George Velez's page

Goblin Squad Member. 296 posts (1,426 including aliases). No reviews. No lists. 1 wishlist. 2 aliases.



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Signed up for the newsletter, Facebook page, and took a look at their website. Now I am waiting to see how this may improve my PF2E games (or not). :)


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As part of the ongoing “Pathfinder and Starfinder Sale” on DriveThruRPG for the next 9 days (as of this writing), I am interested in picking up Dreamscarred Press Ultimate Psionics and Psionics Bestiary PDFs, and I would like to know if these PF1E products can be use in the updated PF2E rules system, without significant conversion work?
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I already have Dark Archive and will get Rage of Elements in the future, yet for my Dark Sun conversion and homebrew PF2E campaigns, I am interested in a full Psionic ruleset similar to those of the D&D/PF 3.5-3.75 era products, this is the one I am most familiar with.
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I am aware that DSP has a KS campaign for updating Psionics for Starfinder, and that it is basically on hold/life support, so I would like to leave that option of the table for now.


I am interested in running the WH40K Wrath & Glory RPG as soon as I receive my Starter Set box, and I know it includes a few players and adversaries’ tokens (as does the Blessing Unheralded adventure). I verified with Ulisses North America that there are currently no plans for a line of RPG miniatures or token/pawns at this time.
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I own no miniatures from any of the various WH40K table top miniatures or board games, nor do any of my friends. I also can’t afford to pay for many of the miniature box sets that GW currently sells and/or are available on the secondary market for their full tabletop miniature game lines (both the 8th edition units and Kill Team sets), especially when I only need a few figures/units and not full squads or platoons.
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What recommendation do GMs who have had experience with the previous RPG line (Black Crusade, Death Watch, Rogue Trader, Dark Heresy, Only War…) for using as miniatures, pawns or tokens for use in a (physical/face to face) and digital (Roll 20 or Fantasy Grounds) WH40K Wrath & Glory game? (I have a lot of maps, flip maps, and tiles from my various other RPGs I own that I would like to use, not interested in Theater of Mind play). I am open to using proxies, to print out 2D tokens/pawns, to mix and match minis, pawns, and tokens from different game lines as needed.
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In addition, this also applies to any sci-fi board games currently or previously released (GW & non-GW) that contains spaceships & space terrain I can use to play out space battles on a space themed battle map.

Thanks in advance for any assistance with this matter.


I am interested in running the WH40K Wrath & Glory RPG as soon as I receive my Starter Set box, and I know it includes a few players and adversaries’ tokens (as does the Blessing Unheralded adventure). I verified with Ulisses North America that there are currently no plans for a line of RPG miniatures or token/pawns at this time.

I own no miniatures for any of the various WH40K miniatures or board games, nor do any of my friends. I also can’t afford to pay for many of the miniature box sets that GW currently sells and/or are available on the secondary market for their full tabletop miniature game lines (both the 8th edition units and Kill Team sets), especially when I only need a few figures/units and not full squads or platoons.

What recommendation do GMs who have had previous experience with the previous RPG line (Black Crusade, Death Watch, Rogue Trader, Dark Heresy, Only War…) for using as miniatures, pawns or tokens for use in a WH40K RPG game? (I have a lot of maps, flip maps, and tiles from my various other RPGs I own and would like to use). I am open to using proxies and mix and match minis, pawns, and tokens from different game lines as needed.

Thanks in advance for any assistance with this matter.


As I wait as the Alternity 2017 RPG game comes together (core rule, starships and equipment supplements) I am already looking for ideas for what miniatures, gaming accessories and online resources I want to use when I run my first Alternity RPG Protostar campaign; this is just a partial list and suggestions are welcomed.

For this list I tried mainly to stay away from well known IPs like Star Wars, Star Trek, Warhammer 40K and other tabletop miniatures lines, focusing more on general purpose use where possible.

I will also be adding links for Sci-Fi campaign/world building articles and online resources soon.

Maps & Tiles:
Paizo’s Starfinder Flip-Map line
Paizo's Pathfinder Flip-Map line

Starships:
0-hr Starship Miniatures
Shapeways Starships Miniatures

Miniatures; Pawns/Tokens:
Paizo’s Starfinder Pawns

Miniatures; Plastic/Metal:
Reaper Bones
Reaper Chronoscope Sci-Fi
Shapeways Sci-Fi

Boardgames:
Nemesis
Zombiecide Invader

Terrain/Scenery:
(TBD)

VTT Support, Roll20:
(TBD)

VTT Support, Fantasy Grounds:
(TBD)

Sci-Fi Campaign & World Building Advice:
(TBD)

Sci-Fi Campaign & World Building Online Resources/Tools:
(TBD)


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Xenologist’s Guide
Revised: 5/31/2017

On the topic of creating new alien species/races for the new Sasquatch Game Studio Alternity game, given the information below, what alien species/races would you like to be able to create/design for you own Alternity campaigns?

To clarify, Sasquatch Game Studios is producing their own new Alternity SF Settings (Protostar & an unnamed 2nd setting) as they don’t hold the licenses to the previous Alternity (1998) settings of Star*Drive, Dark*Matter, Gamma World, StarCraft Adventures, or Star Frontier as these are held by WOTC. While they cannot legally create those races, they most likely can create an online conversion doc, or post the stats for generic aliens that just seem to be familiar and make a natural fit for those settings.

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I would very much like to see a “point-based species creator system” that can be used both to create PC species/races, and monsters/adversaries as appropriate for that setting.

Considering that Alternity is going to be a “tool box” based system that can be used across a variety of SF settings and genres, having a “built from the beginning” system to handle the creation of PC species/races and the monsters/adversary they encounter has many advantages. Among them is having a baseline to judge how powerful, challenging or difficult a species or adversary is (AKA Challenge Rating, Effective Character Level, Threat Level…), as it is based on standardized math it should be possible to incorporate in gaming software like Hero Lab, be consistent across the core rules and any “setting modules” that are released, makes it more likely that TPPs can add to this system in a balanced way, and also makes it easier for GMs like me (who are math challenged) to design species/adversaries in a sound mathematical/logical way, and not based on guesswork.

An example of a point based race creator system is the one from Paizo's Advance Race Guide, but note that this was created YEARS after the core rules, and they had to retrofit the races that already existed, did not pick up as much TPPs support, and wasn’t really expanded upon with additional first party material. I encourage SGS take the opposite approach.

I would like to see the Xenologist Guide have enough point-based species creator options to design a wide variety of races (with at least a basic level of psionics, bio-tech, cyber-tech and the like), and I would not be adverse if additional setting or genre specific options are included in a module where appropriate (examples below):

Core Rules + Mental Powers/Psionics:
Star Wars
Mass Effect
Babylon 5

Core Rules + Fantasy + Magic:
Dragon Star
Shadowrun
Warhammer 40K

Core Rules + Post-Apocalyptic + Mutation:
Gamma World
Fall Out

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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

Xenologist’s Guide: What would sci-fi be without aliens for the heroes to encounter, battle, or bargain with? The Xenologist’s Guide expands the selection of aliens presented in the Core Rulebook, providing the GM with scores of new adversaries, threats, and potential allies for the players to meet, each with its own full-color illustration.

Richard Baker Collaborator on April 4
@Christopher -- Possibly, but I think that sort of material might look better as part of the Xenologist's Guide. I'm a lot more comfortable with adding species design as a meaty appendix to another book than theming a whole sourcebook around it. Then again, it's kind of up to our backers, so if that's something you guys tell us that you want, we'll certainly figure out a way to deliver on it.

Sasquatch Game Studio LLC 5-time creator on April 8
For something like a point-based species creator, it's really a matter of taking our own design guidelines and transforming it into a readable and presentable format. It's definitely something we can add to the outline of the Xenologist's Guide - or maybe the core rulebook depending on our space constraints there.
I really like those flat pack minis - it's a great solution for those that want to play with minis but don't want to break the bank and/or spend many weekends painting.

Richard Baker Collaborator on April 13
@ Thomas: We don't have any specific plans for a Perks and Flaws system. I can imagine making some unusual perk-like talents available, but "paying" for those with flaws is territory we're probably not going to explore.

Richard Baker Collaborator on April 24
@ James -- We plan to present at least a reasonable selection of aliens, monsters, and NPCs in the Core Rulebook. Naturally we're hopeful that the Xenologist's Guide unlocks, so that we'll be able to expand that selection immediately. We haven't yet composed the exact list of adversaries we intend to design, so I can't promise that "werewolf" is included. But I would imagine that we'll have aliens built with mechanics that could be borrowed or reskinned as werewolves by a GM who likes to tinker. And we're definitely planning to include some material for cyborgs and psi as part of the sci-fi toolkit offered by the Core Rulebook. So, yeah, I think you could handle Weird Wars with Alternity.

[20:11] <+Twiggly> Are you including archetypical aliens like Grays, Reptilians and Xenobugs?
[20:18] <+SasquatchRich> Twiggly: We’re planning a small selection of species in the Core Rules. We’re deciding now whether it’s better to go with “generic” concepts like Gray, Hulking Monster, Cyborg and leave the details for specific setting books, or go ahead and flesh out full cultures.
[20:19] <+SasquatchRich> I mean, it’s fun to make up interesting alien species with unique cultures and outlooks, but if you’re playing Mad Max that’s wasted page space for you. Tough call for us.

[20:20] <~Dan> You mentioned rules for mutations. Can you say a bit about those? How “gonzo” are they, for example?
[20:22] <+SasquatchRich> RE: mutations . . . fairly modest for the Core Rules. Big crazy mutations are more like superpowers, and superpowers probably belong in their own Alternity expansion.

[–]SeattlePhanSasquatch Game Studio
We're actually debating the question of PC species even as we speak. There are two basic approaches we might use: "generic" species that can then be tuned for a specific setting, or "complete" species that include a fair amount of culture and outlook in the Core Rulebook that might then be adjusted or rewritten in a specific setting. For example, one of our species concepts could be "hulk" (you're a big, strong, scary guy--wookie, weren, bugbear, Valerian miner, we don't care, they all could use similar mechanics). Or we might present the Trahlok, an honorable warrior race from the high-G planet of Trahlos IV. We like elements of both approaches.
As you might have guessed, one of those missing species is a hulk/bruiser race. The other one is still up in the air; I have a notion for an energy being in manifested form, but it's only a notion right now.

[–]SeattlePhanSasquatch Game Studio
RE: question #3: Essentially, the Xenologist's Guide is a "monster manual" for Alternity. We'll present interesting and dangerous aliens suitable for any planet-hopping campaign. Naturally, many (most? all?) will be useful for the Protostar setting, but we don't see this as a Protostar-specific book. We'll probably present monsters as 2-page entries, although simple critters might work 1 to a page.

(Editor’s Note: This quote below is in reply to a request for a conversion doc for races covered under the previous Alternity various settings/IPs.)
[–]SeattlePhanSasquatch Game Studio
We certainly could, although I wonder where that information is best presented -- does it belong in the Core Rulebook if we're not otherwise making use of those species? Maybe it's okay as an appendix. You'd really just be getting the mechanics, but if folks really want that, I imagine we could oblige.


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VTT & Digital Only support
Revised: 5/30/2017

On the topic of Virtual Table Top (VTT) and Digital Only support for the new Sasquatch Game Studio Alternity game, given the information below, what VTTs & gaming software would you like to see made compatible for this game?

For my games, I use the following:

VTTs:
Fantasy Grounds
Roll 20

Gaming Software:
Hero Lab
Realms Work
Obsidian Portal

For Digital Only support, I would like to see SGS take a user & wallet friendly digital approach for ease of use (Cellphone, Tablets, Laptops, Desktops…) compatible with the most popular VTTs (per future surveys, with map and token support), and digital distribution platforms (like Drivethrurpg) and gaming software (like Hero Lab).

A multi-tiered approach that takes the best digital practices of companies like WOTC & Paizo, and with the aim of reaching a wide audience for this game, might be something like this:

-A free online System Resource Document (SRF) with the basic rules needed to play the game.

-A low cost “Hero Guide/lite player rules PDF” that is geared for players who are on a tight budget, primarily use VTTs, and optimized for using on digital platforms like cellphones & tablets. This would contain the basic rules, some pre-gens, game rules examples, and tokens. Anything more than that could be left for the core rulebook (like character creation and complex or optional rules).

-A Core Rulebook PDF, with both color and printer friendly options.

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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

RPG Virtual Tabletop

Richard Baker Collaborator on April 4
Two reasons, really. First, it helps contain the cost a bit -- a standard-sized book with the same content would have pushed us toward a $50 MSRP, and we wanted to keep the Core Rulebook a little more accessible than that. Secondly, a digest-size book is a lot friendlier for viewing as a PDF. As you can see, a lot of backers prefer the PDF-only option, so we're trying to keep their table experience in mind.

Richard Baker Collaborator on April 16
@ Jeremy -- We haven't given a lot of thought to a "lite" version yet, other than making a Quickstart Guide available (and as I noted before, we'll tweak that to make sure it aligns with the final rules when we get to that point). A player-focused Hero Guide at a lower price point is an interesting idea. We'll take a look at that.

Sasquatch Game Studio LLC 5-time creator on April 26
@Alex - Yes, we plan to include the maps for personal use in VTTs. Which VTT do you use?

[21:23] <+Teebone> KS comments recently ask about VTTs, how aware of you are on the RPGs being played in all digital format, and how will you support this?
[21:25] <+SasquatchStephen> Very aware of VTTs. We were among the first 5e products on Fantasy Grounds with our Primeval Thule setting, and we’ve made it a priority to do things like layered or untagged maps in the PDF products to help in that regard
[21:27] <+SasquatchStephen> In our next beta survey, we’ll be asking about what sort of VTTs our backers might be using, to get a sense of how many will be playing remotely or with a screen nearby


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Alternity Licenses & Third Party Publishers (TPPs)
Revised: 5/24/2017

On the topic of licenses and Third Party Publisher (TPPs) support for the new Alternity game, given the information below, what TPPs would you like to see produce additional content for this game?

To clarify, Sasquatch Game Studios is producing their own new Alternity SF Settings (Protostar & an unnamed 2nd setting) as they don’t hold the licenses to the previous Alternity (1998) settings of Star*Drive, Dark*Matter, Gamma World, StarCraft Adventures, or Star Frontier as these are held by WOTC.

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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

Do you guys have the necessary rights to make this game?
We do, but it’s worth a bit of explanation about what those rights are. Sasquatch Game Studio has registered the trademark to the Alternity game (the old trademark has been abandoned for many years). Any copyrighted material associated with the 1990s version of the game still belongs to the previous publisher. However, the beauty of making a science fiction roleplaying game is that there’s a natural instinct to create anew rather than look to the past, and we intend to fully indulge that instinct. We have exciting new worlds to share with our new version of the Alternity game.

Sasquatch Game Studio This Kickstarter is for a completely new and stand-alone Alternity. We have original Alternity designers Rich Baker and Bill Slavicsek on board, and we take inspiration from the old game, so some elements may seem familiar, but this is a new endeavor.
· April 4 at 1:36pm

Richard Baker George Velez In discussion we just call the version we're working on Alternity. When we refer to the 1998 version we say things like "the original game" or "the old Alternity."
· January 19 at 11:41am

Richard Baker Collaborator on April 4
Hi, Christopher -- Thanks for the kind words! The short answer to your question is that the races from the 1997 game are still under copyright, and we'll need to create a new assortment of interesting aliens for our new game. We can certainly present sasquatches, grays, cyborgs, etc., but we want to respect other folks' property, so we can't just pick up and use the older stuff.

Richard Baker Collaborator on April 4
@Troy -- No, not directly. You'd need to do a little conversion work. That's pretty much the nature of the beast: The only folks who can keep publishing old Alternity material are the folks who haven't published any since 2001. We want to take this opportunity to make exciting new material for a game with updated mechanics inspired by the scope, vision, and play of the original. To put it another way, if we're not doing new material, there's not much reason to do it at all. But we'll certainly look for ways to offer good conversion advice and help you update any of the older stuff you want to.

Richard Baker Collaborator on April 5
@ Trentin -- Yes, we plan to investigate some options for 3rd party use of our system. There are a couple of ways we could go -- but first things first, we want to put together the best game we can before we invite folks to publish their own stuff with it.

Richard Baker Collaborator on April 16
@ Sean -- We certainly won't make Alternity into a OGL-based d20 game; we've got different things we want to do with this system.
Now, one thing we *have* been hearing is that people are interested in the question of whether or how we'd support third-party publication of Alternity material. We might make an open license of our own available, or we might follow Pinnacle's model with Savage Worlds and make a non-open license available to folks who ask and play nice.

Sasquatch Game Studio LLC 5-time creator on April 21
@David - the copyright to the old settings remains with the previous publisher, so they won't make a direct return. We are instead creating our new Protostar setting (and maybe more settings depending on our stretch goals), and with a couple of the minds behind the original settings on board, we'd like to think that if you were a fan of those settings, you'll be a fan of the new stuff, too.

[–]SeattlePhanSasquatch Game Studio
The short answer is that we're staying away from anything that ought to trouble Wizards; they allowed the trademark registration to lapse a long time ago, and we're steering clear of anything that's their copyright. The longer answer is that we still have friends and former colleagues inside the "ivory tower." I've talked to a few who are excited for us and are happy to see Alternity return, but I couldn't really say that represents an official stance. Wizards isn't endorsing us, but I wouldn't expect them to. That make sense?

[–]dmshoeSasquatch Game Studio
We'll be engaging many artists to get Alternity illustrated. Can't speak for RK post directly, but some you'll recognize, some will be new. We've got a good working relationship with many artists that we've known since our WotC days.
Also - copyright of earlier Alternity works (novels, settings) remains with its owner, we assume in this case Wizards.

[–]SeattlePhanSasquatch Game Studio
And, for the second part of your question . . . a few years ago I kicked the tires (so to speak) on what a straight-up license might look like. It would take a pretty sincere royalty or guarantee structure and a business plan that would push Sasquatch into trying to be something we might not be ready to be. Plus, we think that we can build some compelling new content of our own. So, I would certainly be happy to entertain the notion if it fell into our lap, but for now I'm excited about building new worlds!
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This is my list of TPPs and licenses I would like to see work something out with SGS and their new Alternity game.

Third Party Publishers (TPPs)
Ronin Arts: d20 future
Dreamscarred Press: Ultimate Psionics
Kobold Press: Just because I like the company. :)
Louis Porter Jr. Design: d20 Modern/Future
Paizo: Pawns

Licensed IP Wishlist:
Bioware: Mass Effect
FASA: Crimson Skies
Mongoose Publishing: Babylon 5
WOTC: Star Frontier


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Alternity 2nd Setting
Revised: 5/23/2017

On the topic of what will be the second setting for the new Alternity game, given the information below, what would you like to see as options for the second official setting?
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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

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$55,000: When we get this far, we'll create a new set of adventures set in another brand-new setting. We'll get your feedback on the genre - whether it's dark alien conspiracy, post-apocalyptic wastelands, or some other cool universe, and make an episodic adventure anthology based in that setting. Much like the Protostar Mission Guide, this stretch goal will be Season 1 of a brand new story!

Richard Baker Collaborator on April 19
@ Abhishek: Regarding Thunder Run, it's one of the strong contenders for Setting 2, but we're not quite ready to announce that stretch goal. (First things first: let's fund!) We plan to solicit some backer input about what that second setting ought to be when we put it on the board -- there are a zillion things we *could* do for a second setting, after all.

Sasquatch Game Studio LLC 5-time creator on May 3
@Sean - We've got a couple of settings that we'll pitch to backers, and let you vote on which one you'd like to see. The pitches are informed to a degree by the responses we've had on our beta test survey, where we'd asked what sort of sci-fi genres Alternity should be used for. While there is a range of responses, a few stood out, like post-apocalyptic setting, alien conspiracy/Dark Matter, space opera, and cyberpunk..

Richard Baker Collaborator on May 9
@ Teebone: We're still investigating some post-Kickstarter management tools for pledge adjustments, "slacker backers," and so on. Really just waiting on a little more information from a vendor or two. We've also got a plan for the setting 2 voting process. So, nothing to report *today*, but we should have some news soon!

[–]dmshoeSasquatch Game Studio[S] 2 points 26 days ago
Thanks for backing!
1. Conceptually, we're looking at the Protostar Mission Guide as a series of episodic adventures that comprise a "season" of story. Season 1 is part of the funded kickstarter, and will have 6 to 8 episodes within it. Season 2 would be the next series of adventures set in that universe.
2. We definitely want to show off the breadth of the Alternity system with a second campaign setting, and it is essentially an unannounced stretch goal. We'd probably lean toward post-apocalyptic or alien conspiracy for the genre, but we're also going to get feedback from backers to see if there's a general preference there we can satisfy.

[–]SeattlePhanSasquatch Game Studio 3 points 26 days ago
I had a ton of fun writing up that adventure . . . and the pregens, too. I'm not sure Eastern Washington is "big" enough for a post-apocalyptic setting, but it was fun to write about places I'd actually driven through. In the campaign pitch video, Steve suggested Mad Max on a planet with alien ruins . . . that sounds like a blast to me!

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For the second setting I would like to see one of the following:

A) A future post-apocalyptic collapse of an interstellar empire due to a galaxy wide event (a devastating interstellar or civil war where WMDs were used indiscriminately, an alien invasion from another dimension that wasn’t stopped, a machine uprising where the organics lost…), and where the survivors struggle to rebuild (on a planetary and system wide scale).

Key elements will be the collapse of society, the loss of technology, environmental devastation, competition for scarce resources, terror of things that go bump it the night, and the struggle to fight back against hopelessness/despair and to rebuild.

Base Modules: Core + Starship + Vehicles
Setting Modules: Apocalyptic/Post-Apocalyptic + Low Tech + Horror +Mutation

B) A future galactic scale “multiple empires on the brink of war” setting, where no one wants to be the first to shoot/get ganged up on/loose profits, so everyone fights their war in the shadows with “deniable assets”.

Key elements will be an emphasis on politics, economic rivalries, espionage, black-ops missions, threat of major war, a high degree of augmentations (cybernetics, biotech, nanotech), computer technology (Matrix) and powerful competing corporate/alien empire power blocks.

Base Modules: Core + Starships + Vehicles
Setting Modules: Social Interactions + Espionage + Special Ops/Black Ops + Virtual Reality/Cyberspace + Augmentations (Cyber, Bio, Nano)

I have no interest in Alien Conspiracy/Secret Societies themes (X-File, Dark Matter), Space Opera themes (Star Drive, Star Wars, Star Trek) or Science Fantasy themes (Numenera, Starfinder, Shadowrun, Dragonstar, Warhammer 40K) as a second campaign setting.

Anything else I can design my own campaign setting with the tools that Alternity RPG will provide or I can already get from another SF RPG already on the market that is tied to that IP specifically.


Alternity 2017 FAQ
Revised: 5/21/17

On the topic of common questions for the new Alternity game, do you have any additional questions you recommend be added to the list, so I can submit them later to SGS for some answers?
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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A
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Is this a 2nd Edition of the game?
How does the damage/would system differ from the original Alternity?
Will the new version of Alternity be compatible with the rules and setting books of the original Alternity?
Will you be providing a conversion document between the different rules editions?
Will you be supporting the races and campaign settings (Star* Drive, Dark Matter...) of the original Alternity?
If no, will you be providing conversion rules so we can use them in the new Alternity?
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Why a roll high mechanic instead of roll low mechanic as in the original game?
What are the classes and races that come in the core book?
If it has levels, what is the level cap?
Will it have equivalents to feats, advantages/disadvantages, perks/flaws and the like?
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Will you be providing VTT support?
Will you be providing a license for Third Party Support (TTP)?
Will you be providing PDFs and POD options?
Will you be providing low-cost entry options for players (like a free System Resource Document online, a $5 Hero Guide PDF, and a $10- $20 Core Rules PDF)?
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What modules will you be creating in addition to the core rule module?
Will you be creating a new version of the Arms & Equipment Guide from the original Alternity?
Will you be doing open playtests for the core rules, rules supplements and modules?
Will you be adding a Species Creator point based racial creation system in the Xenologist’s Guide?
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What forms of feedback and communications will you keep open with backers?
Will you be going to GenCon 2017?
When the KS in over, will you be using BackerKit?
Will you be making a EU friendly option for the KS?


Alternity Modules
Revised: 5/21/2017

On the topic of modular rules designs for the Alternity game, given the information below, what additional modules would you like to see considered for development?

What other SF setting examples would you describe as (Core Module + Additional modules) that would provide GMs with the tools needed to run that type of game?
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References:
Alternity Design Blog #7: Modular Design

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

Sasquatch Game Studio
The core book would have everything you need to run a game, but there are some aspects of the original Player's Handbook that might wait until a new module to expand upon. For example, while we'll touch on things like cyberpunk style hacking, mutants, or psionics, we'll save in-depth expansion of those rules to later modules or settings where they are appropriate. And some stuff gets its own book -- like ship design, which gets the Shipyard book, and alien/adversary design, which will be in the Xenologist's Guide.
· Reply · May 3 at 4:19pm

Richard Baker Collaborator on April 5
@ Thomas -- I think we need to support some amount of psionics/mindwalking/ESP in the core game, just because so many great sci-fi stories feature characters or aliens with mental powers. (Heck, we put a psychic alien in our Quickstart Guide adventure.) Diving into an extensive treatment of all things psionic is probably something that we'd save for a supplemental sourcebook. That's one of those modular elements of the system: It's suitable for some games but not all.

Richard Baker Collaborator on April 12
@Lee -- I think that a serious transhuman focus probably demands some dedicated source material (it's a rules module, like a big esper or mindwalking focus would be). But I think we want to provide enough building blocks that people interested in that sort of setting could use the Core Rulebook to explore post-Singularity adventure. At some point we'll have to prioritize, of course -- but we hope to engage with our backers as the campaign concludes to find out what priorities you all would like us to set.
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Alternity RPG Modules (Blog #7):
Core (ground combat, basic tech interactions, simple interpersonal stuff)
Starship [Capital Size; Enterprise]
Starship [Smaller Size; Serenity]
Vehicle

Addition Modules Ideas:
Apocalyptic/Post-Apocalyptic
Biotech
Cyberware/Cybernetics
Espionage
Fantasy
High Tech (PL 9+)
Horror
Low Tech (PL1-5)
Magic
Martial Arts
Mass Warfare
Mecha
Mental Power/Psionics
Military/Mercenary
Mutation
Mystery/Investigation
Nanotech
Power Armor
Pulp Fiction/Noir
Robotics
Science Fantasy
Secret Societies/Conspiracies
Social Interaction
Space Opera
Special Ops/Black Ops
Steampunk
Superhuman/Superhero
Supernatural/Paranormal
Time Travel
Transhuman
Virtual Reality/Cyberspace
Xenobiology

SF Settings Examples (Core + X):
Babylon 5: Starships + Social Interactions + Mystery/Investigation
Battletech 3025 era: Starships + Post-Apocalyptic + Mecha
Dragonstar: Starships + Fantasy + Magic
Fallout/Wasteland: Post-Apocalyptic + Vehicles + Mutations
Heavy Gear: Starships + Mecha
Mass Effect: Starships + Mental Powers+ Social Interactions
Shadowrun: Fantasy + Espionage + Magic + Cyberware + Virtual Reality/Cyberspace
Star Wars: Starships + Mental Powers
Starship Troopers: Starships + Power Armor + Biotech
Warhammer 40K: Starships + Horror + Magic
XCOM: Special Ops


There are a lot of good ideas for Starships in that thread, here,
and also over here on page 2 where the thread diverts to the topics of automation and crew sizes.

With the release of the SF rules soon, I have been giving some thoughts on the subject of what kind of "hero ship" I would like to have my future PCs use, that is appropriate for adventurers/freelancers/private contractors and the like, for a PC group in the 3-6 size range.

Some kind of small starship (frigate size?), suitable for independent operations, with decent weapons, shields, armor and defense systems, an electronics suite (sensors/targeting/communications), a solid level of automation & ship AI, and "starship modules" that will help them in achieving their quests/missions.

Without having the starship construction rules on hand, this is just a starting point, but I would like to see something along the lines of:

Key Starship Modules:
Cockpit, Sensors, Life Support, Cargo Bay, Engines
Weapon Systems, Defensive Systems/External, Defensive Systems/Internal

Mission Specific Modules:
Gunnery Stations, Drone Bays, Shuttle Bays, Meditation Chambers (for spellcasters), Machine Tools Workshop, Armory, Medbay, ECM Module, Science Lab, Holding Cell, Xeno Lab, Training/Exercise room, Research Lab... and so forth.

What other systems/modules would be of use for the races, classes and themes already described for Starfinder, and that is geared for the type of adventures/quests/missions that a space faring adventuring party of 3-6 PCs is most likely to get involved with?


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Announcing Starfinder Prepainted Miniatures

Goblin Squad Member

GW Link

I just alerted all members of Forgeholm about this survey, I encourage all Settlement and Company leaders to share this link with their members; your feedback is crucial to the development and improvement of this game. :)

Goblin Squad Member

Have been updated with new primary and sub forum headers. Just so you know, and knowing is half the battle... :)

Goblin Squad Member

So what is the player based reaction/feedback?

Not going to be able to play till later today... Is this launch smooth like EE5 or rocky like EE4? :)

Goblin Squad Member

Is finally available!

See here.

Edit: Link found in new GW email: Important News for Pathfinder Online Players

Goblin Squad Member

Is there any person, company or settlement that is offering concierge services for locating, purchasing, and delivering recipes at a reasonable price and with upmost confidentiality?

If so, please send me a PM. Thanks. :)

Goblin Squad Member

2 people marked this as a favorite.

Dazyk's PFO Quick Reference/Skills

Dazyk,

I use this resource a lot; could you add an additional column after "F" on the "Skill" tab for "additional ability increases"; things like HP, Defense Bonuses, BAB and other things that raise ability scores? This information is referenced in other places; it just would be nice to have it on this page for ease of reference and printing. :)

Goblin Squad Member

1 person marked this as a favorite.

Lee Hammock email: (lee@goblinworks.com)

To all surveyors currently mapping (or re-mapping) the location, type, distribution and/or presence of Tier 1 and Tier 2 resources on the EE map as of EE5.0: During the Alpha period, Lee Hammock (PFO Lead Game Designer) asked us on the Goblinworks forums to let him know about the resources we were finding in the different areas of the map.

I can confirm that he is still accepting information from players as to what resources they are finding (especially if noted by regional geographic area as per Harad's PFO Map) as this kind of feedback is very important to him. Independent and Settlement sponsored resource mapping surveys can be sent to him by email (lee@goblinworks.com) on a volunteer basis if you, your company and/or your settlement would like to assist him in letting him know what resources are actually being found in game.

A sample format included below; a more complex format (by node types) is also a possibility.
————————————————————————————————-
Survey Dates: (Month/Date/Year; Early Enrollment .0)
Location: (Name of geographic region ; or hex number)
Surveyor: (Name of PC conducing survey)
Skills: Dowser X, Forester X, Miner X, Scavenger X
Feats: Armor Feat, Encumbrance Feat, Feature Feat(Example: Pioneer 3, Encumbrance 3, Strong back 3)
Gear: Armor, Weapon, Misc.
Survey Method: (Indicate what survey criteria was used; consistency is important)

Hex: Region (See Harad's Map) or Hex (X.X)
Essence(T1):
Essence(T2):
Herb(T1):
Herb(T2):
Wood(T1):
Wood(T2):
Gem(T1):
Gem(T2):
Mineral(T1):
Mineral(T2):
Metal(T1):
Metal(T2):
Cloth(T1):
Cloth(T2):
Leather(T1):
Leather(T2):
Total Encumbrance (per trip or per survey):
Notes:

Goblin Squad Member

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Based on current information (in game, GW Trade and Commerce forum , postings here), it seems that of the 11 PC Crafting Template Settlements, this is their status as of EE5. Is this correct?

Free Highlanders
Alderwag: Active
Guardheim: Abandoned
Blackfeather Keep: Abandoned

High Road Covenant
Talonguard: Active

Aeonian League
Canis Castrum: Active

Northern Coalition
Callambea: Active (Low)
Kreuz Bernstein: Active (Low)

Everbloom Alliance
Hammerfall: Abandoned; relocated to KP for safety
Keeper's Pass: Active

Independent
Blackwatch: Abandoned
New Daggermark : Abandoned

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Given the new information on WOT and its effects on crafting settlements, and the players who are currently active in the game, which crafting settlements have a reasonable chance of holding 3 towers (rank 10) and providing that level of training to the player base?

Alderwag
Arkhaven
Blackfeather Keep
Callambea
Canis Castrum
Guardheim
Hammerfall
Keeper's Pass
Kreuz Bernstein
New Daggermark
Talonguard

Goblin Squad Member

Updated information on EE4.0 WOT

Goblin Squad Member

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To all surveyors currently mapping (or re-mapping) the location, type, distribution and/or presence of Tier 1 and Tier 2 resources on the EE map as of EE3.0: During the Alpha period, Lee Hammock (PFO Lead Game Designer) asked us on the Goblinworks forums to let him know about the resources we were finding in the different areas of the map.

I can confirm that he is still accepting information from players as to what resources they are finding (especially if noted by regional geographic area as per Harad's PFO Map) as this kind of feedback is very important to him. Independent and Settlement sponsored resource mapping surveys can be sent to him by email (lee@goblinworks.com) on a volunteer basis if you, your company and/or your settlement would like to assist him in letting him know what resources are actually being found in game.

A sample format included below. :)
--------------------------------------------------------------------------- ----------------------
Survey Dates: (Month/Date/Year; Early Enrollment 3.0)
Location: (Name of geographic region)
Surveyor: (Name of PC conducing survey)
Skills: Dowser X, Forester X, Miner X, Scavenger X
Feats: Armor Feat, Encumbrance Feat, Feature Feat (Example: Pioneer 3, Encumbrance 3, Strong back 3)
Gear: Armor, Weapon, Misc.
Survey Method: (Indicate what survey criteria was used.)

Hex: (X.X) or Region (X)
Essence(T1):
Essence(T2):
Herb(T1):
Herb(T2):
Wood(T1):
Wood(T2):
Gem(T1):
Gem(T2):
Mineral(T1):
Mineral(T2):
Metal(T1):
Metal(T2):
Cloth(T1):
Cloth(T2):
Leather(T1):
Leather(T2):
Notes:

Goblin Squad Member

Are there any active companies offering their services in the transportation of goods over vast distances?

Looking to hire; PM me for details. :)

Goblin Squad Member

Brace yourselves for impact on Thursday Feburary 8th.

Goblin Squad Member

Escalations - How Do They Work

Your Friend the Token

Goblin Squad Member

A few questions:

1- What amount of controlled towers = what level of settlement training?

2- When visiting a settlement that is not yours, how can you tell what level of training is offered?

3- Is there a public resource indicating what level of training is available to all settlements at any given time?

Goblin Squad Member

@All,

I offer an open contract of 500 coal* to any player, company or settlement that provides a clean, extensive and comprehensive detailed summary of PFO Escalations that can be added to the PFO Wiki (what they are, how they work, known escalation types, mobs strengths, how to fight them, future feature requests, known bugs, and similar information); offer valid until Bob creates an equivalent BLOG someday.

* or equivalent Tier 1 or Tier 1 Mining resources at current market value

Send me a PM for details if interested.

Goblin Squad Member

2 people marked this as a favorite.

Is there a place, tool, or thread that is keeping track of where resources can be found by geographic regions?

If not, can generally known resources be added here to start off?

Goblin Squad Member

What is the attack that the Goblin Bomber throws at me the looks like a frost grenade, is it static or does it follow me around, and how do I defend against it as a dedicated fighter?

Thanks

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Copy of PFO Wiki - Official Data wrote:
Bravery 1 Fighter Morale Freedom Recovery Bonus -1, Mind Blank Recovery Bonus -1
Dazyk's PFO Quick Reference wrote:

Knockback Freedom Moves target directly away from the attacker AFTER completing the attack
Immobilize Weakness Freedom Prevent target from moving (but not attacking)
Knockdown Torment Freedom Knock the target prone (gives target ranged def. bonus)
Stun/Paralyze Weakness Freedom Prevent target from moving or acting

Interrupt Special Mind Blank Target's current attack fails

Guurzak wrote:
Freedom should protect you from knockdowns and stuns. However, Bravery does not give you Freedom; it reduces the decay of Freedom that you already have. So it won't help you gain immunity to stuns, but if you are already immune to stuns, Freedom will make that immunity last longer.
Nihimon wrote:
  • Mind Blank (Misc. Buff) This stacking buff improves resistance to mental control effects. [Stack Size] added to defense total vs. affected Control effects
  • Freedom (Misc. Buff) This stacking buff improves resistance to mental control effects. [Stack Size] added to defense total vs. affected Control effects
  • Immobilize (Blocker) This crowd control prevents the character from moving (but not from attacking). It is resisted by Freedom.
  • Interrupt (Blocker) This effect causes the attack the target is currently animating to immediately fail (if it is still within its interruption window). It is resisted by Mind Blank.
  • Knockdown (Blocker) This effect is essentially a Stun that is animated as knocking the target prone, and thus gives the character a defensive bonus against ranged attacks. It is resisted by Freedom.
  • Stun/Paralyze (Blocker) This effect prevents the target from moving or using any actions. It is resisted by Freedom.

This is from the Effects listed in one of the early Alpha guides. It's the first tab in Nihimon's Reference Sheets at Pathfinder Online (Public).

Whenever a Blocker effect is applied to you, it also applies stacks of either Freedom or Mind Blank, depending on which one resisted it. Those stacks of Freedom and Mind Blank decay just like stacks of Bleeding decay; Bravery simply slows down the rate.

Goblin Squad Member

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Copy of PFO Wiki - Official Data wrote:

Lightning Reflexes 1 General Passive Reflex Defense Bonus +2
Great Fortitude 1 General Passive Fortitude Defense Bonus +2
Iron Will 1 General Passive Will Defense Bonus +2
Toughness 1 General Passive Hit Points +10
Blind-Fight 1 General Passive Oblivious Recovery Bonus +1
Bravery 1 Fighter Morale Freedom Recovery Bonus -1, Mind Blank Recovery Bonus -1
Strong Back 1 Freeholder Passive Encumbrance +2

Sspitfire's Feat Advancement Tables wrote:

Saves_Category_Ability

Willpower Bonus_Arcane / Divine_WIS / PER / INT
Fortitude Bonus_Martial / Divine_CON / STR
Reflex Bonus_Martial / Subterfuge_DEX / INT
Recovery Bonus_Martial / Arcane / Subterfuge / Divine_CON
Guurzak wrote:

As far as Defensives go: overall, Defensives are weak and expensive. You would honestly be fine skipping them altogether, or buying any 3 at rank 1, slotting them, and forgetting about them until much later.

Lightning Reflexes, Iron Will, Great Fortitude: passively boost defense versus various spell attacks. These bonuses are small and costly compared to buying Reflex Bonus, Will Bonus, and Fortitude Bonus. For example:

Fortitude Bonus 1: 54xp for +4 Fort, always active
Great Fortitude 1: 124xp for +2 Fort, takes a slot

Toughness adds hit points, but again, less effectively and more expensively than just buying more Hit Points. In general, invest minimally in these four feats unless you have specific reason to want to maximize a specific defense after you've done everything else you can to raise it.

Blind Fight (rogues) is a niche feat which improves recovery rate when you are affected by Oblivious. Skip it unless you have specific reason.

Bravery (fighters) decreases the decay rate of Freedom and Mind Blank, which in turn help you remove control effects of various types. If you have ways to get those effects, this can be useful. It also adds a boost to Will defense, so skip Iron Will if your take this.

Strong Back: increases encumbrance. This is the no-brainer feat to slot here if you do any gathering or hauling.

My recommendation for Defensives is to train Strong Back as high as your Adventure feats will allow, add Bravery if you're a fighter, then fill up your remaining slots with any of reflexes/will/fortitude at rank 1 and leave them alone for now.

Goblin Squad Member

Is their a guide, article, forum posts or clear explanation somewhere on what "Reactive Feats" are, how to use them, and recommendations for synergies with weapon attacks, role features and combat effectiveness?

I am trying to understand these, but not getting far...

Goblin Squad Member

1 person marked this as a favorite.

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Reference
Sin’s Martial Guide v1

Copy of PFO Wiki - Official Data

Spear - The quickest way to someone's heart, and the person's behind them too.
Great at causing huge amounts of damage to a single target but the AoE is nearly useless as AoE and has very weak control to keep targets around if they don't want to be. A 4m range helps. Terrific at small group burst damage or being a team's finisher.

Puncture - a great basic attack with strong damage for the stamina and relatively fast speed for a large weapon. The DoT helps in extended fights or with runners.
Transfix - the best of miserable control options (better than nothing?), makes your target a little slower if they try to get away but a relatively high stamina per slow cost limits its spammability. The 4m range is a big help applying this on the chase.
Impale - a streak AoE that only affects a narrow 4m line straight in front of you if you can get enemies to line up like ducks. Still it has high damage with a small attack and defense bonus penalty. Good for an opening shock and finishing with Punctures.
Stab-Skewer a highly efficient chain that applies two big DoTs. Great on high hp targets and runners.

---------------------------------------------------------------------
Follow-up:

Combat Rotation (Solo)
1-Penetrate
2-Spike
3-Stab
4-Impale
5-Gore
6-Skewer (Keyed of Stab)

Critical Search (Self): Slowed, Distressed, Frightened

Critical Feats Recommended: (pending)

Combat Rotation (Party)
1-Penetrate
2-Puncture
3-Stab
4-Transfix
5-Gore
6-Skewer (Keyed of Stab)

Critical Search (Self): Bleeding, Distressed
Critical Search (Party): Bleeding (Opportunity), Slowed + Knockdown (Unbalanced), Bleeding + Afflicted (Distressed)
Critical Feats Recommended: (pending)

Initial Thoughts: A good reach melee weapon for solo play and for secondary combatants (like Experts and Freeholders) going after high priority targets or those getting away (due to the ability to charge).

Weapon Priority: Medium

Goblin Squad Member

1 person marked this as a favorite.

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Reference
Sin’s Martial Guide v1

Copy of PFO Wiki - Official Data

Club/Mace/Hammer - A simple start
This is a small, fast weapon. It lacks strong finishing power and AoE but almost all of its attacks are uninterruptible if you want that as a compliment to a larger weapon vulnerable to interruption. Being a bludgeoning weapon it is oriented to a lot of incapacitation affects like stunning and exhaustion. Unfortunately it doesn't set up most of its own secondary affects except for a Thwack-Escape to stun as you create a 20m gap.

Beat - built up over several rounds this can interfere with the target using large abilities; Thwack does a little more pure damage for quicker fights.
Club Conk - this can cause a decent penalty to hit with the Feint utility or help from a partner applying flat-footed.
Mace Conk - a rare melee dispeller when set up.
Shillelagh - a slower, interruptible attack that causes higher damage. If you can get Distressed on the target this can really ruin their day.

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Follow-up:

Combat Rotation (Solo)
1-Thump
2-Twack
3-Inertia
4-Conk (Club or Mace or Hammer)
5-Shove
6-Escape (Keys of Twack)

Critical Search (Self): Exhausted, Dazed

Critical Feats Recommended: (pending)

Combat Rotation (Party)
1-Thump
2-Beat
3-Twack
4-Conk (Club or Mace or Hammer)
5-Shove
6-Shillelagh

Critical Search (Self): Exhausted, Dazed
Critical Search (Party): Flat-Footed [Club], Opportunity [Hammer], Disrupted + Oblivious [Mace], Distressed (all)
Critical Feats Recommended: (pending)

Initial Thoughts: A light weapon useful for interrupting archers and spellcasters; no good chains as solo, depends on a good party cconfiguration to be useful.

Weapon Priority: Low

Goblin Squad Member

Trying to find synergies when using a longsword and shield (yes I know shields suck and not all effects are working on mobs) and its a bit confusing. For this post I am ignoring Basic Longsword Strike/Exploit and Basic Shield Exploit as they don't level and I already have a +1 sword and shield. Also, this is for a solo Fighter 4 dwarf in heavy armor with longsword, longbow, hammer and axe proficiency, no criticals or reactives as I don't understand them.

(I imagine a fighter with a rogue or wizard as a party member would make different choices, but that is advance math. Baby steps....)

Starting with longsword primaries:
False Edge (Distressed (1 Round, 25% chance), Oblivious 5)
Iron Gate Wind (Parrying (1 Round) to Self)
Slash (Improved Critical +10)
Understike (Improved Critical +20, Distressed (1 Round, 50% chance))

And the shield secondary's:
Shield Bash (Interrupt||Exhausted 20 if Target has Opportunity)
Shield Block (Parrying (1 Round) to Self||Interrupt if Target is Dazed)
Shield Charge (Charge (10 meters) to Self||Knockback (10 meters) if Target has Unbalanced, Knockdown (2 seconds) if Target has Unbalanced)
Shield Slam (Knockdown (2 seconds) if Target is Distressed)

Step 1: Eliminate 2 choices as only 6 slots available: dropped Iron Gate Wind and Shield Block; both have "parry"; dropped just because...

Step 2: Look for words/conditions that match: False Edge, Understrike and Shield Slam (Distressed).

Step 3: Create combat queue;
(1) False Edge
(2) Slash
(3) Understrike
(4) Shield Bash
(5) Shield Slam
(6) Shield Charge

Step 4: Solicit Feedback

Is this a good rotation? How can I do better? What criticals would help in this case?

Goblin Squad Member

Placeholder; I will be copy and pasting (with PFO Wiki, Cheatle's, Dayzk, Doc's and Sspitfire1 approval I hope) all the Frequently Asked Questions I come across the various guides and player created resources I find. I will be updating this during the weekend; feel free to add your own EE FAQs if you like in the meantime. :)

Goblin Squad Member

I am at the Dreadnaught trainer trying to figure out what attack feats to train for a hammer. I am not understanding how to separate primary attacks (Slots 1-3) from secondary attacks (Slots 4-6). Recommendations appreciated.

Goblin Squad Member

I am at the Skirmisher trainer trying to figure out what attack feats to train for a longbow. I am not understanding how to separate primary attacks (Slots 1-3) from secondary attacks (Slots 4-6). Recommendations appreciated.

Goblin Squad Member

When I was shooting a bandit, I got an "Attack Interrupted" in BIG BLUE LETTERS (in addition the animation where my PC has a seizure).

My reaction? COOL AND FINALLY!! :)

What are your observations of "things that are different from Alpha and that you noticed right away"?

Goblin Squad Member

I am at the Dreadnaught Trainer trying to figure out what attack feats to train for a pine light shield. My main weapon is a longsword, and I want to fill up the heavy shield attacks (Slots 4-6).Recommendations appreciated.

Goblin Squad Member

I am at the Dreadnaught Trainer trying to figure out what attack feats to train for a longsword. I am not understanding how to separate light attacks (Slots 1-3) from hard attacks (Slots 4-6). Recommendations appreciated.

Goblin Squad Member

Is the server down? Its 138pm EST, and maintenance time is usually 12-1pm EST. Just checking as I see no notification's or updates of extended maintenance time.

Goblin Squad Member

I have a link for Valkenr's Armor Matcher, is this information still accurate as of Early Enrollment?

Goblin Squad Member

I have a link for Sspitfire's Feat Advancement Tables ;updated as of Alpha 13. Has this been updated or replace by a newer version?

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With EE starting, I could use some assistance in creating a charter and a template for my sponsored company. I have gone through the recruitment threads here and the Nihimonicon for ideas, and I am searching if anyone has already created a simple template for listing company related info (goals, alignment, requirements, playing times, form of communications, play style….) that I can use for inspiration. Thanks.


Didn't know where to report it, but "Best(&*^ +91-8872522276 vashikaran specialist baba ji" is back to his evil spamming ways in the Pathfinder Online sub-forum. :(

Goblin Squad Member

As we get closer to early enrollment, the need for resources for new players become more urgent, as PFO has a lot of systems and subsystems (keywords, feats, crafting) that can be very difficult for new players (little to no MMO experience) to understand.

We have some resources available, but it is scattered in different places. Cheatle has a good guide to start, and i would like to expand on his work. Same with spreadsheets and tables, and online tools (Calculator and PF HQ).

I will be working on information on Coldstart XP and "builds" this week, but i need help with the keywords and combat math sections as I struggle to understand them myself.

I will post some ideas here and any feedback is welcomed.

Who else is available to help me in this effort?

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PFO Wiki

I am working on creating a page with maps, settlement information, and geographical information. Some questions:

1- Has anyone created a compiled text list of each settlements name, template type, alignment, leaders, location and sponsored companies?

(If this is in a webpage or spreadsheet, please point the way.)

2- Has anyone created (in a webpage or in a guide) a complied list of hexes, what resources are available, and terrain types?

(I am aware that this information is scattered between blogs, guides, developer’s comments on the Paizo and Alpha forums, and other forum threads.)

3- I have read conflicting information on the status of Starter Towns in Early Enrollment; are they ALL going to stay it permanently or just for pre-cataclysm EE, until the full map expands, until all three major NPC settlements are online, or something else? (/confused)

4- As we approach EE, we are learning more about the geography of the EE map, and the names of the regions surrounding the player settlements. Lee wrote recently about some of these “regions”; are there any confirmed names for the other settlements surrounding areas?

Lee Hammock wrote:

Mountains Ranges and what they should have:

Splinter Peaks (Near Callambea and Freevale): Iron, Silver, Lodestone

Northern Thorncrags (Near Golgotha): Copper in the northern end, Gold at the
southern end, Iron

Southern Thorncrags (Phaeros and Brighthaven): Iron, Gold, Lodestone

Southern Echo Peaks (Forgeholm): Iron, Sliver, Lodestone

5- Has anyone been saving links; developer’s replies, or forum threads where there have be talks/discussions about future changes to the terrain, hexes and its resources?

(Such as being able to gather from 20ft or more away; changes to stealth gathering, changes to gathering animations, changes of resource distributions as the map expands and new settlements are founded, new resources to add to game, changes on how to find/locate/display resources on mini-map; new or modified resource nodes…)

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