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My package is now in Arizona. I could have it by the weekend if I'm lucky.


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Steve Geddes wrote:
Woohoo! Mine just cleared customs. :) Maybe I'll get it two weeks early - that'll be a record for me!

You should, given what you paid for shipping.


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It seems many GMs do tell their player DCs, and I think for those GMs it would absolutely not make sense to use Fail Forward since the players would know it was used and that would be bad for verisimilitude. As I said above, I do not tell my players DCs (though I certainly describe to them how difficult such a challenge appears to them) and I will use Fail Forward if appropriate. During session 0 I will tell them it is possible that Failing Forward happens, but they won't necessarily know when it does. They may suspect, but they won't know.

I suppose it could be said that I prefer that player knowledge and character knowledge not diverge and try to limit player knowledge to what their character knows as much as possible. I feel this is more immersive and my players seem to enjoy being surprised, which is much more likely to happen with a new edition as none of them have read the Bestiary. Maybe this is me being an old fart who first ran games more than thirty years ago? C'est la vie.

I think this whole thread can be chalked up to table variance.


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graystone wrote:
It's also unable to be commanded to an extended task needing constant supervision. I can't set it to guard my back while I read a book or pick a lock: I have to stop every 6 seconds to remind it what I wanted it to do or it just lets creatures walk by it to attack you. I can't have it hunt for instance, without trailing RIGHT behind it. I can't even have it fetch something in another room of my house that's out of sight, because after it moves and picks it up it zones out and sits there until I go get it. Without some pretty hefty additions to the minion rules, this too is something I don't think I'll grow to like.

This is assuming all these actions need to happen during combat.


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More info on Isger ahead of Age of Ashes is most welcome.


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Squiggit wrote:
Unfortunately PF1 system mastery was defined by those qualities and oftentimes more about memorization than any sort of cleverness or adept handling of rules and options.

Or even worse - just following the color-coded guides online to build the optimal set of statistics and then try to find a way to justify why your character was a clone of so many others.


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David knott 242 wrote:
kenhito wrote:
I like the idea of making certain ancestries or classes rarer than others, especially in homebrew settings.

What does that mean in terms of anything other than statistics? Since ancestry and class are among the first character creation decisions made in this game, how do you decide whether a player can play a given ancestry of class that is not common?

It could also apply to multiclassing. If a player wants to take a dedication for a class that is rare, they will need to find someone to teach them.


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DM_aka_Dudemeister wrote:

GM: "You want to climb this cliff, but the jagged rocks are tearing at your rope you've been carrying since 1st level. The DC is quite high because the rope is slick with rain, and fraying even as you climb as fast as you can. DC is 20. You're a good climber though, its more about keeping the rope steady so it doesn't become so frayed as to be useless."

Player Rolls: "15."
GM: "Okay you get to the top, there's a dramatic moment as the rope frays and breaks unfortunately when you pull the rope up after you, you find that instead of 50 feet, only 25 feet of rope remains."

Is it common for GMs to tell players the DC of checks? I don't do this and I suspect that Fail Forward would absolutely be seen as bad form for a GM that does because the players know they failed the check and Fail Forward was used.

For those GMs that do tell players DCs, so you also tell players enemy AC? I do not, but of course my players usually figure out the AC after a round or two of combat.


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Everrick158 wrote:
Brew Bird wrote:
I got my message on Saturday, still not trackable yet. Hopefully soon.
I got the email that it shipped on Saturday too, still can't track it yet though. Really eager to see when they'll be arriving.

I also got my shipping email on Saturday and my package was trackable as of this morning.


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That's good news that there will be a trait callout via text. For some reason, I never noticed the colors unless I was specifically looking for rarity. It will also be better this way for my colorblind player.


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Has there been any word on how rarity will be indicated in 2e? I really did not like the color system used in the Playtest.


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bugleyman wrote:
I like the "reset to zero XP when leveling" paradigm. It appears in a number of other games (Dungeon World comes to mind, but I"m sure there are MANY more), and just seems to make things like varying advancement and story awards so much more convenient. It does require xp awards be relative, but I'm fine with that.

It's not quite reset to zero as it is unlikely a character is going to end up at exactly 1000XP at the end of a session, hence the -1000XP when leveling. Personally, I wouldn't bother with the -1000XP on leveling up. Instead, I would start level 1 characters at 1000XP and have them level up each time they reach a new 1k increment (2k for level 2, 3k for level 3, etc.). Of course, this would only work with the normal advancement track, and having party members of differing levels would still mean giving out different amounts of XP, depending on their level.


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Interesting, I've always pronounced it CZAR-knee.


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Justin Franklin wrote:
There definitely was a fundamental shift from 2 to 3e. (although you can see some of the trends start to really show up in the Player's Options books). AC scaling indefinitely instead of capping at -10, Attack bonus vs THAC0, Skills that advance (NWP were weird for advancement), unlimited Ability score increase, Magic Item creation assumed in the rules, etc. It was definitely a fundamental shift.

Don't forget that prior to 3rd edition not all races and classes were compatible. Dwarves couldn't be wizards. Also, for demihumans, there were level caps depending on the class you chose. This chart here shows it in detail.


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Midnightoker wrote:
Was the distance the Monk was able to throw someone really worth it though? With action economy being 3 actions, and a third attack being unlikely, this seems to amount to a light movement tax on the enemy at best (so basically just trading actions) and even...

I also had a monk specializing in throws in my game. Throwing enemies can be useful as it not only can do damage, but it can knock them or other enemies prone. A prone enemy has to spend two actions to get back to where the monk is, pretty damn cost-effective for the monk. Not to mention environmental advantages such as simply throwing enemies off of cliffs. They can also get great benefits from party synergy like when the sorcerer creates a wall of fire and the monk throws foes into it. When my monk player first started doing it I thought it would be way too overpowered, but against much larger enemies it simply doesn't work, so it was powerful, but not overly so.


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Joana wrote:
On the plus side, with the First Ten shipping discount, I'm paying less than $3 for shipping all this!

My shipping came out to $0.60 US after the discount. Not too shabby.


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Lucas Yew wrote:
While I do not agree entirely with sherlock1701 completely, I firmly agree with them on their Point #10 (quantifiable NPCs). Guess I love having every single thing in (any) universe as quantifiable (thus why I like GURPS, as every power in that game is at least attempted to be quantified in CP) and predictable.

I hope people understand that in 2e NPCs can be built the same as PCs, it's just that they no longer have to be built that way. As someone who GMs, I find this option for simplification of stats blocks to be immensely beneficial.


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I'm looking forward to the Bestiary. Running the Playtest was much more fun than playing first edition, largely due to some of the unique abilities the party's foes had. Watching my players' reactions as I describe some neat thing that was done to them was priceless. Second to that was watching them slowly adapt to not everything having attacks of opportunity. The battles were much more dynamic that those in the past, which made running encounters more engaging.


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I just use an online magic item generator to see what a particular location may have for sale (this one is pretty great). This gives the world the feeling that it doesn't exist solely for the PCs. Of course, it does, but I feel it's better if the players aren't constantly reminded of that.


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CorvusMask wrote:
DM_aka_Dudemeister wrote:
CorvusMask wrote:
I don't see Ezren on the cover .-.
I assume that's his hand turning to dust in the foreground.
Thats clearly naked undead creature or something, that hand doesn't even have sleeves :p

It's also webbed.


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Joana wrote:
Paizo Customer Service wrote:

When your July subscription items are shipped to you, the PDF added to the account will be a placeholder which will say:

The PDF edition of this product will be available for download starting August 1, 2019!

Due to the launch of Pathfinder Second Edition, the PDFs for our July 2019 New Releases will be available for download on Thursday, August 1, 2019.

We will update this file on paizo.com at that time, and if your account’s privacy settings allow us to send “Digital Content Updates,” you will receive an email when the file is ready for access on your account.

For more information on why this is occurring, join us in the July 2019 Gen Con New Releases & Subscription forum thread on paizo.com.

Our regular process of granting subscribers access to download their complimentary PDF when their corresponding subscription item ships will resume with the following month’s new releases.

Questions? Email customer.service@paizo.com.

On Thursday, August 1, the files will be updated

Hey, Customer Service / Tech Team!

Just to let you know, these placeholder PDFs are not in place, leading to confusion on the part of people who haven't read this thread and aren't seeing PDFs in their account.

While the placeholders are not there, I do have the following message at the bottoms of my digital downloads page:

Quote:

The following four products have been added to your account, but are not currently available for download:

Pathfinder Adventure Path: Hellknight Hill (Age of Ashes 1 of 6) PDF
Pathfinder Core Rulebook PDF
Pathfinder Bestiary PDF
Pathfinder Adventure: The Fall of Plaguestone PDF

The product titles are links to the store page for each.


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I find it curious that some folks seem to assume that Fail Forward is always going to be an option just because it is in the GM's toolbox. I will only be using it when the PCs, for whatever reason, are completely stopped by some obstacle that they simply cannot bypass, and thus the story would otherwise come to a halt. To use the cliff example: if the party is capable of flight then I would never use Fail Forward when they fail climbing checks since they can always fly around the obstacle. It may mean they have to camp out to prepare the necessary spells, but that's the price of being unprepared. For me, Fail Forward is simply one of many tools that I have as a GM to help ensure the game doesn't come to a screeching halt.


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It's really easy to suggest major changes to a company's distribution system when you're not the one that has to put in the work to implement them.


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Level 5 facing Xanesha? Ouch, that's several levels too low.


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^ That about summarises it for how I'll be using Fail Forward.


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Why would you need to keep track of their skills? Just ask them what their modifier is and roll.


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The Fall of Plaguestone module will take characters to 4th level.


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Lord Fyre wrote:
RedRobe wrote:
GM fudging to make things more challenging or cheating aside, it's never ok to read a module or AP without your GM's consent. If you hadn't read, would you even know if the GM was changing encounters?
But, if you believe that you have a GM with the "vs. Players" mindset, it might be necessary to find out if you need to move on to a different group.

If you don't trust your GM you should probably leave the group regardless of any actual shenanigans.


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I enjoyed this story very much. Now I too want to see some adventures in the oldest academy of arcane learning.


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Ngodrup wrote:

Aaaaand the excellent customer service team have done it again! Managed to pull my order out of the packaged-and-about-to-ship area and make the changes I'd requested! I'm chuffed. (Do Americans say chuffed? It's British for "extremely pleased")

Fumarole wrote:
That's unfortunate. For future reference, you can use the internet to place international calls for free.
Oh, cool! I did not know that, that is very useful information, thank you! :)

Awesome! Paizo's CS staff really is the best around.

Normally we Americans don't say chuffed, but I sometimes do as my mother-in-law is British. My wife and I are rather fond of your slang, I hope you don't mind if we borrow it now and again.


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That's unfortunate. For future reference, you can use the internet to place international calls for free.


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DerNils wrote:
You actually CAN set your watch to Magic Duration, because it is precise to the second.

Is it though? Down to a six-second timeframe, sure, but that's not precise at all.


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This discussion reminds me of the Rambo video game from 1987. It starts with the player in prison, and they are given a choice to escape or not. If the player chooses no, they get the message (paraphrased): "That's great Rambo, but the game cannot begin until you select yes." I guess that's how some see Fail Forward, perhaps after squinting hard enough. While amusing, it's not remotely what most here advocate for in GMing. I will certainly be using Fail Forward in my Age of Ashes game, sparingly of course, and only when the party (and thus the story) is otherwise stuck.


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Rysky wrote:
The Raven Black wrote:
Monster stats in Bestiaries, Monstrous Ancestries in other books
So... a PLAYER BESTIARY O.O

A Playstiary.


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This episode of the Mindscape podcast has some great information about how music affects the brain from a neuroscientist's point of view.


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ChibiNyan wrote:

Here's a SHAMELESS PLUG for my youtube channel: Venture Captains

The history of Golarion and other lore in video format!

Oh, that's you? I found that channel a few weeks ago and enjoyed all of the videos. Well done.


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Chetna Wavari wrote:
You're not going to complain that you don't know what "about a week" means depending on which service mechanic they assign to work on your car.

So certain are you?


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Not to mention the inevitable community-created form-fillable character sheets.


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Calling Customer Service is always the fastest solution. You can find the number at the bottom of this page.


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Elorebaen wrote:
Saedar wrote:
Berselius wrote:
Quote:
This must-have 136-page guidebook for characters of all types introduces three new ancestries to the Second Edition of the Pathfinder Roleplaying Game—the regimented and warlike hobgoblin, the plant-like leshy, and the inquisitive lizardfolk.

Darn...I was hoping for Tiefling, Aasimar, and Dhampir. Oh well, maybe we'll get those ancestries in a Bestiary or area-specific manual?

Pretty sure Bestiary Ancestries are out for PF2. I think they've said they want to dedicate word count to more GM-focused content for Bestiaries. All of those "PC Race" options would eat up a lot of word count over the course of the book and we'd get fewer creatures to use in our games.
As the resident DM, I am very appreciative of this impulse.

Same here. If ever there is a book that should have GM-only content, it is the Bestiary.


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John Lynch 106 wrote:

I think this thread demonstrates the problem with using buzzwords. Why dont I just tell you how I GM and you can tell me if I'm a bad GM or not. How does that sound?

DC 30 Cliffs
This perfectly demonstrates the problem with setting level specific DCs. In my games there is no such thing as a DC 30 cliff.

There are rough cliff sides slick with ocean spray (DC 30). But that DC has been set because of the in game realities that define how DCs are set. I cant change that DC no more then a rook can move diagonally in chess.

Emphasis mine.

If you're running a home game then yes, this absolutely makes you, if not a bad GM, then certainly one with whom I wouldn't want to play. In a home game, nothing should be set in stone, save perhaps that the entire point of playing the game is for people to have fun.


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graystone wrote:
MaxAstro wrote:
I certainly recall the adventure where the plot assumed the PCs pass a DC 30 Linguistics check in order to find the plot, and I had to frantically figure out what to do when no one in the party was able to make it.
Linguistics is a skill you can take 20 in so a 30 isn't too unreasonable: either for the PC's or if none have the skill an NPC skilled in languages. So IMO, you drop a hint that there's something that can't quite put their finger on in the text and let them find a friendly NPC that can help in that situation.

That's exactly how failing forward can work.


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Chetna Wavari wrote:
Then all of a sudden Aroden died (rumors say he ate bad sushi). Poof.

It was the salmon mousse.


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What exactly is meant by "deluxe campaign-arc adventure?" I'm guessing it's the length and if so that explains the name change of the subscription line.


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Anguish wrote:
This didn't get written as "When tied over your eyes, this ragged strip of black linen gives you darkvision and a +3 item bonus to Intimidation checks." There were two ways to write this sentence, one of which implies that the item's owner gets a +3 item bonus to darkvision, requiring more cogitation of good-sense to parse correctly than the other way does.

I agree that this sentence was poorly crafted, assuming that darkvision checks are not a thing (though I suppose any perception check while you're in darkness could apply). In this specific case, such a sentence isn't likely to cause problems, but it can be indicative of sloppy writing in general, which has the potential to cause problems elsewhere in the rules. I hope this isn't the case, and those poo-pooing the pointing out of such things should ask themselves why it is that they don't prefer a rulebook with more precise sentence structure. It is far better to get it right the first time than be forced to use errata for clarification later. Errata is likely inevitable, of course, but its use should be minimized where possible, and for the sentence in question you don't even need to change the word count, all that needs to be done to make it clearer is to rearrange a few words.


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Farrindor wrote:
I am hopeful that a good balance ended up being struck, because I have become very tired of the 'RAW vs RAI' battlefields I've been thrown into... I love Pathfinder, and I love the diversity of people and ideas, but the original ruleset (and its attendant tack-ons due to the source of the river) did leave a bit too much room for accidental and intentional misreading.

This is one reason why I loved the trait boxes next to spells, abilities and such in the Playtest. It removed the question as to whether or not an effect was mental or something like that. They were very easy to reference quickly during a game and it looks like they're staying in now in the form of those boxes at the top of descriptions.


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That's what the spoiler tags are for.


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I'm curious why you'd add a GMPC when there are five PCs.


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graystone wrote:
GM OfAnything wrote:
graystone wrote:
PossibleCabbage wrote:
I think we can solve a large bit of the problem if "feats as loot" gets normalized via APs, PFS scenarios, etc. Just make sure that every GM is aware that this is a thing you can do, and a feat might be a much more exciting reward than money or items. Plus "do this for me and I will teach you my secret technique" is kind of more natural than "do this for me and I will give you an item."
While that sounds awesome, it could cause issues moving characters to different tables and/or creating characters at higher level. Part of the 'normalization' is going to have to be how many bonus feats to expect as you level.
What issues would it cause?

Well you could have someone with no bonus feats [being unlucky and not gong on any bonus feat giving games or starting at higher level] next to someone with 4 bonus feats and someone that's lucky and has 8. If the feat have actual worthwhile, those characters aren't going to be the some power level, with the no bonus guy seeing the 8 bonus guy clearly having more options for things to do that he can't.

Basically if everyone doesn't have around the same bonus feats, it's going to cause imbalance.

Why are you assuming such feats would be a bonus on top of their normal feats as opposed to the benefit simply being access to them? Has someone from Paizo said as much?


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Summersnow wrote:
Though they will most likely have some nice flyers and a press release about Starfinder Battles you can look at.

Why would Ninja Division advertise Starfinder Battles?

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