up, which is the kind of specificity that I really don’t want to see on a class. If this were an archetype feature, this would be more acceptable, as hyper-specific archetypes are common, and people haven’t really had much of an issue with them. It would also let people use the more interesting part of Slayer (Trophies) on any class, which suffers from a similar problem as Daredevil where it really is just something anybody could do.
I doubt Paizo are going to pivot at this stage, and I don’t mean to denigrate the work put into these classes by saying “Ew I don’t want them”, but I think they both need more work to justify them as their own thing. Daredevil might already be there to be honest, but slayer needs more. I think I would lean away from the tracking aspect (especially since it feels very ranger) and more into the trophy-gathering aspect. People bring up Final Fantasy’s blue mages here, and I think that’s a good idea. Battlezoo have already tried something similar, so it could work.
I’m very eager to hear everyone’s thoughts because I’m obviously stuck a bit in the middle of the discussion and I’d like to try and make up my mind.

Cognates

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Hm this is a really fun idea! Would you mind if others (I.E me) joined in if inspiration strikes?

Cognates

graystone wrote:
BotBrain wrote:
The feat doesn't explicitly state "You cannot transform into objects with broader mechanical implications", but I think the intent of the feat is very clear that you're only mimicking the form of that object and gaining something like hardness is not the intent.

IMO, the feat seems to imply that you'd have to be able to transform into objects with broader mechanical implications. The form in the name can't be used if you take damage from heat/fire. Same for a wok or a waffle iron. Sledge hammers and mining picks would have to be hard enough to affect stone. A portable anvil, like what's in the Repair Toolkit, has to have the ability to survive being hammered repeatedly and not be damaged.

Sure but then we just go back to what I said about intent. The feat clearly intends you to use the tool or item as as a tool, not as a defensive shift. That's what I mean about "Not getting hardness". You have implied hardness because the tool works, sure, but there's no mention about capital H Hardness because that's not what the feat is trying to do.

Cognates

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The key phrase is "Assume that form" not "Gain the statistics of that form", so any strict mechnanical interactions are out.

It also doesn't say "You are an object" only that "You can function as that object for allies to use" so being a grain of sand doesn't mean you can be picked up and go invisible.

WRT to currency, it's not hard to imagine that the shopkeep you just paid an inordinate sum of currency to would immedietly notice that the platinum coin he was just paid has vanished, and put two and two together. That imo, is just the feat working as intended. You can do trickery but you need to actually get away with it.

Finally, I would point you to the following section in player core:

Ambiguous Rules wrote:
Sometimes a rule could be interpreted multiple ways. If one version is too good to be true, it probably is. If a rule seems to have wording with problematic repercussions or doesn't work as intended, work with your group to find a good solution, rather than just playing with the rule as printed.

The feat doesn't explicitly state "You cannot transform into objects with broader mechanical implications", but I think the intent of the feat is very clear that you're only mimicking the form of that object and gaining something like hardness is not the intent.

Cognates

QuidEst wrote:
BotBrain wrote:
exequiel759 wrote:

Braggart is already taken by a swashbuckler subclass.

Acrobat seems too closely related to Acrobatics for a class name IMO, more so when it sounds like the daredevil leans more towards Str than Dex.

Good thing I'm not naming them then. There's still got be something less anachronistic than daredevil though.

I'm confused why people keep saying it feels anachronistic. It's a very old-timey sounding word to me, one who dares the devil. Looking up the etymology, and yep... "dare devil", from 1684. If you want to give it a more fantasy feel, I think hyphenating it to dare-devil is a good way to go about it.

Now, in fairness, that might just be me. I know that when I told my friend about it, it was a good ten minutes of me talking about what we knew so far before they realized it was a Pathfinder class rather than a Starfinder class meant to ricochet off of spaceship corridors.

That's interesting, I didn't know the roots of the word. I think the problem in my case is that "daredevil" brings up a mental image of like, evel knievel. Perhaps i'll come around as that association diminishes with the more i see.

Cognates

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If Slayer is rich in bloodbourne-esque flavour not only will I not complain i will crawl through people's ethernet cables to fight them if they don't like it.

I am not kidding, neither the cosmos nor the mods can stop me

Cognates

exequiel759 wrote:

Braggart is already taken by a swashbuckler subclass.

Acrobat seems too closely related to Acrobatics for a class name IMO, more so when it sounds like the daredevil leans more towards Str than Dex.

Good thing I'm not naming them then. There's still got be something less anachronistic than daredevil though.

Cognates

exequiel759 wrote:

Its obviously a bit early to judge but from the get go I'm not really thrilled with the idea of either of the new classes. I honestly don't think we needed a 3rd monster hunter class in the system, and while a beefed up gymnast swashbcukler is welcomed as I feel the gymnast while not bad per se it plays vastly different than what people want out from a swashbuckler, for what we seen about daredevil I don't really know why it couldn't be a class archetype instead.

Also a bit of a dumb critique, but I honestly don't like the names. When I read the word daredevil I think of the Marvel superhero more than a TTRPG class and I'm not even into superheroes at all. Slayer also feels like a B rated horror movie-inspired class name for a class that supposedly hunts game and collects trophies.

Though not like I can think of better names though. I guess I would be more okay with "hunter" for slayer. People are already thinking of the 1e slayer even if they seemingly aren't related, so it wouldn't make much problem if people thought about the 1e hunter either.

Braggart seems like a good one. If we didn't have acrobat as an archtype I would have suggested that too.

Cognates

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I mentioned in the thread on quality that I tend to catastrophise at the first sign of trouble, so I'm probably overcompensating, and feel free to idk hit me with a rolled up newspaper if I am, but I really think we should wait to see the classes properly before bemoaning the end times.

Daredevil (slightly anarchonisitc name aside) sounds fine. There is definetly overlap with monk and swashbuckler with the emphasis on manevuers, but it looks like it interacts with them in a very different way. I'm honestly more reminded of some wrestling homebrew I've seen for DnD 5e than I am the PF2e monk and swashbuckler, but again, we haven't seen the whole thing, so I could be wrong.

Slayer... mmm.... I'm a bit less charitable. Again, need to see it, but it just sounds like it could be an archtype. A big archtype, sure, but I'm not seeing that distinct mechancial hook.

I hope that's clear, as I said I'm very bad at keeping a level head when I start deciding that one bad bit of news will ruin a game i can manually change the rules for.

Cognates

It's always good to hear from people around Paizo :)

(Also, Avalon is wonderful, what a well-dressed dog!)

Cognates

Some of these are insane I love them.
Also, what ancestry is on the first postcard?

Cognates

The Only Sheet wrote:

@BotBrain

Goal: Not lose our Warhorses to the various creatures attacking them when exploring dangerous areas.

So something that would make Horses un-appealing to creatures - or is that too broad of an ask?

@Easl
No, it could be something else - as long as it would prevent us from losing our Horses...

I see there is an "Animal Repellent" on AoN, but that is not exactly what we need.

If we're going homebrew, the boring path is to make something with the effect of sanctury but over the whole day. Add a provision that it cannot be used on PCs (or language to that effect) and I'd probably start it off at level 6 or so, but that's a bit of a guess. If I had more time I'd write it up nicely but I hope that suffices as a pitch.

Cognates

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I'm not the biggest fan of it for a couple reasons. One is it can really suck to have a cool archtype locked behind an ancestry (and while GMs can give fiat, this isn't always applicable), and two is I really dislike biological essentiallism in fantasy. I get it is part and parcel to the genre, but a lot of the pf1e racial archtypes were almost entirely cultural, and the limiting felt weird.

Now that being said, PF2e has experimented with them (See the highhelm archtypes, ostill host) and I like that they're uncommon with acess for that ancestry, as it retains the cultural and biological flavour without hard limiting it. More of that would be welcome.

Cognates

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Theaitetos wrote:
The Raven Black wrote:

We have the errata on the free action / reaction amp :

"On page 12 after “If the next action you take is to cast the psi cantrip, you add the amp effect.”, add the sentence “If the spell is a reaction or triggered free action, instead spend the Focus Point as part of that action to add the amped effect.”"

I'm really glad I brought that up so fast. Errata for a book published just a few days earlier is a rarity (novum?).

It's happened a few times. I assume what happens is it's found as the book is going to print. I remember exemplar dedication was given an errata to be rare pretty swiftly.

Cognates

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I understand as each "dice roll" is a single instance of damage.

For instance, the flaming rune is seperate dice from the greataxe, so it counts as an instance. however, the cold iron slashing dice from the greataxe is one "dice" so it doesn't apply twice.

Cognates

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Trip.H wrote:
BotBrain wrote:
Trip.H wrote:
This is a false equivalency. Stunned 1 is not meant to end your turn. Stunned 1 being turned into essentially stunned 4 because of timing alone is clearly unintentional. The conditions you mentioned are working as intended when they end your turn.

Stunned was blatantly among those, literally using the same rules wording of "can't act" as Petrified and Unconscious.

It also having a counter that decremented was irrelevant to it being a very hard cc like Paralyzed.

The errata even unambiguously says this "can't act ends turn" was always the case, but they are electing to change that.

Quote:
Previously, it could be much stronger to stun a creature on its turn than on your own.
Meaning, that is indeed what it used to do before they chose to nerf the Condition.

What do I even say? What other condition in the game becomes four times as strong because you did some trickery to time it right? The fact that stun ends your turn sounded like a an oversight where the interaction of gaining short-term loss of acting on your turn was not considered.

It makes sense that something that takes up your entire turn ends your turn. It does not make sense that something that takes up one third of your turn ends it.

I don't know why you're deferring to what it used to do, because that was, at least from my perspective, very clearly erroneous.

I also don't see how Galvanic Chew has anything to do with this. With the errata in mind it just lets you try to waste an enemies action. It's certainly not written based on the assumption it ends the turn there and then. You don't even think it's good if it did!

Cognates

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Trip.H wrote:
"" wrote:
It's also just a bad interaction. Stunned 1 removes 1 action. It should not remove potentially 4 actions just because of timing. That never made sense.

Man the hivemind is just completely out of touch on this one.

Petrified, KOed, Fleeing, Confused, and even kinda Paralyzed, ect, all essentially mean your turn is over.
Stunned was not some crazy outlier, it was one of the "seriously dangerous" Conditions, and was appropriately rare.

Are folks going to start whining about loosing the rest of their turn actions if they get KOed to a reactive strike? Get Petrified?

This is a false equivalency. Stunned 1 is not meant to end your turn. Stunned 1 being turned into essentially stunned 4 because of timing alone is clearly unintentional. The conditions you mentioned are working as intended when they end your turn.

Cognates

It's a bit weird. The way the "Regardless of whether you can already cast spells or gained the ability from this dedication," is seperated out would imply that the prior paragraph is meant to only apply if you can't already cast spells. Which would then imply A. But I'm not super confident either.

FWIW if I was your DM i'd let you use interpreation B because an extra cantrip is fun.

Cognates

What is your goal for the item? Do you want it to prevent attacks entirely, or make an attack unviable (for example, damaging the attacker) or something else?

Cognates

I mean then why are you asking, it's not like you need us to tell you what to do. Interpret or adjust the rules as you see fit for your table.

That aside I really don't think it's going to be a problem either way you rule it. A thaum probably doesn't want to duel wield anyway, and being able to chose between which weapon your strike with is not enough of an upgrade to do anything.

However, reading it as "holding a weapon, including a gauntlet, in their other hand disables the implement" seems like a pretty silly conclusion. The game normally explicitly calls out when you need a free hand.

Edit: NVM, implement's empowerment does contain this language. I am the silly one who confused the reaction for implement's empowerment. I do think the gauntlet thing is splitting hairs though, as technically correct as it is.

Cognates

Prince Maleus wrote:

Any speculations on new and Remastered Magics from the Book of Unlimited Magic section?

Elemental and Rune Magic have both been remastered in Rage of Elements and Rival Academies.

But what about Shadow Magic or Ley Lines?(These two were my personal favorites)

Back when Secrets of Magic was announced, I remember Erik Mona said the was a Blood Magic section that was cut for spacing but would get added to a more appropriate themed book.
That's something I'd like to see as well.

What other types of Magic would you like to see?

There is a blood magic archtype from one of the APs: Sanguimancer. It's actually bit weird and experimental and when I first read it I wondered if it was a first attempt at trying something similar later.

Cognates

Someone else has already said Gorum's armour but the devourer being in there was so cool I loved that reveal.

Same with Norgorbor's name. The fact that the secret ceased to be interesting or valuable was so very clever. No notes. 10/10.

Cognates

Can minons not already do that? I've always assumed they've had access to all the generic actions.

Edit: Wait i'm being dumb it's a reaction, that's why they "can't" do it.

Cognates

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If nothing else we can rename this thread "Everyone loves Maya"

Cognates

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Yeah I think it's worth considering the intent of the implements here. The implements are intended to be items held in one hand that (for the most part) block you doing things with that hand that aren't called out in your class or its feats. Though weapons are a bit weird with that given free-hand weapons are viable.

Hence, things like shield boss + shield or fused tome are probably going against the intent.

Now, would it be a problem if your GM let you ignore that, especially with the tome idea (which is a good idea, I like it), probably not. As Quidest said, that's a lot of investment for not much mechanical weight.

Cognates

Spell DC will be a bit of a problem, but the occult list does have some great buffs that don't need a DC at all. I quite like time jump, for instance, though there's plenty of options out there. It's a shame you don't have the space and wis for medicine because organsight is always fun (and kinda horrific).

I also agree with the above on directed audience, nothing you've got benefits super heavily from it. I'd probably swap that out for something else.

If you don't want bard, I'd say marshal. It's really good.

Cognates

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Teridax wrote:


Although I do think there has been a real drop in the consistency of rules writing post-remaster, I don't actually think that's the main issue for me: really, I'd be absolutely fine with a drop in quality if the underlying assumption was that things are in a healthy enough place that it'll pick back up in the future. What worries me much more is that behind the scenes, it appears the developers are severely burnt out from constantly working under crisis conditions over extended periods of time: one former Paizo employee mentioned they were working 11-hour workdays, and another said they were severely burnt out from the company's production schedule, and the only thing that was keeping them around was the free healthcare. That, to me, is not the sign of a company that's in a healthy spot. The remaster added a lot more books to an already packed production pipeline, and that kind of addition tends to come with crunch and burnout that doesn't seem to have been...

I am getting concerned the more I hear about the working conditions. I wonder if it's something we should make a bigger stink about. I'm aware it's a common problem in gaming and similar industries but I'd love the people making one of my fave things to work proper hours.

Cognates

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Yeah +1 to devs not ad hoc correcting things. Go read sage advice for 5e and you'll see why I think that. No disrespect for jeremy crawford but it's very apparent he was firing off rulings with zero forethought. Maybe for real problems like you mentioned but otherwise.

Cognates

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Thank you Tridus, I appriciate the response. It's very helpful to have all this stuff written out to help contextualise things.

Cognates

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This is something I’ve been wondering, and I’m going to type out a long response, almost as a way of getting my thoughts in order. I’ll break it up into sections.

What level of quality degradation would be a problem?:

This is the key thing to answer for me. What would “decreased quality” look like? I moved over from 5e in 2023, so it makes sense to consider what made me choose pathfinder over 5e. One was the fact WOTC attempted to destroy the industry, which I’ll get back to later. Thinking about it, there’s three major factors.
- I can trust the books to not blindside me with something comically overpowered or disruptive. In my mind this would be something like 5e’s hypnotic pattern. A spell that allows a player to completely swing a fight without any real effort.
- The books provide adequate guidance, inspiration and new mechanics for GMs to play with, rather than just being more options for players
- I don’t need to excessively meddle with the system to get it to do what I want, and any homebrew I do want to make is simple to integrate and balance.
So, has that happened yet? Points 2 and 3 still hold true. The only exception would perhaps be the mythic rules, which if you’re playing with certain class combos, you’ll need some GM fiat to get to work. The rest of the system however remains pretty good at eliminating ambiguity (certain options notwithstanding) and will often call out when something needs GM fiat. Uncommon and Rare are still being used appropriately with the possible exception of exemplar dedication, and that puts a lot of control in my hands as a GM, and I appreciate that.
Option 1 is perhaps a bit more difficult to answer. Pathfinder does still have swingy options, but it always has. The closest we get to a hypnotic pattern would be spells in the vein of slow or synthesisa, but those aren’t post-remaster. Blister bomb comes close, maybe. But otherwise, there’s nothing I’ve seen that’s player-facing that is screaming at me to disallow. Spells are certainly starting to trend stronger but given how the number 1 complaint about the system is that casters don’t get to be powerful, I’m willing to play ball a little longer and see if this causes problems down the line. After impossible magic, I think I’m going to be able to form a more solid opinion on that, as we’re going to see SOM spell reprints, and seeing how those change will be informative.

How have I found the products themselves?:

I am going to count Player Core 2 as the start of the “post remaster” period, as any book published after that will have been written with the entirely of the remastered core in mind. Saying that, here are the books I’ve purchased since then.
- War of Immortals
- Battlecry!
- Tian Xia Character Guide (+World guide but that was before PC2)
- Divine Mysteries
- Rival Academies
The only book I have been disappointed with was WOI, mostly because I think the mythic mechanics missed the mark. The flavour is excellent but I’m not a fan of having the calling system. I would have rathered just pick the destiny at level 1, perhaps with destiny-neutral feats that relate to given skills. If we were to talk about slipping quality control, I think this is an example of something that really needed a playtest, because there’s so many small issues that needed ironing out, and because of how big they are, I don’t know if we’re going to see clean errata for it. Exemplar dedication is also a questionable decision, but I don’t allow exemplar dedication in my games, so I’ve never seen it in play.
We’ve also seen playtests be used to great effect. Guardian was a fantastic 180 from its playtest state, and it does keep me optimistic for other class books, as it seems Paizo do listen to feedback enough to fix the biggest issues.
Otherwise, I’ve adored every book I’ve bought, and I’m eager to get my hands on draconic codex. Whatever minor mistakes each book has, and there are some, I don’t think it’s anything out of the ordinary. Remember that arcane cascade didn’t work RAW for years.
I also haven’t bought any starfinder books yet, but I have no major objections to anything that has been done over on that side. The classes are well done, and the errata was also mostly excellent and fixed some of my personal pain points with the system.

Errata, Communication and other mistakes:

This, I suspect, was the impetus for making this thread. There have been some major stumbles in Errata. Spring 2025 was a major disappointment compared Winter 2024, which was generally excellent and fixed many real problems (Including some massive magus buffs, which I think people have forgotten Paizo did). Then, the lack of any Winter 2025 errata stung, especially since it seems Paizo didn’t feel there were any issues worth fixing. While I am normally on the side of “A lot of these issues are probably not that big a deal”, there are a couple of issues like Oracle Spells that are not so clear cut. The handling of imaginary weapon has also given me pause, because it doesn’t feel very intentionally done. I feel like three fixes were proposed and all three were thrown at the problem, rather than taking the cleanest option of disabling amp cantrip + spellstrike.
Communication has also been annoying. Maya has done a great job since she joined the team, but even then xe can’t really tell us what we want to know sometimes. (No disrespect to Maya there, it’s the nature of the job. If Xe spoiled everything, or told us things that are in progress, it’d be a bigger problem), especially in relation to the things we really want to know, such as what’s going on with Tech Core and the Starship playtest, or whether certain pressing errata candidates are being considered. The worst offender for this was rogue saves, which really needed to be cleared up much sooner. The fact that announcements often do not go up on the website until days after Paizo lives is also frustrating. Twitch is not a good medium for scanning for specific bits of information, and as I refuse to use reddit, I’m often out of the loop for a few days.

Paizo as a company:

There’s also been a couple things Paizo the institution has done. The CUP scuffle was unnecessary and while it ended okay, I’m still side-eyeing that entire situation. I’m willing to give the benefit of the doubt that it was an OGL-imposed hasty decision, but I do not owe companies my loyalty and it is something I’m going to keep an eye on.
I don’t use the store at all, but the second-hand opinion I’ve gained of it is also poor. The Opt-out instead of opt-in for the subscription is bad and doing it before a book people may not want to buy is scummy.
I’m also alarmed by the comments I’ve read that Paizo staff are working 11 hour days, and I think that should stop. Businesses need to make money, and I understand that, but this shouldn’t happen, and if it costs us an extra book a year, that’s fine with me. This is probably the thing in this post that would make me quit soonest, as it’s already in an unacceptable, though tragically common, state.

So, am I worried? I don’t know. I am genuinely delighted with probably 90% of Paizo’s output, but the concerns remain around that 10% which gives me a lingering sense of doubt. I would be curious to hear from some of the long-time players around here, as I suspect by the standards of the forum, I am quite young, with a tiny TTRPG career. Are these concerns things that have happened before? Not to overshare on a forum, but I'm a very anxious and paranoid person, so I'm very much prone to thinking everything is about to go wrong, but this writeup seems to me to not be the most dammning indicitment. As I said, I'm conflicted.

Cognates

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I don't think its as unlikely as it used to be. We're definetly seeing an increased amount of post-release support for non-core classes in the past few books. Magus, Inventor, Thaumaturge and Summoner have all got stuff in the past year. That's not bad, by paizos standards anyway. (Also non-core ancestries have been thrown bones, that's really good to see).

I would urge caution against hoping for new options to fix the class, we'll probably get new stuff eventually but it's not going to solve a lot of people's pain points.

Cognates

A

Regenerating your vials aren't an exploration activity, you don't need to declare you're doing it, and in narrative you are picking plants or mixing vials every now and again. There's no reason that would significantly slow you down. It is no different to other abilites that naturally return over time.

We're not "ignoring" the bolded text, it just doesn't apply here.

In addition, there's no reason to limit it, and limiting it is a massive nerf to alchemsists that just isn't warrented. This would also make having an alchemist in the party painful, and actively punish the party for it.

Cognates

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Yeah if you are going to push someone you really need to be reliably able to pull it off, otherwise you're getting your party into position for no reason. Abilities like IW really ought to specifiy you *can* push them but you don't have to.

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I'm looking at Polar Ray and Hydraulic Push right now and they both double on a crit?

One example that doesn't is vindicator's mark, but it oddly doesn't have the attack trait so something funky is going on there.

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Kitusser wrote:
Unicore wrote:
They made it force damage and dropped it one damage die, and it is only one unique cantrip that never worked as a “bread and butter” combat spell (for the psychic). Its adjustment barely affects the psychic at all. If you want to be a blasty psychic you go oscillating wave. Shield is the powerhouse psi cantrip of tangible dream.

How does making it Force damage make up for the damage loss?

I don't nessercarily agree with dropping the damage but force damage is just not resisted by 99% of creatures, which is why force options tend to have decreased damage.

Cognates

Xenocrat wrote:
You can have them all up at once. And you should.

Thank you!

Cognates

Hi, I've checked if this has been answered elsewhere on the forums and I can't find it, but for some reasons I can't get my head around manifestations. Are they "always active" as long as I'm attuned, or do I have to pick one per attunement?

Cognates

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LoreMonger13 wrote:

I'm honestly less excited about Impossible Magic now that I know it's going to be the Remaster's answer for Secrets of Magic. Sure, they would cut out a lot of the OGL fluff and special alternative rules, but that space was probably quickly eaten up by the two additional classes on top of Magus and Summoner, which themselves were not simple classes that were economical with page count.

I will hope that this will be more than half wholly new content, but the 240+ spells sounds a lot less impressive when you realize how close that is to the count from Secrets of Magic, and Spells made up a very, very large section of that book.

BUT, I will say it was a smart decision on Paizo's part as a means of getting the Magus and Summoner up to speed with the Necromancer and Runesmith. Just feels less "special" to have two wholly new classes introduced with a lot of upcycled content, if that makes sense.

I'll definitely still be getting this, don't get me wrong. I just hope we get some cool surprises that make this feel less like a revisit to old ground.

I am hopeful that the returing spells will see some pretty liberal revisions. If we're honest, there's a lot of spells in secret of magic that are just... bad...

But yeah I'm a little apprhensive about how much of this will be "new" stuff. If Magus and Summoner are reprinted mostly as is (and I'm going to be honest with everyone, I really think that's what's going to happen.*) it's going to sting a little.

*Magus and Summoner have both had stuff added in the past year, and I don't know if that's something Paizo would do if they're planning drastic overhauls to the class within the year.

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We do already have canon alternate timelines in both Starfinder and Pathfinder. A lot of the time themed spells refer to them. There might be a fun precog character in there. Someone who zooped over from pathfinder to starfinder.

"no no no you don't get it, nocticula is a good person now, trust me"
"What do you MEAN rovagug disappeared with the planet?"
"Oh I know what happened in [Year]. It was when umm... uhh.."

Cognates

I think you've misunderstood the special text.

The special text isn't saying "You can take this feat more than once", or "the feat has additional effects as you level" it's saying "Unlike usual for feats you can't retrain, this feat can be taken above first level"

All this feat does is change your size catagory whenever you take it, and you then can't take it again, as usual for feats that don't explicitly state you can retake them.