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Illrigger's page

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Organized Play Member. 86 posts. 2 reviews. 1 list. No wishlists. 4 Organized Play characters.


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Niktorak wrote:
Drago95 wrote:

Getting the following error when trying to update modules in Foundry:

foundry.js:71220 Error: Access to module manifest at https://cdn.paizo.com/foundry/modules/pf2e-pf2e-ap202-severed-at-the-root/m odule.json is forbidden
at Setup.post (setup.js:9169:21)
at async #updateCheck (setup.js:6278:24)
at async update (setup.js:6054:23)
foundry.js:5802

I'm getting the same error. It downloads and the module works but that error message pops up each time I try to update my addons.

Same here. All the other modules work, but this one fails. It looks like a typo in the manifest path (I think it's missing the HTTPS://, so it goes nowhere), but since we can't edit it we can't fix it ourselves.

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rokeca wrote:
Tikael wrote:

You can still play with all the legacy options. Some things will get tweaked slightly but we are moving copies of the renamed and reprinted items to a module, and while alignment will be vanishing from the sheets in a dedicated section it will stay accessible in actor data and the same module will make it show up in the actor traits (which, they probably should have been in there all along actually).

The remaster is not the giant change people seem to think it is, and we are trying to make it as seamless as possible for people while also not ballooning our compendium size to unmanageable levels or offering conflicting sets of legacy/remaster data and rules to people. We're treating the remaster as errata, and most groups will hardly notice the changeover.

If roll 20 works better for your group, great. Use the VTT that works best for your group. We'll keep working to make the PF2e system better, and trying our best to manage a fairly difficult situation data wise in a way that makes the most sense going forward.

Thank you for going deeper into this. I personally prefer Foundry - it does almost everything better than Roll20 (and the one or two things I prefer about Roll20 is probably a matter of me not finding the right modules yet). Plus Foundry does more, makes character creation a snap, and the production value of the AP adaptations are on a totally different level, allowing me to run a more cinematic game.

Your reply has me leaning back towards using Foundry for this adventure. My biggest concern is that I've got 2 university students with limited funds who just purchased the Core Rulebooks on my recommendation since we're planning to stick with the legacy rules and I don't want to invalidate their purchases. As long as the legacy system spells & feats etc are available, then we'd be fine.

One other thing that might might help - I accidentally upgraded to the most recent version of Foundry with the Rage of Elements upgrades included. When I tried looking up the...

Unfortunately if you put in the terms from the OGL into the product, then it can't be licensed under the ORC. To use anything from the OGL, you have to follow the OGL license and include it in your product, and it conflicts directly with the terms of the ORC. It's one or the other, you can't have both.

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Adam Jung wrote:
Hmm, y'know, this is not on https://paizo.com/store/gaming/accessories/virtualTableTop/foundryVirtualTa bletop yet. I wonder if this is just a case of the page going live before it was ready. Especially just before GenCon, when everyone at Paizo was likely distracted. And, now, of course, everyone is recovering :-).

Followed by next week when everyone will have COVID. :(

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I'd also like to know if flavor text requirements (like the Hellknight test and Lastwall knight) are treated as automatically granted "off screen", or if there's some actual in-game requirement. I hope that you aren't planning on locking half the archetypes in the game behind boons that are only unlocked by travel to paid events.

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I'm subscribed to both Pathfinder and Starfinder society adventures, and neither has made it into an order this month nor into my downloads section. I sent an email on this subject, but it's been 2 weeks without a response.

Is there something that can be done to remedy this?

Thanks!

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chunky04 wrote:

I am hoping to run this AP for a group I have with 3 10-12 year old players.

Will there be any content that could be considered objectionable by their parents that I would need to clear with them first? The Players guide is a bit more vague without all of the Favored Enemy, animal companion etc info that was in the PF1 guides.

While I haven't spoiled myself yet, I know the subject matter concerns Hellknights, and hence Cheliax. Unless there have been some very serious changes to that nation between 1e and 2e, Cheliax is kinda the definition of non kid friendly...

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Ashanderai wrote:
I'm surprised no one has asked yet, so I will. What, if any, Backgrounds, Feats, Spells, Monsters, and other goodies are available in the 1st issue of the 2nd edition AP 145, Age of Ashes? We were previously teased that the APs would have Backgrounds and new feats you could only gain through playing the APs, which is why I ask.

The APs now have a dedicated Toolbox section, with info to help GMs run the adventure (monsters, backgrounds, treasure, etc). This is kinda like what's been in most of the more recent FP1e APs, but it's more organized. The first one has some treasures the PCs may end up with, but nothing specifically for the players as far as game mechanics.

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The Gleeful Grognard wrote:
Captain Morgan wrote:


Wait, you're assuming Voss has the actual final book? I wouldn't.

They said they weren't being hyperbolic, having access to the final rules is the only way for them not to be being hyperbolic in such claims.

So I asked because that is where the burden of evidence lies to progress the discussion, otherwise it is near baseless conjecture.

Given it's a new system and due to the sheer mass of the rules to learn, it's going to take some actual play to know for sure. There's really only so much that analyzing the rules will tell you before you have to factor in the randomness of playing with them while being thrown into actual encounters where all of those rules mush together like a landslide of mashed potatoes and gravy.

Having spent a few hours looking at them now, I will say this much: the game is far, far more about getting conditions applied than it is about hit rolls (heck, that's pretty much all Rogues do in combat now), and from all indications the amount of mods from them seem to outweigh the benefits that general buffing will apply. Given the generally lower target numbers in the game, it feels to me like every save, attack roll, and check is going to be affected by a bonus as small as +1/-1 far more often than it did in PF1e. You are going to be making more attacks, more saves, and more checks than before, and since that 5% difference comes into play more often, it matters more.

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dirtypool wrote:
Bluenose wrote:
Quite true. I should have added that it had remained that way until the PF2 announcement.

The argument that PF1 dropped out of the number 2 slot because of the announcement of PF2 is purely a post hoc ergo proctor hoc fallacy. Starfinder dethroned PF1 before the PF2 announcement and held the number 2 slot until Fall 2018 where it was dethroned by L5R

The PF2 announcement happened on March 6th 2018, the publish date of the ICv2 Fall 2017 sales figures that showed PF2 falling out of the number 2 slot was March 9th 2018. The sales period where Starfinder overtook Pathfinder was in Fall of 2017 before any PF2 announcement was made.

PF2's announcement is likely what caused PF1 to drop out of the top 5 entirely in the Fall 2018 period.

Well, it was kinda expected that Starfinder would knock PF1e out of the slot, as there was going to be a lot of overlap between their audience and most of them only have enough money to focus on one system during that early hardback pocketbook crunch.

I fully expect SF to drop quite a bit over the next couple months, even with the new hardback coming next month, because PF2e is an expensive proposition at launch. Unlike SF (which was close enough to PF1e you could re-use some accessories) you need pretty much everything new for it. Even the PDFs went up in price (although still reasonable).

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kinderschlager wrote:
Steve Geddes wrote:
warpi9 wrote:
I got my copy a couple days ago. I live in Michigan and was wondering how the heck I got it so quick. They must be going out randomly. Also I did select priority mail.
The order they leave the warehouse is pseudorandom. Shipping times obviously depends on your chosen method.
you got to choose a method at checkout? i only got a single shipping option O.o

I think it depended on the time frame of your order. I subbed to the Rulebooks and AP on they day the pre-orders started, and only got the one option. I added the Lost Omens and Accessories last week and was able to pick between the normal options. Interestingly, the Accessories order was with the cheapest shipping option, shipped a couple days after the books order, and both still got here on the same day.

NightTrace wrote:
jdripley wrote:

Yeah! I'm part of the "my order has shipped" club!

Same, but in my case it's going to GenCon. Starting to get antsy with the FOMO now for selecting Con pickup >_<

Just think of all the people you will be able to geek out with about them when you pick them up, though! That seems to me like worth waiting for.

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First World Bard wrote:
Illrigger wrote:
OK, so if I am grasping this correctly (pun intended), the waraxe, because it can be wielded in 2 hands, can be used to strike 3 times a round as either 1- or 2-handed (whatever you are ucrrently using at the beginning of the round), but a bastard sword, because it can only be swung, not wielded, with 2 hands, can only be used to attack once a round (1 action to change grip, one action to strike), because it automatically reverts to 1-hand after the strike?
I don't think that's correct, there shouldn't be any automatic reverting. If you need to change you grip (for example, you want to cast a spell with a Somatic component), there's an action cost for that. Otherwise, you just keep holding with two hands and that's that.

That is what I would have thought, but there is a clear delineation of "wielding" vs "carrying" in the rules now. In Mark's post he says that the waraxe is the best of both worlds, and the only difference between the two descriptions is that the BS says "held with two hands" and the waraxe says "wielded with 2 hands". Then the rule says that the 2H trait means it can be wielded in 2 hands. Let's just say that the choice of words they use could be clearer, and Mark's post didn't help in that regard :)

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Mark Seifter wrote:
Illrigger wrote:


I would guess that if an ability requires a 2H weapon, the Bastard Sword will not work for it, as it is explicitly listed as a 1H in the table. The 2H d12 is in the Weapon Traits section, and no reason the believe that actually makes it a 2H weapon.

Two-handed weapon vs weapon in two hands was very confusing in PF1 (I still think one of the FAQs about that in general contradicts another FAQ about lances); we don't have both of those in PF2. If you are using it two hands, you are using it in two hands. If you are using it in one hand, you are using it in one hand. That is the thing we will check.

As to bastard vs greatsword, hand swapping is a bigger difference more often than damage type swapping, but it also has an action cost that can get significant if you're tight on actions. Dwarven waraxe is advanced because it has the best of both worlds.

OK, so if I am grasping this correctly (pun intended), the waraxe, because it can be wielded in 2 hands, can be used to strike 3 times a round as either 1- or 2-handed (whatever you are ucrrently using at the beginning of the round), but a bastard sword, because it can only be swung, not wielded, with 2 hands, can only be used to attack once a round (1 action to change grip, one action to strike), because it automatically reverts to 1-hand after the strike?

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I really expected Bastard Sword to get pushed into Advanced weapons with the Dwarven Waraxe. That would have solved the issue without changing anything. Wouldn't shock me if they errata it in there later. That or they declare the d12 to be a typo and it should be d10. Either would work.

graystone wrote:
Darkwynters wrote:
In the Playtest, both Greatsword and Bastard sword did 1d12 damage two-handed. I have two characters with level 17 magical bastard swords, so I hope greatsword has been improved as well. LOL
It might matter for abilities like brutal shove that requires a two handed weapon if they differentiate between that and a weapon wielded in two hands.

I would guess that if an ability requires a 2H weapon, the Bastard Sword will not work for it, as it is explicitly listed as a 1H in the table. The 2H d12 is in the Weapon Traits section, and no reason the believe that actually makes it a 2H weapon.

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Elorebaen wrote:

FG users,

Curious if there is a way to copy and paste monsters from the pfrd onto tokens? Perhaps macro that allows for this? Any other ways to import monsters/npcs into tokens other than HeroLab? Thanks!

If it's a monster directly from the PFRD, then most of them should be in the free PFRD ruleset. You can drag one from the list into a new encounter, then drag whatever token you want to use for it onto the entry that gets created, and them make whatever edits you want to make. Then you can drag the modified version into the combat tracker when you want to use it.

NPCs are trickier, but work more or less the same way - drag a base creature in, edit it, drag an icon onto it, and it's ready to go. The tricky part is any special abilities they have won't be coded, so you may have to manually do some stuff with the adjuster tool under the chat bar to rolls as needed if you don't know how to get that deep into the FG engine to set them up ahead of time.

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Captain Morgan wrote:
Did ogres get interesting new abilities in the playtest? I am about to run a bunch of them, but the playtest statblock was one of the more barren ones.

There are two higher-level versions that have special abilities.

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Rek Rollington wrote:
I'm interested to know how much damage sneak attack does in the final version, and how much it scales.

At a quick glance, it's 1D6 at 1st, 5th, 11th and 17th, with at least one feat that enhances it with an additional ability. It's not an action in and of itself, but enhances any Strike, so it can be stacked with various other things like Debilitating Strike that also have feats to enhance them.

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Mark Seifter wrote:
Illrigger wrote:
Eoni wrote:
Could we get a little preview on Sorcerer/Bard Spontaneous heightening? The 1 per spell level mentioned in today's twitch chat didn't sound so 'spontaneous'.
To add to that, you have one signature spell per level of spell you have access to, so yes, it's more than just one, but not at the beginning.
If you want to be technical, you get the feature at 3rd level (since it would do literally nothing at 1st anyway) and you do get two. But unless you choose extra lower level spells to scale down, your very highest signature spell is more for later anyway.

Heh, nice catch. I guess the guy who designed the feature would know better than the guys who have only begun to skim the 4.5 pound, 700 page tome. ;)

Glad to see you guys popping in and keeping us in line, Mark!

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Temperans wrote:
I wonder what would had happen if they had named/marketed it as "WoW trpg" instead, kind of the reverse of Pathfinder: Kingmaker crpg. What do you all think?

Well, assuming they had the rights to do it, it probably would have flopped. Even though it was a little late, there was a tabletop RPG version of Everquest using D20 that crashed and burned. They had some cool enhancements to smooth out 3.5's edges as well, but the dollars didn't come.

This was the MMO golden age, and MMO players were spending all their time actually playing MMOs at that point (I know my wife was plenty pissed at me more than once), and they weren't overly interested in doing a different version of what they were already spending many, many hours a week doing on their PCs. It's likely why the expected flood of new players that they built 4e specifically to capture never arrived - those people were all too busy to care.

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Reckless wrote:
RicoTheBold wrote:
I dunno. What am I missing, FG users?

Potentially, only that, through either an free community extension or a core feature (I forget which), you can set it so you and/or your players can enter manual die rolls.

This, combined with the other functionalities, such as timed buffs/debuffs and conditions, target selection (for ACs, Saves, Damage, healing, and aforementioned timed debuffs/buffs), and nice features like the treasure tracking I mentioned in the previous post, editable story telling, preloaded images (maps, images, and handouts), note storage.... oh, I but I do go on, where is the time?

Don't forget the pre-loaded encounters on the map with the text up and ready to read/display in the chat, the monsters on the map and loaded into the combat tracker with initiatives rolled and ready to play in a couple of clicks. That was always one of my favorite convenience features of their adventure modules.

For adventures with player resources (such as races and weapons from the APs in Starfinder), they come included with module and ready to be shared with players in one click as well, without having to give them access to the whole adventure.

Players can actually build their entire character with just FG and a calculator (since FG doesn't track spending) - not just filling out a character sheet, but full automation with drag and drop from a specially shrunk rulebook with only the parts of the rules the players will need so you aren't wasting time while they download the whole thing.

These are fairly easy to implement yourself as well, but every little bit of time saved is worth it for me, and every question I don't need to answer is time saved. :)

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Eoni wrote:
Could we get a little preview on Sorcerer/Bard Spontaneous heightening? The 1 per spell level mentioned in today's twitch chat didn't sound so 'spontaneous'.

To add to that, you have one signature spell per level of spell you have access to, so yes, it's more than just one, but not at the beginning.

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Staffan Johansson wrote:
Illrigger wrote:
You may be reading too much into it. 4e was developed when World of Warcraft was at its height, with hundreds of millions of dollars a month being pumped into Activision/Blizzard's bank accounts. If you compare 4e to what WoW was at the time, there's a lot of similarity.
That's a part of it too. But I think the biggest thing that inspired Wizards about World of Warcraft was "Subscription money". Instead of (or in addition to) people buying books and then being done, they wanted people to pay recurring costs. Once someone has subscribed to your service, they have to make an active choice to stop giving you money. This is very different from Wizards having to persuade you to buy the next book.

Yeah, definitely. I remember the various sub models they pushed and then abandoned for 4e. They could never figure out how to get books you bought into their system so you could use them with the sub, which made the sub useless shortly after it came out. Not the most well-planned thing ever done in the game industry, let's just leave it at that.

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BishopMcQ wrote:
Illrigger wrote:
BishopMcQ wrote:

Mites, also known as Mitflits, are indeed in the bestiary. As are a collection of Daemons.

The original Pathfinder Core Rulebook was fairly hefty. The 2E one is 70+ pages more stuff, probably 1/4" thicker.

Close, but no - look under Gremlin. I just kept flipping pages until I saw one. :)
I'm on p. 192. I reversed the sentence "Mitflits, also known as mites, are..." Yes?

Correct. Sorry, I misread your post and got a little confused, thought you said they were under Daemons. :)

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BishopMcQ wrote:

Mites, also known as Mitflits, are indeed in the bestiary. As are a collection of Daemons.

The original Pathfinder Core Rulebook was fairly hefty. The 2E one is 70+ pages more stuff, probably 1/4" thicker.

Close, but no - look under Gremlin. I just kept flipping pages until I saw one. :)

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Malckuss76 wrote:
Do monks get anything to bolster a weapon using build? As I understand it from the character creation blog Mark posted, Monks retain the first level feat allowing them to use monk weapons. do anyt other class feats or features enhance this? Thanks in advance!

That feat lets them use said weapons with any of their other feats, so in essence all their feats do.

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Sharrakor wrote:

Thanks to everyone who has posted info so far. My hype has achieved critical levels; levels I didn't think existed before!

One thing I'm desperate to know (and I hope isn't asking too much): are there any daemons in the bestiary?

Yep, 4 of them.

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James Jacobs wrote:
Illrigger wrote:
Ngodrup wrote:
Are mites in the bestiary? Little hateful blue guys who like to ride spiders?
Not that I can see; they aren't under Mite, Fae, or in the appendix under CR -1 or 1, so I don't think so.
Might (mite?) wanna look a little harder... ;)

The Mitwit entry under Gremlin. There they are.

If only I had my PDF, I would have found them with a text search. ;)

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Staffan Johansson wrote:
The Raven Black wrote:
I feel that 4e original sin was not listening to its customers base and force-feeding them what the devs decided was best for the game.

To be honest, I think it was the opposite. Or at least, listening to the wrong customers.

During 3.5e, a lot of new mechanics were introduced. You had what were effectively at-will attacks via Reserve feats (as long as you have a Foo spell available, you can do Bar at will), you had cool martial abilities that were essentially per-encounter in Tome of Battle, you had what were effectively Encounter spells for the Binder in Tome of Magic, you had the simplified monster format and the Delve encounter format, you had easy between-encounter healing, and so on. All of these things were well received by a vocal online fan-base, so when they made 4e they doubled down on those. But, as it turned out, the people who enjoyed those elements were to a large degree not representative of the fan-base as a whole, and other changes they made did not work out so well, so the whole thing flopped (for certain values of flop).

You may be reading too much into it. 4e was developed when World of Warcraft was at its height, with hundreds of millions of dollars a month being pumped into Activision/Blizzard's bank accounts. If you compare 4e to what WoW was at the time, there's a lot of similarity. My nephew and his friends were in high school at the time and big WoW players, and they found jumping into 4e super simple, as if it were made specifically for them. I won't say that this is exactly what Hasbro told WotC what they wanted them to do (this is during the post-honeymoon phase of Hasbro owning them, when they were putting their thumb down on everything WotC was doing trying to squeeze every cent out of the deal that they could), but the evidence sure points that way.

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Ngodrup wrote:
Are mites in the bestiary? Little hateful blue guys who like to ride spiders?

Not that I can see; they aren't under Mite, Fae, or in the appendix under CR -1 or 1, so I don't think so.

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Vexies wrote:
Illrigger wrote:
Vexies wrote:

Roll20 for me by a long shot. its extremely user friendly and I dont have to buy all my content twice. It can do anything fantasy Grounds can do and more but it doesn't do it for you. If you have the expendable cash and want convenience fantasy grounds seems cool but damn is it confusing with all the downloads and licenses. I just prefer the easy of Roll20.

Very glad to hear they will be supporting it day one.

I am a little confused by everything you said there. For PFRPG you don't have to buy anything twice in FG - if you get the module from them, you get the actual Paizo PDF for free (in addition to the built-in full text from the book built into the FG module itself), and if you own the PDF, you get the cost you spent on it discounted from the cost of the FG module.

As for licensing, there are only two things to know - either you need a Full version for your GM and either full or lite versions for each player (lite if they only play, full if they ever want to GM), or the GM gets an Ultimate version and the players don't have to buy anything. This is VERY similar to the Roll20 "GM must have a Full sub to host games with all the features turned on, players can play for free" model. I don't see how it's that hard to grasp, especially for someone who can obviously grasp something as complex as the rules of PFRPG.

As for the buying it twice. I subscribe from Paizo, so I get the PDF for free already from them. I then can take my free pdf and bulid up my adventure in Roll20 for no added cost. To do the same thing in Fantasy Grounds I have to buy it again. If I did not buy physical books, with I prefer and like to collect then that wouldn't be as prohibitive but I do so it is. The licensing also bugs me. its just one more tacked on cost that seems like just another cost barrier. After all that yes the price is comparable but in my case its far more expensive than playing on Roll20 for simply the cost of my sub and a little work which by now is...

Understood. I guess it's just a matter of what's more valuable to you, your time or your money. If you have a lot of the former and not a lot of the latter, I won't disagree under any point.

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Vic Wertz wrote:
Illrigger wrote:
Be ready for some sore arms after reading the CRB, it must weigh 3 pounds.
Four and a half.

HA! Maybe it's time to invest in a lectern. :P

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masda_gib wrote:
After reading the armor specialisation snippet I'm really curious as to what armors are in the CRB. Will we have heavy leather armor? Made of dragon hide???

The basic armor list is the same as 1st ed. I found the rules for rare materials, but it's going to take some digging to really understand what they mean, so probably best to wait for your books to try and grasp them.

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Dave2 wrote:
Congratulations to those that got their books. Mine should be here Friday. We know from the Paizo preview that power attack got an extra weapon damage die at level 18. Did they also scale brutal finish? Did other fighter class feats have scaling dice? At 14 pages that is quite a bit. There may be allot of new things for the fighter.

Not going to go too in-depth here, but yes, Brutal Finish gets an extra die at 18th as well. There are a TON of fighter feats, think half a dozen or more choices every 2 levels up until near the top when in drops to two or three. Lots and lots of choices out of the gate, which is awesome for those of us who love them.

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Edge93 wrote:
Illrigger wrote:

I got mine today as well, about an hour ago. I have not cracked them open much yet, but if you have specific questions I can look up, I will answer as I have time.

Be ready for some sore arms after reading the CRB, it must weigh 3 pounds.

https://photos.app.goo.gl/xu8yRP2DJ64mm5pV6

Not gonna lie, I deeply wish to hear of the Warpriest Cleric path. It's like my #1 want-to-know.

It's going to take some reading to fully understand this, but in essence there are two Cleric Doctrines, Cloistered Cleric, and Warpriest Cleric. Basically Warpriest is like the 1st ed Cleric, but they get martial weapon prof as they level up, and some special abilities with their deity weapon further on.

Basically, like the Champion, a Cleric is intended here to be more directly tied to their deity in combat, via stronger ties to their chosen weapon. Great news for Sarenrites, not so much for Irorians.

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caps wrote:
Here's an unprompted one; do animal companions have the minion trait? And what is the gist of the minion trait?

Yes, they have the minion trait, but going into the specifics of what that means is a bit too spoiler-ific to go into in this thread.

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Vexies wrote:

Roll20 for me by a long shot. its extremely user friendly and I dont have to buy all my content twice. It can do anything fantasy Grounds can do and more but it doesn't do it for you. If you have the expendable cash and want convenience fantasy grounds seems cool but damn is it confusing with all the downloads and licenses. I just prefer the easy of Roll20.

Very glad to hear they will be supporting it day one.

I am a little confused by everything you said there. For PFRPG you don't have to buy anything twice in FG - if you get the module from them, you get the actual Paizo PDF for free (in addition to the built-in full text from the book built into the FG module itself), and if you own the PDF, you get the cost you spent on it discounted from the cost of the FG module.

As for licensing, there are only two things to know - either you need a Full version for your GM and either full or lite versions for each player (lite if they only play, full if they ever want to GM), or the GM gets an Ultimate version and the players don't have to buy anything. This is VERY similar to the Roll20 "GM must have a Full sub to host games with all the features turned on, players can play for free" model. I don't see how it's that hard to grasp, especially for someone who can obviously grasp something as complex as the rules of PFRPG.

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Malk_Content wrote:
How good is Fantasy Grounds for homebrew? Does it have an in built map editor, npc or monster designer?

It's got a learning curve, but it's decent. As with most software, the more time you spend with it and mess around, the more clear everything becomes.

Maps are easy, as you can just import from an external source and apply a grid (and when Unity ships, map construction via tiles will be supported to make that even easier).

NPCs and Monsters, you can just fill in the fields in the app once you get the hang of where to put what. You can also import from HeroLab if you want more detail.

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Adam Daigle wrote:
Rysky wrote:

I only have 1 question.

Are Linnorms in the Bestiary?

I'm not gonna trap myself into answering a ton of questions like this (partly because it's not my place), but since you're good people, Rysky, I'll bite.

Yes.

I'll go a little further: There are 4 versions of them. :)

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thejeff wrote:

My suspicion, especially given that SF is still there, is that anticipation of PF2 is suppressing people buying into PF1 - why buy an end of life system? If the drop happened along with the playtest announcement and publicity, that would be an indicator.

Bingo. PFRPG dropping in the charts after 2nd Ed was announced is a natural trend, for two reasons:

* Why invest in a system that is 100% going to sunset in the next year?
* If you really want to play PFRPGv1 even though it will sunset soon, why pay full price when the used market will be flooded with discounted copies at the time 2e ships?

To say that v2 is going to fail because v1 isn't selling well in the period after v2 was announced is not taking anything about how humans work as a species into account.

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It really looks like they are confining feats that specific to the class feat categories from what I am seeing. There's SOOOOOOO much stuff in this book that it's going to take days if not weeks for people to digest it. As to "opening doors", literally anything is possible - PFRPG was 10 years old at its close, and lots of things happened that nobody anticipated when the 1st printing hit people's hands. To debate what might happen over the next decade the day it hits people's hands seems like the very definition of pointless.

As for the Skill Training feat, given that all of the meaty combat feats (Cleave, Point Blank Shot, etc) are Class feats, not Skill feats, taking Skill Training doesn't really do a lot towards improving weapons. There are some combat-oriented feats in the skill feats list, but like I said, most of the go-to "make me a killing machine" feats are locked behind classes.

EDIT: I am trying to keep my posts as vague as possible with these responses, and will post no images other than my "proof of ownership" one and will quote no text from the books in my responses. If you still want something answered with those restrictions, I will do so as I can between meetings here at the ol' home office.

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Lanathar wrote:

Fascinating that there are more divine bloodlines for sorcerers than arcane. Really shows at least a partial move away from their tie to wizards which is good

Incidentally there may be space somewhere for people to wildly speculate what list all of the current bloodlines from 1E (and thus potential future ones) might use. I am on my phone so not best placed to start that out

As to questions - I am not sure I want to be thoroughly spoiled but a high level answer on the “general combat feats” that was alluded to above might be intriguing as there was a bit of a furious debate in this area a few days ago . Is shield block the only example of this?

The nature of general feats are intriguing in general. Before they were the be all and end all of building a character and now they seem like they help round things out (not that I am averse to this )

There are ~17 feats in the general (non-skill) list that includes Shield Block. Not familiar with the debate, but some examples are Die Hard and Toughness, which were previously combat feats.

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I got mine today as well, about an hour ago. I have not cracked them open much yet, but if you have specific questions I can look up, I will answer as I have time.

Be ready for some sore arms after reading the CRB, it must weigh 3 pounds.

https://photos.app.goo.gl/xu8yRP2DJ64mm5pV6

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Mine arrived today. The CRB is a frikkin BEAST.

https://photos.app.goo.gl/xu8yRP2DJ64mm5pV6

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Cydeth wrote:

From here: [url]https://paizo.com/threads/rzs42lvm?July-Supscription-PDFs-will-be-available -on[/url]

Paizo Customer Service wrote:

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.

Thanks for the info - I missed that thread. At least I can stop hitting refresh now. :)

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I got my subscription ship notice today for the CRB, Beastiary and the first 2E AP, but none has shown up in the downloads section yet (even though the last AP book that's in the same shipment did). Is this an embargo to keep the final rules under wraps for a few days, or is something else holding them up?

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Keep in mind also that the more customized your campaign is, the harder it is for the venue to use your game as a means to promote sales.

That may be what the owner is trying to garner from you by asking you if you are an "official GM" - if you are running official Organized Play games, it's easy for them to point a customer who wanders in where the products are that they need to join in. Since Society adventures often involve promoting accessory products that have recently been released or hardbound rulebooks, it's easier for them to justify giving up table space that could be used for game store bread-and-butter CCG players.

In general around here, game stores often have a "RPG room" or two that can be rented for a reasonable fee, and prefer that you use them for private games, but often will allow use of their general use tables during off-hours when the store is open but there isn't a lot of traffic. You may wish to ask your store owner when their slow times are, and try to work your games into those slots; chances are if you are asking about table space on Friday or Saturday night, no amount of appeal is going to make them interested in giving up a table because an RPG table is never going to generate the sales that a table full of CCG players will. That's like going to a football stadium and asking for to use the place on a Saturday night in October to host a quilting bee.

That being said, often a store owner would rather have people playing games whenever they are open, even if those games aren't going to make them a lot of money, just because a store that has people in it having fun is a more inviting place for new customers.

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Adam, is there info about your group I can look for? My son and I are in TAC and if the stars and schedules align would love to find a regular ogranized play opportunity.

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Just waiting to see all the people RPing as Stitch at upcoming events. Please make the Skitters society legal!

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Just to put things into perspective, a few of the things that they have to do, at a minimum, to get Paizo to sign off, from what we know of the process Smiteworks went through:

1. Work out a copy protection system that will prove that the content on Roll20 cannot be in any reasonable way stolen or shared once it's published, and keep any content from being used by more than the licensed number of customers at once.
2. Prove that they can provide the content with high enough quality that Paizo does not feel like it lowers the image of their brand. Approvals will happen for each product before its allowed to be published.
3. Provide a way to securely tie into Paizo's partner API so purchases can be tracked back and forth, and ensure that both sides get paid when purchases get made.

There is also a lot of legal contract stuff to go through, and there will probably some pretty rough discussions about customers sharing stuff that falls outside the OGL...

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Helvellyn wrote:
Does Fantasy Grounds have tablet support (I.e. iPad and/or android) or is it just the windows 10 tablets where it will run? (Thinking of players on tablets rather than the GM role).

Not at the present time due to limitations in the present code. They are working on converting the entire app over to Unity, once that work is done it might be possible.

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ShinHakkaider wrote:

I just watched the Rise of the Runelords AP of Fantasy Grounds Video.

I already purchased this from Paizo so I wont be paying full price for the Fantasy Grounds version but even if I were, it's worth it simply for the amount of work that's already done for you. HOLY CRAP.

Official Pathfinder Rise of the Runelords AP for FG

Yep, $18 for that amount of work - I almost feel like I am taking advantage of the team. The map conversions and grid placements alone are worth that price. I can't wait to see some of the more complicated maps from APs done, like the prison in Haunting of Harrowstone - just applying the grid to that one took me an hour, and it looked like crap when I was done from all the upscaling.

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