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******* Venture-Captain, New Hampshire 122 posts. No reviews. No lists. No wishlists. 42 Organized Play characters.

5/5 Venture-Captain, New Hampshire aka D_GENNEXT

I'm hoping that this thread can be used for suggesting ways to make the rules more efficient.
That said;
Is it necessary to have every class explain the general advancement gains (ability boosts, feats gained because of character level, etc)?
Can we instead, return to a general character advancement chart that has those explanations in one spot? The current set up for the playtest makes it seem that by taking my class, I should get another ancestry feat. With some digging, you do not (obviously), but why create confusion?

Is it necessary to have created multiclass archetypes? Could we not just let players multiclass as we always have?

I'm not sure if there is something like this elsewhere in the forums, but I figured if there is a glaring inconsistency in the PRD that is noticed by the community at large we could recommend the items to be addressed for the staff.

That said; Amulet of Mighty Fists entry in the UE guide needs to either be updated to current errata costs or the erratas need to be made (again) to reflect UE costs.

For reference:
http://paizo.com/pathfinderRPG/prd/ultimateEquipment/wondrousItems/neck.htm l

Thanks everyone.

Just want to add that if there is not already a sticky elsewhere that maybe we could use this as one for the purpose stated above.

5/5 Venture-Captain, New Hampshire aka D_GENNEXT

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I'm not sure if this has been covered elsewhere yet or not but,
I'm currently plotting my schedule for a con in my area in early September and I want to offer 2.0 play test tables. Will this count towards my table numbers for the con or should I make other plans for those tables?
If they will count towards my 15 table minimum; I'll continue as planned, but if they will not I will make other arrangements.

5/5 Venture-Captain, New Hampshire aka D_GENNEXT

Engineering skill: Craft Tech Item
While the crafting item section on p235 states tech items in this chapter (equipment), is there any reason why crafting a trap cannot be included? Is it possible to expand the skill use to include this?
Organized Play-wise; so long as there is no lasting/carryover (ie: trap carrying over to next scenario), what would be the problem with not including crafting traps using all the same rules of ranks = level of trap to craft it?

I have recently moved and was told by Mike Brock that I would be allowed to transfer my VO status to my new region.
I recently saw that I had been moved from Norfolk, VA to Concord, NH as I should have been, but my VC had been moved along with me (he is stil in the Hampton Roads region).
When the mistake was brought to Paizo's attention, we were both moved back to Norfolk/Hampton Roads.

What I am requesting is to have only myself moved from VL of Norfolk, VA to VL in Concord, NH.