I have been following PFO since the beginning and I have only grown more excited and enthusiastic about the project with each Goblinwork Blog. As it is though I am curious if any additional information will be made available to backers before June 30th, so that we may make more informed choices or at a minimal better educated guesses as to which add ons we would like to select for ourselves?
Class Pack....What would the difference be between a character starting with the Class Pack vs without the Class Pack? Do character's starting without a class pack pack have to begin their career's sporting only the finest of potato sack fashion and armed simply with an improvised club?
Regional Trait Pack.....Will character's without access to this Regional Trait Pack be unable to attain access to such traits?
The Memorial of Honor.....Will Players be able to get their name or character names added to the Memorial of Honor by means other then this Kickstarter?
Twice-Marked of Pharasma.....This sounds like two scoops of awesome, but I would like to know more before deciding if this is the Add On for me.
Shieldmates......How do I get one?
James Jacobs wrote:
This idea of Paizo Staff occasional logging into the PFO server or servers to play as the Iconic Characters, or to run GMed events when the whim strikes them is truly rock star.
Maybe yes, maybe no.....
For example in Eve Maxing out your small scout class skills have almost zero effect on you when you are flying around in your Capital ship.
If Mages can not cast while wearing armor then one needs to make a choice between being the Full Plate Tough Guy/Gal for the adventure, or being the Spell Slinger. I like the idea of being able to pursue various different skill sets with one character, but not always being able to call upon all of them at once. It's all up in the air spit balling until Goblinworks or Scott Betts tells us how it is gonna be.
it makes your character insignificant compared to the gear.
It would be my wish that Gear is never more important then the Character.
I am all for a Warrior with a full set of arms and armor being able to defeat an equally skilled warrior wearing a crusty potato sack and wielding a candle stick holder, but I do not want gear to be the more important then the character. I rather have two hundred different fighting style skill trees, each that gives particular perks and advantages towards determining what a character can do with a dagger, then having a game choke full of 200 hundred daggers, two hundred long swords, 200 hand axes, 200 short bows, 200 etc...
Scott Betts wrote:
I'm pretty sure they mean that the game will feel like the Pathfinder world. They're really not terribly concerned about preserving mechanics, nor should they be. The mechanics would translate terribly.
What they need to do to create a Pathfinder Online Game that will feel like Pathfinder Table Top is beyond my pay grade, but if they were to find away to create a rules system or game mechanic in which characters did not need to cycle through hundred of daggers to remain effective I think that would be a successful step towards the game feeling more like a Pathfinder Online and less like a majority of the MMO's out there today.
In another thread I mentioned an idea I had that was inspired by the old school War Craft Real Time Strategy games and I thought I would give this idea it's own thread for discussion.
The idea is that actual buildings would play an important role within the game in regards to what crafts would be able to be made be they wondrous items, enchanted arms and armor, potions, scrolls, skill books, weapons and armor, exotic material items or the like.
To produce spears you need basic wood and steel units, a basic blacksmith building and a crafter with minimal ranks in craft weapons.
To produce Masterwork Spears you will need iron wood, refined steel, an upgraded blacksmith building, and a crafter with some additional ranks in craft weapons.
To actually make Magical Spears though you would need everything you needed for Master Work weapons, and you would need a Wizard's Tower or Temple of Torag with skilled enough Wizards or Clerics with access to the needed materials to enchant such items.
I think that by making the buildings that exist within the community as important as the raw materials and the crafters themselves would create a unique dynamic, especially if their exist a city planner skill set or engineering skill set that determines what sort of buildings and upgrades are available to any given community.
To build a basic small community you would need some basic raw materials, a city planner character with some basic skills, and enough gold and community members to act as labor to construct the various thatched roof cottages and basic crafting faculties for the Hamlet.
If you wanted to upgrade some of the houses from thatched roof cottages to wooden cabins lets say, then you would need someone with additional ranks in engineering, more wood, and more gold for the upgrade.
If you wanted to upgrade the basic blacksmith crafting station to be capable of producing Masterwork Quality Crafts, then the hamelet would need to invest in building an ore refinery or a metal works which would require a larger investment of gold and materials as well as a more skilled engineer.
In my noobish mind I think this could create a great dynamic in that starting communities would not need much more then members to get off the ground and start farming dirt and building horse shoes, but should they ever wish to upgrade themselves to a town with masterwork quality works and wonders then they will need to pool resources to invest in such upgrades. Over time as hamlets gain community members and as a community continue to invest in improving their community resources they could grow into a town, and then eventually someday even become a city with stone walls, castles and keeps.
The more members there are that make up a community the more they could do for themselves, and the more that a community could provide for it's members the more people will likely look to join said community. Still though no two cities will be alike because there will always be choices that need to be made and limited resources made available.
Town A may push to upgrade it's Weapon Productions first.
Town B may push to upgrade it's shrine to a Temple
Now both Town A and B will be far from becoming Cities and both communities will be eager for the item upgrades and benefits that can be made available to them if they were to upgrade. Will the two towns start fighting over local resources? Will the two create some sort of alliance in which they share resources which will significantly slow down their ability to throw resources into their community upgrades? Will crafters who's skill has surpassed their communities crafting facilities leave in search of a community with the advanced faculties needed so they may make their masterworks?
What sort of taxes will Leader A place upon his community? or City B for that matter? Will the difference in taxes be enough to make smuggling Masterwork Weapons made in town A into the market's of Town B to avoid steep taxes, even with the possibility of losing a shipment of stock to road way gankers and bandits?
I think it would be interesting and promote community building if a crafter learned how to craft with a new alloy every time he or she gained the next rank of their crafting skill, but needed a community prosperous enough to support the level of workshop needed to make us of such knowledge.
Think of the old War Craft games, or most other Real Time Strategy Games for a moment. Having the knowledge does you little good without the resources or the structure you need. I would like to see communities that invest in upgrading the hamlet's/ village's / Town's / City's foundry / Metal Working Station or whatever allow higher level crafters to make use more exotic materials.
The quality of community faculties could start out basic and improve as the community leader gains ranks in the City Planning Skills, and the community as a whole contributes resources wood, stone, ore, and gold towards the goal of upgrading existing facilities and building new ones.
You would be surpised I think.....I know I am every time someone decides they rather be the Widget maker then the adventurer.
Chances are there will be folks who totally go the combat monster route be that arcane caster, full plate warrior, barbarian, red mantis, etc...
Other folks will seriously be die hard about being the best crafters ever.
The most powerful folks though will likely be the ones that invest in Leadership Skills, which I imagine would be the skill tree that provides small bonuses to your community. Think of them a Community bards....
X amount of ranks in Leadership allows crafters in your community to produce goods 1% faster.
Y amount of ranks in leadership will allow your community to build barracks that spawn NPC town guards.
In my head where I am imagining all of this, the most powerful folks in the game will be the characters that invest in abilities that will attract other characters to their community with bonuses and perks. The characters who lead the community of crafters, orphans, and nuns, as well as their militia will be the real threat, not the deep woods ganker.
The bandits in the woods may WOOT WOOT, KILL YOU DEAD LOOTS!
The folks running the small towns and cities though will be scary because they will have vast resources and follows they can aim at their neighbors in hopes of gaining more land, followers, resources, power, etc.....
Grief Gankers will likely be avoidable if you stick to safe havens and only travel out into the wilds with a Party of Adventurers, but there is nothing that can be done to stop a power hungry tyrant looking to destroy entire communities with the forces under his or her control.
Well nothing you can do unless, your own community manages to deny said tyrant their resources by destroying their power base first.
If the game is skill based, and not level based, this will be difficult to implement.
Player A makes a Human Character that invests all of their 1000 points into Combat Skills.
Player B makes a Gnome Character who invest all of their 1000 points into talk to hamsters.
Both characters are the same level, in that they have both earned or gained over time 1000 skill points. Unfortunately there is nothing the Human warrior can do with his meager combat skills to defend against the Hamster hordes the Gnome will send to interrupt the Warrior's rest cycle every time he tries to make use of his bed roll.
With a skill based system there will be huge differences between the combat ability of combat focused characters, and crafting focused characters. Which will make it difficult to create a feature that only allows people to attack or combat other characters of equal power.