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Not sure if there's any other Earthdawn fans out there. I'll post there here just in case. FASA recently announced the 4th Edition of Earthdawn. The kickstarter for it is up, and it met it's goal amount in less then a day. Earthdawn 4th Edition Kickstarter -Kcinlive
So I'm about to start playing CC and I've been wondering how easy/difficult of a time our party is likely to have. I know the first adventure has a lot of ghosts, haunts, etc. Are we going to run into trouble without someone who can channel? At present the group looks like this.
I know the other adventures feature less undead, but we have to live long enough to get there. Are we going to run into trouble, or even survive, an undead heavy adventure without anyone who specializes in killing undead? Thanks in advance. -Kcinlive
First let me start by saying that I am really excited about the Pathfinder RPG. I think it's a great idea. I love the 3.5 rules, and I'm very glad that Piazo is going to continue to support them. I am also excited about 4th Edition, but I don't see any reason why I can't play both. So here are my thoughts and observations from reading through the Alpha release. Forgive me if any of this has been said before. And I know that it is just an Alpha release and everything is subject to change. These are just my immediate thoughts after reading through it. And a warning. I tend to play arcane caster almost exclusively. So this will probably be very caster heavy. Races
Classes
Skills
I like the idea of Appraise being used to identify magical items, and the change to the Identify spell. Paying 100g to identify items has always displeased me a great deal. Especially when the item ended up costing less then 100g. Fly - This is my biggest complaint. This is a skill for a temporary condition. None of the core races can fly naturally. So the only use for this skill is when someone casts fly or a similar spell or ability. So how are you supposed to practice this skill without the effect? The fly spell isn't available for the first few levels so this skill wouldn't even matter. It reminds me a lot of the Skry skill in 3.0. One possible fix is to keep the skill, but only have it trainable if the race has a natural flying ability. Then the fly spell just gives you the ability to fly and +10 skill points in the fly skill for the duration. Feats
Combat
Magic
Other Changes
I also hope you implement a better negative hit point system. The -10 hit points doesn't quite seem to be enough at the higher levels. Hit points
Like I said, these are just some thoughts and observations. I'm not trying to be critical, especially at this early of a point. Thanks for reading. -Kcinlive |