Brix's page
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Josh M. wrote: Brix wrote: Since WotC will support multiple iterations of the game I wondered if they will use 3.5E or Pathfinder for the 3E era. Sigh.
Please, please show me where it says WotC will be doing this. The new iteration of D&D is drawing inspiration from all eras of play, not outright going back and supporting previous editions again. Wasn't there a note that campaign settings like FR will be supported by (light)rules for all eras?
Since WotC will support multiple iterations of the game I wondered if they will use 3.5E or Pathfinder for the 3E era.
If WotC adhere to their plans, I'm sure the number of people that buy the new rule books (at least to try it out) will be significant enough to hurt paizo. You can spend your money only once. The D&D brand is the original, Pathfinder is (only) a (very good) derivate of the original game. Paizo was successful on one hand because its a very good company, and on the other hand because WotC failed. At a very, very early stage in during the 4E marketing campaign it was clear, that the new iteration of the game would dissapoint a huge number of gamers. I can't see that now.
The opposite is true. I'm very positive about the new edition, although I really "hated" WotC for taking away my toy.
WotC is still a giant, and compared to the 5E feedback so far (even in the main press), the cool projects of Paizo, like the MMORPG or RPG Superstar, etc look small now.
Don't get me wrong. I love Paizo as much as I hated WotC, but imo, Paizo needs to find an answer to this challenge.
My idea: Make a lightweight, PRPG compatible, fast to play version of the game, because that's the trend. 5E will surley be fast to play.
Dragon Age is a good example for a fast-play d20 related game.
For me Pathfinder (3.75E D&D) is very close to being THE perfect RPG.
IMO it has only one significant flaw. It's very cumbersome to play, even though I'm a veteran gamer who played through all editions of the game.
As it happens to many fellow gamers, our group can't play at the same rate as we did 25 years ago, when we went to school.
So when we play (once every month or so) I sometimes can't remember the rules. In critical situtations you have to look up the rules, which takes a long time, and disrupts the game flow.
You can argue, that the DM has the final word, etc. But since there IS a rule for almost any situation, we look it up when needed.
2E for example was much faster.
To answer the OP's question: 5E can make the game much more faster.
But Paizo can do that also, by releasing a lightweight fast play ruleset, based on the big game.
To be frank, I fear that the D&D 5E plan is very clever, and Paizo should think of a counterspell quickly, otherwise 5E (if successful) will be a black hole, that will consume everything.
* d20 core engine
* no feats (like in 2E)
* 4E skill names
* vancian spell system
Gary Teter wrote: cibet44 wrote: Or maybe, rather than go to "war", everyone should just blindly go along with whatever the industry leader produces without voicing concerns or opposition or alternative? Oh wait, circa 2008 you certainly would not have wanted that. Maybe today you would though, ha! ;) Customers choosing where to spend their money isn't a war. What I'm talking about is trash-talking the choices other people make, which is uncool and doesn't help either the conversation or the health of this industry as a whole. I think the "war" started because the gamers had no options. They spend a lot of money on products that were not supported anymore by the industry leader. No we have many options. Pathfinder, 4E, retro clones, and at some point in the future 5E (that aims to embrace all gamers again)
I don't think, that there will be another "war" like this, because everyone has his niche now.
Kelsey MacAilbert wrote: What about Nerd Rage Olympics? brilliant!!
Snorter wrote: How about 'iteration skirmish', instead? awesome!!
Gary Teter wrote: I hereby declare that I would like to see the phrase "edition war" die a quiet, lonely death. I'm not sure if this would ever happen. That term belongs to our hobbie's history of the game like: vancian, crunch, fluff.
Maybe there will even be some sort of dictionary, explaining these terms. Would be a fun read in about 20 years ;)
But to be serious, there is no more need to struggle over the various past iterations of the game anymore.
And it's to early to struggle over the new ones.
So let's enjoy this time of peace, and prepare a new session of d20 based roleplaying fun.
Yora wrote: What? People now only debate about all Edition since 1979? No more debates about the very first Edition? Ehmm. Should it be editions war?
Sorry I'm german I'm not used to herald war victories ;)
We fought long and hard. Finally our enemy is defeated.
However there is a shadow looming on the horizon. Friend or Foe? Only time will tell.
Mosaic wrote: Would that work? Instead of a +1 level metamagic, you have to make a, say, DC 20 Spellcraft check to modify your spell. Maybe DC 25 for +2 level and DC 30 for +3 level?
I don't play caster that often and am just starting to play with metamagic, but I'd like to find a better way of involving Spellcraft, especially in the actual casting of spells.
I have a complete skill based casting system.
If you want to use meta-magic the caster check becomes harder
DM_aka_Dudemeister wrote: Letters or words? letters, please. (I'm used to that)
Of course these are estimates, based on my experience as a non-gaming publisher. But I think the smallest unit (600 letters) is enough to touch a topic, while not causing to much work for an individual author.
You can of course write more, however since the final page count must be divisable by four, we may have to cut here and there.
Hi everybody.
I was challenged that it is not possible to create a quality product for a relative small amount of money.
I'm a publisher for a non-gaming magazine, so I have a little background to get this thing rolling.
Since I want to use Pathfinder rules for this product, I'd like to use this thread to collect the stuff. I already invested a little bit into the developing of a map, that you can use as a start.
I'm aiming at a generic and easy to use campaign setting for starters (and pros alike)
I hope you like the idea, and I'm looking forward to your submissions.
In order to get things up and running there is a deadline: 16th January.
Then we'll see what we have
Here are the Rules
THE RULES
* You submit your ideas here
* Although not every entry will make it in the book, every contributer will get a free copy, when the product is finished
* All new crunch will of course be open content
* compliant to Pathfinder RPG with regards to rules and formatting
* I take care of the layout and missing artwork
ARTWORK
* If you want to contribute some artwork, feel free to drop a note as well (with a link to your art)
EDITOR
* Since I'm not a native speaker I need someone to proofread and to streamline the draft.
RACES
* Twists for existing races (not so much rulewise, but fluffwise)
* Exciting new races
CLASSES/ ARCHTYPES
* Since it's hard to create cool new base classes, I'd suggest you create new Archtypes for the setting
NEW TRAITS
* max 600 letters per trait
ORGANIZATIONS
* 600 letters for description
* NPCs (short stats)
PRESTIGE CLASSES
* There are many articles describing, what a good prestige class is
* 600 letters for description plus crunch
THE KINGDOM OF CALHALIGON OVERVIEW
The Kingdom of Calhaligon stretches approximately 3000 miles in diameter from north to south and covers about 6000 square miles. Most of the land is wilderness (76%, 4600 square miles), the rest is civilized area (24%, 1400 square miles).
A total of 252,000 people of different races live in Calhaligon, with about 42 per square mile. Most of the population lives in urban regions (91% 231,840 people). Only 5 percent (12,600 people) live in cities. The rest (3%, 7,560 are wandering or have no residence). These number change slightly, depending on the season.
The biggest urban population centers are:
* Thunderhold 9445
* Gatetown 1635
* Elvenwatch 1520
LOCATIONS
* 1000 letters per write up
* find a map of locations here: http://2.bp.blogspot.com/_TlrSHDUFt20/SJ6PRuEH02I/AAAAAAAAAWk/OGO_jBCmm9A/s 1600/motherland-tex.jpg
* Description and a "campaign secret"
DEITIES
* find some good deities here: http://3point75.blogspot.com/2008/08/motherland-campaign-setting-part-3-goo d.html
* find some evil deities here: http://3point75.blogspot.com/2008/08/motherland-campaign-setting-part-3-evi l.html
* Feel free to modify the domains
* 600 letters for the description of the deity should be enough
NEW EQUIPMENT
* 300 letters per write up
MAGICAL ITEMS
* 600 letters per write up
ADVENTURE HOOKS
* One liners
* or 1500 letters write up
MONSTERS
* 600 letters for description plus crunch
And thus starts the second elf-ear-war
Tekeno wrote: I’d just like to say that all the art from the Pathfinder Rule books and adventure paths are just stunning. I was wondering if Goblinworks was going to work with Paizo artist to bring that style into Pathfinder Online, or is PFO going to create its own art style for the game?
Either way, I’m super stoked for a Pathfinder MMO and I’m sure it will look pretty; but seeing the art from the books come to life would be really awesome.
I love Pathfinder artwork, except the mangar elf ears ;)
Kthulhu wrote: There's also the recently released Neverwinter Nights Complete. It contains:
Pirates of the Sword Coast
Infinite Dungeons
Wyvern Crown of Cormyr
And finally, one last free expansion pack for Neverwinter Nights can be downloaded: Darkness over Daggerford.
So, Neverwinter Nights Complete, for the price of $30 and a bit of downloading time, gives you the equivalent of a dozen games.
Linky?
superfly2000 wrote: I think this forum isn't so bad.
I've seen a lot worse when it comes to MMO's....
About asking people...I don't know if that is the right way. Thats like putting "the people" in the developers seat and basically asking them to develop the game for you. Usually ends in all games being the same (have we seen it before?).
I'm not saying to not let the community discuss and then tune in on the conversation or eavesdrop and perhaps even find some inspiration...but their product has to be their own.
Well I think that asking people does not hurt. When there was no internet companies had to spend a lot of money on market research.
I don't think, that they put people in the developers seat. Look, when Pathfinder RPG was beta tested, a lot of popular alternate rules were dropped, in favor of what we play today. So they don't just sit back and let the pepople decide everything. And Pathfinder Beta was already written, before it was tested.
I think the same approach is used now, and that the developement is much more advanced, then we think. They start to slowly lift the curtain, and check if they are still on track.
I really can't say much about other MMO boards, but I know this board well, and always enjoyed the polite and cooperative tone. So I was a little bit shocked. I wasn't very polite either at the wizards board during the peak of the edition wars, but that was because I felt betrayed. This is something entirely different, since Paizo/goblins are creating something'new'. That's why I don't understand comments like "I'll never buy a book if you don't do the game my way"
Paizo is a company that earns money. As such they are subject to criticism if something went wrong. This is ok.
Paizo is also a company that is imo a role model with regards to customer care.
They give away free beta rules, ask for your input, answer your questions, are active at social media plattforms, offer contests like the RPG Superstar, etc.
On a side note, they publish the best iteration of D&D related gaming so far. They even banished the undefeatable giant on rank number two.
Paizo is absolutly awesome.
Now they are building a computer game (with a partner). I'm sure it will be awesome at the end. They don't develope the game in a dark and hidden laboratory, but again ask people about their input.
I really finf that comments like "if you do this or that, you'll piss me off" are not appropriate.
I think it's ok to give suggestions, but not to threat someone.
I want that the team is motivated and that they do the best possible product. I don't want them to be frustrated, before the released the first single screenshot.
ElyasRavenwood wrote:
Are there players out there who would prefer that there be little to no PVP in the pathfinder online game?
Thanks
As I put it somewere else, I'd like to have a choice. If both players declare that they want to fight each other its ok.
However I don't want to be constantly and randomly attacked by overpowered x-men.
superfly2000 wrote:
I think a similar game system as NWN in a more modern graphics MMO can actually become a big hit.
+1
Make it Golarion-falvored, but also easy for players to invent their own, worlds, places, npcs, deities, etc.
NWN was the best concept so far!!
I don't if this has been done before or if it is even realistic:
You can declare another player (or another faction) to be your enemy.
If the other player declares you to be an enemy too, they can attack each other. Otherwise not.
That would solve the pvp problem.
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isometric rules!
3D sucks!
(for me)
Suggestion: Give use some rules to play with.
Basically I like skill-based based games (including a casting skills), and I would love to test it on our gaming table.
My two cents:
MMO - personally I'm sceptictical of MMOGs. I'm aware of the huge success some of these games have, but everytime I gave such a game a chance it was either a huge emptiness or filled with freaks. Both things were not fun. However I think that paizo is one of the finest companies in the world and that this also reflects the fans. So I think I has the chance to offer an actual roleplaying experience.
Sandbox approach - Absolutly yes. With the above mentioned risks and chances
Keep it generic / like NWN - While Golarion is certainly one of the best settings around, I'd love to have the opportunity to create my own sandboxes, with my own npcs, deities etc. Consider that there are many - let's say - FR-fans that are playing pathfinder. So I'd start with Golarion presets but allow players to create their own worlds.
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If you play an early era game. You can perfectly use the gunslinger class. There should be rules about certain modern weapons floating around.
You can use them as written.
If you want to use laser weapons you can take this:
Laser Pistol
Dmg (s)1d6 Dmg (m) 1d8 Crit X4 Range 40 ft. Capacity 1 Weight 3
All attacks with a laser weapon are ranged touch attacks agsinst mundane armor. If your wear special combat armor attacks are performed as normal ranged attack.
Laser weapons do fire damage
Laser weapons have the scatter quality, however you do not need to change ammunition. You can switch between the modes as a swift action
A power cell holds enough power for 50 shots.
Treat a laser weapon as a magical item. In addition to high purchase costs you might need a licence to wear a laser weapon.
Phaser weapons work similar. They cause negative energy damage.
Ah I forgot to include prefered classes:
Klingons: Fighter, Inquisitor, Barbarian
Vulcans: Psion, Cleric, Monk
Bajorans: Oracle (Light), Bard, Rogue, Cleric
This one is fun:
Bajorans
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
ABILITY MODIFIERS
+2 Dexterity, +2 Charisma (2)
LANGUAGES
Common, Bajoran, plus any (depending on Intelligence score) (2)
RACIAL ABILITIES
Pagh: Similar to clerics bajorans have a particularly powerful aura corresponding to their alignment (see the detect evil spell for details). In addition a bajoran can employ the effects of owls wisdom once per day as a spell-like ability, through short meditation. The duration is one minute per character level (2)
Skill Bonus: Bajorans gain a racial +2 bonus to two of the following skills: any knowledge skill, Liguistics, Profession, Perform, Perception (4)
Considering some feeback I have redone Klingons and Vulcans. If you find Vulcans to powerful. I'd suggest to drop the bonus on perception.
Klingons
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
ABILITY MODIFIERS
+2 Strenght, +2 Constitution (2)
LANGUAGES
Common, Klingon, plus 7 bonus languages (depending on Intelligence score) (1)
RACIAL ABILITIES
Forcefull Personality: Klingons recieve a +2 bonus on intimidation checks. (2)
Warlike Demeanor: Klingons suffer a -2 penalty on diplomacy checks when dealing with non Klingons. (-2)
Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of their vital organs to help them survive. Called brak’lul, this redundancy, which includes an eight-chambered heart and two livers, makes it harder to kill a Klingon. When you would normally be subject to a critical hit or precision damage, there is a 25% chance that that additional damage will be ignored. You also gain a +10 racial bonus against stunning attacks. However due to their physiology they suffer a -2 penalty on any medical diagnosis or treatment used on a Klingon. (4)
Spined: Klingons have ridged spines, chests and feet. They gain a +1 natural armor bonus. (2)
Weapon Familiarity (1): Klingons are proficient with their traditional special melee weapons (such as the bat'leth, d’k tahg, and mk’leth) (1)
Vulcans
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
ABILITY MODIFIERS
+2 Strenght, +2 Intelligence (2)
LANGUAGES
Common, Vulcan, plus any (depending on Intelligence score) (2)
RACIAL ABILITIES
Skill Bonus: +2 racial bonus on perception checks (2)
Desert Runner: Having evolved on a planet which was mostly desert, Vulcans developed ways of surviving in desert conditions Vulcans receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Poison Resistance: Vulcans gain a racial bonus on saving throws against poison effects equal to their Hit Dice.(1)
Telepathy: A Vulcan can forge a mindlink to on other willing creature he touches that has an Intelligence score of 3 or higher. The mindlink has a duration of 10 minutes and can be used two times per day. The Vulcan can communicate telepathically through the bond even if he does not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). If a Vulcan takes levels in a psionic class, he instead gains the Psionic Talent feat. (2)
Trance: Vulcans learned to gain conscious control of many of many body functions, allowing them to regulate their bodies to a high degree by simple will power. When injured a Vulcan could go into a trance-like state, using this ability to concentrate all of his or her energy onto repairing the injury.
When a Vulcan regains hit points by resting in a trance he recovers additional hit points equal to half his Constitution modifier (minimum +1). (2)
Arrogance: Vulcans suffer a -2 penalty on diplomacy checks when dealing with non Vulcans. (-2)
Dame Desnus wrote: ORION
Type
Humanoid (Orion) [0 RP]
Nice. These green girls are really sexy :)
http://www.youtube.com/watch?v=LSgG5M6ANn8&feature=results_video&pl aynext=1&list=PL1F279CA77633FFBD
Set wrote: A random Star Trek race concept, along these lines;
Deltans
======================
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
ABILITY MODIFIERS
+2 Constitution, +2 Charisma (2)
LANGUAGES
Standard (1)
RACIAL ABILITIES
Eternal Hope (2)
Skill Bonus (2): Diplomacy
Skill Bonus (2): Sense Motive
Spell-like Ability: touch of fatigue 1/day (1)
Tricky, because Deltans, in the Wrath of Khan novelization, in particular, are described as highly intelligent, particularly in areas of mathematics and music, keenly intuitive, and almost supernaturally compelling and attractive. In theory, a bonus to Intelligence or Wisdom would also be appropriate, but I decided to limit their 'insight' to a Sense Motive bonus and ignore the math/music thing (with the +2 Charisma already ensuring that they'll be better than average at Perform checks).
The ability to kill humans via emotional overload by sleeping with them seemed totally over-the-top (and situational as all heck), so I watered it down to the ability to use touch of fatigue via a kiss.
Eternal Hope (+2 saves vs. fear and despair, reroll a single roll of '1' on a d20 1/day) just kind of 'felt right.'
.
The Star Trek online game has some 'racial abilities' under different alien character options, that might be fun to pillage for this sort of project. Online guides mention some of these options.
Prime Directive also had some racial abilities for RPG use, although I'm not sure those would be available online...
Nice work: Some abilities are really over the top in star trek universe, but the idea is exactly what you did. Find a 10 point configuration that works.
I also use the memory alpha wiki for research. Especially the Physiology sections, which contains pretty every much you need for a pathfinder translation.
Thanks for the other link
Lord Fyre wrote:
Speaking of a d20 Star Trek ...
Much of this work has already been done.
I have this book. For me it was dissapointing
Andorians
======================
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
ABILITY MODIFIERS
+2 Strenght, +2 Charisma (2)
LANGUAGES
Standard (1)
RACIAL ABILITIES
Skill Bonus (2): Perception
Elemental resistance (2): fire and cold
Darkvision 60 ft. (2)
Weapon Familiarity (1)
Bajorans
======================
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
ABILITY MODIFIERS
+2 Dexterity, +2 Wisdom (2)
LANGUAGES
Linguist (2) Common, Bajoran,...
RACIAL ABILITIES
Skill Bonus (2): Choose one Knowledge based skill, perform or craft
Pagh (Fortunate 4): is the spiritual force inherent to all sentient beings. Bajoran spiritualists are able to assess the strength of an individual's pagh by grasping their ear. +2 racial bonus on all saving throws
Pagh is a nice racial concept that needs some love.
Lord Fyre wrote:
I might have suggesting going with the Standard Array for Vulcans: +2 Strength, +2 Intelligence, -2 Charisma (0). Vulcan lack of emotion (and arrogance in the new movie timeline) would would work against their Charisma.
But Vulcans, a culture devoted to knowledge should have the the Linquist Array (2). What would you skip for Linguistic Array?
MC Edgar Allan Floe wrote: Great thread idea. I've been watching tons of ST:TNG on Netflix lately while I write campaign and encounter ideas, so I'm totally game. I don't have the playtest on this computer, but later I might take a stab at a race (Romulan? Ferengi? Betazoid? Android?).
But for now, a quick thought on your Klingon:
I think Brak'lul should translate crunchwise into something that worked like fortification (critical/sneak miss chance). I don't know the value of that in RP. My first thought is 3 or 4.
Good idea. I'd tend to critical miss chance.
I also have another drawback
Due to their physiology they suffer a -2 penalty on any medical diagnosis or treatment used on a Klingon, by a non Klingon.
Lord Fyre wrote: Brix wrote: Vulcans
======================
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
..
I might have suggesting going with the Standard Array for Vulcans: +2 Strength, +2 Intelligence, -2 Charisma (0). Vulcan lack of emotion (and arrogance in the new movie timeline) would would work against their Charisma.
But Vulcans, a culture devoted to knowledge should have the the Linquist Array (2). Thanks for your feedback.
I'm not sure about negative Charisma modifiers, since then almost any alien race would have them. How about an additional drawback, like a penalty to diplomacy checks? Otherwise this is of course an option.
I also thought of Linguist Array. However it's hard to quench every aspect into 10 Points. Linguist is certainly a candidate.
The idea is to make other thinks like mind meld or nerve pinch available as racial feats later.
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Vulcans
======================
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
ABILITY MODIFIERS
+2 Strenght, +2 Intelligence (2)
LANGUAGES
Vulcan (0)
RACIAL ABILITIES
Skill Bonus (2): Chose one
Extraordinary Hearing (approx 1): +1 racial bonus on sound based perception checks
Low Light Vision (1)
Hold Breath (1)
Starvation & thirst tolerance (approx 0): A Vulcan can go without water for 3 days plus a number of hours equal to his Con modifier and 6 days without food, before starting to starve or dehydrate.
Elemental Resistance (1): Fire
Stubborn (1)
Relentless (1)
Please join me if you like :)
Klingons
======================
TYPE
Humanoid (0)
SIZE
Medium (0)
BASE SPEED
Normal (0)
ABILITY MODIFIERS
+2 Strenght, +2 Constitution (2)
LANGUAGES
Klingon (0)
RACIAL ABILITIES
Forcefull Personality (2 = Skill Bonus): Klingons recieve a +2 bonus on intimidation checks.
Keen Senses (2 = Skill Bonus): Klingons receive a +2 bonus on sight- and smell based perception checks.
Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of their vital organs to help them survive. Called brak’lul, this redundancy, which includes an eight-chambered heart and two livers, makes it harder to kill a Klingon.
* Hardy (2) Klingons gain a +2 racial bonus on saving throws against poison, spells and spell-like abilities.
* Elemental Resistance (1): DR 5 against fire or electricity (depending what energy you substitute for phaser weapons)
Warlike Demeanor (Weakness approx -1): Klingons suffer a -2 penalty on diplomacy checks when dealing with non Klingons.
Fearless (1): +2 racial saving throws against fear
Weapon Familiarity (1): Klingons may use their traditional special melee weapons (such as the bat'leth, d’k tahg, and mk’leth) as if they had the Exotic Weapon Proficiency feat
aeglos wrote:
but you have to put spells, monsters, feats and what not into it if it would go to level 20.
That's a point if you have a limited page count available. But you could still put a selection of spells or monsters into the book (some more in an introductional adventure) and refer to the full game, since the spells and monsters you find elsewhere are compatible.
aeglos wrote:
And why should someone buy the Core Rulebook if the Box goes all the way?
Maybe there is no reason to "upgrade" if people are happy with the simplified rules. That would be good opportunity for paizo to compete with systems like true20 or some retro clones.
aeglos wrote:
just playing good adventures of level 5 could be fun as well
our highest campaign ever stopped at level 14, so I guess level 5 is the level where most people play, but still I wouldn't like the intro game to stop at that point.
sorry that I quoted you Kthulhu, but your posting was unfortunatly the last one to state a level limit ;)
Ok its supposed to be an "intro game", but you can define "introduction" in two different ways
I) Introduction in the sense of teasing with some levels
II) or in the sense of intruducing to the game with some lite rules
I'd prefer the later. That said, I'd really prefer 20 levels of gaming pleasure (much like Sean suggested with fix, compatible class features)
Except page count it doesnt make sense to me to restrict the level of these classes. I hope that the intro box is a standalone, plug & play game that allows an easy transition to the full pathfinder game, and not just a teaser.
Kthulhu wrote:
* Covers levels 1-12 (Player's can have a full PFS career without ever buying anything else)
Why the limit?
20 levels, so that people wishing to adhere to these rules can play the game all glorious levels.
Sean K Reynolds wrote:
Oh, I totally agree with you. I'm saying that if you transition from the intro game to the full game, the character you built with the intro game shouldn't have to be converted in any way to be used as-is in the full game.
For example, if the intro Ftr1 always got Weapon Focus at 1st level (instead of choosing a combat feat) and always got Weapon Spec at 4th level (instead og choosing a combat feat), that character in the full game is 100% rules compliant--he's identical to a Core Rulebook character who chose those feats
That would be something I'd appreciate 100%
classes with fix class abilities instead of feats!
Much like in 2E: Perfect!
Next skills:
I liked the skill system in the 1st alpha playtest. That would be something to speed up character generation very much.
They should be compatible to the full game?!
Joey Virtue wrote:
And this is why im Glad you are a developer of Pathfinder Hey! I'm also glad he is an developer of Pathfinder ;)
Sean K Reynolds wrote: Brix wrote: I wouldn't do a light-version of the existing rules, but rather a completely new light-weighed game based on the engine. I'd rather see a game that teaches someone the *basics* of the Pathfinder RPG so they can easily transition to playing the full game.
Hence the name "intro box". I'm sure it will be cool for newbies.
What I'm looking for is a pahtfinder based game that is striped down to the very core engine. A game that makes it very easy to create a character, and to solve all in-game situations with simple mechanics.
Maybe that's a leftover from the 3E days, but I have an increasing problem with feats. As long as they are very basic combat feats like weapon specialization it's fine. But imo feats make the game very slow, especially at higher levels.
I wouldn't do a light-version of the existing rules, but rather a completely new light-weighed game based on the engine.
For people who already own the PRPG there is no point in buying the same product again, with only five levels or ten feats. In my opinion such a book feels like a cripple, much like the useless fast play rules, because they are simply incomplete.
Make it a new solid plug & play game for beginners, and maybe for experienced players, who are looking for DOS7.(see post above).
Repost from this thread.
Pathfinder is currently one of the top notch pen & paper rpgs around.
But there needs to be a pathfinder light edition!
Why?
I'm playing D&D games for more than 20 years now, seeing a lot of iterations of the game. As I'm growing older (pun intended) I become more and more interessted in retro clones, things like true20 or green ronins Dragon Age game, because they are much more easy to play.
IMO the main problem is feats, they make the game so cumbersome. My vision of the game is one that uses the d20 engine, and almost anything is handled by skills.
I noticed that during our sessions, we often need to pause, to flip through the books, in order to find a rule, which we knew to be hidden somewher. That often takes up to five minutes. That's not good.
I compare the various D&D editions with computer operation systems. At first we had oses like DOS (D&D 1E) which was very fast and solid, but could not do much things. Now we have windows7 (D&D 3+) which can do everything, but gets slower the longer it runs on your computer.
What we need is a hybrid. Fast, solid mechanics which allow you still to play a variable game. I think Pathfinder is the best candidate for this, since the engine IS already very good (3E > 3.5E > Pathfinder)
Wouldn't that be a great product?
Some things that I'd like to see in such a game could be..
* drop feats
* drop redundant mechanics, e.g.
** make saving throws a skill
** make initiative a skill
** make attack a skill with certain weapon groups
What do you think?
sanwah68 wrote: I would point you to here, where the Pathfinder intro set is discussed, it may give you some info. The Paizo guys are smart, aren't they?
Pathfinder is currently one of the top notch pen & paper rpgs around.
But there needs to be a pathfinder light edition!
Why?
I'm playing D&D games for more than 20 years now, seeing a lot of iterations of the game. As I'm growing older (pun intended) I become more and more interessted in retro clones, things like true20 or green ronins Dragon Age game, because they are much more easy to play.
IMO the main problem is feats, they make the game so cumbersome. My vision of the game is one that uses the d20 engine, and almost anything is handled by skills.
I noticed that during our sessions, we often need to pause, to flip through the books, in order to find a rule, which we knew to be hidden somewher. That often takes up to five minutes. That's not good.
I compare the various D&D editions with computer operation systems. At first we had oses like DOS (D&D 1E) which was very fast and solid, but could not do much things. Now we have windows7 (D&D 3+) which can do everything, but gets slower the longer it runs on your computer.
What we need is a hybrid. Fast, solid mechanics which allow you still to play a variable game. I think Pathfinder is the best candidate for this, since the engine IS already very good (3E > 3.5E > Pathfinder)
Wouldn't that be a great product?
Some things that I'd like to see in such a game could be..
* drop feats
* drop redundant mechanics, e.g.
** make saving throws a skill
** make initiative a skill
** make attack a skill with certain weapon groups
What do you think?
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