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RPG Superstar Season 9 Top 32. RPG Superstar 9 Season Dedicated Voter. Organized Play Member. 350 posts (670 including aliases). 1 review. No lists. No wishlists. 1 Organized Play character. 2 aliases.


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RPG Superstar Season 9 Top 32

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Good luck and enjoy the retirement. :)

RPG Superstar Season 9 Top 32

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I'm quite frankly thrilled to announce the launch of my Starfinder adventure on StarfinderInfinite.
Into the Void is a special starter adventure, where the heroes start out as blank slates and build themselves up as the adventure progresses.
By the time they finish, they'll have created their characters, and the adventure will lead them into the Dead Suns Adventure Path (or wherever else the GM wishes to take them.)
It can be found here: Into the Void

RPG Superstar Season 9 Top 32

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Steven "Troll" O'Neal wrote:
AnimatedPaper wrote:

No claws.

They're a high grav-world race, large, but with reach and automatic heavy weapon proficiency. Not really a lot to them; they don't appear to be in the adventure itself, so they're just...there. They look kind of like a Quokka with a gun.

Neat. I was thinking it'd be similar to the giant ground sloth of a very similar name.

Funnily enough, that was in fact the original inspiration for them. :) (Source: I'm the author of that one, and a few of the others. :P - looking forward to seeing what they look like now, compared to what was turned over. :) )

RPG Superstar Season 9 Top 32

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Blake's Tiger wrote:
Quote:
. . . Wayfinder contributor
For the life of me, I cannot find out how to subscribe to Wayfinder let alone contribute. My Google-fu has been failing me for a year.

In order: There's no subscription for Wayfinder. It's all free. They release a single book once per year, at PaizoCon (or May this year, since no PaizoCon :() - you can download them all for free on this very website.

They also do Open Calls, once per year - these run for several months each time and have the last 2 times been for Starfinder. They announce these in the Third Party Products section of the forums here, but you can also simply keep up to date by following them on Facebook, where they put it up. You can find that here: WAYFINDER FACEBOOK

Vigilant Seal

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LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---

Yeah, well, just wait till I hit back. :P
I swear - I WILL hit one day.

Vigilant Seal

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LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---

Fortitude: 1d20 + 8 ⇒ (14) + 8 = 22

Gorholt shakes his head to clear the dizzying sensation, and runs off to flank with Saliss.

As he does, Torvald's weapon clangs off his shield, causing Gorholt to pause momentarily.

No, we better deal with these serpents first, then we will cure him.

attack roll on serpent: 1d20 + 7 ⇒ (3) + 7 = 10
damage with spear: 1d6 + 4 ⇒ (1) + 4 = 5

Nope, not a hit LOL. But the saves are good!

Vigilant Seal

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LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---

Fortitude save: 1d20 + 8 ⇒ (19) + 8 = 27

WOW! Well, at least I finally got a good roll NOW. :P

Gorholt emits a hacking cough, and spits to clear his mouth.

"Damn, that stuff is nasty. Guess I should have paid better attention when I was younger."

Vigilant Seal

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LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---

Gorholt will Search. I figure he can survive a hit or two without his shield being raised if needed.

Gorholt looks at Viola, as she moves across, impressed at her ability to move silently. He looks down at his own hobnailed boots and smiles to himself.

As he moves across, he looks high and low, looking for anything that stands out, with every sense on alert.

Vigilant Seal

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LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---
Salliss wrote:

Given your criteria, you may want my character to lead or at very least be second rank.

They have better perception, the Trap Finder feat, higher AC and hit points than either Torvald or Gorholt.

You're right. I keep forgetting about the level difference, so I didn't even check any of the less "tanky" characters.

But looking at that, Viola would be even better upfront. Her Perception and saves are the highest by far.

Maybe Gorholt should just hide in the back like a brave little Champion. :P

I think what we should do is probably this:

Viola - Rowing scout

Saliss-Front,
Gorholt-2nd line
Pip - near back
Torvald - in the rear, with the gear. :)

Vigilant Seal

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LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---

Smirking slightly at the mention of legal counseling in this backwater area, Gorholt gave a formal bow to Pip.

"Greetings Pip. Gorholt Cragborn at your service. And yes, I was indeed on my way to meet with the good Venture Captain. Would you care to join me?"

Vigilant Seal

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LG Male Dwarf (Ancient Blooded) Champion 1 HP 23/23 | AC 19 | F +8 R +3 W +7 | Perc +5 | Stealth -2 | Speed: 20 ft | Active Conditions: ---

It'd been a long day and a long trek. But finally, Iceferry was in sight. Just another hour or so on the march, and it'd be time to rest weary legs at a warm in. Up ahead, Gorholt could see a small band of travelers resting in the shade.

Hoisting his shield back on to his back, Gorholt quickly adjusted his chain mail and straightened his tabard.

"Right. Time for me to move."

Dotte-di-dot

RPG Superstar Season 9 Top 32

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And now it's time to reveal the 4 adventure pitches. We're excited to see what you think of the contestants' work, but remember: THERE CAN BE ONLY ONE (Winner)! - Choose your favorite and cast your vote. :)

RPG Superstar Season 9 Top 32

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And now it's time to reveal the 4 adventure pitches. We're excited to see what you think of the contestants' work, but remember: THERE CAN BE ONLY ONE (Winner)! - Choose your favorite and cast your vote. :)

RPG Superstar Season 9 Top 32

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All 4 entries have been received for Designfinder, and the judges are now in session. On the 24th we'll be revealing the entries, along with the judges' comments, and voting will begin. Stay tuned. :)

RPG Superstar Season 9 Top 32

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And the votes are now in. Your Final 4 of the Designfinder Contest are now about to start writing their adventure pitches, and the winner will get to complete their adventure, and have it released. It is up to YOU, the voters, to ensure that the most interesting adventure gets to release. :)

For now, you can see the final 4 contestants and their entries on the Open Gaming Network

RPG Superstar Season 9 Top 32

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And the votes are now in. Your Final 4 of the Designfinder Contest are now about to start writing their adventure pitches, and the winner will get to complete their adventure, and have it released. It is up to YOU, the voters, to ensure that the most interesting adventure gets to release. :)

For now, you can see the final 4 contestants and their entries on the Open Gaming Network

RPG Superstar Season 9 Top 32

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And Round 3 for Designfinder is now over. The judges have their comments in, and everything is ready for you to see! Voting is coming live a little later today (who knew webmasters needed sleep???), but it'll be ready for you later.

In the meantime please enjoy this round of VILLAINS!

RPG Superstar Season 9 Top 32

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And Round 3 for Designfinder is now over. The judges have their comments in, and everything is ready for you to see! Voting is coming live a little later today (who knew webmasters needed sleep???), but it'll be ready for you later.

In the meantime please enjoy this round of VILLAINS!

RPG Superstar Season 9 Top 32

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Less than 30 minutes to get your submission in if you're in Round 3 of the Designfinder contest!

(Oh, and to RayOfLight: THAT was the entire hope of the DesignFinder Contest. Just like Jacob, RPGSuperstar is what got me started!)

RPG Superstar Season 9 Top 32

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And the results are now in for Round 2 of the Designfinder 2018 Contest!

Please head on over to see if your favorite won, and feel free to discuss them on our forums (links to all are in the comments).

Also, we're now opening up for the Round 2 discussion threads and the Critique My Item threads for those who have an interesting in talking about what's happened, and what can be done in the future. :)

A hearty well done to all those who made it this far, and a good luck to those who now move on to round 3!

RESULTS

Critique My Item

Round 2 Discussion

RPG Superstar Season 9 Top 32

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And the results are now in for Round 2 of the Designfinder 2018 Contest!

Please head on over to see if your favorite won, and feel free to discuss them on our forums (links to all are in the comments).

Also, we're now opening up for the Round 2 discussion threads and the Critique My Item threads for those who have an interesting in talking about what's happened, and what can be done in the future. :)

A hearty well done to all those who made it this far, and a good luck to those who now move on to round 3!

RESULTS

Critique My Item

Round 2 Discussion

RPG Superstar Season 9 Top 32

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You can vote and yes, we expect you to vote for your own, and then 7 interesting ones.

As long as you do NOT comment on your own entry (except perhaps to do a polite thank you). Engaging in defense or anything similar of your entry might cause you to be DQ'ed.

RPG Superstar Season 9 Top 32

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Round 2 is now over for the contestants in the Designfinder Contest, and the judges have retired to the 9th layer to deliberate!

The 15 entries (we had an unfortunate DQ) will be revealed, along with the judges comments, comments on the 26th, after which you'll be able to vote on your favorites to go through to round 3! - Once revealed, please feel free to comment and discuss the various entries, UNLESS you're one of the contestants. In that case, you should refrain as it could get you disqualified.

And may I say that some of the entries we've received were really good, and were places I'd want to explore with my own gaming group.

RPG Superstar Season 9 Top 32

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That's an oversight on our part.

A map has been emailed in PDF to all competitors, and there's now 2 versions of the map up on the site itself, one in JPG, and another in PDF.

RPG Superstar Season 9 Top 32

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And now, the moment you have all been waiting for.

And slightly early too!

The reveal of the DesignFinder 2018 Top 16!

Well done to all those who entered, and congratulations to all the competitors who made it through to round 2!

The link can be found in the first comment, and each individual item can be discussed on the Open Gaming Network forums (Clicking on the item's name will take you there, though you will have to sign up to comment!)

See you for round 2!

It'll be up on the navigation bar too, as soon as our webmaster wakes up. :P

RPG Superstar Season 9 Top 32

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Don't worry.

No one was disqualified for forgetting their name and location. IF people put it into the item itself, then it would be DQed.
You will however, need to identify yourself, should you go on to Round 2, but then I will be in touch. :-)

At this moment in time, all submissions are anonymous to the judges, and I am the only one that can tie each item back to the original submitter.

RPG Superstar Season 9 Top 32

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And with that, we've reached the end of the Open Call of the Designfinder Contest 2018. For those interested, we received more than 150 submissions, which, given the short amount of time allowed by the contest (and the fact that we didn't announce it ahead of time), is really impressive!

Thank you to everyone who entered, and hopefully, you'll all follow along to see the winners. :)

I know that some of the veterans from the RPGSuperstar will be asking this question though: "Critique my Item, will it be back?" - and the answer is - that's up to the competitors. I hope that people will take the opportunity to share their creations and get feedback on their items where possible, but we do ask that people wait a few days after the reveal of the winners, so that they can get their time in the bright lights. :)

See you soon. :)

RPG Superstar Season 9 Top 32 , Dedicated Voter Season 9 aka Curtisin

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For anyone still keeping an eye on this particular thread, and hoping for RPGSSuperstar, you should check out the Designfinder Contest 2018! It can be found here Designfinder Contest

RPG Superstar Season 9 Top 32

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So this week we look at spells. The first change is one that's already been mentioned before, which is that spells now take 1 to 3 actions to cast, i.e. verbal, somatic and material casting actions, which is an interesting change. It means that, given the right combination, it should be possible to cast multiple spells in a single round. It also seems, from some of the previews that some spells will have options that allow you to use several of the casting actions, to make the spell more powerful. I'm quite keen on this change as it allows an added degree of flexibility with many spells.

The next change is heightened spells, the ability to cast spells at a higher level, apparently without using a feat for it, and with it having an additional effect. The most obvious is of course heal, which is now one single spell, but which can be heightened and allows you to use that single spells as the healing spell for each level (though arguably the previewed regenerate spell is more powerful once you get access to it, provided your group has a chance to do some downtime). - being able to combine that with the use of MORE actions to really make that heal spell pop is just a godsend (no pun intended). But yeah an AOE Heightened heal spell sounds really good to me.

Cantrips are also changed, to now automatically be of your highest level spell, though you can still use them at will. That means that not only do you not run out of spells and options, but the options you have are far more of a viable fall-back option than the ones that are currently available in Pathfinder 1. I have to admit that I really like this particular change, though it could potentially unbalance the magic users, but on its own, I'm very much on board. It also makes perfect sense for an archmage to have more powerful cantrips than a mere apprentice.

Spell Points I'm on the fence about however. While the idea of swapping domain, bloodline and other powers over for something more broadly usable is a good one, I think we need to see some examples of this before we can pass judgment about whether it's a good thing or not. As a general rule, I'm against having pools of points of any sort. Not because they're a bad design, but because they're an added thing for a player to manage when gaming and accounting can really bog down gameplay.

10th level spells: Now this'll be interesting, and it makes sense to move wish and miracle to this level due to the sheer flexibility of them, and the sheer wonder of what it SHOULD be possible to do with them. (See your nearest copy of Aladdin for details :P ). The other spells that are mentioned, we, of course, have no details on, but I'm guessing that the critical failure that's mentioned in today's blog is for fabricated truth and that it pertains to this line "The target believes the fact for an unlimited duration.".

Rituals: Give me those magic summoning circles. The idea of planar binding and other spells of that nature going wrong is so central to a lot of fantasy and horror stories, that it's hard to understand why it's not built into the system already. That said, other systems, like Dungeon Crawl Classics, have dived into the deep end of this particular pool, with some very interesting results. I like this addition a lot, and I'm looking forward to seeing what Game Masters can come up with, for wicked ideas, when that evil wizard completes his ritual and summons some beast from the dark netherworld.

Three final notes to make: The saving throw is now no longer specified in the short "blurb" text, but it's contained within the description of the spell, and there are now apparently more descriptors of the spells (just from the ones we've seen today, we have Death, Healing, Necromancy, Negative and Positive - at a guess I'd say that Necromancy appears to be remaining a schoold with the others being descriptors, but could it be that Necromancy (and the other old schools) will now be descriptors instead? We shall see).

My final note might be a bit of a stretch, but one thing I definitely noticed is that there's no mention of SPELL RESISTANCE. Could it be gone? If it's still there, I suspect there may have been some changes to it.

What are your thoughts on this?

Until next time,

RPG Superstar Season 9 Top 32

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And now we've seen the Alchemist being released, and there are a number of interesting reveals here.

First of all is the revelation that anyone can now learn to create alchemical items like the Alchemist can, by taking the Alchemical Crafter feat, although the Alchemist will still be better at it, as he gets more formulas. Nonetheless, it provides a level of flexibility for other characters.

The bombs also start as being actual alchemical items (a change that I really enjoy the look of), so that instead of "random bomb X", the Alchemist will now be throwing recognizable equipment like alchemist's fire and thunderstones. (Should be interesting to see a damaging tangleweb bag too. Well, one can hope). - Of course, the alchemist's versions will do more damage, but it is a neat little change that makes the items far more useful and recognizable.

Of course, the Alchemist still retains their mutagens, making them more capable in various ways, though the details of the mutagens are still unknown. Presumably, they'll remain pretty close to the current ones.

The Alchemist feats allow the bombs and alchemical items to become more powerful, higher DCs, more accurate, and do more damage. Pretty much what is expected, but Debilitating Bomb looks particularly interesting as it lets you apply different conditions to the target of a bomb. I could easily see someone making an alchemist's fire bomb that also caused the primary target to be sickened or something similar. It would make for some great storytelling, with the target retching as he burns alive. (Gruesome yes, but interesting).

Finally, the mutagen feats allow the Alchemist to warp their mutagens in various ways, like gaining natural weapons, bonuses to Intimidate check or even making him stealthier.

All interesting stuff, but I would have liked to have seen a bit more of the mutagens PRIMARY effects, but hopefully that'll come eventually. That, and I hope it gets possible to make a PROPER Jekyll/Hyde style character, but it looks like the Mutagen feats should make that possible.

See you next time,

Edit: I forgot to mention one thing. They teased the Oracle here. Could that be joining the Core classes as well? THAT would be an interesting choice, and one I'd be happy to see.

RPG Superstar Season 9 Top 32

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Right, so there's been a lot of back and forth about why or why not goblins should be included in the Core Rulebook. I'll openly state that I'm for it, since I think it's a pretty cool dynamic that it brings to it, and if people can accept Half-Orcs (after all, the descendants of Orcs, even if they're half human), in the long run, I think Goblins could be accepted as well, ONCE THEY PROVE THEMSELVES to their communities. That said, we have no idea how far into the future PF2 is set, or if there have been any earth-shattering events causing a large number of Goblins to turn from their old ways.
That said, the Core Rulebook is for ALL settings, not just Golarion, and there are a number of settings out there where Goblins would be common enough that they could easily feature as a normal race (Dragonlance springs to mind, as Goblins are some of the first creatures that the heroes meet. I could see one of them turning up like a gully dwarf, especially with the help of Tasslehoff Burrfoot). Anyways, the key to remember is rule #1 - What the GM says GOES. That means that if you, as a GM, are not comfortable with having Goblins in your game, simply say that they're out of bounds. Plenty of GMs do this already with classes, third-party products, certain races and even alignments.
This really should be no different.

With that out of the way, let's dive into the actual statistics.
First I think it's interesting that the Goblins got a boost to Charisma (Dex bonus and Wisdom penalty both make perfect sense), and I'm wondering if this represents their ability to grovel their way into people's good books? It'd make for very understandable reasoning for why a villain would take on a Goblin henchman.
The other thing that stands out is their speed at 25 feet. THAT used to be 30 feet (fast for their size), and normal Small size characters used to be 20. - Interesting little change, I wonder what prompted it. (Same goes for the removal of the strength penalty, but I think that's to make the Goblins more viable as fighters).

Finally, the race feats are all interesting and feel like something that a Goblin could have as a racial trend, like their racial love/fascination/unhealthy obsession with fire, for instance, being represented in "Burn it" or their junkyard tendencies with "Junk Tinkerer". As an aside, I expect to see dogslicers and horsechoppers make an appearance in the equipment section if this is to have it's maximum potential or impact.

Anyways, those are my thoughts. See you on Friday for the next round. :)

RPG Superstar Season 9 Top 32

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Planpanther wrote:

Hey, cant you see we are trying to talk about Gobos here!?

J/K I like the idea of degrees of success. Though I think the implementation will need some hardy playtesting. I dont want/need every roll to be a degree of success. Sometimes you are just trying to do something that isn't going to require that level of detail. I am also not terribly fond of save but fail or miss but hit type of conditions. Though on occasion they can allow for some great story narration.

Don't worry. I'm about to post about Gobbos too. :P

RPG Superstar Season 9 Top 32

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So, yesterday Paizo gifted us with another blog post about the upcoming PF 2.0, and I had a few thoughts on it that I wanted to note down as well. It didn't feel right to post it in the blog post itself, as people were already digging far beneath the surface there (possibly mining what cannot yet be seen). So here's my own take on it:

Modes:
While I'm not keen on calling them "modes", I can certainly see where the distinction in game terms is handy. In effect, this has always been part of the game, in the various ways we explore our adventures. Encounter-mode is, more-or-less, straight up combat. The times where you're fighting your opponents, and where you can use your abilities there.

Meanwhile, Exploration Mode is the travel-time, the random NPC interactions, and (I think) the roleplaying aspects and situations of the game. It's likely where most people spend their time when playing Pathfinder (or indeed ANY roleplaying game, whether Tabletop or computer), so I'm happy to see it being called out specifically, especially with skill uses for this being useful. Another thing mentioned in this is the opportunity to use OTHER skills for Initiative. This makes sense to me, in a lot of ways. (And it's something that's been explored a bit already in Star Wars by Fantasy Flight Games, in terms of Cool / Vigilance). Using other skills than Perception (with Initiative defaulting to Perception) makes for interesting gameplay. Suddenly there's a very good reason for your rogue to be using Stealth when getting around, as he's more likely to get the drop on his opponent, your ranger might be using his Nature skill to try and read the angry bears next move and so on. There's a lot of potential here I think.

Downtime mode also looks interesting, and it's something that I've seen house-ruled in every single game I've played in, usually along the lines of "X amount of days passes and nothing happens", with only the merest nod given to skills and professions. Being able to use this, out of the core book, a bit more productively sounds good to me.

Other take-aways:
I'm still intrigued by the "3 actions + 1 reaction". It seems to simplify gameplay so much compared to the 6-7 different types of actions that are currently available. Combine that with being able to use more interesting abilities or feats (like the mentioned Fighter's Intimidating Strike, or the Barbarian's Raging courage) to trigger special events leaves me hopeful. I'll admit I'm not too keen on the Storm Retribution feat that's mentioned, but it'll depend on how devastating crits really are. If they're truly devastating then the ability to do damage and potentially push your opponent away could be invaluable.

What I am MOST excited though is COUNTERSPELLING as a reaction! That is something I've been looking for, for longer than I can remember, as it'll allow for some epic spell duels, rather than the current "I hold my action and wait, just in case he casts a spell". I am hopeful that this also means that we'll see counterspelling being simplified so that you don't have to use the same spell to counterspell (dare I hope that it'll be even better than the current Improved Counterspell, so that you can sacrifice a spell of the same level, rather than just of the same school? Perhaps even better, and put in opposing schools once more, so that you need to counterspell with an opposing spell!)

I'm also a fan of the mentioned Magical Crafter feat. Oh boy have I been waiting for this one! Finally, we'll get to see the "master craftsman" trope in our games, without these necessarily being spellcasters. Dwarves forging axes beneath the mountains, elves creating bows under the moonlight and people like Theros Ironfeld (from Dragonlance) or even fantasy equivalents to Masamune! Yep, color me in as being in favor of this one.

Finally, there's retraining. I think this is a good idea to implement, but I'm hoping there are some restrictions on it. While it'll cut down on the "oh, I'll just roll up a new character" syndrome that some people seem to have, I'd like to see some consistency on characters, and things that'll either take longer to retrain or which are impossible to do. (The mention of it being "as little as a week" leaves me hopeful that this is the case).

Anyways, that was my 2 copper. See you for the next post. :)

RPG Superstar Season 9 Top 32

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Hello everyone,

First of all, I apologize if this comes across as rambling. I had a sleepless night, and thoughts just kept rummaging around in my head, so this is just as much to get my own thoughts straight, and hopefully to liven up your day a little, with either some introspection, some discussion, or some outrage. Take your pick. ;-)

My name's Kim Frandsen, and I've been playing Pathfinder since the inception of it, and RPGs since I was 13 (now clocking in at 38, much to my chagrin). I'm also both a freelancer and an editor for the current version of Pathfinder (for anyone curious, have a look at my profile, my own works are up there.)

But this is not about me - This is about the (hopefully) bright future of Pathfinder. There's been a lot of talk about how the game might change, and what the new mechanics might be, but apart from the glimpses, we get through the podcasts and so on, we won't know for certain what we have until the Playtest version is available in August.
So what is this thread about I hear you ask?

Well, it's about the general principles of what I hope (and want) to see in a game, both as a player, a GM, and someone who's written for Pathfinder (and plan to do so in the future).

Any game in my view should boil down to 3 principles: Fast, Fun, and Furious - though these are not as straightforward as they sound, so I'm going to break them all down.

FAST:
By fast, I don't mean that it should be over with quickly. What I mean is that it should be fast to get to the action. I.e. character creation should be quick, balanced against the choices you have available. Some games go overboard in either direction, making for characters that feel same-y, or they dig so far into the rules and options just during character creation that it takes you several hours just to get started. Neither is what Pathfinder should be looking at, and I'm hoping this is part of what the Playtest will achieve, a balance of options, speed, and manageability.
Fast also applies once the game itself has started, and I think we're seeing steps in the right direction here, with the action economy being changed. Combats, on higher levels, tended to slow down the flow of the game, and while that is fine for the fight with the BBEG, it should not apply when you're just fighting a bunch of random lackeys.
Equally, for the GM, the move towards simplified monster creation is a smart one. Having done this on quite a number of occasions (to quote Gilderoy Lockhart from Harry Potter: See my published works), I've found that comparing Starfinder (I know, I know, different system, but it IS at least similar) to Pathfinder, I can make 3 or so creatures for Starfinder in the same time that I can do 1 for Pathfinder. Even when converting creatures directly over, it's something like a 2 for 1 scale. If PF 2 goes that way with their monster creation, it'll make things much easier for the GM, though I do hope for a few more (or better codification) of monster abilities, as some are clearly more powerful than others, at least in their current incarnation.

FUN:
While saying that a game should be fun seems like a rather obvious notion, you'll note that not all games are actually FUN. What they are, and should be, is engaging. They should make you WANT to lose hours and hours playing them with your friends, they should make you WANT to keep going just that one hour more, and they should make you WANT to come back to the gaming table for one more go.
Various games accomplish this in many ways, and Pathfinder has historically played towards the power-fantasy of being "a mighty so-and-so, defeating the evil villain". Should it remain that way? Yes, I think so, as it has delivered on a grand scale, epic combats and encounter (in the forms of the various APs), but it should also try to deliver that feel on the lower end. I want villains and monsters to be despicable foes, something for the heroes to overcome.
That said, Pathfinder also left room for you to create heroes that became villains, played the villain yourself, or create villains that you can relate to at least. And that is something it needs to retain. Not every monster or foe should be some dastardly over-the-top villain or cosmic horror. Sometimes, the worst horrors are right in front of you. And those are equally engaging to overcome.
That leads into something else: I believe that the GameMastery Guide was a bit of an overlooked gem, one that's not referenced very often, but even though I consider myself quite experienced, I still referred to it from time to time and suggested it to new GMs. I hope to see part of that incorporated into the GM's section of PF 2.

FURIOUS:
This one is probably the hardest to explain. Normally, I'd say bloody. But let's call it visceral instead. And I don't mean gore in this case, but I would like to see a move towards making the fights more epic in scale. Have the heroes take on an "Orc Horde", rather than just a few of them (not necessarily mass combat, though that might be part of it) - that's something that takes too long in the current incarnation of the game. It can be a lot of fun for players to mow down enemy after enemy (even if not everyone is a "murderhobo"), but it shouldn't bog them down.
This leads me to simplification: There's no need for there to be a table or rule for every single possible thing you can ever think of. Some things are best left to GM fiat, BUT those should not include player abilities, spells, and the like. The reason for this is simple: As a player, you like having an idea of what your character can actually do. So when you use "X" ability, it should do "Y", not "Z (at the GM's discretion)", but for the other side of the screen - yeah, break it. Make the opponents and encounters as simple to run as possible, so that the gaming group can get the maximum enjoyment out of it.

Finally, I'd like to see player behavior incentivized as well, as part of this. Each GM and playgroup have their own playstyle - some roleplay every encounter with a shopkeeper, others just want to murder everything in sight, loot their corpses, and burn the dungeon. And either approach is fine, but I'd like to see a way for a GM to encourage his group to continue on their merry way.
This is tricky though, as I'm sure we've all met GMs who wanted to play the game "their way" - so realistically, I might be engaging in wishful thinking here.

Right, those are the sleepy thoughts of a father, who's been up way too early, and who knows he's got a full day of work ahead of him, after 3 hours of sleep. :P

Let me know what you all think. :)

RPG Superstar Season 9 Top 32

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Having won the HBM4, and ended in the top 36 for the last RPGSS, all I can say is: SIGN ME UP!

Though probably not as a participant. At this point, I might be disqualified. :p

RPG Superstar Season 9 Top 32

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Character themes:
2: Brute and Rogue - Cosmic Odyssey: Pirates of the Starstream

Archetypes:
3: Boarder, Gunner and Senior Officer - Cosmic Odyssey: Pirates of the Starstream

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Shiny and... well, weird is what these are.

RPG Superstar Season 9 Top 32

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Does Space Stations count? If they do, you'll find one in here (a BIG one):
Cosmic Odyssey: Pirates of the Starstream

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Lord Mhoram wrote:


There is one planet I'd love to see that even has it's own Iron Maiden song for it.

You may just be in luck. At least, it gets a callout. ;)

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And it's now available here on Paizo. :)

Cosmic Odyssey: Pirates of the Starstream

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Hope everyone enjoys this book about Pirates. :) - It certainly was fun writing it, and tying it back to something historical (as well as a few easter eggs for those who look for them ;-) )


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I'd chime in here as well. If you want some decent builds, check out the old Order 66 Podcast. They construct and deconstruct classes pretty well on that show (I got my build inspiration from there). They've now moved on to FFG's Star Wars, but their old episodes are still up and available and there's more than 200 of them, packed with good stuff.

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Keep an eye out for Pirates of the Starstream from Fat Goblin Games, as this is 2 of the things that have been discussed. ;-)

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Mark Thomas 66 wrote:
Incoming by the end of the day.

And received as you know. :-)

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Curtisin wrote:

D20Pfsrd Publishing is looking for authors for the Affordable Arcana series.

Project Length: 6-8,000 words
Pay Rate: $0.01 per word. (In case of doubt, 1 cent per word)

D20 PFSRD Publishing is looking to, in effect, restart our Affordable Arcana series. This is a series where we present a bunch of magic items, created and priced to be affordable. (Our first series was about magic staffs, priced to be affordable for low level adventurers, and we'd be looking to make similar magic items for the "low level market", with each book themed around a single type of item (rods, ring, wondrous items, and so on).

Respond to: curtisin@gmail.com with your name, credits, and pitch (which should be around 500 words, and include a single item (which would be included in an eventual release). Subject line should be "D20PFSRD Affordable Arcana"

Respond by: June 15th (deadlines will be agreed on an individual basis, but will generally be a month after we accept your pitch, with a final deadline including editing 2 weeks later).

The deadline is coming up fast, with just over a week to go. We've gotten some good pitches in, but we can always use more. :)

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For those who haven't seen it yet, Fat Goblin Games have a sale on a bunch of their stuff. Find it HERE

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Do Half-halfling get called Quarterlings?

RPG Superstar Season 9 Top 32 , Dedicated Voter Season 9 aka Curtisin

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Open call from D20Pfsrd Publishing is up!

Go check it out HERE!

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D20Pfsrd Publishing is looking for authors for the Affordable Arcana series.
Project Length: 6-8,000 words
Pay Rate: $0.01 per word. (In case of doubt, 1 cent per word)

D20 PFSRD Publishing is looking to, in effect, restart our Affordable Arcana series. This is a series where we present a bunch of magic items, created and priced to be affordable. (Our first series was about magic staffs, priced to be affordable for low level adventurers, and we'd be looking to make similar magic items for the "low level market", with each book themed around a single type of item (rods, ring, wondrous items, and so on).

Respond to: curtisin@gmail.com with your name, credits, and pitch (which should be around 500 words, and include a single item (which would be included in an eventual release). Subject line should be "D20PFSRD Affordable Arcana"

Respond by: June 15th (deadlines will be agreed on an individual basis, but will generally be a month after we accept your pitch, with a final deadline including editing 2 weeks later).

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Having worked on this, I can say that some of the villains you find in there are REALLY well-done. Probably some of the best "mid-range" villains I have yet to see, at least of the monstrous variety. And a few are not the standard "evil" ones either, giving any GM something to choose from for his campaigns. :)

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