The Peacock - Harrow Deck

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Will there be a retooling of the Pathfinder (Paizo) website to mesh the community and game materials (similar to that other 5th edition RPG)?


It sounds really cool!

I wonder does this matter to wizards? They have lost spells and now everyone else has cool weapon tricks they can use all the time.

Is this rebalancing casters swinging too far the other way?


It may be too late, but should there even be classes?

If there is going to be a redesign, how about opening the system to allow people's imaginations to really run?

The class system still boxes people into roles. It seems like systems have danced around it some, but What if there were skill strands based on attributes from which people could learn?

Just like you only have so much time to learn so much, you can be great at one or two skills or mediocre at a few?

Maybe characters could get investment points for particular strands based on primary attributes - intelligence is your primary attribute - you get points for intelligence based skills, same for str, wisdom, dexterity, etc.


Time has come to start messing about with RPG's with my kids. I am a supporter of Pathfinder and haven't really followed what D&D has been doing (because of endless edition rollout fatigue). I did look at their basic how to play rules and noticed on casters, at-will spells, encounter spells, and daily spells.

Wow cool! Finally, it's not sitting around holding back spells or having to quit for a day because all spells were cast. I know that is an over simplification, but I that active style for casters appeals to me.

Have I missed something in the Pathfinder rules that would allow for the at-will, encounter, and daily powers style of play?

Has anyone attempted converting this system to the casters in Pathfinder?


I was thinking this morning that I would really like to get my kids gaming. They are of the imaginative age and would love the Pathfinder game, but I don't have time to craft adventures for kids under 10.

I am wondering if the folks, who have made such great products for teens and adults, have considered making a module line (maybe 4 a year) for kids 12 and under?

They could follow more predictable story lines kids might recognize, but also at a pace that would match younger attention spans?

Possibly they would allow a variety of play settings so kids could gradually be exposed to the versatility of the character classes and the mechanics of the game.

Ideas:

1) A woodlands help the fey adventure
2) A tropical island / jungle / pirate adventure
3) A spooky castle / undead crypt adventure

Just tossing it out there. I would be willing to buy adventures specifically designed for parents to run with their kids. Not implying they would need to be sanitized and free of violence, just of a different complexity and pace and maturity.

(edit: I added detail to the subject title.)