Dennis Muldoon wrote:
First, nice of you to rephrase the needlessly aggressive comment. Second, I get that this is not something everyone shares. Paizo have consistently put out supporting pawns for every AP through Ruby Phoenix a month or two after completion. The fact that Strength, Quest, and Outlaws all released before they admitted none of them would get pawns means they spun their wheels for about 3-4 months of releases before announcing this. In my opinion, the FAIR way to handle this would've been at the beginning of Strength. "We understand some players rely on supporting product lines to get the most out of our APs. Please note that the Pathfinder Pawns line will be ending, and no such supporting pawns will be released for this AP." Would that be so hard? Or even for the following AP. Or even the one AFTER that? This is corporate foot dragging at its worst. I realize I'm an outlier, but they had to realize some players would be hurt by this inaction.
Dennis Muldoon wrote:
If you check comments for the pawn subscription, they made this decision a while back, but kept it hush hush. I've gotten Quest and Outlaws books with the intention of using the eventual pawn sets. When no news of release came, I checked the comments only to find a "ssh don't say I told you" comment indicating they were likely being killed. This news should have preceded those APs' releases. I wouldn't have spent that money on them, as I now have zero intention of running them without proper pawns. It breaks immersion.
Dennis Muldoon wrote: I'm going to miss the AP pawn sets. I've found them very convenient. As someone who has poured a ton of time, money, space, and energy into gathering a collection of Pathfinder Pawns and keeping them well organized, I am INCREDIBLY frustrated with this move. I'm sure it has to do with overall sales and costs of materials, but I want Paizo to know this is a huge slap in the face to someone who has leaned into this line heavily to maintain consistency and immersion in games without a need to invest in much more expensive and space consuming miniatures. The cynical side of me wonders if this is just a means to push more sales of the awful blind box and lackluster Battles miniatures line. I will reconsider before EVER investing in another Pathfinder accessory line, as it's now clear that Paizo will drop product lines that customers rely on with less than zero notice (this was hinted at long ago, but Paizo refused to announce it until now). Thanks for nothing, Paizo.
My wife is not one for RPGs (she's played a few sessions of 4E) or non-traditional board/card games. Gradually, she's begun to play hobby games with me, sticking to those that are of the simple to learn/difficult to master variety. I persuaded her to join a PFACG session one night after all but one member of my group bailed last minute. The three of us had a session that went well, and my wife immediately insisted we play again, then again. She doesn't actively seek out sessions, but she is always up for joining any session I get together. Her favorite is Merisiel, as she likes the concise options available to the martial characters (no vast selection of spells to work through).
Jeven wrote:
I am all for a book that has all of this: normal and crazy bizarre environments. I think that info the planes would be better suited to its own book, but for this idea, MY MONEY IS READY!
Honestly, I've found that the single best way to become a good, experienced GM (though it's rather painful) is to pick up a copy of the Core Rulebook, Bestiary 1, and Inner Sea World Guide (if you want to stay in Golarion's boundaries) and just start brainstorming an original game idea. It doesn't have to be amazing. It doesn't have to be original. For mine, I had my players take jobs as bodyguards for an excavation project in a dangerous cave. Inside, they found that there was an odd gate that gave way to a sealed dimension in which a deranged wizard had locked himself and his pets (thousands of magically created dinosaurs and megafauna) away. The players became embroiled in plots involving local cults, primitive dwarven tribes, reclusive elves, and underground tunnels. Was it a ton of work? Yes. Did I frequently have to consult rules that I thought I already knew? Yes. Did my players frequently take unexpected routes and do things that broke my plans? Yes, and one got instantly killed by a T-Rex. The main thing is finding a group of people who just want to enjoy the game along with you. If they're good friends or also new to Pathfinder, they shouldn't mind that you may have to say, "Hold on while I check on that rule." It certainly helps to have some digital form of the rules (like the PRD on the site) handy. At the end of the day, that game had lots of plot holes, dropped ideas, and some less than perfectly executed scenarios. Still, we had fun and I learned more about Pathfinder than I could've hoped. After about 6 levels of that game, I wrapped the story and moved on to run Rise of the Runelords. That group of players are currently beginning book 5 of that AP, and I'm still learning new things every game. Honestly, diving into the deep end is the best way to learn how to swim. Welcome to Pathfinder!
ThreeEyedSloth wrote: Almost a fourth of the tokens in my set don't pop out of their sheets nicely. The thin plastic layer on the pawns rips on a good number of them, despite being very careful and slow with removing them. So I have lots of pawns that are torn. :( I had this problem with my NPC Codex Box as well as this one. I have a Gem Sorcerer with half the image ripped off on one side. :( As Arikiel said, punching slowly from the "front" seems to work best, though many of my new swarms have plastic edges hanging off which I can't seem to get off completely...
So, by my understanding, the base set will include the Fighter, Wizard, Rogue, Cleric, Bard, Ranger, and Sorcerer, with enough cards/materials for 4 players to use any 4 of those classes. The class add-on will contain Druid, Monk, Barbarian, and Paladin, plus enough cards/materials for an additional 2 players. Am I correct on this?
For my group (currently having 4 campaigns underway, with one sorta finished) It seems like Witch, Bard, Inquisitor, Magus, and Monk get no love. I've seen one witch and one monk, but those were short-lived (literally and figuratively). Gunslingers are a favorite among the group, though that is mostly due to a liking for the "man with no name" kind of character. Cavaliers are somewhat represented in the group, as well, though that is due mostly to one player with a major fetish for mounted combat.
Ansel Krulwich wrote:
That sounds like an excellent plan, plus it saves a "wonderful" surprise for later. My original plan was to try to shut down the summoner's Eidolon, since the plan has mostly been to sit back and let him hit enemies until they're dead. Unfortunately, three of the five rolls were nat 1's on Will saves. Given the dice turning on them, I decided it best to just have the sprites move on and report them, rather than penalize them further. Hopefully, they also learned a valuable lesson about standing huddled together (which they have been doing frequently). Honestly, I hope I'm not being too hard on a group that features a few relatively inexperienced players. I want to challenge them without causing a TPK. :/
Anyone else have their PCs utterly fail in the encounter with Pym, Shor, and Vosi? On round one, I had 2 PCs plucked with arrows, and on round 2, all but the summoner's eidolon failed Will saves for color spray, leaving the entire party unconscious (and banishing the Eidolon as a result). I opted to have the sprites take the opportunity to flee and report back to Izoze. |