Calistria

Cydeth's page

RPG Superstar 2012 Top 32. Goblin Squad Member. 773 posts (1,156 including aliases). 3 reviews. No lists. 2 wishlists. 1 alias.


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RPG Superstar 2012 Top 32

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YuriP wrote:


This problem about not having "useful" feat in ancestries is like the problems of 3.5/PF1 feats. A lot of bloat! Many feats few of them are really attractive.

The problem os simply add more feat is that this will add even more bloat to ancestry feats. IMO this is more a question of rewrite (ancestries unchained?) to remove some bloat and add more interesting feats instead.

There is one elven feat at level 17. It allows the character with it to not count against the total number of targets of teleportation spells that target more than one character, and guarantees that teleport arrives no more than a mile off-target. Compared to catfolk getting three options, such as to use their Cat's Luck reroll once per hour, or getting a DC 17 flat check to ignore death, or a reaction to move after an opponent misses and it doesn't provoke attacks of opportunity. Or several ancestries getting permanent flight. Or gaining a permanent enlarge effect.

Just a couple of examples. I don't care about bloat if the feats that are granted to older classes feel worthless in comparison... which for me, they do. Though having seen Squiggit's reply, yes, having looked at Skeleton, they're even worse off (and gnolls get no level 17 feats, which sucks).

RPG Superstar 2012 Top 32

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I'm pretty frustrated by the lack of new content for older ancestries/classes, and even the core rulebook ancestries aren't necessarily spared from the lack of new content. I was playing an elf in Fists of the Ruby Phoenix, and when I hit level 17, I found one feat that was utterly useless to me available. I had to go all the way back to level 5 to find a feat that might be useful, and it never got used in the campaign. I compared it to the automaton and a few other more recent ancestries, and felt like I was getting the short end of the stick.

RPG Superstar 2012 Top 32

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I've backed the Roll For Combat Year of Monsters bit, and I'm already plotting and scheming characters. Assuming I can tolerate kineticist (I am so, so hopeful... and trying to restrain my hopes because of how they got dashed previously), I'm totally plotting a hydrokineticist slime, wood kineticist nymph, homebrewing a venom-kineticist stheno, and others.

...I'll never get to play them all. >_<

RPG Superstar 2012 Top 32

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I just hope they don't ruin my favorite PF1 class like they did my second-favorite PF1 class.

RPG Superstar 2012 Top 32

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They didn't add Kickback to the damage either, which is 2 damage on a crit for the arquebus, and if you're assuming both have an 18 str you can add the Large Bore modification for 120 gp to double it to 4 on a crit. Which gets the bonus damage pretty much identical between it and the longbow.

Admittedly, I played through Fists of the Ruby Phoenix with an arquebus sniper, and the damage he dealt was disgusting, especially since he partnered with a fighter using the Sniping Duo archetype.

RPG Superstar 2012 Top 32

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I'm amused because I've had the idea floating around my head for years of having a magic item develop sapience and hijack the spare clone of a character. Hopefully the intelligent magic item will work for the idea!

I'll admit that I'm stoked for about half of the ancestries... the only one I really want that's missing is the ability to play an angel.

RPG Superstar 2012 Top 32

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Similar to Salamileg, I would love to see a martial commander-style character. It would be nice to see it, as the archetypes I've seen in PF2 so far just don't quite cut it for me.

I'd also like to see a heavy armor specialist of sorts in PF2 that's not the Champion, though this could be something as simple as a class archetype for the fighter that swaps legendary weapon proficiency for legendary armor proficiency. *makes a note to look at doing that a little later in the day*

Last is something I've wanted since 3.5, and every attempt at it has been a bit too narrowly themed, an arcane knight of sorts. The hexblade and duskblade came close, but they didn't quite fit what I would like. In PF2e, it'd probably be something along the lines of the champion, but with arcane-themed focus spells and abilities rather than divine. Magus doesn't fit what I'm thinking of at all because of its spell slots.

I've got some others in mind, but they're more setting specific (my setting, to be precise), so I'm not bothering to mention them.

RPG Superstar 2012 Top 32

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I've been building an archetype that gives access to magical stances (similar to Wild Winds Stance in that they cost a focus point to enter) and some associated special moves to allow some neat stuff.

One example is that I have a group of neutral dark elves in one of my settings that are all about fire dragons, and the stance is all about fire resistance and not suffering from smoke, while the techniques are things like fire breath, a flying meteor charge, and things like that. I decided to make it so all of the abilities can be used outside the stance, but they're more powerful in the stance.

All that said, yeah, I'd love to see more stances for other classes as well.

RPG Superstar 2012 Top 32

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Hate the Free Archetype rule (as in the one where you can choose any archetype feats from it, not the one where you get a specific archetype dependent on the campaign) with a burning passion. Other people like it. To each their own.

RPG Superstar 2012 Top 32

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Norade wrote:
Do you have a reason for this strong dislike? I'm not baiting, just genuinely curious as to why so many people dislike them as much as they do.

I have to assume it's mostly due to aesthetics (I can't say for sure because it's a gut feeling thing). While full plate and rapiers fit an era where guns existed, they feel like they fit in fairly well with the high fantasy aesthetic. Some series I have read use guns in fantasy settings in ways I don't mind. It fits the world, so I can go along with it without issues. Similarly, some universes use guns and I don't mind those at all. Heck, I write a series of novels that has technology at or superior to Starfinder as well as more powerful magic in it, so it isn't that I dislike genre-mixing.

I think the main thing is that when I'm going for a high fantasy fix in a RPG, guns don't fit into my baseline assumption. If someone offers me a chance to play in one where guns are a part of things, I'd consider and decide, but it isn't my first choice. I suppose it might just be that I don't consider it traditional, but I don't know. It's easier for me to add in something that's optional than it is to excise something that's part of the core assumption.

Likes and dislikes can be a really messy subject.

RPG Superstar 2012 Top 32

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I generally don't like guns in fantasy games. There are exceptions (I prefer to play pirate games with guns and cannons, for instance, and I am working on a Victoriana-style adventure which includes repeating rifles and revolvers), but in general I really dislike it without specific buy-in. If firearms were ubiquitous in Pathfinder, I never would have bought the game to begin with. It wouldn't be the game I wanted to play, so I simply... would have discarded it entirely.

I suspect that's a good part of why things are separated the way they are in Golarian. Things are generally modular, so you can bring in the aspects you want more easily while excluding things that aren't part of the base assumption.

Now, my own attitude toward gunslingers and the like has softened a little, I allowed a gunslinger in my Night of Gray Death campaign that just started, but I generally dislike them in games of the sort. I think that the adventure lends itself to a feel that makes guns feel more acceptable to me, but that could just be internal quibbling.

Anyway, yeah. If Paizo ever goes all-in on guns everywhere in-setting, I'll probably stop buying anything set in Golarion.

RPG Superstar 2012 Top 32

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My personal experience, as a player and as a GM, is that a single higher-level creature is going to be absolutely brutal for the PCs. It will crit hard, be difficult to hit, and be very frustrating in general. While this can be good for major boss encounters, it isn't something I would use lightly, because by their very nature these monsters tend to focus their full potential on one character at a time.

What I personally recommend is that when you go for an extreme encounter, that you instead build it out of lower-level creatures. I was a player in a converted Red Hand of Doom campaign, and when the GM put in an at-level or level plus one boss, but with tons of minions (level-2 or even -4) all over the place, it was a blast. Lots of chaos and madness just because there was so much going on. It was a threat, but we could focus down small parts of it and reduce the enemy potential without having enormous strikes ripping us apart.

There were a few encounters where we were punching up, but even going against a level+2 in Pathfinder 2e can hurt, a lot. It sounds like a bit of bad luck and the nature of it being an extreme encounter nearly undid your group, which sounds... accurate to the difficulty.


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Congratulations on the new job, Mark! I hope that it treats you well, and that things just improve for you in the future.

Also, your general willingness to communicate, your general kindness, graciousness, and enthusiasm is admirable. Everything I have seen of you has indicated to me that you're a wonderful person to associate with, and Roll for Combat is lucky to have you.

RPG Superstar 2012 Top 32

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I absolutely, utterly... well, as Temperans said above, it's a 1/10 for me, and banned in all games I run because I don't want to have anything to do with it. It absolutely fails to deliver on what it's name implies. The Inventor does a better job of fulfilling the class fantasy for me, and after reviewing the Summoner, I absolutely refuse to purchase Secrets of Magic because of it.

RPG Superstar 2012 Top 32

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I'm in the same boat as breithauptclan. I'm willing to pause things as we're determining the result to let people pore over their sheets to see if they have a way to reverse it. As a GM I'll even remind players of options they may have. All of that being said, once the result has been decided on and we've moved on (generally from the room where it occurred), what's happened, happened.

Which isn't to say things haven't been rewound in my games before. In a Kingmaker game I was running, the players had terrible luck, all but one of the characters died, and the last character fell to their death due to a sabotaged handhold while fleeing. Since it was a TPK, I considered, then went with the whole 'it was all a dream', since the players were okay with it. They took it as a prophetic dream from the gods, and decided to explore elsewhere and come back to the location in question later.

RPG Superstar 2012 Top 32

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keftiu wrote:
Cydeth wrote:


Honorable Mention: Holomog. We don't have much detail about it, but I really want to see more based on the fragments we have.
We're getting another look at it in the Blood Lords AP, which has me very excited; anything Southern Garund piques my interest.

Alas, the fact it's in Blood Lords means I won't be seeing it. But I'm hopeful that I'll hear some about it indirectly. Maybe from a friend who gets the APs still.

RPG Superstar 2012 Top 32

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Since I vented about things that I didn't like in the other thread, it's only right to praise what I do like here.

1) The Saga Lands - My introduction to Pathfinder was Pathfinder #5, Sins of the Saviors, so Rise of the Runelords had an outsized impact on my view of Golarion. I particularly love Varisia, even if some individual elements feel like they could be handled better. The whole setup of the runelords themselves (and that some of them were at least quasi-redeemed) was enjoyable for me.

2) Taldor - This one gave me mixed feelings for a while, but the whole trope of the 'empire in decline' is vaguely appealing, as is the fact they decided to turn things around near the tail end of PF1. It might not be my favorite thing in the world, but having one of these huge empires that doesn't feel almost nauseatingly self-righteous and also isn't pure evil is nice.

3) The River Kingdoms - I just like having an area in the relatively known world which is perfect for kingdom building. It's the exact opposite of Taldor in a lot of ways, with enormous amounts of freedom.

4) Numeria - This one surprises me, because I don't like sci-fi in my fantasy most of the time. I still don't like the overall presentation of the country in other material, but Iron Gods managed to scratch an itch I almost had forgotten I had.

5) Kyonin - I'll admit it, this one is iffy for me. I don't like the way it was portrayed in 3.5, which has been said was a mistake, so I'm just generally hopeful that eventually Paizo will return to an elven nation that for once isn't in decline. With the whole Whispering Tyrant thing, I'm hopeful that'll happen! It's kinda lucky to be on this list.

Honorable Mention: Holomog. We don't have much detail about it, but I really want to see more based on the fragments we have.

RPG Superstar 2012 Top 32

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One place? That's not nearly enough to include everything I dislike. I tend to just ignore areas I don't like, though, so it took me a bit to think about them.

And I should add, sometimes it's really little things that make me lose interest in regions.

The Mana Wastes - I like guns in some types of fantasy stories, but not in most games. Add in unreliable magic, and my interest is pretty much negative. May as well lump in Nex and Geb while I'm at it, as neither have any appeal for me.

Cheliax - I found them overdone, and a year of Cheliax in PF1 just solidified my dislike of the faction/culture/region entirely.

Rahadoum - Due to my own history and cultural history, religious bigots are as acceptable as any other bigot in my opinion. This may as well be a non-existent hole in the setting as far as I'm concerned.

Andoran, Thuvia, Druma, Razmiran - Their themes just aren't interesting to me. Meh.

Mwangi Expanse - The adventure visiting it in Age of Ashes piqued my interest a bit, since I liked things somewhat, but not enough to buy the book for it. And I have pretty much zero interest in the theme of Strength of Thousands, so that didn't help. Maybe there'll be another adventure that draws my interest, but it may be that the region just isn't for me.

There are very, very few regions I actively dislike, despite all of this. Mostly Cheliax and Rahadoum.

RPG Superstar 2012 Top 32

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Ah, right, another of my gripes that I forgot about earlier.

I dislike the Summoner in the strongest possible terms. The entire approach to the class compared to 1e just completely frustrates me. I refuse to buy Secrets of Magic because of it.

RPG Superstar 2012 Top 32

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Squiggit wrote:
WatersLethe wrote:
and there are people dead set on arguing against Free Archetype being widely accepted.

Is this common? I feel like the sentiment I've run into in the wild most often is groups who don't even want to play PF2 without free archetype, to the point where I've run into new players who didn't even realize it was a variant rule.

It's been almost as prevalent from my experience as the feats variant rule in 5e.

I'm in a game with the rule at the moment, but I've already decided I'll never play in a game with the rule again (hyperbole in this, as I'm talking about being able to choose any archetype you want). Mind you, I don't gripe incessantly about it, but personally I find it incredibly frustrating.

I'd say my biggest gripe about the system is that Paizo seems intent on not adding more class feats and is over-using archetypes. And I like the archetype system!

RPG Superstar 2012 Top 32

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Oh wow, I'd almost forgotten about Cthulhutech. Such a weird setting. I think I still have the rulebook PDFs around somewhere...

I do like some aspects of the setting for Anima: Beyond Fantasy, but it was a bit too monolithic for me to really get into. Well, that and the combat system was too hard for my group (or me) to deal with properly. I'd love to convert it into a d20 system sometime... started on that ages ago, but petered out.

RPG Superstar 2012 Top 32

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I have a love/hate relationship with Eberron and Faerun, while Golarion is... tolerable, but certainly not my favorite.

Faerun: This is the first campaign setting I encountered, and really, via R.A. Salvatore, the first fantasy setting I really immersed myself in when I was in middle school (while I read the Tolkien books earlier, they were too dense to appeal in the same way, and I was too young to fully 'get' them). So for me, this is where everything began. It was huge, it had tons of magic, and plenty of neat things to do!

Yet the more I played in it, the more things ended up... weird or disappointing to me. It was a bit of a letdown when I found information about Halruaa, and the treatment of the 'new world' was incredibly uncomfortable, as I've got a decent portion of native blood, and look it. I think I like the deities more (in general terms) than in other settings, but what happened during the transition to D&D 4e kind of soured me on it permanently. Eilistraee in particular, but the whole spellplague soured me on things, coupled with some dramatic shifts in lore. I still love it as it was for the most part.

Eberron: First, I need to note that I'm going off the 3rd edition (3.5? I don't remember.) D&D version of the setting, not anything more recent. I love the magitech in the setting, the idea of the dragonmarks, and the manifest zones. There is so much rich detail in the setting, and it's incredibly impressive to me. Oh, there's some things I don't like about it. I don't care for the moral ambiguity some people like, or how indistinct the deities are. The warforged and the Last War... eh, I can deal with it, but I'm not fond of it. I like the idea of sentient constructs, but the general same-ness of their appearances and the fact that they're supposed to not be built anymore (yet there are somehow still 1st level warforged around) bugs me. I'm not as fond of the portrayal of the drow in the setting, but they can definitely be neat. So many things to mine in the setting.

All that being said, I just... don't really play in either of them anymore. I've run a few APs in Golarion, but it's too much of a kitchen sink for me to really enjoy. Add to that the fact I'm an author with my own settings, and it really screws with things. Which is why I've started dipping my toes into commissioning freelancers to create PF2e material for one of those settings to see if it's something I want to do more with.

That's my view on things. Alas, never had much to do with Grayhawk or the older campaign settings, so I don't know much about them. Midnight intrigued me, but more in a 'I can't pull my gaze away from this slow-moving train wreck' sort of way.

RPG Superstar 2012 Top 32

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Kobold Cleaver wrote:
To be clear, is that referencing me voicing my thoughts on what I like in Eberron? If so, I apologize--I tried to be clear that I was just trying to express my own feelings on the setting. The warforged and deities are among my favorite parts of the setting.

Oh, most definitely not! You weren't going through and countering my post point by point.

I was just trying to veer back on-topic, and was considering what posting habits get my dander up the most when in forums. Had someone trying to debate me into submission about how I chose to set up a planet in my novels a couple of weeks back, and it came to mind.

Edit: And I want to specify that it's a personal dislike of the entire setup, and a bunch of things not making much sense to me with the warforged. It's great that they work well for other people, but they don't work well for me (the automatons in Guns & Gears run into the same issues in my head, but I like them a little better). Anyway, not going into details, not the thread for it.

RPG Superstar 2012 Top 32

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My method for dealing with a lot of things without (hopefully) being disagreeable is to try to couch things in terms of how it feels to me, and try not to speak for anyone else. I dislike a lot of the 2e APs, but that doesn't mean they're bad. They're just not for me. I don't care for witches, but that's mostly because they never were that appealing to me. I'll just not discuss summoner, because all that'll happen is that I'll get irate. I try to avoid topics that will make me disagreeable.

I've also been making heavy use of the 'hide thread' function to try to keep myself calmer. A block function so that I wouldn't have to see some posters would be nice, but not something I absolutely need.

That said, something I think some people should keep in mind. Not everyone likes debates. I am pretty much allergic to debates, and find other people trying to drag me into them to be highly offensive and unwelcome.


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Hilary Moon Murphy wrote:

My suggestion is to join Freelance Forge, a forum that includes a lot of Paizo Freelancers. You can post your open call there, and then I can also post it to the official Paizo Freelancers discord to get more eyeballs still.

Another good spot might be on the Know Direction discord, but ask Perram's permission to post there first.
Good Luck!

Hmm

I already ended up joining Freelance Forge, but thank you for the suggestion! I've hired someone for the initial project, and we'll see how I feel about things once I've gotten that done. I don't want to bite off more than I can chew, after all!


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Huh. I wasn't aware of that origin (and never saw the version mentioned in the article), so this is new to me. I don't mind the change at all... though it's going to take me ages to re-train my brain to use a different term.


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Since I just learned that I accidentally used the vendor-side link for the series, here's the correct one. No wonder it worked for me, but not other people: Beesong Chronicles

RPG Superstar 2012 Top 32

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I support the right of UPW and the workers to unionize, and am glad that Paizo voluntarily recognized them. It's a good start.

That said, personally I have had multiple extremely poor interactions with unions, and want nothing to do with them. Unions have done lots of good in the USA. But all of the ones I've personally interacted with have been terrible.

I hope this one turns out well. I really, really do.


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I wasn't sure where to put this, so my apologies if it's the wrong spot.

Where would be the best place to look for freelancers to write some PF2 content for me? Potentially for publication, but I'm not set on that just yet. I'm currently basing my assumptions on paying in the neighborhood of $0.10/word USD, but I'm well aware that I don't know what the standard pay currently is, and based that on some research I did over the past week.

If you're curious on why I'm doing this, some background below.

I'm a self-published fantasy author. While I've written some for both Pathfinder 1e and 2e, and gotten an adventure and compendium of magical items published for PF1 before, I've come to a realization, writing my books and RPG content draws from the same creative well. Unfortunately, this means that while I have started plenty of RPG content, actually finishing it takes a lot more energy than I can usually focus on it. I make a comfortable living (not amazing, but comfortable) writing my novels, and those have to take priority.

Yet at the same time, I'd love to have some of my settings turned into RPG material I could use, and maybe even publish it so my readers and others could use them. Which is why I decided that it could be worth hiring freelancers to write the material for me. In this case, I'm planning to start with an Ancestry from my Beesong Chronicles series called the apis (bee-people, mostly female), and if it works out well to see about expanding from there. The idea of a gazetteer for a small adventuring area, a few rules for the LitRPG setting to give it a bit more of that flavor, and possibly even an adventure are all things I'm considering. I have other material I'd like to have created as well, but... baby steps. I have to start somewhere.

So yeah. If you know where I should go to contact freelancers, or are one yourself, I'd love to hear from you! You can PM me if you'd prefer not to post publicly.

RPG Superstar 2012 Top 32

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Alright then.

I want to see an AP which depicts the elves of Kyonin correctly, rather than the way that they were introduced in Second Darkness. I want to see an AP with more elves, I loved seeing the society in Part 2 of Age of Ashes, even if it didn't really fix the depiction issues from back in early Pathfinder.

I would love to see a Darklands based AP, especially if it involves the dwarven sky citadels or the like. Abomination Vaults and Age of Ashes whetted my appetite, but there wasn't enough for me to truly work off of.

I'd love to see a planar campaign, though I know that one would be hard to manage. This is pretty low on my personal list, though.

I would love to see Holomog. It's an area which fascinated me when I heard about it, and I'd love to see it. I love to have my characters travel to new places, and see new wonders. It's why I love playing foreigners in campaigns rather than locals, for that 'experience' of seeing things through new eyes.

I also love playing in campaigns where the characters are rising up against a great evil. Rise of the Runelords, Return of the Runelords, Hell's Rebels, Wrath of the Righteous... things where you're fighting against something that's unambiguously evil, and where who/what your character is is less important than the overall goal. I like having my character being the person who happens to be in the right place at the right time.

That's what I'd particularly love to see in adventures.

RPG Superstar 2012 Top 32

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keftiu wrote:
Cydeth wrote:
In particular, in Pathfinder 2e so far, only Age of Ashes, Abomination Vaults, Fists of the Ruby Phoenix, and Strength of Thousands pass that basic test.
So… all of them except Extinction Curse and Agents of Edgewatch? If 4/6 released products work for you, I’m not sure I understand what the problem is with 2e APs.

The discussion drifted to slightly different subjects. Of the APs I'd be willing to run or play in, only Abomination Vaults is on the list of ones I'd run, and I'm barely willing to play in Fists of the Ruby Phoenix. I had to discard the first two characters I wanted to play for Fists of the Ruby Phoenix because they wouldn't fit what the GM wanted for the campaign (or the general theme). Strength of Thousands is pretty much a 'negative interest level' for me due to the magic school aspect, and Age of Ashes spends too much time bouncing around the Inner Sea for my taste.

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CorvusMask wrote:

I personally am in category of believing APs with stronger themes tend to be stronger APs. Like Curse of the Crimson Throne is probably best AP of the ones without "party theme" and... Yeah that is pretty much it, all other top 5 1e aps tend to have some sort of theme on what the ap is about. Iron Gods, Hell's Rebels, Kingmaker, War for the Crown...

But yeah, I recommend that you check out Malevolence module because its awesome. I suspect lot of future standalone modules might be more of your taste since 2e direction for future standalone modules seems to be less... I don't want to say "filler content", but it pretty much describes what I'm looking for: they feel content wise more meaningful than just "hey here is single random dungeon"

*writes this line after a bit of typing* I want to state, I do not think my opinions are, or should be universal, they're simply true for me, and I'm writing this as an attempt to explain.

Maybe they're stronger for other people, but not for me. Honestly, though, two of your top five don't register as ones that I have issues with. Yes, Iron Gods is tightly themed, but the theme is more on the setting, not the makeup of the characters involved. Kingmaker is a bit more constrained, but not really to me (ironically, that campaign went great for my group... right up until it hit the kingdom building, where it fell apart). It always felt to me that almost any character I could come up with would fit reasonably well into them.

Comparatively, Extinction Curse is all about the circus for the initial characters, which constrains a lot more in my mind. Strength of Thousands is very constrained by its basic design. Agents of Edgewatch I discarded because I hate police procedurals to begin with. Age of Ashes... honestly, the setup wasn't too bad, but I didn't care for the 'world tour' aspect. I intend to repurpose some of the individual chapters, though, particularly the second volume (loved the elves of the Expanse, but I'm a sucker for elves). I'm prepping to play in Fists of the Ruby Phoenix, so it's looking... alright. At least a tournament is pretty flexible where character concepts are concerned. The Alkenstar AP and Geb one just don't appeal to me at all. I hate undead characters, and am not fond of black powder guns in my fantasy... unless I'm doing pirates or Victoriana/Steampunk, which I'm fully aware doesn't make logical sense (and I hate that fact).

Malevolence is an adventure I've been tempted by, though. I've been wary, though, since horror (and cosmic horror) really isn't my thing.

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Honestly, I don't really mind that much that I'm not as much of the target audience for the APs of late, just mildly disappointed. Not every AP appeals to everyone (for instance, I despise Cheliax with the fury of a thousand suns, but I really just... ignored things for a year), so it's a matter of waiting until something comes around that I like most of the time. I've just noticed that the gaps between what I like seem longer in Pathfinder 2e.

Another aspect is that the tightly-themed APs drive me away, because characters I would want to play don't fit into them easily, unless they match the theme perfectly from the beginning. Like, Strength of Thousands has an interesting setting, but I have absolutely no interest in the 'magic school' aspect of it.

Mostly, this is something I've been mulling over for months, trying to figure out, and this thread seemed more reasonable to give my feedback in.

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I find the vast majority of PF2 Adventure Paths to be far too... gimmicky? I don't think that's the right term, but it's the one that comes to mind. I prefer APs that allow almost any party to come into it and enjoy the adventure, but most of the 2e APs are too focused on theming the party into very specific tropes. I saw this among many of the 1e APs as well (Skulls & Shackles, Hell's Vengeance, and so on), but there seemed to be less focus in constraining the PCs participating to me.

Abomination Vaults is the one that's come the closest to being interesting to me, but literally none of the other APs since the start of 2e (or the announced ones) have interested me that much (though Fist of the Ruby Phoenix is mildly intriguing). Which is fine, because they aren't just for me. I have a friend who commented that he 'must die of happiness' when he saw the Alkenstar AP, and I'm happy he got what he wanted.

But... the lack of APs that interest me as a player or GM is driving me away from 2e. Maybe Quest for the Frozen Flame will be better once more is announced, but at present I'm distinctly unimpressed with the 2e APs. Add to that my... extreme, visceral dislike of what was done to Summoner in 2e, and I'm pretty skeptical. Paizo burnt pretty much all of my goodwill since Pathfinder 1e launched in the last year.

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Squiggit wrote:

Aberrant also heightens (at level 6, default spell level is 5).

Daemon, Devil and Fey don't heighten at all.

He must've missed Aberrant. The form spells I was told didn't have heightened versions were Cosmic, Daemon, Demon, Devil, and Fey.

It seem really weird, since when I was playing a wizard, all of the Form spells I looked at had at least one heightened option.

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...I can't say that I'm happy, but I'll accept what is. Maybe Summoner will turn out as something that I'm willing to use in the end, I'll look on AoN once it's up there. I doubt it, though, since a lot of aspects I deeply disliked look like they're probably going to stay in.

I'm ignoring Magus since I've never cared for the PF1 class to begin with, but at least the Incarnate spells look interesting.

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That's the main reason I'd say just give a class feat at every level, and an extra for the people who already get a feat at 1st level. At 3rd level you'd get a feat that can only really be used for 2nd or 1st level feats, and it neatly sidesteps the worry of two 20th level feats.

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Agreed. Barong, I may not agree with you on the feel of the metaphysics, but I understand your opinion. It's other people that made it blow up badly, not you.

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Martialmasters wrote:
I'm genuinely interested in why you feel this way. As I've done both as well and would be nearly unwilling to go back to non Free archetype games. I find it gives me so much more breathing room for creating interesting concepts before level 8. And the power boost has been very minimal while also allowing greater flexibility in team composition and not feeling like we are missing something vital resulting in some players feeling pressured to give up aspects of their concepts in favor of better group cohesion.

The issue that I've run into is that it feels like I've been almost required to branch out beyond my character concept with the free archetype. It feels cluttered, like I'm being forced to take extra stuff that I don't want.

I find the baseline game is far more focused, and helps me find the parts of the character I need rather than cluttering things with stuff that I don't. Now, this may be partly because I'm playing a wizard in the free archetype game, but I'm not sure.

I also cut a section from my original comment, that I'd far rather go with double class feats than a free archetype. I wouldn't do it, but I'd go with that over a free archetype because at least it would allow the players to focus purely on their own class if that was what they wanted.

It isn't about power for me. It's all about feel, and the free archetype has hurt the theme and feel for me in that game.

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My group ran into a hydra two weeks ago, and it took us a little work to figure out exactly how this worked ourselves (especially since Fantasy Grounds doesn't deal with a hydra's unique mechanics well). But Super Zero is correct. The heads are listed as immune to the area of effect damage, not the rest of the body. Similarly, the heads have weakness to slashing, while the body doesn't have that.

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Huh. I made it into the top 101, that's a bit of a surprise. On the other hand, 101 is a lot better odds than top 32 (which I barely squeaked into way back when, mostly because two people dropped out).

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Skeld wrote:

Paizo's playtests have always sucked, even going back to the original PF1 Alpha/Beta playtests. People generally equate "screaming loudest" to "my feedback will be accepted."

Nothing new here.

-Skeld

Agreed. I remember those. And some of the posters whose vitriol drove me out of the Pathfinder 1e Beta.

Honestly, I've given my piece, and filled out the surveys (since there's no way I will ever play them in this form). I probably should just hide the forums, rather than deal with the tone.

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CorvusMask wrote:

Umm. yeah I don't really see a pattern there ._. I mean part of it is that I have only explanation on the aps you didn't like, but regarding what types of aps you would like to see, I don't really see much there besides it being topics you are interested in.

Like that kinda comes across as "Either I'm interested in topic or I'm not" with rare exception where execution can sell topic you wouldn't normally be interested in

And? Why does logic have anything to do with whether someone enjoys an AP or not? Personal preferences are just that. Personal. I just want to share when something doesn't work for me so that Paizo can take it into account.

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KrispyXIV wrote:

Based on how Witches ended up, I seriously doubt that there's any chance that if your Eidolon doesn't determine your Spell List, we'll get any choice at all.

Not having that association probably leads to having access to only one spell list.

No one gets to just choose a spell list without a thematic justification.

Thats not a win.

Is that what I said? No. I said that it's a penalty in my mind. And that I said as much in the survey. Please don't place your assumptions in my mouth, because it's things like that that make this board a very hostile place to be.

What I said in the survey was that the forms were currently far too limited, and that at least some forms should be available to multiple traditions. For instance, someone who wants a fire dragon shouldn't be forced into the arcane sphere, the primal sphere should be an option.

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KrispyXIV wrote:

One of the coolest things about this setup is that your bond with your eidolon, and its type, determines your spell list.

Its a reflection of how sorcerers work.

Its a perk.

For you, perhaps. It's a penalty in my mind. I said as much in my survey, too.

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And... another AP that's 'meh' to me on the face of it. I never was interested in Magaambya, though.

I hope it's great for those of you looking forward to it, though.

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KrispyXIV wrote:
It absolutely does. Choosing an Erinyes though is picking something that is more of a 'puzzle' encounter than a fight, and not everyone gets an easy solution to it - its the exact sort of 'kiting' creature that Mark described earlier. You need some way to deal with it within your party, very few single characters will do well.

Yes, but my point all along is that the level 10 eidolon on its own is about as powerful as a level 8 creature. Better in some ways, worse in others. With the summoner (and the right build), it might qualify as higher than level 9... but not by much, based on what I've seen. And even so, it's boring.

That said, the idea of allowing versatile cold, fire, or other options had briefly drifted through my head, but I dismissed it due to not remembering things like Rain of Embers Stance (despite trying it on my monk). Something like that would be good. It wouldn't fix all the issues I have with the class, not even close, but it's something.

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KrispyXIV wrote:

I just compared my Summoner (6th) to an equal level creature (Awakened Tree) and determined that by the math, I can just about grind it down expending minimal resources using a defensive action loadout - I more or less never lose if I expend one of my two Medic Enhanced Battle Medicines, much less any of my spell slots which include Heal Spells.

A quick review shows that I could probably solo grind through a number of Level +1 (7) creatures solo as well very reliably (a surprising number of foes here have a weakness to Good damage!). Glamorous and Exciting? Maybe not, but I'm pretty sure this build has more endurance than a Champion when you count in 4 slots of Heal and 2 uses of battle medicine - plus the potential to do things like take a risk and step in to flank and attempt to spike the enemy down quickly.

And an erinyes, a level 8 monster, would kill the level 10 summoner and eidolon I built every time due to having both long range attacks and flight faster than the eidolon could get via the focus spell. What enemy you pick matters a lot.

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Oh, one thing that came up with the faux-Shiva I was trying for earlier.

The feat Ostentatious Arrival has two weird bits to it. First, the changing damage type only matters for Dragon eidolons at the moment and summons, so if I picked it, I wouldn't get cold damage like Shiva should have gotten.

Second, because of the way the damage is written, the eidolon's damage is a full die behind at odd levels (i.e. at level 7 a level 4 summon animal spell would deal 4d4 damage, but Manifesting your Eidolon only deals 3d4 because it's 1d4/2 levels). Maybe this is intentional, but it bothered me.

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Temperans wrote:

Mark yes there are some similar stuff. But how you get those is the problem.

The evolutions that PF2 offers are meh and or have a really high level for what they do.

Things like magical attack in PF2 could be done via Evolutions and Magic Items simultaneously in PF1.

The versatility and customization that made Eidolons fun just isnt there at the moment. Even if there are abilities that sound similar.

Agreed. I went ahead and created my faux Yuna/Shiva, and my biggest complaint is that there's so little to make the character match the theme. The action economy and shared hp aside (which I hate with the burning passion of a thousand suns), the only way to get even 1 point of cold damage to my attacks is the level 8 frost rune or the ranged evolution. If there were an evolution to add half my level as energy resistance, it would help. So would one to add even minor amounts of energy damage to the creature's unarmed strikes.

As it stands, I compared my eidolon and summoner to several level 8 creatures (balisse, lamia matriarch, and erinyes) and a level 10 barbarian my friend built, and found them just... underwhelming and boring. I'd rather have a slightly weaker but interesting and fun character to a boring powerful character. The summoner currently is both weak and boring for me.

Edit: To be clear, I found the eidolon on its own to look roughly equal to a level 8 creature. Maybe a touch stronger in some ways, but it definitely didn't have the abilities.

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