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![]() I might have missed it, but does this address werecreatures and the disguise skill? Technically having a different subtype should ruire a disguise check for werefolk to pass as humans, yet to have a werewolf unseen among us is a well known trope. Also, sucks to hear that a new discipline will not be a staple of this series, as I always felt that if there was one thing that disciplines were missing was a solid thematic background, issue that was tackled perfectly in both LotN and here. Would it be too much to ask for a tradition also, a pack themed one would be amazing. ![]()
![]() The real selling point of PoW is not how big the numbers can get -thou they can get collosal- but how the maneuvers and subsystems allow for otherwise non functional concepts to be used easily and without hoop jumping. Singletons, throwers, sword and board, wierd weapons, finesse wariors, TWFers, etc all can now be competitive through stances and intuitive feats. Furthermore, it finally offers a good aggro class in the warder, so whats not to love. ![]()
![]() This discussion makes me want to design a heroic skill unlock system in which having certain ranks in one or two (or even three) skills allows the character to use an Ex verson of a spell. Freedom of Movement
This, added to Path of War will truly allow for fantastic "mundanes". ![]()
![]() Regarding the trait issue, as far as I can see the problem is that although a certain trait would fit perfectly into the Combat category, the designing team does not want to restrict the use of other Combat traits in tandem. So why not go the "adopted" route. Adopted is a trait that serves as a proxy to circunvent some existing trait limitations. Make a regional trait that focuses on being from a land eternally or constantly in strife/war, and have said trait give you acces to an extra combat one. That way you can not only have your cake and eat it to, but also enhance the game as a whole (more than once I have found myself wanting to take more than one combat trait in general). Regarding the just posted trait, recovering it as a move action facilitates spamming he maneuver every round, when, for a trait, using a maneuver once per combat seems more than enough. ![]()
![]() Ssalarn wrote:
Now I MUST check out this system. Love the Highwayman and have wanted to play a character like the stork for the longest time. ![]()
![]() More flavorfull archetypes. Mechanically the SK is extremely solid, but sometimes it feels a little bland on the flavor deparment. Go deeper into concepts such as a SK who gets his weapon from a deity, a SK who gathers shadows to make devastating weapons, a SK whose strikes disrupt technology/magic, etc. With slight mechanical changes to reflect such styles of course. Also, some SK specific combat style chains. ![]()
![]() Googleshng wrote:
This right here is the best point I have seen raised regarding the SB and its lack of good fort save. ![]()
![]() I think a more accurate thing to ask - in order to avoid the whole "everything can be fun if you do it right" type of answer - would be if playing a fighter would make it more or less likely for you to have an amount of fun playing it compared to the amount of fun you would have by playing other class. The answer is that most likely you would have less fun. ![]()
![]() The very end dealt a lot with the characters starting to see the whole story for what it really was: Baba yaga making a point at he expense of her daughter. They took pity on Elvanna and threw her down into a well of many worlds to spare her fate at least for a while. Given this, they of course asked Baba yaga to leave Golarion forever. The very ending was also quite sad, as not only one of the characters offered herself in service to baba yaga (in the hopes of either rehumanize or killing her). The fire oracle went back to Iobaria (his homeland) and brought back with him the first dragon egg that would hatch there (courtesy of Ydrax) in a very long time. The cross dressing tiefling dervish dancer said goodbye as well and hitched a ride back to triaxis where Sezeer of Ning (a genderless male in my version) had been waiting for him/her. They all knew seeing each other again would be unlikely, but the whole binding idea of the adventure was to not belong, to be an outsider as the ultimate tool for freedom (baba yaga being the ultimate outsider), so they left. In the end, only an exiled half elf cavalier (who had her reincarnated father as a wolf mount) and the resurrected Windy (temporaly displaced fetchling from a cyberpunk style future earth) were left to watch over Anastasia (queen of irrisen). This was perfect as those two characters had been looking for a place to call home for their whole adult lives. The very last scene of the game was all of them getting what the wanted (the oracle´s egg hatching, bard finding and fighting Sezeer in Triaxus, cavalier finding an additional bird companion who was a reincarnated Nikola Tezla (in Rasputin must die I used him instead of the less known scientist, also it was hell to find a picture of a bird that looked like it had a mustache), and the witch who left with Baba Yaga playing doctor´s companion with the witch queen. All with the background of Baba Yaga monologuing on how she kind of liked this weirdos and that if she ever saw them again they would know what suffering really means. PD: I apologize for the wall of text but everyone loved how the game ended. PD2: Also, I know a lot about he adventure was altered, but when the players get sucked into their characters, it is just natural to have the adventure adapt to them instead of the other way around. ![]()
![]() Orthos wrote:
This is NOT a caster vs martials thing. It is just a matter of, first, immersion, and second, being on par with currentmartial classes. If the goal of the proyect is reconstruct how martial classes work, then go for it (I personally would love it). However, the goal is to make a subsystem of classes that mesh properly with the current ones. Right now the versatility of options given to the Warlord at least far outstrips any other martial class (on top of using a subsystem breaks believability for many. Also worth mentioning that uses per day and concentration are two intrinsic limitations within the casting system that is in no way present for maneuvers. So please if you want to make a point go beyond saying "stop oppressing martials you caster lover" ![]()
![]() My party just got through this part of the adventure last Friday. I won't go into much detail, but I can safely say that even thou the encounter would have been deadly had they run into it blindly/recklesly. Ever since the frost giant ambush in book 3, they always scout right after exiting the hut (using the huntmaster's bird companion). So far, every time they had exited the hut, figuring out what was around them has given them a clear advantage (in the 4th book helping them figure out that Bescalye - i think the dragonrider's name was- was around). Additionally, the coffin man not only told them their shadows had passed through there as if rushing somewhere, but was made helpful through the use of cooperative diplomacy and friendly actions (good source of intel apparently). Finally, any player worth their salt that is told there is a small town burned to the ground right outside will be on their toes (and they were), specially when the GM tells them the man way down is a clear snowy descent in between two forests lines (screams ambush really). Considering all this, the cocky bastards buffed themselves up and figured they would just fly to the town to avoid any traps (and go straight towards the strange colossal wheeled "golem" they had scouted before). By the time they were spotted they had gone trough the right forest area and engaged the enemies on the tank (no landmines, no surprise round for soldiers) with some good old fashion fireball. By the end of the fight, two characters were down and the troops were routed. The main difficulty was the player's inability to easily counter the strange mechanics of the troop subtype. Funny thing is that they insisted on finding refuge inside the tank right after the firefight (in case reinforcements arrived), and talked to Rasputin from the top of the metal behemoth (which made it all the more dramatic). My conclusion is that if ALL characters in a party are mindless fighting brutes, who just like to trample through encounters confident in their killing capabilities, this first encounter with modern war will be deadly. However, an experienced party who is capable of using other tactics like diplomacy, scouting, stealth and coordination; and has been of course paying attention through the adventure, should have NO problem getting through this first fight. Honestly, they are given a million hints that something bad is waiting for them. ![]()
![]() Personally I think the best psionic system wa the one from XPH. It was extremly well balanced within itself, and the transparency rule made it balanced with magic (a bit sub par in fact). So the idea that ALL psionic systems have been broken is just not true (thou most of them were) And for the record what the transparency rule stablished is that effects like dispell magic and dispell psionics were the same (and it applied to most things as such) |