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Captain Morgan wrote:
Doggan wrote:
SheepishEidolon wrote:
Doggan wrote:
So will we no longer have an iconic that uses a bow/crossbow as a primary weapon? That's lame.
The crossbow is still there, on his back. Maybe he is a switch hitter to the point that both the handaxe pair and the crossbow can be considered primary weapons.
Except the video talks about his focus on dual wielding.
It took 2 feats to be good with a crossbow in the playtest and 1 to effectively dual wield. Harsk can easily do both. The only issue I see is splitting his Hunter's Edge between flurry and precision.

You're missing the point. It's not a complaint about Harsk specifically. Just the fact that there will no longer be a character with a focus on iconic fantasy weaponry. Sucks for folks like me who enjoy that.


SheepishEidolon wrote:
Doggan wrote:
So will we no longer have an iconic that uses a bow/crossbow as a primary weapon? That's lame.
The crossbow is still there, on his back. Maybe he is a switch hitter to the point that both the handaxe pair and the crossbow can be considered primary weapons.

Except the video talks about his focus on dual wielding.


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So will we no longer have an iconic that uses a bow/crossbow as a primary weapon? That's lame.


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Dang. What a disappointment. Hopefully in 3E the Charisma based pool will be gone, and something better will come of it. Basing it off of Charisma is one of the main problems. And will continue to be so, now that you're basing class abilities off of it. MAD is bad. I was hoping that would have been obvious after 1E.


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This is disappointing. The new edition is supposed to be about evolution, but a LG Paladin isn't evolution. It's just standard fare. Even 1E has archetypes that allowed other alignments.

Maybe it's time to do away with the Paladin class, and rename it something like Paragon. Lose the archaic grasping to the ultimate do-gooder, and make the class a representation of a deity on earth.

I'm hoping that more alignments become available before the core release. I'm hoping that there is actual growth and evolution.


I'd pay for a CRB sized Bestiary. Although a pocket edition would be preferred. Although I'm hoping some of the streamlining goes towards reducing the 36.5 pages worth of appendix in Bestiary 1. Get more bang for our buck, as it were.

More monsters the better early on. I've never used most of Bestiary 5 and 6. Better to have access early on in the life cycle of the game.


wraithstrike wrote:
Doggan wrote:
While not directly on topic, I'd just like Dragons to feel like a threat again.
They're still a threat. They tend to have parties on the verge of a TPK when I use them. However I don't have them starting off with a direct attack when I use them. I'll have them in advantageous terrain and/or have them ambush the party. I also get rid of most(not all) weak feats and spells.

Outside of grossly out of balance encounters, I've never felt a dragon to be a threat. Advantageous terrain or not. Action economy does them in. Adding mooks to the fight makes it no longer just a dangerous dragon.


While not directly on topic, I'd just like Dragons to feel like a threat again.


Already selling off my 1E collection, except for CRB, a couple setting books and a couple APs. Will likely finish up the couple APs that haven't been done yet and then focus solely on another system. Unless PF2 blows me away, I'll be looking elsewhere for my gaming.


Erik Mona wrote:
Doggan wrote:
Erik Mona wrote:

There's Planar Adventures, and that's it.

I wonder how poorly it's going to sell.

We're not sure! The book is intentionally a bit rules-light and all of the setting lore and plane descriptions will work hand-in-hand with the new edition, so to tell you the truth I am really not too worried about it.

I think it will do fine. It's a remarkably cool book.

I hope so. Despite being overall salty at the new edition, setting books are always cool. They were my favorites through the years. But after the announcement I just wonder how it'll do.


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Anguish wrote:
Doggan wrote:
Jason Bulmahn wrote:

I want to take a moment and talk a bit about the a concern I am seeing here with some frequency, and that is that characters will be streamlined and not customizable. I get that we are using some terms that may lead you to think we are going with a similar approach to some other games, but that is simply not the case.

Characters in the new edition have MORE options in most cases than they did in the previous edition. You can still make the scholarly mage who is the master of arcane secrets and occult lore, just as easily as you can make a character that goes against type, like a fighter who is skilled in botany. The way that the proficiency system works gives you plenty of choices when it comes to skills, allowing you to make the character you want to make.

I think you're understating some of the customization options that folks are looking for. A fighter skilled in botany isn't against type. That's just a profession skill. Against type would be something like a muscle wizard who plays as front line (and is so fun).

The customization fear comes from what was given to us as players. Take any base class, and with traits, feats, and archetypes you could turn them into just about anything else. Some of Pathfinder's charm was glut of choice.

The way I read it, Jason is talking about choice/options in terms of fluff, while you're talking about choice/options in terms of crunch. But we'll have to wait and see.

Fluff isn't really a concern though. You need 0 mechanics support to fluff something. If I want to say my elf wizard looks like a Salvador Dali painting, nothing is stopping me beyond my DM saying okay.


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Jason Bulmahn wrote:

I want to take a moment and talk a bit about the a concern I am seeing here with some frequency, and that is that characters will be streamlined and not customizable. I get that we are using some terms that may lead you to think we are going with a similar approach to some other games, but that is simply not the case.

Characters in the new edition have MORE options in most cases than they did in the previous edition. You can still make the scholarly mage who is the master of arcane secrets and occult lore, just as easily as you can make a character that goes against type, like a fighter who is skilled in botany. The way that the proficiency system works gives you plenty of choices when it comes to skills, allowing you to make the character you want to make.

I think you're understating some of the customization options that folks are looking for. A fighter skilled in botany isn't against type. That's just a profession skill. Against type would be something like a muscle wizard who plays as front line (and is so fun).

The customization fear comes from what was given to us as players. Take any base class, and with traits, feats, and archetypes you could turn them into just about anything else. Some of Pathfinder's charm was glut of choice.


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Logan Bonner wrote:
Phylotus wrote:
DM_aka_Dudemeister wrote:
This is their new baby, their second baby.
What's Starfinder then, their adopted child? :-P

It's our child pulled forward into the future and then brought back to our time.

You heard it here first, folks. Starfinder is Cable.

Oh man. Are you bringing Liefeld on as part of the creative team also?!? Will we see huge shoulder pads on every iconic?


Seconded. Having 4 (5?) different core book lines was tiring. All of my FLGS stopped carrying Pathfinder products for this same reason.


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Erik Mona wrote:

There's Planar Adventures, and that's it.

I wonder how poorly it's going to sell.

I've bought most of the hardcovers since I picked up Pathfinder. Only currently missing Crimson Throne and Emerald Spire. I was really hoping to get more time out of it. Now I'll probably unload my collection before the playtest comes out and the massive book sell off begins.

Change is good. Change is fine. But it's hard not to feel a sense of loss when your hobby of choice is no longer supported by the creator unless you buy this newer and shinier thing. But I get it.

With the easy availability of online rule resources, I likely won't buy anything beyond the core book for PF2, and maybe some setting books (the only hardcovers I won't sell).


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Cerushad wrote:

Yeah... about that whole stamina thing... Deep breath...

Frankly, I'm very tired of Paizo not letting us ALL be involved in the playtesting process anymore. The open playtest is what built Pathfinder into a success, but since they started tightening their grip and trying to impress us with their creative team's glorious visions, it seems like they do nothing but ruin what I loved most about the game. I see more and more ego trips and snide behavior from the designers and less and less of them actually listening to feedback. It's not okay. Unchained was full of cringe, Occult Mysteries was a trainwreck, but Starfinder is an outright affront.

I despise Starfinder's rules. I love Starfinder's art, theme, story, mood, love it, but the rules are like going back in time to Star Wars RCR and just Unchaining it. The Vitality as HP/Mana system didn't work, and Force Points were never properly balanced; We moved on for a reason, why did they go back? It's bad enough they ruined Pathfinder psionics with this occult magic BS, but now space opera's getting shafted too? I want to love this, but I can't. I'll use the starship rules, the power armor, and some of the tech, but the new class format, themes, condensed skills, revised action economy, BAB rework, and all the rest of their in-house Unchained design philosophy can kiss off. I play Pathfinder BECAUSE it's 3.5 improved, stop trying to change it! If we wanted a streamlined system we'd play 5e. I wanted Pathfinder in space, not SWRCR5e Unchained. That said, I will be converting everything back to the way it should be and I guess I just don't get to be part of the global campaign.

0 out of 10 stars on the system.
8 out of 10 for the art (they skimped on the detail of the undead fleet),
and -9001 out of 10 for not letting us ALL help design it.

Open it up, Paizo. Let us playtest again. Let us decide again. That's what built this community, that's what will sustain it into the future. A bright, shiny future with hit dice, spell points,
level 9 spells,...

I can respect your dislike, but one part of your statement bothers me a little bit:

"I play Pathfinder BECAUSE it's 3.5 improved, stop trying to change it! If we wanted a streamlined system we'd play 5e. I wanted Pathfinder in space, not SWRCR5e Unchained."

Nothing is stopping you from playing Pathfinder in space. There's even rules to convert Starfinder into Pathfinder stats. I could see your complaint being valid if the book was called "Ultimate Space" or some other variant on the Pathfinder RPG line. But it's Starfinder. It's different. And there's plenty of people who have no problem with that. Please stop using "we" like your view represents the entirety of the Pathfinder fan base. There's room for more than one system.


Horc Oracle of Metal, with Wasting. Thought of himself as a reincarnation of Gorum walking the surface of Golarion. Was constantly on the front of every battle, dealing death to those foes who met him, and healing the ally's who stood with him. The game ended, sadly, shortly after another party member betrayed the group and had to be put down.

Half Elven War Priest of Cayden Cailean. First session we rescued a group of orphans. Spent the rest of the game earning to build them an orphanage, and later a mansion. Super high acrobatics, bouncing around battle and poking where it mattered.

Elf Transmutation Wizard. Had a huge aversion to using magic as an offensive option. Thought it was "dirty". So instead he spent a couple rounds buffing everyone, and then swapped over to his trusty bow. A different take on a muscle wizard.

My current character, Dwarf Mutation Warrior. Thought it was somewhat fitting, playing in the Strange Aeons AP. DM is playing up a lot of the darker, experimentation side of the mythos. I went outside of the ideal fighter build, and went for a higher AC whirlwind attack build. Enjoying the hell out of it. At level 9 currently.


I use something similar, although not quite as in depth to include caster level. Definitely well thought out.


Please cancel this order. And my subscription. I thought my subscription was cancelled back on this thread: http://paizo.com/threads/rzs2ub4b?Order-4293124#1 , but I just got an email stating this above order went through.


Please cancel this order, as well as the associated subscription. Apparently I hit the ale a little too hard this weekend, and only just found out of the things I ordered!


Barbarian
Bard
Druid
Fighter
Rogue
Sorcerer
Oracle
Witch
Arcanist
Bloodrager
Brawler
Hunter
Shaman
Slayer
Warpriest
Kineticist
Mesmerist
Occultist
Psychic
Spiritualist

Barb, Bard, Druid, Fighter are all pretty basic choices for the setting you describe. Sorcerer takes the main place of traditional Wizard. Oracle and Witch seem like a pretty good fit as well. Arcanist I was iffy on, but it makes sense for the almost hermit type wizard. Focusing on figuring magic and the way it works. Brawler due to lack of monk. Hunter fits along with Ranger/Druid in the naturalist setting. Shaman is a tradition lost world kind of trope. Slayer because more martial classes, right? Warpriest would take the place of traditional clerics. I imagine that whatever deity worship is left is focused around the more war-like gods, and warpriest fits that bill best. The rest are all of the occult classes. I purposely left Medium out, because I personally hate it.

Really you could make an argument for just about any class though. I honestly like the idea of Gunslinger in that sort of setting, but only with the newly emerging guns. Sort of reclaiming ruins of the past.


I generally allow it in my games. It's never been enough of an advantage to make a difference, and there's far better spells than it.

I wonder, for those arguing that greatclub = club:

If they're the same, why doesn't greatclub have a throwing range? Could it be because they're vastly different weapons?


Please cancel both of my current subscriptions. Thank you.


Please cancel my Campaign Setting subscription. Leave Adventure Path and Roleplaying Game active.

Thanks!


Drahliana Moonrunner wrote:
It's not possible. The cake is simply too large to eat at one table.

I think as long as you scrape off some of the icing, it's fine. I ban one or two archetypes, and ignore most of the optional rules. Otherwise, all books open.

Although next game I run I want to ban the CRB (the classes) and see how it goes.


Is it possible to get these combined to ship together? I forgot to re-up my campaign setting subscription, and didn't see an option to start with Planes of Power


I'd like to cancel my Pathfinder Campaign Setting subscription. I'm hoping I have this in time that the current item can be removed from the order listed above, and I can receive just my RPG line item.

I really wish that the map folios were not part of the campaign setting, since they directly pertain the Adventure Paths. It's a pretty huge bummer.


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Alzrius wrote:
More specifically, I sat down at the table with my wizard, his intelligent item psychic cohort (my followers from Leadership were back in my private demiplane where I was astral projecting from...and in my other private demiplane tending to my clone), the solar angel that I'd called via greater planar binding (utilizing Augmented Calling and Spell Perfection), a bythos aeon that my cohort had brought via greater planar ally (via the Faith psychic discipline), and a Gargantuan animated object (animated and made permanent by the solar angel). This rose to eight characters when I had my psychic cohort use monster summoning VII to bring in three (I rolled high) celestial triceratops in the first round of our first combat. (I should note that I'd mentioned all of these to the GM before we sat down to play, and he signed off on all of them.)

You obviously knew what you were doing, even if the DM didn't know what you were doing. When you have that level of system mastery, with that much freedom, you should be able to edit yourself to not ruin anyone else's experience at the table.

Check yourself before your wreck the game.


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I'm super looking forward to it. Hopefully this will not take away from development of Pathfinder related material though.


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9 spell level spontaneous nature magic caster.

Only class I can think of that I'd really like to see.


I really want a druid list mage armor type spell, except it's all like vines and roots and the like. Plant Armor.


Early firearms only. Leave the advanced stuff out of the game. If your GM can't handle even that, perhaps consider playing the Bolt Ace type. If he won't even allow you the Bolt Ace, perhaps it's time to find a new GM.


Sharaya wrote:

These have been combined and you should get an updated order confirmation email.

Thanks!
~Sharaya

Got it! Thanks much!


I just started the PFRPG subscription in hopes of getting it to ship with my campaign setting sub items. Looks like Bestiary 5 is sitting in the sidecart though. Is there any way I can get them pushed through together, or at least get B5 to go out this month?


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Serpentine creatures can make use of items that go in the belt, eyes or headband slots. That's it. Animal Archive is useful for that sort of thing.


Only things I've banned in my current game:

Vanilla Summoner - Unchained is still allowed. Master Summoner is out entirely. I do this not because it's overpowered. It just has the largest chance for players to screw it up entirely.

Ninja/Samurai - Unless a player makes a super compelling reason that one of these are running around, they're not in my game. They're on a continent way across the ocean.

Vanilla Rogue - It's terrible. I force my players to use the unchained version for their own good.

Everything else is fair game. All the arguments I'm seeing about "X is overpowered" is just silly. If you see a character is outshining the rest of the group, pull your player aside and ask him to scale it back a little. If your group is constantly making a mockery of your carefully planned encounters, maybe it's time to go back to encounter building 101.


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What was said above. Make sure it's actually taking the -3 on every attack roll. And also make sure its slowed down to 20ft movement speed in combat. Make sure he paid for barding instead of regular armor. DR thing is legit, but he has no way of getting a feat at level 2 as a druid. But it's only 1 time per day, and lasts 1min/lvl.

In the end, it's vulnerable to the same thing all other characters are. Disable it and it's fancy armor means nothing. Animal companions have garbage will saves.

Really though, if it becomes a serious issue where all of your other players are feeling left out, take him aside and talk to him person to person. Ask him to scale it back a bit.


http://www.d20pfsrd.com/bestiary/monster-listings/plants/fungus-cerebric
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/somalcygot
http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/garipan
http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stymphalid ies
http://www.d20pfsrd.com/bestiary/monster-listings/fey/cold-rider
http://www.d20pfsrd.com/bestiary/monster-listings/aberrations/living-rune
http://www.d20pfsrd.com/bestiary/monster-listings/plants/sard
http://www.d20pfsrd.com/bestiary/monster-listings/plants/blood-bush

Edit: quibblemuch beat me to it, and has a more complete list.


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I love the Gunslinger, and think it's one of the more fun classes to play.

I can't stand the Shaman iconic. I think the trans-gendered aspect to it was pandering, and ham-fisted. Easily the worst iconic to date.

It annoys the crap out of me to see players constantly playing the same super optimized characters over and over again.

I hate playing with DMs who feel it necessary to ban everything outside of the CRB, but it seems to be all I find.

Pathfinder Society is a waste of time, and every DM that I've run across during PFS sessions aren't worth a damn.

I dislike the Adventure Paths. I think it's a bit crappy that Adventure Path subscribers are the only ones who get store discounts.

Pathfinder Online is a terrible game, and if it wasn't for the minis I got from the Kickstarter, I'd forever regret buying into it.


Master Summoner is the only thing I do not allow in my games. Well, aside from third party material. None of that crap allowed. I try to direct less seasoned players away from the more complicated classes, simply for the fact of slowing down the game. If someone wants to play the eastern flavored classes (Samurai and Ninja) there needs to be some really good roleplaying along with it.


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James Jacobs wrote:

Sandpoint is pretty detailed. As are Korvosa and Magnimar. And by this time next year, Kintargo is gonna be pretty detailed. Westrcrown's pretty well covered as well.

A big hardcover book of a city would indeed be awesome, but fitting that into a schedule is tricksy.

I'd even go for a hardcover about a country. Each city getting a map, several pages (or more). It's something that I feel is really missing from the setting. Yeah, I know we're free to make our own details, but I feel like the world could use this stuff.

Goblin Squad Member

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Don't do it. It's a trap.


Having run several long running campaigns since the Summoner was released as a class, I really have no problem with them at the table. I did find my life was made much easier by just outright banning Master Summoner. Gentlemen's agreements are nice and all, but the bitterness that can arise when you're picking apart someone's character isn't good for the game.

I most often find that the people arguing to allow master summoner, and saying that there's no issue with it, have never actually run a game. Honestly, that's a pretty important part to discovering how annoying they are.


Edymnion wrote:
...It stretches my suspension of disbelief...

Wizards. If you can suspend your disbelief enough that a grumpy old man can basically shatter the world with invisible forces that he harnesses with wiggling his fingers around while throwing a pinch of bat poop, why can you not do the same for someone who so intensely practices with a single weapon, that he's figured out a way to reload said weapon real fast.

That being said, you have to make up your mind. Are you not getting gunslinger because it bothers your idea of a fantasy setting, or is it because you don't see how it works in terms of mechanics? If it's the former, we can't help you. If it's the latter, we can.


VampByDay wrote:
The fun for me, as a GM, comes from challenging my players, not from one-shotting them for ONE bad roll, or for them to one shot my story-arc boss from one bad roll on his part.

What are your thoughts on crits then, since 1 shot crits are definitely a thing.


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Wiggz wrote:
Combined with the steadfast refusal to even acknowledge the repeated requests to update old AP's it seems like every time a whole new set of classes or a whole new version of previous classes gets introduced, it creeps my previous purchases that much closer to obsolescence, reducing their collective value.

This line right here made me chuckle a little. I have everything Paizo has released for the core PF line, along with almost everything from the campaign setting and the companion books (I skip APs because I don't want to run another person's adventure.) The most used book at my table? The first Pathfinder book I bought. Core. Next most used? APG. I still value the old books as much as the new ones. I guess I just don't see new options as something that makes my old options irrelevant.

Goblin Squad Member

All I want to know is why, as a cleric, I'm stuck zapping things with a wand instead of being able to smite evil with a nice holy mace?


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I allow my players to use all of the hardcover material. Haven't had any problems yet. I don't try to memorize every mechanic of every class. Only the ones that my players are using in the current campaign so that I don't have any surprises. I love all of the options. There's classes from earlier books that I'll never play, and some from the later books that I'll never play. But just having those options available (even if I never partake of them) makes me feel far less constrained as a player and a DM.


My players have basically been on a grueling land journey to make their way home. While heading through the Fangwood, there was a huge surge in the blight due to Arlantia offing a few of the druids that were in power in Crystalhurst. My players arrived in Crystalhurst, and were fooled by a Druid that had turned coat and joined Arlantia. He offered to empty the coffers of the town if they could find a way to stop the blight. They spent quite a while in Fangwood itself, and gained a few levels before ever tracking Arlantia down.

And yeah, I know minions can add to the fight. I was planning on having minions with her. But I had players missing that night as a last minute thing and had to do some quick changes.


There's no stat block. I looked for one for quite a while.

My experience::
My own players just made that same kill. I didn't actually use the blighted fey template. Just pieces of it, along with several levels of sorcerer. I had my players run a gauntlet of fey to get to her, along with a few traps along the way. The final fight with her was solo, but I really wish I had added a pair of shambling mounds with her.

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