I'm kinda in agreement with everyone else so far. I understand everyone being busy and the schedule being packed. I'm hyped for the next year and I really want to know about the impossible playtest. But... Paizo's communication has really suffered despite the best efforts of Maya and James. I try to stay positive on the forums about Paizo, but this lack of communication really really sucks, y'all. No update on the starship playtest for SF2e, no update on the impossible book, no playtest for this year... and now no errata. I know not every company does this, but I hold paizo to a higher standard. Especially since communication is one of the main reasons I became a diehard fan of your games. I dunno. Thanks for bringing the information when we asked at least, Maya. Edited to add: For the record, most of the issues would be understandable and even okay if we just had more information more often. I don't really care about not getting the pathfinder playtest this year, and if the Starship playtest was delayed so be it. The errata sucks but it sounds like this year was rough. I just feel like I would be less frustrated if I knew about this stuff being delayed.
Honestly a lot of the issues here feel like the result of a general lack of support for the summoner. Which is just kind of a larger issue in this edition for non-core classes. The passive power issue could be somewhat remedied with more eidolon gear, the errata ignoring the fact that the eidolons non-basic attacks were severely nerfed either intentionally or not, we've only gotten a couple new eidolons - though admittedly the summoner is fairing better in the new subclass department than most, I would like to see another Occult eidolon that isn't a phantom. No new feats, no new class archetypes. Draconic codex didn't update the Dragon eidolon in any way... I mean the summoner isnt special in this lack of support, kineticist is also often cited here and I imagine someone will mention another oft ignored class. I do hope the remastered summoner receives lots of love, but if the theories of it appearing in the same book as Runesmith, Necromancer, and Magus are correct, it's going to be fighting for page space and likely won't have enough space to thrive.
The Contrarian wrote:
Finally a reasonable take. Paizo's failure to implement a Blinding Dark spell is just another reason why playing a Darkvision character and only adventuring at night is the ultimate meta.
Gortle wrote:
A lot to address here. I never claimed your works were commercial or for profit. I'm glad your guides are a product of genuine passion and never meant to disparage your name like that. I am not saying what everyone should do, I am saying what I personally find. And what I tend to find is when something is using AI for one portion of the work, there will be more used elsewhere. I personally will not share a work with my players that utilizes AI as AI has a nasty habit of hallucinating, creating connections where there are none, or simply being wrong. There are multiple concerns beyond protecting artists, though as something of an artist myself that is my primary concern. These include of course environmental and psychological effects this technology is having. As for the comment about change being inevitable and how "Amish" my mindset is, I do not believe that an industry that seems constantly on the edge of bursting is anything I would rest my hat on. Finally, for the last point about being against AI being unpopular among the average consumer, the average consumer couldn't care less about either side. The only thing they care about is the quality of the product being created, and as of right now, the more consistently high quality product is the one made with human hands. I'm sorry that you feel my concerns may lead to others leaving the community. I hope they do not.
Maya Coleman wrote:
I know other companies also do this and it's genuinely for the best health of the community in my experience, so thank you to Paizo for looking for a solution that benefits creators. Generative AI genuinely has no place in creative content. Call me old fashioned, but I'd prefer to have no images in a guide to images from generative AI. It would make me question the integrity and passion behind the guide as a whole. I'm sure the guides have passion and integrity behind them, but the use of AI at all makes me hesitant to share with my players as if you used AI for one piece of the content, there's no reason to assume you didn't elsewhere.
Gortle wrote:
Okay well it's well within paizo's rights to take anything that doesn't reflect their values as a company off their official forums if they so choose. They are taking a hardline stance against AI, and have expressed that they do not want it on the forum. If you use AI to create, illustrate, or otherwise "improve" a work, don't expect to be able to use an official paizo platform to promote it. Its really that simple.
Llez wrote: thats what i was thinking; a friend of mine was arguing it has to be the specific jaw attack associated with the perks, like listing out jaws (werecrocodile), jaws (dragon heritage), jaws (ratfolk) and theyre all 'different' jaws that only work with the 'correct' perks. I couldn't find anything saying this, it would affect using like gorilla barbarians ape arms as a monk and other such things too and seems needlessly complex/limiting. If that were the case, I'm sure they would've listed Draconic Aspect (Jaws) as a prerequisite instead of the more generic "Jaws Unarmed Attack"
The Bestiaries were written prior to the remaster and thus contain information and monsters and content that have since either been remastered or removed from the games lost omens setting. Things such as alignment for example have been removed. The bestiaries are still useful because the content inside only needs a bit of tweaking to make sure it functions with the current mechanics. Monster Core 1 and 2 are more or less continuations of each other, with new monsters appearing in both. The cores largely updated the bestiaries but there are also plenty of brand new beasties inside for your pleasure.
Yeah, the people who are interested in Daggerheart aren't likely going to be the same types that would be interested in PF2e. While its not the most mechanically complex system I personally have played, for groups that are moving to daggerheart they're likely either looking for a story forward system over a mechanic forward system like PF2e or are fans of Critical Role and might not be interested in the larger hobby. Nothing wrong with either of those things necessarily, but I say let them convert to their preferred system and maybe a couple of their friends will look further into pathfinder itself if DH is unsatisfying to them for one reason or another. A 5e conversion of AV is what got me to look at it and its now my groups primary system.
Tridus wrote: I really don't like having multiple, drastically different magic systems. It starts becoming too many things to understand as a GM for me. That's why I banned Psionics in every edition of D&D I ran where they added it. It was a striaghtforward case of "I do not have the spoons to understand a second magic system when the first one is already so complicated." I would like to second this. As nice as it sounds on paper, having to understand every seperate magic system to play each different caster would be a complete nightmare for the GM and it likely would result in one or two classes getting the vast majority of content - I'd probably bet on Sorcerer being drastically overrepresented in this theoretical because of their customisation and popularity. I do think that if I were to design a magic system for a PF3e, I'd expand the idea of focus spells so that casters would still have a limited amount of spells in combat, but could recharge them outside of it to ensure they never feel "worse" than martial. There are drawbacks to this I'm nearly certain, but I'm also sure such a thing would feel better for caster players.
Far as I can see, the interactions should work fine. There's nothing about having to have it be specifically your natural unarmed weapon, and I don't see anything in the traits that specifically kills HotW interacting with Untamed Form. Titan Breaker only specifies that your Ikon needs to deal bludgeoning, which energized spark lets you do. I'm admittedly hazy on the rune question myself so I'll let someone else handle that.
magnuskn wrote:
Well its July and we don't even know the name of the book they'll appear in. Haha
Occult is the best choice with the exception of maybe Arcane. Divine draws power from a “divine” source. While it does have perhaps the best setup theoretically - being body and spirit, and an almost monopoly on the vitality/void/spirit damage types, it’s not really all that good for it when you look at it from a lore perspective. Necromancers gain power from their dirge, and are more similar to bards in their power source than for instance Clerics. Primal is a complete no go. The primal list draws off of nature and natural things. Undead aren’t natural. Urgathoa alone shows that being undead in and of itself is a perversion of the natural order. Arcane is probably the second best. But my issue with Arcane is that when it comes down to it, it’s a massive and versatile list that if we look at it, Arcane could fit every caster class that isn’t a divine caster and it would still largely work. Arcane to me seems like the biggest reason that the wizards core chassis is weak. They get so much power just from that spell list. Occult, from a lore perspective, is perhaps not the best. It’s the mystery spell list, and paizo went out of their way to differentiate phantoms from undead. But occult has a wide and flavorful list that works extremely well for the Necromancer. It isn’t entirely devoid of spirit damage, and it’s sort of the spooky list. Necromancers should be occult.
R3st8 wrote:
For what it’s worth, Vodou is far far closer to the Animist in practice and there’s very little in the way of proper necromancy - or even improper necromancy in the practice. Most of Vodou is working Lwa, which are more spirits - or apparitions. They commune with Lwa, which can be an ancestral spirit but with the exception of the zombi, a Vodou houngan would fit as an animist medium far far better than the thrall raising necromancer.
Teridax wrote:
This is really interesting. I’m gonna Playtest this and the innate heavy armor thing I think. If I have anything interesting come up from this I’ll let you know.
Teridax wrote:
In theory, I like this change. It’s still MAD as hell, but would it really be the Magus if the stat spread was simple?
Whoa, I disappear for a couple months and everyone turned into a bunch of negative Nellies! What happened? Honestly I get it to some degree, Paizo going largely radio silent on things is a bit disheartening but… Can’t we cut them some slave since they had to basically restructure the entire game, continue their my early release schedule, and Playtest 6 classes in an extremely short time? Paizo is a big fish in a small pond dominated by a whale that’s taking up most of the room. Has the content from the last year been perfect? No. But acting like it’s all horrible awful trash? That feels to me like hyperbole. We don’t have to be positive all the time, but these forums hardly ever seem positive. I dunno maybe it’s just me. ~~~~~~~~~~~End of Whinging~~~~~~~~~~ Also hi Maya! You’re doing Abadar’s work!
I mean to me it’s obvious they’re going to nerf this in the future. The dedication is powerful and steals too much of the Exemplar’s class identity. So why not just tell your players you aren’t comfortable with them using the dedication until it gets fixed? That way you still can allow them to play the class, but the dedication is off the table until it’s brought into a territory you - presumably the GM - finds acceptable. No, it’s not necessarily fair to allow the class but not the dedication, but it’s pretty clear that the dedication as of right now would be too strong on a vast majority of martials with - as far as I can tell - only the Magus not getting much benefit. But sometimes communicating an issue with your players is the only way to move forward. I trust Paizo to fix this if not immediately after release then fairly soon after. At that point, I hope it’s in a good state. If not, my players will understand and just not use the archetype.
I have yet to fully ban anything wholesale, with the expectation that your choices should fit the setting or story that we’re playing with. My players are particularly good about “characters first, opitimized second” so they tend not to take incredibly overpowered options just because they’re strong. If I ban anything, it’s going to be some sort of overly broken build or a rare option that doesn’t fit the story we’re doing c and in the latter case it’s almost always more of a “justify this and we’ll go from there.” rather than “you can never do this, ever.”
Balkoth wrote:
Downright peeved one might argue.
Darksol the Painbringer wrote:
As I have said, you can have your opinion. I have no issue whatsoever with that. But as someone who has read the class properly, I have no interest in the opinion of the willfully uninformed. The class has been reviewed by multiple YouTubers like Nonat1s, the Rules Lawyer, Wisdom Check and Phoebe Bane. Perhaps you should check those out if my “gatekeeping” is ruining your experience. If you choose not to do so, that is your choice. Until then, I will continue with my “gatekeeping” and not argue with you on mechanics that you do not know or have read. Thank you.
Darksol the Painbringer wrote:
So you have yet to see the Exemplar yet? You are basing your opinion on it entirely off the dedication? Because what I very obviously meant by saying “widely considered” is that nearly everyone who DOES have their copy, and HAS seen the class, and are weighing in on their takes believe the class to not only be fine, but to be perfectly balanced. Until you have read the class proper, your opinion on its balance is speculative at best and doomsaying at worst and is of no interest to me in turn. I have no interest in arguing the point further. Ultimately this is your opinion on the matter, and you are obviously far more passionate in this than I am.
Darksol the Painbringer wrote:
The Exemplar Dedication is busted, as Angwa acknowledged. In fact, they acknowledged all of your points except one as a negative. The Exemplar class itself is widely considered balanced to other martials, so I would love to hear exactly how out of balance it is with something like a Fighter or Barbarian in your opinion. As for the unaddressed point, +8 is supposed to be swingy at low levels. Thats the entire point of giving it to you at low levels. You can not like it, but to some degree mythic is meant to break the conventional math. There are issues that may pop up, but pretending like this is somehow unintentional or against the point of the game is missing the point of mythic. Also Exemplar isn’t part of mythic. It is a base class that has mythic themes. You can use an Exemplar in basic play the same as a fighter, it just won’t fit as easily. Hence the rare tag.
Loreguard wrote:
Basically the biggest issue is that there’s no specific mention of where Elemental Blasts or Impulses work with the archetypes presented. As a Kineticist doesn’t strike or cast spells, there’s no way for them to really take advantage of feats that require one of those with their main weapons. It’s less “can’t play mythic” and more “have no consideration in the text for their specific thing”
lats1e wrote:
The alternate mythic rules document contains some minor errata and at the top of that page it says that errata for WoI will be released for Fall 2024 Errata cycle.
arcady wrote:
The Kineticist as RAW is, as far as I can parse, not compatible with mythic play. I’ve seen some good homebrew for it, but until either Mythic or Kinet get an errata to fix the EB issue, there’s nothing for the Kineticist to utilize with their impulses or EB.
Oh I know people in general like the book, obviously they wouldn’t be so passionate about it if they didn’t, but it does feel like the negative talking points have strongly outweighed the positive. It seems like the negativity is effecting those that don’t currently have some way to access the book into dreading its release whether because the mythic stuff is disappointing or because the exemplar dedication is overturned, or any number of talking points that come out. I do think that there’s a lot the book could do better, but I want to balance the discussion a bit. That way people can see what’s great about this book - like the lore, the class stuff, the combat fishing pole - and balance that against the negativity. Again, I’m not looking to disarm valid criticism, but valid criticism without equally valid praise makes the whole product look worthless for those from the outside looking in, if that makes sense?
Hey guys! So I noticed that on here and on the subreddit there’s a rather massive amount of negativity surrounding this book, and it seems like it’s causing a sort of negative echo chamber feedback loop so I want to try to break that up a little! So what’s some positives for War of Immortals? What do you like? What is your favorite thing about it? I’ll start! I love the Animist! Genuinely one of the coolest designs I’ve seen for anything in a tabletop. In fact I think both classes are absolutely masterworks of game design. And I know this is probably controversial, but I actually really like the Vindicator! It’s a bit clunky mechanically but I’ve been playing one with my roommate who has his pdf copy and it’s absolutely so much fun to roleplay and I’m doing really good damage! I know this book isn’t perfect, but I also just want to know what people like after the last week or so of hearing every negative opinion a person could have on the book from every community. Let’s hype up the community for what is - for the most part - a pretty great release as we wait for the full public launch!
SuperParkourio wrote: Wait. Enthrall isn't an emanation. It has 120 feet range and targets "all creatures in range" instead of "any number of creatures." Does that mean the caster can end up fascinated with their own spell? I am almost entirely certain that is not RAI, but I guess if that’s how you want to run it?
BotBrain wrote:
Godsrain in a Godless Land Spoilers maybe? Ish?: According to a PFS scenario, the Godsrain was in fact a good advert for the laws of humanity! Until people started displaying divine power. I haven’t got the scenario, but a friend who does said that you’re smuggling children gifted with divinity out of Rahadoum because they are rounding the people with divine powers from the godsrain up to punish them. Again, second hand information but it matches roughly with the scenario description so I guess it’s a fair summary.
Darksol the Painbringer wrote:
I’m not sure that the other damage options tank necessarily. As was already stated, the only Spirit damage on Vindicators Mark is the initial hit, and the 2d6 from dismissing it so your bow or deities favored weapon of choice will still be dealing an extra +2 damage. If you make your wisdom your secondary stat, you should have roughly the same to hit chance with focus spells on your prey as your weapons for the first few levels at least. Spirit is also among the least resisted damage types in the game as of right now, which makes it ideal in such a wide variety of circumstances that constructs being immune is hardly a major drawback. You can also grab domain spells as Warden Spells so say you’re a Vindicator of Sarenrae, just take Fire domain and you get plenty of options. Is it an absolutely broken class? No, but I hardly think it’s unplayable.
I’m not entirely certain this is all that bad outside of the inherent MADness of being a Warden Ranger. The spell isn’t a sustain, so you cast it once on the boss and the rest of your turns are almost free. On top of that, if your DM lets you use Hunt Prey out of combat (Basically just give you a way to track your enemy), the two action spell will still leave you with an action left! On top of that it has a 60 foot range. So you don’t have to be close to use it. I think that for the most part, the action economy is a bit front loaded, but it’s hardly crippling.
I don’t think there’s really a canon answer to this, but for me I think the Chalice just fills when you’re able to use it. Like, it’s empty when you drain it or when you have no intention to use it and then it fills on its own when you intend on using it. In my head it’s something like… the implement can sense your need through your thaumaturgical resonance and automatically fills with the life giving liquid, but only once every ten minutes and it disappears if you have no intention or need for it.
So I’m not a balance expert or anything so I won’t come at this from that angle. But I do think I have something valuable to add in that; as someone who came from the Fifth version of the Dragon game, as both a player and a GM, I don’t think player characters should have crazy high resistances or even immunities unless they’re paying a decent cost for it. In my experience as a player, those resistances will just make GMs not use the types of monsters that would affect them and as a GM, I found that they often trivialized encounters for that one character if I did use the monsters that would target their resistance/immunity. Based ENTIRELY on personal vibes and experience, I am perfectly okay with the cheap resistances being somewhat weaker.
Honestly I’ve enjoyed my time on the forums so far. I only joined last week but I’ve felt that for the most part it’s a significantly friendlier community than the subreddit or the discord, though maybe that’s just my lack of experience here so far. I often feel dogpiled on the subreddit and the discord is so active it kind of scares me off since I can’t really get a conversation going unless I have time to do so. I will admit that the archaic site design is bothersome though. Hopefully they update that soon.
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