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Dansome's page
104 posts. No reviews. No lists. No wishlists.
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The Raven Black wrote: Deriven Firelion wrote: The Raven Black wrote: Question to those who do not like Spellstrike triggering AoOs : do you completely eliminate the Manipulate trigger for AoOs or only for Spellstrike ?
And if the latter, why not completely eliminate the Manipulate trigger ? Only spellstrike. Why not the Manipulate trigger itself ? Because Spellstrike is the issue.
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Your wish is granted in my games. I think it's pretty lame.
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This is a more than reasonable response. The training, survey, and heightened sensitivity towards transphobia should be more than enough to correct the hostile environment, which does NOT seem widespread to begin (notably, most Paizo employees are as shocked and horrified as us).
I've been at a company that had a hostile culture similar to this and we instituted similar policies. Additionally, we created a liason team between managers and the employees (I was one such employee). It solved our culture problem within a year or two, requiring that management took it seriously.
I tend to stick with reform over punishment when referencing accountability and this is a big step in the right direction.
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It is impossible to make an unbiased judgment on her claims.
I will say that I do not appreciate that the piece reads like a gossip column, which undermines the real claims. That being said, that doesn't invalidate the very serious allegations.
I will watch to see how Luis, Mark, Eleanor and other staff behave following the departure (and if they stay).
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LizardMage wrote: I’m a bit curious about the grippli. Would you be so kind as to shed some light on the froggie folk? They get a feat to jump on people's heads.
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First fiction released in 8 years. Let's get more, please.
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James Jacobs wrote: keftiu wrote: Is this the first 2e adventure that seems to really shake anything up in the setting?
Feel like all of the APs and modules thus far have been defending the status quo.
Malevolence will shake things up if the PCs fail to succeed. ;-)
That said, I'm really eager for the stand-alone adventures to be bigger deals, and to focus on larger events. They won't all be things like "Gray Death" that can change regions, but some certainly will. Sorta like how not all Adventure Paths cause big changes, but some will.
I've long felt that the best way to reveal big secrets or to advance the world's plot is to do so "on screen" in an adventure, and the standalone nature of this line should let us do more of that, not less. I will buy, not only because it is awesome, but because I'm ready for more juicy secrets.
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1) Tome of Magic: Feat Options/Archetypes for Spellcasters (Wizards & Witch - Something to give up familiar options for hex cantrips beyond level 1)
2) Lost Omens: Everything Setting - Jalmeray & Beyond
3) Book of Monsters: Playable monster classes/archetypes a la Savage Species...
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The cover art is amazing!
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Witch is the most conservative of the new classes and the most boring. It didn't capture the essence of the 1e witch and its decided shtick (familiar) isn't that interesting.
The witch should get way better scaling hex cantrips and more of them introduced as they level. Focus powers are what everyone else does.
Such a disappointment.
EDIT: This can be fixed by feats; than God the core system is so good.
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It's the biggest failing of the witch class that they can't accrue multiple cantrips (let alone how lackluster they are). It's no surprise that the dedication also misses out on what makes a witch a witch.
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I need to read my 2yr old's book titled, "Waiting is not Easy".
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Ok, let's get the rest of the story, please!
Quote: deeper the its obvious message of intimidation and horror. Than?
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I like that it's a seemingly nice day in the art. Makes the castle getting overrun not seem so bad.
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Claxon wrote: The Rot Grub wrote: And what's crazy is that, in PF1, if you were a non-caster there usually was not much variance on what you did from turn to turn. Yeah, if you weren't a spell caster your basic round was:
Move + single attack or
5ft step + full attack or
Full Attack (because the enemy didn't 5ft step away)
Usually trying to min/max some way to get pounce (or its off brand), to be honest.
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Zapp wrote:
After all, I firmly believe the devs don't need to confront the truth when it is repeatedly and consistently attacked and questioned. (If you want to know which posters I have in mind, I bet you can just watch who will be replying to this post).
I'm most certainly not one of those posters (I lurk), but I find the entire accusation offensive. People who disagree with you are not Paizo apologists trying to subvert the truth. Perhaps balance is a bit subjective and there isn't some universal truth?
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KrispyXIV wrote: Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.
Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.
Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.
Sure, if you want to exclude traits and feats and archetypes you feel are "gamey" and "min/max", you're right. Of course, if you don't, it's not even close and the OP is right.
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This thread has become the very thing it tried to destroy. Good game, you played yourself!
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Pun alone was worth the read.
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Marco Massoudi wrote: I get that there are players who enjoy mega-dungeons, but that is the minority in my experience.
These people enjoy the mechanics of the fights, but don't enjoy the story elements of role-playing as much, which is fine for them, but not enough for people with 35 years+ of playing rpgs.
I quite enjoyed "The World's Largest Dungeon". There can be opportunities to RP in a dungeon. I would reconsider declaring what other players enjoy; I, a player of 25+ years, enjoy a good hack and slash every now and then.
I would love a Castlemaker AP and I know my players would as well.
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Leshies are awesome. Good choice.
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No. I want them to get to PF1e levels of options ("bloat") ASAP.
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Honestly, I thought most of the archetypes were unimpressive, especially when compared to the core class archetypes. I think Student of Perfection is the only one I could foresee myself using.
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Xenocrat wrote: Vlorax wrote: I imagine there will be Monk Archetypes that make them more ki/wis focused, seems like an obvious route to go. I suspect ki/wis archetypes will be uncommon and require that the PC originate from New Zealand. Reign of Kiwi campaign incoming.
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NemoNoName wrote: lordcirth wrote: I assume they meant that it makes the weapon a "simple weapon" for you, and Wizards are the only class that aren't trained in "all simple weapons", so it doesn't make it trained for you. But like you say, that's what the Fighter Dedication is for. I know what they meant. However, according to their claim, this makes Sorcerers and Cloistered Clerics always Battle Sorcerers and Battle Cloistered Clerics, because they don't need to pay this extra tax. Actually, your claim was that it was useless. I showed you this was not the case.
Then you moved the goal posts and said you didn't want a feat tax.
Now you're trying to argue semantics about what we call classes to prove your point? The fact is, it's not useless.
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NemoNoName wrote: Yeah, the Wizards are really nerfed in this edition. Ha well, what can you do.
I find it almost comical just how many nerfs they get, including truly minor things. For example, did you realise Humans Feat Unconventional Weaponry is useless for a Wizard? :D https://2e.aonprd.com/Feats.aspx?ID=72
How is that useless?
To help you, weapon proficiency and fighter multiclass exist if you want battle wizard.
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Alchemist 23 wrote: I think for right now they've made thing feel way too generic between the classes with Fighter, Barbarian, and Monk just kind of all looking like different flavors of hit that thing really, really hard. And yes I know that's kind of the point of melee classes but it just feels like limiting the combat feats by class has removed an element of zany fun and locked things into very ridged rolls.
The game also looks very Rocket Tag to me now.
I like what they did with spells though I'm already missing snowball just for nostalgic reasons if nothing else. But at the same time everything just seems high damage, low utility. The idea of making one spell scale with level is nice but kind of gimps the spontaneous casters for really no good reason. They should have just taken the psychic's under cast / over cast idea and made that the standard instead of making it a build playstyle.
Also are AC tanks just not a thing now?
I was going over Fighter and Champion on the web and outside the very strange thing they are doing with shields I don't see anything that really boosts your AC. No Combat Expertise, no doge, no armor focus, no shield focus, no mobile bulwark style (yes I know that came after the core but still).
As you say, melee classes are all about hitting things. Maybe you're looking for something like the Book of 9 Swords? The danger then becomes melee being too similar to magic. I, personally, wouldn't mind the option, though. As for class locking feats, they'd feel even more the same if everyone had access to the same feat pool.
Monk with crane style and shield has pretty high AC, as does anyone with expert armor. Anyone could take this style by level 4 wth multiclassing.
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Read the CRB over the weekend. I really appreciate the design philosophy of the game. My first pf2e session is on August 17th and I'm really looking forward to it.
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I really have never been into "E-RPG", until I heard GCP with Jason and Erik at Paizocon. Because that was so amusing, I will probably give this a try!
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deflation ftw? Thankfully, I kept a hoard of gold buried out in the backyard.
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Nobody likes me, everybody hates me
I think I'll go eat worms!
Big fat juicy ones
Eensie weensy squeensy ones
See how they wiggle and squirm!
Down goes the first one, down goes the second one
Oh how they wiggle and squirm!
Up comes the first one, up comes the second one
Oh how they wiggle and squirm!
I bite off the heads, and suck out the juice
And throw the skins away!
Nobody knows how fat I grow
On worms three times a day!
Nobody likes me, everybody hates me
I think I'll go eat worms!
Big fat juicy ones
Eensie weensy squeensy ones
See how they wiggle and squirm!
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Reckless wrote:
No one has to try Coke's newest orange flavor, despite all the hype surrounding it.
Well, yes, but the argument is based on "should" one get the system, not compulsion. The rest of your post addresses that, but this statement is out of place. :)
As far as the argument goes, contentment is a perfectly good reason to stay the same. However, the person might be missing out on an even better experience (I believe this is the crux of Seisho's thought process).
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I don't think it's a watered down version. I think it's different and new. Because it's new, it will naturally have less content available.
Just a few of my favorite changes:
3 Action + Reaction System: More intuitive, more versatility in combat, more room to "power up" abilities by "charging" them with more actions.
Monsters: Most monsters have unique abilities that make them more interesting than standard PF1 fare.
Items: Previewed items show some really neat and interesting effects. Wands are changed from spell sticks to "1/day w/ cool extra effect" sticks. Weapon choice is no longer the highest crit range or the most damage - they have cool abilities now.
Class Feat System: You are not forced to take lame or useless class abilities anymore. You can choose which class abilities you want via class feats.
Multiclass System: Rather than taking different levels than your core class, you can multiclass using your class feats. Effectively, the core feature of the class still levels (such as spellcasting), but you can dip into other classes' abilities.
Cantrips: Cantrips scale now; my players always wanted an "auto attack" option for their casters and this will work nicely.
It still keeps PF1's customization (and surpasses it, imo), while introducing a lot of neat features.
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Joana wrote: Dansome wrote: kinderschlager wrote: Dansome wrote: kinderschlager wrote: do they go out on july 8th? or do the orders get processed on that date? The "July 8th" date listed is a lie, from what I've read. They're scheduled to arrive somewhere around August 1st AFAIK. where is that stated? :( By some dev somewhere on these boards. I'm sure someone else can link the post, but I'm honestly just too lazy with my free time today. :) Dansome may be thinking of this post, which states that PDFs will not be granted to subscribers until August 1st, regardless of when the order ships. That doesn't affect preorders, however. Well, that's cool news. Happy to be proven wrong, but unhappy that I'm going senile.
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I enjoyed it. The character reminded me mildly of Lift from Sanderson's Stormlight series, only an obsession with gold instead of food.
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You have become my favorite poster on these boards, tqomins.
As I did not participate in the playtest, I'm curious. How quickly do you get feats? How easy/quickly can you enter an archetype? Do you gain dedication feats specifically for this purpose (or investing in a dedication in your main class)?
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Staffan Johansson wrote: PossibleCabbage wrote: Like Sweden and Denmark have been separate countries for 400ish years, and though they speak different languages they are mutually intelligible. I beg to differ. I can read Danish, but understanding spoken Danish is nigh-impossible for most Swedes. Particularly if they start talking numbers.
And the Danish can hardly even understand their own language. I was so hoping this is what you linked. Kamelasa!
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Ramanujan wrote: Mr.Dragon wrote: Now this is a real stretch I know but I want a dedicated class for.... with lack of a better word... creature.
Like a Summoner Eidolon, but as a stand-alone class.
I always feel there's a lack of non-humanoid representation among playables.
There's all sorts of tricks to get something truly weird and exotic such as Awakening but that requires a lot of workarounds as is.
Golarion, and most fantasy settings have so many non-humanoid creatures with equal or even better int scores than humans that could make for very interesting and unusual heroes.
A class that helps explore such design space would be a dream come true.
You want a monster, with a class that levels up the monster's abilities? — kind of like how Dragon PCs from 'In the company of Dragons' works?
I know I suggested it thinking of something based on the Synthesist looking for a shifter class, but a Synthesist that can't turn off and only has one fixed shape that improves with levels could maybe work for this also? Or perhaps Savage Species from 3.5? Also, Dreamscarred Press has released a number of supplemental materials for monster races in PF 1e; Astral Deva comes to mind. I, too, would love monster classes again.
Reminds me of when I played a Gestalt Minotaur Fighter in the World's Largest Dungeon.
"I'm not locked in here with you! You're locked in here with me!"
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I really appreciate what you've done here.
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Ikiry0 wrote: Saying 'MMO' is basically a rallying cry to an internet argument but I'll admit I'm having a hard time working out how to describe the equipment system otherwise. It gets a little comical when a late game pistol punches through stuff an early-game rocket launcher can't touch so you need to keep constantly upgrading weapons and armour to the newest tier of gear. It does hurt the heroic feel when so very, very much of your function is defined by having a purple gun or armour.
It feels like, rather than having weapons scale basically...not at all, a better system would have been to build more inherent scaling into the base system. If you got +level to your armour values for example, the amount needed to go between various gears gets a LOT smaller rather than having a mid-range light armour provide more protection than early-game power armour.
That sort of inherent scaling worked well in Star War Saga (Another thing Owen K. C. Stephens worked on) and was also demonstrated (on the weapon front) pretty well with 4e's X[W] system. Where a 1d8 sword could do 7d6 before too long because the person personally using it is better at swording.
It reminds me of this moment portrayed by the eminent actor, Willard Carroll Smith Jr.
Hello cricket.
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I will be spending the time converting Curse of the Crimson Throne to Starfinder ☺
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One more question:
In the Flame Blade Dervish feat (from Paths of the Righteous), it states that you add Charisma to the damage of your flame blade. Would this portion of damage from flame blade benefit from empower spell?
Empower Spell wrote: Benefit: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
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Mark Seifter wrote: Samasboy1 wrote: Dansome wrote: Chances the "Cult of the Eye" will be in here? From Pathfinderwiki:
"Complete sections for 20 villainous organizations, including an arcane society, brutal slavers, carnival troupe, corrupt guard, cruel musketeers, death cult, demon knights, diabolical church, fang monastery, merchant caravan, merry outlaws, nature’s scourge, regal court, ruthless brigands, savage marauders, scandalous pirates, secret society, sinister cult, slayer’s guild, and a thieves’ guild. "
Maybe the "sinister cult?"
Though this is a core book, not a setting book, and while they do use the same gods the Cult of the Eye seems much more setting tied. So I doubt it. Yep, it won't have any Golarion-specific organizations. However, as you mention, we do have the Sinister Cult, and it wouldn't be too hard to use the Sinister Cult as an even-more-sinister offshoot of the Cult of the Eye (interested in the devastation of the deluge more so than protecting themselves from harm by sacrificing others). Thanks to you both, I am very excited to see what I have to work with!
Eric Hinkle wrote: What is this "Cult of the Eye" people keep mentioning? A cult mentioned within "Pathfinder Campaign Setting: Isles of the Shackles".
They believe the Eye of Abendego is the birth pangs of a new god (which they call the "Deluged God"). They offer sacrifices to be saved from the mass floods that will undoubtedly come once their deity arises.
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CBDunkerson wrote: Dansome wrote: Paizo, I've really disliked what you did with the Advanced Class Guide and now in Ultimate Equipment. Please use errata to finish incomplete sentences, increase clarity, fix charts, etc. Please, don't use errata to balance the game. The majority of the changes in the Ultimate Equipment errata (e.g. Sleeves, Mithral, AoMF, Courageous, weapon table, et cetera) were exactly the kind you suggest... there were only a handful of 'game balance' adjustments (e.g. Jingasa, Brawling, et cetera). Unfortunately, the most relevant changes for my gaming group are the handful of game balance adjustments that basically removed several items from the game. :)
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