I had not heard about it prior but the idea that Ta-Nehisi Coates is working on an Elseworlds Superman is pretty damn cool. He's an amazing writer of fiction and nonfiction alike. Highly recommend his run on Captain America comics. Glad they haven't decided to can it.
As long as it's Calvin or Val I am all for it.
Very interested in seeing how they are going to do Spectre and Swamp Thing
If you have some of the Martial Focused handbooks (those little thin books Paizo did; Weapon Master, Armor Master, etc...) the Fighter gets a lot of things that pull it up. Big ones being Focused Weapon (gives you War Priest damage with you main weapon) and Warrior Spirit (Lets you enchant your main weapon and give it magic weapon properties)
They managed to survive the Wraith Priest, though drained of CON. Gathered up some Undead fighting magic items and Got some recovery time in Lord Palfray's keep and some help from the Wandering Priest Lafayer. After that they went and hunted down the Barghest of the Redwood. Next week they have their sights set on the Barrow King's tomb.
should they survive they will hit 5th level.
Travelling through the hills, accompanied by Lianna, Chancy and the three kids. The group came across a pair of Ogres setting an ambush. As they made short work of the Ogres they discovered that their target was in fact the Terror of the Hills, a deadly Flail Snail. Ashillar's psychic powers seemed to reflect back at him, off the creatures magical shell and Axonite was pummelled brutally by it's flail like appendages. Azreal, ran his Halberd into the shell where Axonite had cracked it open and managed to finally kill the beast. After that they rescued a miner from another ogre, visited Belton's cave and Lianna's farm before entering into Hardlow Wood. In their search they came across a grizzly sight of a group of Orcs their skin flayed from their bodies. Moving on guided by Belton and pushing on through the night, they found the Gleaming Glade. Here an endless army of skeletons and the shadowy condemned soul of an ancient priest of Orcus sought to claim their lives. Ashillar managed to find the Wraith's weakness, the dead decaying tree at the centre of the Glade and used his psychic powers to set it ablaze, quickly attracting the dead priest's wrath. While He tried to fight off the wraith the rest of the group smashed their way through the Skeletons to battle the Skeletal General at their heart. With a combined effort they brought the undead warrior down and with his defeat the Skeletal Horde fell, but The Dead Priest remains and the fight continues next week.
In general, nothing, not even the 3pp stuff, so long as I have the Book. But I tell my players If you use it, I use it. Plus I reserve the Right to say no if some of their interactions get wonky (EX: Spheres of Might + Path of War)
Having said that however, Sometimes I run a campaign that has Specific Restrictions, purely because of the nature of the campaign.
If they all start as Kids who grew up together in the same village, I'm going to say No Slow Maturing races like Elves or Dwarves. If I run a Viking Saga campaign I'm going to say "Make a Viking" and No to anything Not a Viking.
As I suspected I now have the Transformers RPG as a fresh from under the tree Christmas gift.
Book is nice, system seems fairly solid, some familiarity and some new ideas. Skill system is interesting.
In Pathfinder terms; Imagine if instead of Skill Points per level for your class, you got Your attribute Bonus as Skill Points for the Skill tied to that Attribute
EX: you have a STR of 16, that gives you 3 skill points to spend on Climb and Swim, while your 14 Wisdom gives you 2 Skill Points to spend on Heal, Perception, Sense Motive and Survival. and so on with each Attribute
Transformers kind of dose it like that only there is only 4 Attributes and each one has around 5 skills. (and a Rank in a skill is a whole extra dice to roll instead of just +1)
System seems interesting. Similar to D20 like Pathfinder and D&D only instead of static bonus the Skills give you extra Dice to add to the roll. So if you have a Rank 3 in shooting you would roll 1d20+1d6 when you shoot.
In fact the system seems very against Static modifiers in general.
Entering in the Dungeons below the keep the heroes faced several ambushes and deadly traps, rescued an imprisoned young girl, kidnapped for her latent magical powers and discovered a shrine to one of the Demon Princes made in a desecrated temple to Avanna. the Priest they found hiding in a secret room protected by Zombies and Orcs. A series of unfortunate mishaps put the heroes in a bind and Azrel fell victim to the Priests sinister magic, turning against his allies. Fortunately Bart the Badger was able to eviscerate the Priest and the others were able to subdue their companion.
...but people can just use OGL 1.0 still. What does 1.1 give them that would cause them to use it instead?
Near as I can tell permission to use what shows up on the "One D&D" platform. So the new changes to the rules and any Monsters that appear only on the platform. 1.0 won't cover those
And then they changed their mind and went to the bandit keep instead of Hardlow Wood....I glad I had been getting the thing ready, huge battle in a 3d printed castle with multiple floors.
Knowing the keep was filled with enemies they chose to attack under the cover of night, Sneaking through the broken walls they ambushed the guards and managed to get into the courtyard before Axonite's clumsiness alerted someone to their presence. Belton brought forth the wrath of nature to occupy the bandits in the court yard entangling them with vines and roots. Azreal ambushed the guards on the walls and Axonite and Ashillar unleashed their respective wraths at any foe in reach. Ashillar got himself thrown from the walls to the courtyard below, Azreal used his rope and grapple to swing from one watch tower to the next. The Bandit leaders joined the fray but were forced to take the long way around because of Belton's Entangle spell. They were both handily dispatched and the battle was one. However Azreal had caught a brief glimpse of the evil priest who had ambushed them the month before and as they entered the main tower in search of him, they found he has fled to the dungeons below the keep.
As our heroes made preparations to head for Thornwood and the Bandit keep, a wounded soldier arrived with dire news. Investigating an ancient barrow one of Lord Palfray's patrols had unleashed a small horde of undead. The poor soldiers died shortly after relaying his news only to rise again as one of the undead. Though they were able to lay the man to rest Belton found himself cursed by the same necromancy. Fortunately Tauster was able to perform a ritual to remove the foul magic.
Well they fought off a bandit ambush on the river. Smoke grenades laced with caustic spices and chemicals to make Verbal casting difficult (40% spell fail), not a huge problem but some of them got fairly hurt.
On they way to the party they heard about the Palfray Curse. Which has kept the Palfray family to a single heir for generations. Lord Palfray's other sons died within a year of their coming of age and if the curse holds true, now that he has only a single heir the Lord himself will die within a year of his son's coming of age.
The big party happens and Bart, the Celestial Badger animal Companion of the group's Aasimar Druid detects something amiss, triggers it's Smite Evil and chases an invisible something out the window. From Lord Palfray the group learns the truth. There is a Curse, long ago a court wizard tried to usurp the Palfray rule and summoned a devil, only to die by it's hands. However since then the Devil has haunted the Palfray family, kill it's members while allowing the line to remain.
The very same one the Bandits now occupy.
Ok 2nd half so far has been fun. The Kids are on the run cause they can't even communicate with Star Fleet without triggering the doomsday weapon. Admiral Janeway is in hot pursuit, unsurprisingly she seems like she is getting impressed by the kids.
and Merp.....again WTH is Merp? Merp has evolved into it's 2nd form and is now their Security chief.
That is certainly better criticism that "It's too slow and the actors suck"
To me the series was showing how these little rebellions are cropping up and how the dedication of a few people slowly brings them all together.
I'll agree that there are a lot of plates spinning at the same time but I don't think things like Mon Mothma's arc or the ISB were unneeded. I felt it was showing a larger picture of the Galaxy. An overconfident Empire and the growing sparks of rebellion.
You are correct on your points though, but from a different perspective I think those points actually work in favour of the show. Andor being caught up in greater events and slowly making his way to become a real part of it all.
Well thought out criticism is always good to read, as opposed to "It sucks and I hate it"
Keep in mind the difference between Attack and Attack Action. Some talents only apply to the Attack Action. For Example: Fatal Thrust needs either an Attack Action or Attack of Opportunity
so if something gives you a free attack (For example the Bloodthirst Boast) that isn't an Attack Action, it's just a free attack so no Fatal Thrust.
Giving up Feats for Martial Talents tends to work out fairly well. In general a Martial Talent tends to be equal to a Feat (In fact the is a Feat that is literally "Get a Martial Talent") You give up 5 Feats for a total of 10 Talents or give up 8 feats for 15 talents. So long run it's cost effective.
You will probably want Balanced Defence from the Equipment Sphere, gives you an AC boost when you have a weapon and an empty hand and a little bit of the Athletics sphere can be handy.
but as has been said Fencing and Gladiator will be your Goto Spheres. Maybe a bit of Scoundrel if you want to be clever sometimes.
I've been writing up a campaign that is a bit of a mix of space trucker and colonists. Rough outline is there is an old CEO who is sick and tiered of what he calls "Corporate BS" So he plans to pick a planet that is out of the way and set up a colony where he can retire, sit on a porch and drink brandy. The first story has the PCs save him from some Corporate assassins who would rather he just die than retire. As a reward he gives them a chance to be part of his Retirement Colony plan.
Things like salvage a wreck before it gets destroyed by micro-meteor shower, but wait, while you are in the middle of that there is a distress signal from a dad and his two kids in an escape pod, right in the path of the shower, saving them means loosing out on some salvage and putting your ship in danger, leaving them to die....well it's a crappy thing to do and technically illegal.
Saving the real bad for when they actually get to the colony site. "Nice little paradise world...oh hey we found some ruined alien temple thingy want to take a look?"