Silver Dragon

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Goblin Squad Member. Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Tales Subscriber; Pathfinder Comics Subscriber. Organized Play Member. 3,263 posts. No reviews. 29 lists. 1 wishlist. 3 Organized Play characters. 1 alias.


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Perhaps they are working on a Bonekeep Boxed Set???? ;)


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Helmic wrote:
The best GM is the one who's currently doing all this extra work to run a game for you.

Yep.


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"also giving GMs better tools to tell the stories they want to tell"

Sounds like an admirable goal to me, and one just about every RPG system tries to provide, because GMs have the lion's share of the work when it comes to playing RPGs.

Having "better tools" to create the campaigns that my players play in sounds awesome!

As to the OPs specific comments, they sound a bit uncharitable to me.

But, it is the case that there are all kinds of GMs, just as there are all kinds of players. I STRONGLY suggest every GM and every player carefully consider the group that they play with, and the campaigns they agree to be involved in.


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Awesome! Thank you for sharing!!!


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This sounds ultra cool! Also, I really dig the artwork.


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Cthulhudrew wrote:
Not confused about the reason for it at all, I just don't think that the Ritual treatment accomplishes what it set out to do to replace that 1e summoning ability.

2e Rituals look a lot like 1e rituals, and I NEVER felt like the reason was to "replace that 1e summoning ability."

Rituals are their own "thing" in 1e (and in 2e from what i can tell).


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Epic. Thank you for sharing. Welcome back!


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CorvusMask wrote:
But yeah, I personally like rituals for the main reason for them: Flavor and allowing GM control powerful effects and opening the possibility of doing magical things without it just being "casting a spell".

These are basically my thoughts with regard to Rituals. Often, I will work with the various components of a ritual, and work them more deeply into the story, and also any other sort of "massaging" for dramatic effect. But, that is really the job of the DM for everything, I suppose :)

It is useful to have the mechanical examples to assist the story I am trying to tell. They are a tool I am happy to have in the DM toolbox.


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Liking everything I am seeing, and looking forward to playing it!


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Mythic Mania TWO??!! I cannot even handle it!!


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Dajur wrote:
I have heard of Kobold Press but don't know much about them. Are they changing(updating?) Pathfinder like Pathfinder did for D&D? Or do they just put out adventure paths? Both? Are their books PFS legal?

Check out their website. Look who is writing for them, check out the products they've made, etc. You will quickly get a good sense for the quality and depth of those folks.

They offer adventures, playing advice, and rules supplements - some of the best around.

re: PFS legal
No.


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Enjoy some vacation time, it is well-deserved.


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TSRodriguez wrote:
You guys are always a breath of fresh air, a positive inducing blast of energy to the game. After reading these blogs I'm always left with a hunger for more, and to truly experience the game at its fullest. Thanks for the amazing attitude towards the new system. I stopped reading everything related to the playtest, the amount of negativity is something that really ruins the experience for me, but after reading this, I'm ready for more. Thanks, guys, you re a shining beacon, and a great example of how to play and how to face this amazing game. I will resume supporting you as soon as I can... xD Long live the Order

These are my thoughts as well when it comes to OAD. Long live the Order, indeed!


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Ben Walklate wrote:
As mentioned up-thread, Legendary Games might be able to do an “Ultimate Kingdoms” compilation next year, but there’s still at least one (possibly more) book in the pipeline (Ultimate Armies, I’m looking at you) and other important projects that Jason has to manage, so the best answer right now is “maaaaaaaaaaybe”.

Thanks for the tip, Ben!


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OP, thanks for posting the notes from the stream.


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Awesome report!! Thank you again for sharing!


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Awesome!!! Jason, have you thought about collecting all of the Ultimate supplements into one mega-supplement?


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Great stuff! I have to say the 3PPers for PFRPG are some of THE best. Amazing stuff! KP is at the top of that list.


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Brother Fen wrote:
Instead, we get told to go along with the change or "So long and thanks for all the fish!"

To be fair, I have not seen that message from ANYONE at Paizo. Quite the contrary, actually. Moreover the fact they are going to keep any 1.0 books in print, is pretty cool.

Sounds to me like, you, perhaps are the one saying, "So long ...", which is fine, but let's not get too far out.


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sherlock1701 wrote:


I just take issue with pandering to those who don't take the time to really learn the game and making it shallower for those of us who enjoy it.

Well, you’re in luck, I have seen nothing about creating monsters or NPCs that make the game “shallow”. One can develop them to their heart’s content. The emphasis seems to be on your vision of the monster/NPC in question, as opposed to making the vision fit a PC paradigm that it didn’t quite fit into anyway.


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OP, thank you for presenting your notes!!


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TwilightKnight wrote:
I would be surprised to see any 1E product to be actually printed after 2E. As pocket editions continue to move down the product line and away from the CRB, I would expect their sales to diminish just like the original making investing in more 1E product unlikely. The project would have to be very profitable for them to invest in a system they no longer produce and which is in direct competition to the new game. But, I guess we’ll see

Regarding PF1 print products (from the Pathfinder Playtest FAQ)


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Looking forward to using it!!


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Thanks for the update!


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I like the system as a tool for DMs. I also think it has interesting potential for getting at different feels for your particular campaign setting.


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They are as ready as they can be. This is their livelihoods we are talking about. I think people forget that.

Of course it is still risky, but NO ONE is simply going to throw away their livelihood. Most people take that VERY seriously, and when you have a small company, where people depend on you for their paychecks, you don't make risky decisions lightly.


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Gorbacz wrote:
The fact that no designer engaged in a "what should we do in order for you not to quit?" discussion does not mean that the points weren't taken into consideration.

Exactly.

Some of these posts/threads make me think that some folks have never worked for a living.


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Thank you for the update! I will reiterate for posterity, the Twitch playtest discussions are REALLY helpful.


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MF,

You may find some additional answers on the Playtest page.


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Thanks for the HUGE update, Jason and crew!


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Thank you for sharing! I LOVE the mood lighting!!


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Looking forward to it! LOVE that artwork


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I've been enjoying the game, though I have not made it to the kingdom stage. Looking forward to it!


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Rob Godfrey wrote:
now Golarion feels like a low fantasy setting, and 'mage kings' no longer make sense, they simply are not powerful enough...[...] Not saying I'm not having fun, but it is the fun of the grittier, more deadly game, which wasn't what Golarion was about, it was heroic high fantasy, it no longer feels like that.

Rob, not specifically calling you out, just using what you said as the example. I've heard folks talking like this lately, and I feel compelled to speak. =)

From the beginning days of Golarion, I ALWAYS thought it was supposed to be a grittier place. From where I stand, it was never intended to have the feel of the Forgotten Realms. Lovecraft is writ large all over the place ... distinctly NOT high fantasy.

I'm not saying that you cannot play high fantasy in Golarion, in fact many do, but I think it is incorrect to say that Golarion was intended to be high fantasy, and now PF2 seems to be moving the setting to a grittier place. Golarion was always a grittier place.

Of course, that is not stopping anyone from playing it High Fantasy, or anywhere in between.


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Thanks for the post, Jason.

Jason Buhlman wrote:
[...] here are our primary goals for the playtest.

"Goals" - end points, what they are striving to do.


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Friday's Twitch broadcast implied that the designers are looking at this this, and the current iteration is probably the top end. We will likely see a tweak to Treat Wounds that brings it down a bit in a coming update.


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Some really cool ideas in this book, and the art is great.


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Thank you for the updates!


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Thank you for the update!


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LOVING it so far!!!


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Thank you for the update!


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Thanks for posting the summary Joe M.!!


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Thank you sharing again!! I really enjoy your approach to the game and your willingness to share your experiences. Party on!


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Kevin Mack wrote:

Maybe this will help?

Insight into Paizo's choice of mechanics to playtest

Thanks for posting!


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BobROE wrote:
Quote:
Magnuskn provides a great example, because we don't know the reason the power floor of pure casters was dropped its hard for us to brainstorm viable alternatives, we don't know more than a general mission statement.

But the goal of a playtest is not to get the fanbase to brainstorm alternatives.

Its to provide data and feedback on the systems that have been designed.

The design team then uses that data to make decisions/changes.

Spot on.

With that said, I am certain that Paizo appreciates the brainstorming on alternatives. But design by committee, where "committee" is the internet was never the goal.


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Data Lore wrote:
Mark Seifter wrote:
Thanks for the feedback and analysis! The corollary, though, is that we have to provide enough feat options to cover the things each class wants to do in its stereotypical concepts, as you suggest. A decent part of the push for removing gates (or certain gates) comes from several missing niches in certain classes in particular (archer paladins, for example), so with the added pages we'll get in the final book, if we don't paradigm shift, we will definitely need to come up with some awesome feats to fill these niches.

I strongly like the approach of gated feats (to ensure varied builds and niche protection) while also ensuring each class gets a decent and varied menu of options (to ensure various concepts can be modeled).

You guys are doing great work. I am really enjoying this game thus far.

That is pretty much where I stand on the subject.


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gwynfrid wrote:
John Lynch 106 wrote:
We've been asking the first question since day 1. Still haven't gotten an answer. I don't expect this thread to be any different.

The answer is found in the introduction text, page 4 of the playtest book. Specifically, this sentence: "Our aim is to make the game easier to learn and simpler to play, while maintaining the depth of character and adventure options that has always defined Pathfinder."

You may disagree with this goal, or even second-guess Paizo's statement of their motives, if you want. But you can't say this question hasn't received an answer.

Shaheer-El-Khatib wrote:
John Lynch 106 wrote:
We've been asking the first question since day 1. Still haven't gotten an answer. I don't expect this thread to be any different.

You got an answer in the last blog.

" But it's equally important to the data collection process that playtesters not know what those goals actually are until the test is over, since to do so any other way would bias the results."

The specific goals of the playtest are hidden so that players don't play with them in mind and thus skew the outcome. This isn't the same thing as the goals of 2nd Edition, which are stated pretty clearly.

Exactly. Well stated. Thank you saying this.

Every time I've seen a thread like this, I find myself pointing at the playtest doc, all of the blogs, interviews and twitch videos, and then stumble away grumbling.


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Cannot wait to play!


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Thank you posting the summary!


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Too cool! Thank you for sharing!

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