Cinder Wolf

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I'd like to see the save DC's increase based on your crafting TEML level.

I'd also suggest prices are far to high for practical use, either they need to be more durable, cause damage on a failed save or be more economic.


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Yes please, drop potency runes and go straight to rune effects.

A +X to hit adds very little to the game, but a choice between cold damage and fire damage is huge. The +X is just a relic from the wargame era we don't need.

That said you could just limit the +X to 1 or 2 making the maths matter far less.

The only danger here is the risk of needing a golf bag of magic weapons so you can choose the best one for the encounter at hand. Although I guess that's not entirely new.


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With the introduction of the new treat wounds ability in the heal skill, the Natural Medicine feat seems a little underwhelming.

Can it be updated to allow the use of Treat Wounds with the Nature skill instead of the Heal skill?

NATURAL MEDICINE FEAT 2
Prerequisites expert in Nature
You can spend 10 minutes applying natural cures to heal a creature, after which you must attempt a DC 20 Nature check. On a success, the target regains Hit Points equal to 1d8 plus your Wisdom modifier. If you’re a master of Nature, the target regains an additional 1d8 Hit Points. You can use this feat to heal a particular creature only once per day.

If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to restore an additional 1d8 Hit Points on a success or critical success, subject to the GM’s determination.

TREAT WOUNDS
Requirements You must use healer’s tools (see page 186).
You spend 10 minutes treating up to 6 injured living creatures (targeting yourself as one of them, if you so choose), then attempt a Medicine check. The DC is usually the medium DC for your level, though the GM might adjust this DC due to circumstances, such as trying to rest during volatile weather or when treating magically cursed wounds.

A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously.

Success You treat the patients’ wounds. Each patient recovers Hit Points equal to its Constitution modifier × your level or equal to just your level, whichever is higher.
Critical Success As success, but increase the healing by your level × 3.
Critical Failure The patients are bolstered against your Treat Wounds.


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I’d like to see wererats as a player race as they turn up in almost every city, but also as I’d like to see how they implement more powerful ancestry options into the game.

I’d like to see regional ancestries as an early source book.. Andorran Kobolds, Chelish Stryx, Belkzen Orc, etc..


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I think the new system is better than the old, but just needs more choice within the dedication feat to allow you to select the additional class features that meet your concept.

I’d also like to see the option to use general (or skill) feats to buy these and archetype feat trees up. Or give more abilities outside of feat choices..


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Im really enjoying retributive strike, it has been vastly more useful than the fighters attack of opportunity, but I do think it locks the class into a very specific niche.

I’d really like to see a choice of Paladin styles, a bit like Sorcerers choose bloodline. So a 1st you’d choose a God or Theology and that choice would change retributive strike and a few other class powers to something else that fits the theme..


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Having watched my ranger struggle with a heavy crossbow in the last two games, I think the rules as written just sap the fun from the game for them.

They really need to alter crossbows to make them an fun and interesting choice regardless of if you are a ranger or not.

My preference would be to remove the loading time entirely, but give a penalty to hit with a crossbow unless you take an action (maybe two for a heavy) to aim.

If a reload time was still required I’d be tempted to allow an aim action to target touch AC just because the difference in a magical crossbow and a magical bow is pretty huge.


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My group had a half-elf in lost star and found it a great choice.


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I would love to buy direct from Paizo, but the shipping costs to the UK are just two much. I'm not sure why smaller publishers can supply direct at reasonable prices, and Paizo cannot?

If they made an effort to cut the costs down I'd subscribe.


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I might buy a revised CRB, but it would have to be significantly updated and justified. I like the ever expanding options pathfinder is bringing us, and I have so much material now that Paizo would probably loose me as a customer if they released an incompatible 2nd edition.

That said, I think Starfinder is the way forward. I suspect it will be different enough to count as a new game and if it does well I believe we could see other "new game universes" with different rule flavours.


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Chess Pwn wrote:

the only way is if you communicate with everyone in secret.

have player A tell you want he wants to do in secret, and then secretly tell each person what they see happen.

A slight change to the execution of this suggestion which might make it a little easier to run.

Prepare a list of doppelganger actions on cards in advance of the game and pass them out to the Players.
Each round have them make a will save and on a failure they are so confused they cannot act, but the player must turn over one card and perform the listed action, effectively have the player control his Doppler...


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I've run for 1 player and 2. Both are fun, but require some careful adjustments. I'm in the middle of an Ustalavian campaign in a one player, 1 GM group (my girlfriend and myself). A lot of npcs get involved, but it's going really well.

Such low player numbers suit horror and investigation stories better than pure combat and I highly recommend hero points.


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I like the Ultimate Alignment idea Moto suggested.

We have so far..

Magic
Combat
Intrigue
Equipment
Campaign

Ultimate Faith?
- how to build your own religions, gods and heavens. Examples of real and imagined mythologies.

Ultimate Story?
- how to weave player focused story into adventure paths and how to build characters with great stories that a GM can work with.