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![]() I have an idea that makes use of Proficiency and the level of check needed (i.e.: Master Lock, Swim the Maelstrom (Legendary)). It would work something like this using lockpicking as an example: Untrained: Can attempt to pick ordinary locks. Nothing Higher can be attempted Trained: Can attempt to pick Expert locks. Master locks could only be opened on a critical (either 10 above the DC or Natural 20). Legendary locks could only be opened on a Natural 20. Expert: Can attempt to pick Master locks. Legendary locks could only be opened on a critical (either 10 above the DC or Natural 20). Master: Can attempt to pick a Legendary lock. Legendary: Can attempt to open Magical locks with no magical assistance. Basically, it is this: you can attempt the skill level above you without any problems. Checks that are 2 above require crit rolls to succeed, 3 above require a natural 20. Untrained can only attempt to try things that are at a basic level, anything above is beyond their skill. This would give a bit more meaning to the Skill Proficiencies and allow those that invest in a particular skill to shine without being outshone by their allies. And just so that you can have a visual of what I perceive each level of lock as: Untrained: Cheapo locks like you find on luggage.
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![]() Ah, now I see my confusion. I believe one of the Devs, I'd have to go and look, said that it was because the new math for the game doesn't work the same. The new system is partially meant to restrain the out of control numbers (I have seen a +60 on a 5th level character) from the original, and still have them be competitive with the critters to be faced. You no longer NEED those larger numbers, and if you got them you would throw the system out of alignment. ![]()
![]() sherlock1701 wrote:
I agree with Sherlock, we have those Keyword blocks right there so the type of magics that can use it should be listed in there too. I would also recommend that it list Material/Mental/Spiritual/Vital so we can see WHY it is on that list. ![]()
![]() Deadmanwalking wrote:
It seems to me that those key word blocks should have Arcane/Divine/Occult/Primal so that a GM knows which skill to look at. We already have info that indicates a Dragon is Arcane, Angels & Demons are Divine, most animals should fall under Primal, and Brain Collector should probably fall under Occult. Edit: on the topic of Weight vs. Bulk, look at the differences in light wooden shield vs a Staff. The shield has an L and the staff has a 1, though a shield weighs more. Just shows the disconnect between weight and bulk. ![]()
![]() Also on page 190: Quote:
That indicates that you are correct in how it works at present. I think we may get an errata at a later date that makes it additive (which makes more sense to me) instead. ![]()
![]() Because it wouldn't let me edit my previous response: Quote: 1) Can you use Arcana to identify alchemical items? No. As I stated previously, I think that is a typo and should have said Crafting. All the other feats around Alchemy seem to refer to Crafting leading me to that conclusion. Quote: 2) Can you use Crafting to identify alchemical items? Yes, the crafting ability specifically has the Identify Alchemy. Quote: 3) Does using Crafting to do so require the Alchemist tools Identify Alchemy specifically requires the tools, and I rather imagine them like a geologist's field kit in this regard. It has the items needed to make that quick identification. Quote: 4) Does the Alchemical Savant feat ineract with questions 2 and 3? I would say that was the intent. I suspect we will see that in an errata. Quote: 5) If using Crafting, can you just spend another 10 minutes to try again or do you have to wait a day? I would say yes, but only to INT mod number of attempts/day. After that you would have to wait 24 hours. Quote: 6) If the answer to 1 and 2 is yes, and the answer to 5 is no, does that mean the only real use of the alchemist tools in this scenario is to lower the identify time from 1 hour to 10 minutes? In this scenario, yes, that is what it is doing. Otherwise the person identifying the item is really just guessing at what it might be. Quote: 7) If the answer to 6 is yes, does even that become redundant with Alchemical Savant? No, Alchemical Savant reduces it to a single action to make the Identification, but it requires the Alchemist Tools to do so. I imagine it is more like the alchemist is making and educated guess and reaches for the items that will allow the quickest identification. Also, remember that Alchemical Savant adds a +2 to the identification attempt if you have the item formula in your formula book, so you may need to show the GM what formulas you have. ![]()
![]() Obakararuir wrote:
The Culture portion is now called "Heritage". ![]()
![]() Fuzzy-Wuzzy wrote:
Believe it or not, I missed that sidebar... ![]()
![]() I had two concepts for goblin characters that have worked to varying degrees. The first was a goblin alchemist named Spike. Spike thinks he can play the lute and sing as well as any bard (he can't and doesn't train it). When he walks out on stage he places two flaming pots on corners of the stage and then whips out his lute and starts playing fast and loud while screaming incomprehensible lyrics. After the song, looking out at the crown he sees stunned expressions on their faces and thinks that they truly enjoyed his performance (they didn't, they were stunned he had the audacity to try it). As he leaves the stage he feels he has amassed a new group of fans. Spike is an Alchemist, but the +2 CHA that goblins get out of the box has a mitigating effect on how far I can push the concept. The second is a goblin barbarian named Digurt. Digurt is from a clan of goblins that a gold dragon chastized and told to be good after he subdued them. Our hero is now trying to live up to the expectations of his new god, but when he gets angry and starts hitting things they tend to get set on fire. (We don't want to discuss his belching in combat issue.) But he tries so very hard to be good. Digurt is a Goblin Barbarian with the Gold Dragon Totem. This concept works well, and is super funny in my head. ![]()
![]() Ouranou wrote:
Yes, I DID notice the bold Keywords. I also noticed that they were inconsistent in doing so. Calling it out here in the forums so that they can correct it is not a bad thing. It is kinda what the whole playtest is about. Not mentioning things that we feel could be done better is how the game will come out poorly. We have become part of the editing staff. It is now our job to help them create the best game we can with the mechanics they have given us. If we spot something that can be done better, we should point it out, and that is what I did. ![]()
![]() Dekalinder wrote:
Remeber, this is a PREVIEW of the errata to be release Monday morning. So there will be more errata for us to review, these were the biggest items to address in this version of the errata. There will be more. ![]()
![]() RazarTuk wrote: Paizo should split the spell lists up by school again. It's not as important for divine, occult, and primal casters, but as long as specialist wizards exist and receive some sort of benefit for using their school, it will be useful to split spell lists up by school. Currently if I have a specialist wizard, the only way to find spells of the right school when picking spells is to keep paging back and forth between the spell list and the descriptions. I would rather see the Lists laid out as tables with a column indicating the school. ![]()
![]() Re-reading your OP I see you could have meant during character creation as well. Thing is, each step of character creation (except class) allows for a +2 to at least 2 attributes. Let's demo with that human fighter: Ancestry: Human - gets 2 free attribute bumps of +2 each. Lets put them in STR and CON. Background: Let's pick Blacksmith. Bump of +2 to two attributes, one of which must be STR or INT. Let's go with STR and DEX. Freebies: At this point, you can place +2 in 4 attributes of your choosing. Let's go with STR, DEX, CON, and hmm CHA (for the resonance). Class: You can place +2 in one Attribute, most likely your primary stat, in this case STR. So lets add that up: STR: 10 +2(ancestry) +2 (background) +2 (Freebie) +2 (class) = 18
So that is an array of:
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![]() Just thought I might provide an example with a human fighter to show what I mean:
1- STR 18/DEX 14/CON 14/INT 10/WIS 10/CHA 12 5- STR 19/DEX 16/CON 16/INT 10/WIS 10/CHA 14 10- STR 20/DEX 18/CON 18/INT 10/WIS 10/CHA 16 15- STR 21/DEX 18/CON 18/INT 12/WIS 12/CHA 18 20- STR 22/DEX 18/CON 18/INT 14/WIS 14/CHA 18 hmm...Seems I was wrong, you can get 4 attributes to 18+ over the course of the game... And your other stats aren't weak either. Edit: Corrected numbers ![]()
![]() I don't understand. From the Alchemist Class on page 47:
Quote:
Every class has essentially the same entry at level 5. That means the 4 attributes get a boost of +2 (+1 if 18 or above) every 5 levels. This would allow you to have at least 3 attributes at 18+, depending on your build. If you are referencing something else, please explain the rule and give a page number so it can be looked at more in depth. I may have missed something. ![]()
![]() Soullos wrote:
Both Quick Alchemy and Quick Bomber refer to crafting bombs during combat requiring resonance. Even Advanced Alchemy refers to creating Alchemical Items as requiring 1 resonance. Once the bomb is MADE it costs no resonance to use. Unfortunately the fact that MAKING them costs a resonance is one of the things putting Alchemists so far behind the spell-casting classes. ![]()
![]() Jason Bulmahn wrote:
Yes, I did find it useful, and I referred back to it several times while building my first couple of characters. After that I haven't really looked at it. Page flip IS a major issue, and I will go on with others stating that a way needs to be found to reduce it, and indexes aren't always the right answer. Location economy is often a better answer. For example: Powers descriptions are currently located scattered throughout the Spells section of the book. However, the majority of them are unique, except in the case of Domain Powers being shared by Clerics and Paladins. By placing the Powers in the Class area you could reduce page flip and allow the players to better evaluate those powers for their characters. In the case of Paladins, referring back to the Cleric section on Domain Powers would not be thought unusual. Key words being bolded to make things more obvious would be useful. As would page numbers on tables that list items, spells, feats, etc. Page numbers greatly speed up referencing, rather than the digging through the section that currently prevails. I think a sample play Intro would be great. Especially if it shows specific mechanics in play, (Shield use and destruction for example). This will let players new and old get a better feel for how the game is supposed to go. BTW, thanks for jumping in the thread and asking for feedback. ![]()
![]() PossibleCabbage wrote:
The closest item to what you suggest is the KNAPSACK OF HALFLINGKIND (pg 396) which, as I read it, apparently has the same costs as the Bag of Holding. It even refers back to a Bag of Holding II as an equivalent item for one of the compartments. Personally, I'd hand wave it and say 1 resonance to attune at the beginning of the day and you are good. Anything more is nickle-and-diming the fun out. Edit: I guess you could add Gloves of Storing to the mix, but those require a resonance to place and to extract, so it has the same issue being complained about. The Basic function of these items is as a container, I would say that allowing them to be attuned and calling it a day for resonance works fine. That way when the thieves who stole it try to get your gear, there is nothing inside, unless they wait a day and one of them attunes. ![]()
![]() As some have said, I think resonance has a place, but the implementation has gone off the rails. In another thread I posted some of what I thought were some good possible changes to how resonance is used. Here they are in essence: Bombs: Should never cost resonance, these are the Alchemists primary weapons and the equivalent of Wizard cantrips which also do not cost resonance. If you want to charge resonance for Bombs, put a limit on Cantrips too. Potions & Scrolls: No resonance to use, these are one and done items that become prohibitively expensive to buy too many. Wands: I think charging resonance for the use of a wand is ok, as long as you remove the charges and make it a permanent item. You are powering the spell inside with your own magic, all that is in the wand is a spell matrix. Magic Items: Should cost 1 resonance to invest at the beginning of the day, and only cost extra if they have a special extra (ex: the invisibility function on the cloak of elvenkind). Items that are typically inert and only have an effect when activated, such as the ring of the ram, should use the rules for wands. Armor: Should require the investment at the beginning of the day to activate the Potency and the constant functions (ex: Ghost touch) and only requires a resonance to activate a special, non-constant, ability (ex: Ethereal). Weapons: Should not require investment to use Potency and constant functions (ex: ghost touch again) but require a resonance for a special function (ex: Dancing). Staves: Staves should require investment that activates any potency or constant effects, but use charges that regenerate every day to power spell effects the staff produces. I think that something like that would cover most of the issues that people have with Resonance, while still limiting the overuse of items like happened with Cure Light Wounds. To quote from my original version:
Quote: I understand limiting certain body slots (I have never been able to wear two pair of boots at the same time and two pair of gloves makes fine manipulation a pointless endeavor) but Rings and Amulets should not be limited in the same way. I can also see not having a real limit on belts. In my life I have seen people wearing FAR more belts than would ever be practical. And hey, if you want to play a 1990's super-hero in a fantasy setting, be my guest. (sooo many belts.) As for chest and torso slots, I am willing to bet that most players wear two shirts on a regular basis (undershirt and over-shirt), and in winter, how many folks layer. And let us not forget our friend the Tuxedo (particularly the old-time Tuxedo) with an undershirt, overshirt, vest, and coat, and possibly an overcoat. With cloaks: two cloaks in late fall through early spring is not-bad to great, the rest of the year it can blow. So yeah, you CAN wear multiple cloaks, but if you do it in the Summer (or a Desert/Jungle environment) you had better have more than one waterskin buddy. ![]()
![]() RazarTuk wrote:
yup...I replied in that thread too ![]()
![]() I would rule that Studded Leather counts as metal armor, but that is because I suspect that Gygax based his version on a form of Brigandine, which is leather inside and out with metal plates in between, or with cloth replacing the inner layer of leather (the image I linked to is a reproduction based on armor found at Wisby). The Armor that Ned Stark, Robb Stark, and Jon Snow all wear in Game of Thrones are all a variant of this, and as you can see, it would be easy to come to the conclusion that it is 'studded leather' if you had no clue what you were looking at. I have seen Coats of Plates that used rivets to fasten pieces of leather to an undercoat of leather or cloth, but I would classify that as Leather Armor rather than Studded Leather, there just aren't enough studs to be useful as armor. This is also, considered by some, to be a class of Brigandine armor, particularly when metal plates are used instead of leather. Personally, I think Hide and what is called Studded Leather should be swapped on the tables and the armor value of the Studded Leather be increased (along with a name change and a new description). *Edited for clarity ![]()
![]() On the topic of Resonance, I like the concept, but the execution could use some work. If I were to change it it would look something like this: Bombs = 0 resonance to make or use (I won't go into why, because that could get me in trouble)
My thinking is this would limit characters from becoming magic item factories, make single-use items more palatable to the player base complaining about the mechanic, and still accomplish some of the original goals of the mechanic (such as limiting CLW spam). I understand limiting certain body slots (I have never been able to wear two pair of boots at the same time and two pair of gloves makes fine manipulation a pointless endeavor) but Rings and Amulets should not be limited in the same way. ![]()
![]() I agree, from just looking mind you, that the prices appear like they could use being toned down a notch. I will reserve final judgment until I see how treasure rewards work out during play. As for decoupling cost from bulk for special materials, there I disagree. Bulk is there to indicate how much material you have used in the crafting process. It gives a more realistic sense of how the economy would likely work. A Static cost for the material wouldn't make sense (ex: a blacksmith is unlikely to use the same surcharge on adamantine for a dagger that he does for a greatsword, it doesn't account for the amount of material used). Any mechanic that is used to create items has to take into account the cost of materials due to how much is used. Unfortunately, Bulk is the current method of doing so, and it has its own problems (a light wooden shield likely uses more Darkwood than a staff made of same, but the shield is Bulk L and the Staff is Bulk 1). Short of going to a mass or weight-based system (unlikely at this point) this is what we have to work with. Again, after reading the tables to make sure I was understanding your position, I do agree the costs need some adjustments unless treasure allotment is higher than I suspect in Playtest. ![]()
![]() I have the distinct feeling that Orcs will get a fully developed, playable Race build rather quickly, in order to capitalize on what has already been done with the Half-Orc Ancestry. I do like the way Ancestries and Heritages work overall, and I think that only a few minor tweaks are needed to make it nearly perfect. More Heritage traits are needed for all the races, at the very least. I think that Goblins are a fun entry into new races and are a nice counterpoint to the long-lived (400 years), curious Gnome we get the short-lived (20 years, or 50 (maybe) with protectors), cunning Goblin. While the Gnome is out there trying to find ways to make their long lives interesting, the Goblin is out there trying to survive for the few short years they live. ![]()
![]() Keylac wrote:
I disagree, I think the Oracle has a pretty unique design space that the Sorcerer is unable to fill. Curses and their affects are interesting enough that they on their own could be worth bringing in Oracles. Imagine that the Blackened Curse still penalizes combat (maybe limiting them to untrained in any weapon proficiency) but they still get a +2 when working with Fire based spells. Most gods would grant access to the Divine list, but other gods would probably grant access to other lists (Erastil = Primal, Nethys = Arcane, Pharasma = Occult) leading to a different flavor of caster entirely when combined with their curses. *Edited for clarity ![]()
![]() The Sidhe of Celtic Myths (Elves by a different name, and conforming to most of the tropes, but also the depowered descendants of the Celtic Gods after Christianity reached the British Isles) were described as intelligent, cunning, fast and nimble, with humans only able to catch them through trickery (except in the case of certain Heros). Svartalves (literally "sword-elves") are one of the inspirations for Tolkiens Elves and always seemed to be pretty fast and agile in Norse Mythology. They just weren't enough to overcome the Aesir/Vanir Gods. Finnish Mythology, yet again another source of inspiration regarding the race for Mr. Tolkien, also has fast and elusive Elves. Tolkien has been mentioned a great deal but his influence on modern literature, particularly concerning Elves, Dwarves, and Halflings cannot be understated. Many authors of fantasy literature since Tolkien have used his layout to define these races in their own stories. In Roleplaying, Gary Gygax pretty much lifted the races wholesale from Tolkien's stories, only changing the name of the race of Hobbits due to legal reasons. The game mechanic didn't really support the higher speed, but the improved DEX was supposed to allude to the fact. Shadowrun has been mentioned, and many other games have also followed the tradition. The recent movie "Bright" on Netflix also ran with the trope, showing how ingrained the idea is in pop culture today as well. I know that there are traditions of Elves I am forgetting, but I do feel that the bulk of historical mythology and literature support fast elves. ![]()
![]() Igor Horvat wrote:
Personally, I might agree with you on a potion if it weren't for the fact that there is a pretty significant dearth of alchemical potions in the book. An Alchemist who comes across one should have a pretty good idea where to start and should be able to get through the process pretty rapidly. "Hmm...this potion smells of cinnamon and ash. Only a couple of potions have similar smells, let me start with the most common one. Yup, this is a Heal Potion." For other magic items, the various classes have both Detect Magic and Read Auras (2 separate spells to do 1 thing, they should be combined, but that is another thread) which should give them an indication of which school of magic an item is from and help to rapidly narrow those options. "Look at this wand. It has a low level Abjuration Aura on it. There only a couple of low level abjuration spells commonly placed in wands, so I suspect it will be one of those. Let's start there. Yup, it's a Wand of Mage Armor." Now I could buy into the idea of a Barbarian, Fighter, Monk, Ranger, or Rogue having this issue, but not the core magic and alchemy classes. What the current rules have is something akin to a geologist walking up to a rock formation and saying, "It is going to take me an hour to figure out what kind of rock this is guys. Go take a break while I do this." When in fact, they can usually figure out what it is just by looking at it, and the test is to confirm their hypothesis. And even then, it usually only takes, at most, a few minutes. 10 minutes is a long time except in special circumstances. Also, one reason it takes so long in real life for actual identification is that there are not as many crime labs as one would suspect from watching TV and most departments actually have to share or send out to labs that are overwhelmed with a backlog. However, once the scientists actually get their hands on the evidence it tends to go pretty fast because they generally have a pretty good idea where to begin due to familiarity with the kinds of things they specialize in. for example:
Now, if the Identification in-game worked on a similarly tiered system I could get behind an hour to figure something out completely.
Unique items I would also understand taking more time. In fact, I would say that a breakdown for the Tier 1 above should look more like this:
This makes the rarity of the item play better into the timing of identification and makes more sense within the game. But that is my feeling on it. YMMV ![]()
![]() The problem is, bulk addresses not only weight but the size of the item in question. This makes giving hard numbers a lot trickier than just saying that 2.5lbs (the average weight of a real-world arming sword (Longsword in-game) is 1 bulk. That said, I prefer the older weight system and just handwaving the issue of bulk to haversacks, bags of holding, efficient quivers and other similar items. ![]()
![]() PossibleCabbage wrote:
Sorry if someone had already answered this, On page 323: Quote:
According to this Medium creatures are Bulk 8 and small are Bulk 4. ![]()
![]() N N 959 wrote:
I can think of at least one in the Mwangi that could have used it, I also seem to remember one in Irresen that could have used it as well, as long as it worked for the group, but since the mechanic didn't exist, wasn't an option. Most scenarios where this mechanic SHOULD have been used, hand waved it because PLOT. With a new mechanic that doesn't have to happen. When I gave you several options for how it could be used you asked if we had seen it in the past. The problem with that line of thinking is that it is in the wrong direction. You should be asking "will this come up in the future?" I say yes, and you will likely reply with "but no one has said it has come up before so it likely won't in the future." This is false logic. Just because a thing hasn't been seen in the past does not preclude it from happening in the future. What is my basis for thinking we will likely see something using it in the future? The fact that this mechanic exists and is fairly prominent. Not liking Cover Tracks is one thing, but auto-dismissing when others give reasons and ways that it could, and SHOULD, be used, well... Personally, I hope to see scenarios where it IS used, because it is a neat little mechanic that saw use in several myths, stories, and legends, most prominently Robin Hood. ![]()
![]() shroudb wrote:
From page 359: Quote:
This quite explicitly says that the resonance is merely a catalyst, but there is nothing magical about Alchemical Objects, their creation, or using them. Yes, I understand your problem regarding Resonance Points, but it says that RP are just used as a catalyst. How that isn't magical I don't know, but it IS their take on it. ![]()
![]() Brother Fen wrote: I'm always a bit surprised to see people railing against "Vancian magic" by saying that's not how magic works in fiction. Really we rarely see the same spell or effect repeated in multiple instances in most works. How do we know that Vancian magic is not at work? We don't. It's just an assumption that smart players make because they don't like the term for whatever reason. How many spells does Gandolph cast? How many are cast in infinite progression? Doctor Strange? Harry Dresden? Gandalf channels his magic more than he casts it in any fashion similar to Vancian. In fact, from the books and movies, he is more like the next two. (With the added bonus of being an angel) Doctor Strange (in the comics) goes and checks his tomes to make sure he doesn't mess up a spell, or to try and figure out how to cast them, not because he forgets them. He is often seen casting spells like "the Crimson Bands of Cytorak" multiple times. In the movies he just keeps moving energy around (which is exactly what the Ancient One described magic as). Harry Dresden's magic is EXPLICITLY described as not being Vancian. It actually drains the caster and can actually cause them to pass out if they put too much power into it, unless they can draw from a different source (like in Storm Front). In fact, casting a couple of powerful spells has nearly killed Harry. Personally, I think Playtest HAS a better magic system already built in. Two of them actually. Powers could EASILY be expanded to cover ALL spells that a mage would use on a regular basis. Rituals would cover those spells that are EPIC in nature (Wish, Miracle). How would it work in practice? I would say that Bards would add their Stat Mod each level. Druids and Paladins could probably do the same. Clerics and Wizards might add their mod+1 each level. Sorcerers would likely add their stat mod+5. Reasoning: Bards, Paladins and Druids have a great deal more going on than just spells, but I could see Druids being moved to the same category as Clerics. Clerics and Wizards get a great deal of flexibility in spells, being able to have more spells they would have access to. They just don't have as much raw power to keep casting them ad nauseum. Sorcerers have a limited number of spells they know, but they are power houses able to keep casting when other casters can't, unfortunately, that spell they can cast may not be the one they need. Rituals are great, read up on them if you haven't. I would say that Bards, Clerics, and Wizards should have greater access to these based on the nature of the three classes. Those are just my thoughts. Feel free to disagree. Edit: Dang it, zer0darkfire snuck in and said what I wanted to in a slightly more succinct fashion. ![]()
![]() About the ONLY thing I can see that the Alchemist has over the Cleric, or any spellcaster for that matter, is that they can operate in a magic dead zone. Heck, ALL of the classes get nerfed in a magic dead zone, the magic sword the fighter had is now a regular sword (of at least expert quality mind you), the Rogue's cloak of Elvenkind is now a regular cloak (but it looks nice), etc, but the Alchemist can keep throwing bombs and healing companions. After all, Alchemy is non-magical. That said: how many magic dead areas do you expect to run into? So yeah, overall, Alchemists need an overhaul.
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