I'm guessing it is an effort to get away from EVERYONE having to get the same magic items because they are hands-down so good. Perhaps in the final version there will be magic items that are more unique and interesting than a Cloak of Resistance +1 or a Ring of Protection. Re: the cost. Paizo has dramatically changed the pricing/economy. So 215 gp in 2nd edition is not the same as 215 gp in 1st edition.
My answer to this has changed with the announcement of 2nd edition. For about a year I took a break from Pathfinder after playing consistently since the beginning because it just kept getting bigger. Now that 2nd edition is on the visible horizon I can look at 1st edition as being complete. I won't have to worry about what new books are coming to make it more complicated. So it's not too big anymore. I look forward to playing 1st edition again, but I am also looking forward to seeing what 2nd edition will look like.
Play testing is not for everyone. Does your group currently play and enjoy 1st edition? If so, you probably can just ignore the playtest and keep playing 1st. Then in a about a year you can check it out again to see what the final product looks like. Has your group played through all the available content for 1st edition? My thought on the playtest is - if it doesn't fit for my group I have tons of material for 1st edition we can still play.
Ultimatecalibur wrote: A level 8 untrained Wizard might have a +6 bonus to Athletics checks compared to a level 1 trained Barbarian's +5 bonus to Athletics checks, but that dooesn't mean that the Wizard should be attempting to make every check that the Barbarian can attempt. The Wizard might have a better chance to succeed when making a check both can perform due to experience but the Wizard can not attempt any check that requires training, expertise, mastery or being legendary. I agree. The gatekeeping is the most important part of this system. Because of that I would like to see very clear details on exactly what activities are 'gated' for the final product. Each Skill should have a specific list showing the gated actions. Very important list because it becomes 'anything not on this list is basically available for anyone to attempt.' It would be bad form if future supplements added to the gated actions so they need to have this comprehensive from day one.
Almarane wrote: I think splitting Detect Magic into two cantrips is a bit... "too much". I have been searching how to identify items for some days, and if you did not answer this, I would have never known there was a Read Aura cantrip. I agree. I'd like to think something like this will get fine-tuned for the final product. There are quite a few things in the play test that I have to remind myself 'it's only a play test document.'
I don't think the new rules coming out Monday will change this scenario. If I remember correctly the changes coming had more to do with what happens after you succeed on a save. Stats so far show 6% of characters die in the first play test chapter. At dying 2 your entire party has 2 chances to do something to save you, in addition to your own saves. Not to mention you start each session with a Hero Point that could have saved you as well. I'm guessing no one in your group could help you survive?
captain yesterday wrote:
This is the type of information it would be nice to get - something that says 'we know why this happened, so you can trust it won't happen again.'
Steel_Wind wrote:
Such a valid and important point that I wanted to repeat your quote.
Leandro Garvel wrote:
You and me both! I'm guessing Shattered Star will get a big bump in activity now.
Question for the Organized Play veterans. I plan on running Into The Uknown and I am curious about the specifics about reporting it. If I run all 5 Quests for the same group in one go do I report that as one table or five? Or let's say I run the first 3 quests one week and then the other 2 the following week how would that change reporting the tables? Finally - when would I fill out the Chronicle Sheets? Probably not an issue if I get all 5 quests complete at once, but I'm not sure how it would work with multiple sessions for the same group. Thanks in advance for clarification.
blahpers wrote: I'd like to see them diversify without having to sacrifice focus on one over the other. The number of things there are to cover in Pathfinder alone is already too high for them to manage alone. I understand, but do you want more Pathfinder Rules/Options or just more 'fluff' (i.e. Adventure Paths and story elements)? I'm all for more fluff style content. I just don't think I need more Rules/Options.
For the most part Paizo usually surprises me with being 'ahead of the game' and coming out with new and interesting products. Why don't we wait until players actually get a feel for Starfinder before predicting what the next move is. I hope it is a great success and instead of completely changing Pathfinder perhaps Paizo shifts focus into providing more Starfinder content. Allow us time to enjoy and appreciate the amount of Pathfinder content already out there.
If the intent of the Day Job Roll is still that it can be Trained Only it has to be clearly stated in the Guide. Currently I don't believe this is worded strongly enough for players to figure out. As it is written in the 4.0 Guide you are setting up every Game Master to have a conflict with every new player that does not realize you have to put a skill point in your Craft or Perform skill to use (even though those skills are listed as being usable untrained in CRB). |