The situation is already that in combat healing is generally regarded as something of a fools game outside of specific circumstances, since only the last HP matters and eliminating threats faster tends to have a greater impact on overall damage mitigation. I don't see allowing the average amount to be healed in combat to really unbalance things and it strikes me as the type of change that would slightly open up alternate approaches to combat and increase the breadth of viable tactics in combat. I'd say go for it.
I'm glad you didn't end up losing the latest data. I really like the comprehensive glossary, it is something that 3.x books have really been missing I have been doing a bunch of item building and it's pretty heavy going without a complete understanding of the system. Something that would help make it easier to figure out what the system offers would be something like the feat summary tables, with an organization structure based around the effect of the feat/spell rather than the alphabetical organization. For the spell seeds, even just a school based listing with a brief description of what it does in a short table would make it much easier to use that section for inexperienced users. I'd also like a pony. Thank you again for sharing all of this.
I've been digging through the spell chapters and I have a question regarding Material component costs. In Pathfinder and 3.x, certain spells have material components with a GP cost. As far as I can tell, the Kirthfinder spells may still have material costs, but other than necromancy spells involving gems, these costs have now been removed or switched over to Numen costs. Is this correct, or are you assuming that any GP costs to cast a spell are still as per the 3.x version of the spell?
I've been asked to GM a game of D&D 5E and I am planning on borrowing a few things from Kirthfinder. The main one that is in for sure is the rules around Teleportation and Scrying being blocked by Stone/Earth/Wood/Metal and why Castles/Dungeons/Mage Towers exist. I've been considering using the Kirthfinder magic item creation rules as a framework when designing magic items for the party in order to maintain a somewhat consistent power level. I realize that there are different balance inputs between Kirthfinder and 5E, so I may not copy it wholesale or may not use it at all. I do have a few thoughts, however, after spending a couple of days poring through the magic item and spell creation chapters. 1. When the next draft of this system is assembled, a huge amount of this material should be moved to an appendix. A lot of it is aimed at GMs and power players and the density and complexity of the material hides the stuff that less invested players just want to flip through to choose their new piece of gear or new spell. Unfortunately, the item descriptions have most of their wordcount taken up in a proof of how the item was built and not focusing on what it does and how it works. If you really want to keep all the construction information here (and not in an appendix), then you might need to play with the formatting a bit to bring out the information relevant to players/GMs a bit more. 2. The complexity of these systems also makes me think that one would ideally want a spreadsheet/programmed system as a tool for building an item/spell. I'm guessing that no one has done it to date, but the incredible flexibility and extent of the design space means that a player is going to lose track of all the various options easily without something to keep them honest. What you've created is an extremely impressive codification of the various item and spell construction components that have existed in the game, but I do wonder how playable it would be for many groups. This is why I've suggested that the information be presented in a slightly different way that is more player use focused, and less mathematical proof aimed at GMs. I know the Numen system means that players are expected to take more responsibility for building their own weapons/armor/items, but what you've got is pretty intimidating to most players as well.
Gorbacz wrote: Ranger is a person with bow (or twin scimitars) and a pet. That's the Core Identity of the class. Anything beyond that is projecting your personal preferences that aren't shared by people who associate the D&D range with the above archetype. This is the description of a npc class warrior, not a pc class. I would ask, what roles do Paizo intend the Ranger to fill in an adventure path. Why choose a ranger in a roleplaying (that also includes non-combat encounters) over another class?
Gorbacz wrote: Ranger is a person with bow (or twin scimitars) and a pet. That's the Core Identity of the class. Anything beyond that is projecting your personal preferences that aren't shared by people who associate the D&D range with the above archetype. This is the description of a npc class warrior, not a pc class. I would ask, what roles do Paizo intend the Ranger to fill in an adventure path. Why choose a ranger in a roleplaying (that also includes non-combat encounters) over another class?
This strikes me as a solution looking for a problem. 5e has produced a lot less content than Paizo seems inclined to do and the Paizo adventures tend to be better quality as well. While I'm sure there will be some conversion in the PF 2e direction, I suspect that the similarities will mean that more will go in the other direction. Whether or not that is good for PF2e or Paizo as a whole is a separate discussion. The similarities you point out will also mean that selling people on choosing PF2e over D&D 5e will become a more challenging task since 5e is already established. If Paizo can steal the audience with a more popular product ut will be great for Paizo. If not then I can see some challenges ahead depending on the planned publication strategy.
@Mathmuse: Thank you for the comments as to where I might find the information I was looking for. Since it appears that Paizo hasn't shared this information as part of the playtest, might I suggest it would make for a good blog post to show off the new system. They can help set the expectations for what a character can be expected to do and then show off how a class or classes meets those expectations. One of the things touched on by Jason in the recent podcast is that PF1E was not an easy system to teach to new players and part of that was due to the difficulty in building a character and how easy it could be to build a thematic character with a very low to non-existent chance to succeed in a range of level appropriate challenges. I think it would be very helpful to show off how the skill floor has been raised to make the game more approachable for new players or people not interested in powergaming and character building.
Did Paizo ever make a post regarding the class balance design principles? I.e., something explaining what goals the classes were expected to be able to achieve at different levels or throughout the game. What areas and how many gameplay areas each class was expected to be able to participate and make a level appropriate contribution. For example to help explain what I'm looking for "Game designers have identified 5 main categories of things that characters do in a story. Classes are expected to be able to make level appropriate contributions to 2-3 of each of these areas. Areas are 1. Gnarly stuff
Feel free to insert your own gameplay categories of stuff into these 5, I just don't want to get bogged down in arguments about if the 5 categories I identify are the ones most players expect. I'm just trying to get a feel for how and why the game was put together the way it was. I've read through the blog posts I can find, but most of them seem to be more about what is presented in the previews and less about the why and how it fits into the other stuff to achieve a core design goal. I figure I'm just missing a blog post or developer post, or maybe a podcast discussion on this. Thanks.
FYI, there also appear to be some temporary file versions of some of the bestiary files in the folders. Also, I notice that a number of the bestiary word documents have different creatures in the .docx that aren't mentioned in the filename (see aarakocra which also has kenku+tengu). For the organized/more final version I assume you'll be making the organization clearer or the connections between the different monster entries on the same page clearer. I really like what you've done here with the bestiary. The pieces are much better balanced on a general level than many of the other "build your own monster" systems.
There was a recent discussion that might be relevant to some of your recent tinkerings/thoughts on the skill system. I realize that you've made a fair bit of progress in this area, but there might be some useful insights to help any further revisions.
Fourshadow wrote:
This misses the point of what I was attempting to communicate, but I will take the hint and get lost.
Rysky wrote:
To expand, in the past when paizo has covered content that was previously covered by another publisher they have typically recreated all that content as though no one else has ever done something (in scientific sense, they don't do literature searches). In some cases in the past several years, this has resulted in the paizo solution being rather poor (see gun rules) compared to what had already been done by others for the Pathfinder system. More recently, they have seemed to do less of that, of which as David knott 242 notes, Occult Adventures does something new compared to Psionics Unleashed. It is my hope that they either adopt some of the underwater adventure systems provided in Cerulean Seas, don't rush in to fill those gaps with a different system just for the sake of being different, or even take a system provided by others and improve upon it. The addition of designers like Alex Augunas, Mark Seifter, and Owen Stephens who have a broad knowledge of 3rd party products is probably a contributing factor to why we've seen more of the second and third options on my list, and that makes me happy. A great 3rd party example of that is actually the Cerulean Seas books and how they handle a lot of Paizo content. Other good examples include the Leadership Handbook, Ultimate War and Ultimate Battle (and many other Legendary Games products), Ultimate Charisma, Companions of the Firmament, and many others I can't recall at the moment. So this post is really more of a saying "I hope paizo continues to follow recent practices and do their literature search/research on what is already out there for this content, and then build on that foundation or take inspiration/improve what others have done." This seems to produce higher quality products which I am all for. To add to my previous lists, there is some great underwater adventure content by Kobold Press: Sunken Empires that is worth taking a look at as well for inspiration.
For those wanting high quality underwater and water proximal adventuring content, Cerulean Seas has you covered: Cerulean Seas - The core underwater adventure book, with a mini campaign setting as well.
I hope that Paizo doesn't reinvent the wheel again with Aquatic Adventures and instead borrows some of what works from Cerulean Seas and similar products. Or if they do decide to retread well walked paths they produce something superior. More underwater content is always welcome.
Spellbooks & Scrolls Variant Rules might be of interest to the OP.
The Samurai resolve ability does not work as intended when using the determined function Samurai, Resolve: Determined wrote: Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. Bolded text is important: Note that the nauseated condition says the following: Nauseated wrote: Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move actions per turn. Bolded text is important. Also, the section "actions" in the bolded sentence should be "action". As such, the Resolve: Determined ability is unable to remove the naseauted condition because the naseuated condition prevents the use of standard actions.
Kalindlara wrote:
This issue for this response, is that it treats the moderation system as a profanity filter. It doesn't stop the offending behaviour. The person who's post gets removed probably doesn't even notice or care since it was a contentless post anyways. And it is just as likely to get the thread closed due to there being too many off-topic posts. This has repeated often enough at this site for a pattern to emerge. If posting off-topic is against the rules but the rule is repeatedly broken then either the rule should change or the enforcement should change. Right now the situation is that there is an unequal enforcement of the rule such that it looks like an excuse to shut down threads that someone would rather not continue and less like a rule designed to foster positive engagement/discussion on the forums. Note that off-topic posting isn't actually called out specifically in the Community Guidelines, although there is a heading for Spam which might fit. Sort of. If you tilt your head and squint. Either way, that should probably be clarified.
captain yesterday wrote: I absolutely do it on purpose, to break the tension. I take it then that you disagree with Jiggy's critique of such behaviour and how it enables poor behaviour or as Hayato Ken discussion of how such is frequently indistinguishable from attempts to take the thread off-topic (to either kill the thread, or shout down a discussion the poster does not want to continue).
@Captain Yesterday: Have you read Jiggy's excellent post over in the other thread in Website Feedback that has been getting some attention? While you may think you are helping by making jokes and keeping the stress level down, your behaviour also comes off as very dismissive and an attempt to distract or move the thread off-topic from the discussion at hand. Given Paizo's rules on thread-off topicness, this could put the thread at risk of being closed, while there still appears to be appetite for further discussion. With this in mind, please reconsider the appropriateness of your behaviour in this thread.
Paizo's privacy policy is actually listed on every single page at the bottom. http://paizo.com/paizo/about/privacypolicy I will leave the discussion of its contents to others. This thread and the outcome is one I am watching closely, as I imagine are a number of others.
Skeld wrote:
Thank you for your contributions to the conversation.
Cerulean Seas: Waves of Thought and Cerulean Seas: Indigo Ice also contains some additional psionic material, although aimed at adventuring in undersea environments. They are both based on the Dreamscarred Press psionics. Waves of Thought has the following psionic material: Psionic races
Psionic Classes
Psionic Prestige Classes
Indigo Ice has the following psionic prestige classes: Cyrokineticist: 3/4 BAB psionic character themed around ice/cold.
Steven Schopmeyer wrote:
This strikes me as a situation where some view combat as war that should be won as quickly and decisively as possible with minimal risk taken while others view combat as a sport where you want an enjoyable bit of competition and suspense as to who might win. Neither is wrong, but they are different playstyles.
Possible errata required: Petrifern, Petrify (Ex) ability wrote:
The two bolded sections contradict each other and do not seem to be written in a way that a plain-English reading of the text could infer that one is an exception to the other. This text needs something else to make it more clear that the only action a Petrifen can take while petrified is a standard action to end the petrification.
The Sword wrote:
This does create a situation where it is difficult for new GMs to take on the role since it requires such in depth knowledge of how the game mechanics work and how they can influence the story. I know from personal experience how off-putting that can be.
Mark Seifter wrote:
Thanks for the extra info Mark.
Mark Seifter wrote:
Would it be accurate then to summarize the advice as constraining the outcomes of the skill system for diplomacy within the mundane and not extending into the fantastic? It sounds from the description above, that silver-tongued tricksters have to rely on magic or supernatural power sources now and cannot achieve the same effect through incredible skill. This is also more consistent with the rest of the skill system and the types of outcomes it allows.
Freehold DM wrote: Sorry, but the ninja, as well as the samurai, are too deeply rooted in 2nd ed OA (semi)nonsense for the two to ever be completely divorced. A simple name change isn't going to do it. You're going to need to build a time machine and convince gygax and Co to build a less eurocentric world their first time out. Why does this apply to the ninja/samurai but not the monk?
Athaleon wrote:
It depends of course, how you flavour rage in game. If you treat rage as a battle trance, then at higher levels the ability to rage cycle could be flavoured as gaining a greater mastery over the battle concentration and allowing the barbarian to more easily slip in and out of their battle trance. Rand in the Wheel of Time books goes through a development like this as he gains greater mastery of the "void" concentration technique through the stories.
Ashiel wrote:
You could look at allowing the fighter to pick up different weapon and armor properties at set breakpoint levels in the FE/FT mold that they can apply to their weapons/armor free. Either + equivalencies or from a pre-curated list. Flavour it as the fighter gaining increasing mastery over their equipment granting them the ability to get more out of it. Or you could have the different breakpoints grant additional equipment tricks to borrow another subsystem.
DarthLang wrote:
The effect seems to also allow you to change DR X/Evil to just DR X/--. That could be useful in some campaigns.
Imbicatus wrote:
Actually, water furycrafters are shown several times to use their water furycraft to allow them to breathe under the water (by making an air pocket).
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