Joe M. wrote:
Talking with Stephen - he did confirm there will be over 46 items. Note that this probably counts poisons as well. Alchemy is basically becoming its own little system there in the playtest
Fuzzypaws wrote:
There is the Alchemical Familiar class feat Stephen told me about in the interview - I don't have any other details on it, but the fact it is an option would lead me to believe that for the base alchemist it's not getting a golem - until possibly high levels feated into. Or via an archtype. Fuzzypaws wrote:
I'm not quite sure where they are going - but I think they want to keep it separate there and the mutagen can function under different rules. Also by being a class feature and not a base alchemical item, it means that it is unique to the alchemist (barring archtypes and the like) and not just open to anyone who takes the Craft Alchemy skill feat. By opening it to cognigions and the like base it also reduces the odds it becomes a dead class feature. Fuzzypaws wrote:
This is one of the things that interests me a lot because it means even if you don't want to be tossing damaging stuff around. It boosts bombs from being about one thing to being a much more flexible tool. Fuzzypaws wrote:
They do get extra resonance as they level up. Also, for using their own items they don't have to pay to drink it if anyone was concerned about that. If you guys have any other questions based on the interview feel free to fire away here or on the TR questions and I'll try to answer as I can. Personally, I'm excited to see what the class ends up as and like the feel of the class flavorfully using the magic in the world around them and mixing it together. I liked 1e alchemist but it was always a bit restrained and abstract flavor because of having to be built on rules that had a certain foundation. Working him in here from the start lets alchemy find it's own niche.
Liongold wrote: this is a game based on your imagineation (i know i cant speel) make one up. Thank you for your very helpful commentary. This message is automated to tell you that it while the DM in question does and will continue to make homebrew items he prefers when possible to use the stuff that's already there as it would make life easier and less time is spent on a side thing. Additionally, the fact is not all GMs like having players submit homebrew due to the largely varying quality of it.
Shadow - my issue with Level 8 is that 4th level spells are where I find things start to break a bit. They are for a lot of combat purposes not as good as 3rd level in a lot of occasions but for plot breaking and such it starts to break down here. A quick list of 4th level spells (all core) which illustrate this: (note some of them are 'cool' but to me often feel like they should be more of a plot device or something that's more situational) Scrying
Scrying isn't too bad without 5th level spells but it does ruin a lot of different plot ideas and areas. If you went to 10th level though it gets pretty bad - Scry and Fry enters. Divination just bypasses mysteries at times. You can work on riddles and such but if the Gods *want* to help their subject it doesn't make a lot of sense unless you have rules for cosmology. Tongues is another mystery cracker and personally my feeling is if it obligatory to the situation that they *must* learn to speak with them there should be another way. But then - I change Comprehend Language to be like Jump for any game I think thats going to come up (+10 to linguistics checks +20 at 5th etc and lets you make the check untrained). Black Tentacles is just a whole combat ender. An I win button a lot of the time. Dimension Door's issue is the fact with decent range (720 at level 8 ) you can move without line of sight or effect. So it can bypass whole regions and such. Not as egregious as Teleport and less combat useful due to the fact it ends the turn but still a long range no-sight-required teleport. (On another note - Wizards at mid-levels who aren't ethically constrained don't really have to worry about money with spells like teleport and DD. I mean unless you get someone to make an anti-teleport magic item for your room/house, they can just hop in, steal what they need and be out in under 30 seconds). Lesser Geas is up there as its a weaker dominate type effect. Whereas Charm Person influences Geas forces for a week or so if its at all possible. My issue with a lot of these things is how it renders skills and thinking down to just pulling the right spell/scroll up. Though as I said 4th level is far from the worst for some stories. Now I've played and enjoyed and GMed my fair share of high fantasy dnds but I brought this up as I was curious if anyone has and I've been thinking about something a little different in tone lately.
Greetings... So recently I've been thinking of running a lower level game, with less of a focus on high magic and such that I normally have seen in my games and my friends as well as lower magic setting that base dnd/Pathfinder doesn't encourage. A while back I read the E6 Rules for dnd (Findable here: http://forum.rpg.net/showthread.php?t=352719). Basically the idea is that characters stop leveling at level 6 and every 5000 xp they get a bonus feat and that's all. Part of what it is does is stop some of the dungeon breaking spells and spellcaster dominance / setting breaking that can happen. So I was wondering - has anyone played Pathfinder with E6 rules? If so how did it work? What did you like/dislike of it? Thanks for your time,
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