pixierose wrote: This is also ultimately a fantasy universe, and the world itself may have different terms for each of these things then the historically accurate names of our universe. Right, and having said THIS, there is a 40 year continuum from at least AD&D, through 2nd edition, 3rd edition, 3.5, Pathfinder, and now PF2, wherein the longsword is a one handed 3ish foot blade, the bastard sword is a hand-and-a-half sword with a 4ish foot blade, and the great sword is two-handed with a 5ish foot blade.
Ampersandrew wrote:
Not only that, but the next entry for the Mithral chain shirt specifies it reduces check penalty. The Elven chain (also Mithral) is quiet, but does NOT have reduced ACP...????
Tristram wrote: Personally, I would love if the bestiary entries also had a chart/sidebar for knowledge checks. It'd make for a faster reference for the DM and serve to help establish how known different creatures are, without tying it in to CR. Because really, why are older dragons harder to ID than younger ones (And if you decide that they're less common in your setting, you can easily bump the DCs by a bit) Oh gods yes! This should definitely be in the bestiaries, as well as a tactics bullet point.
Matt2VK wrote: *Please, please do something to standardize special material items. I have some character concepts that would just love mithral weapons but it's just cheaper to buy adamantine weapons. I strongly second this. If a material can be made into a weapon or armor, we need sensible pricing for all possible items. My personal preference is to have a more realistic cost increase that takes into account weapon category (light, one-handed, etc.) and size of the weapon or armor.
Spell/effect sub-school/sub-types for negative/positive energy. CONSISTENT spell statblocks. Basically NOTHING should be cut/paste in the entire book. Look at and properly apply standards to EVERYTHING. And do not ever truncate a spell stat block because it "works as x", I would prefer shorter, simpler spell descriptions; then repeat in similar spells. Speaking of which: I will second in the strongest terms, BigNorseWolf's sentiment for less wall-o-text rules, and more bullet points. Unified system of ranges for spells and weapons.
PMárk wrote:
For myself, it is not at all about new players and the learning curve. I want my games to have a healthy player base, but that is a secondary concern. A good basic game and good rule writing (or re-writing) can take care of that. The problem with the complexity of the 3.x games is playing and running them. We recently finished Rise of the Runelords at 19th level, and we're in the last big fight of Way of the Wicked right now, at 20th. And let me tell you, if it wasn't for HeroLab, it would be almost unplayable. Even WITH HeroLab, we make mistakes constantly just trying to keep everything straight. Yesterday, we played for about 11 hours, with minimal sidelining, and we covered round 6 to round 13 of our struggle against the Mitrans. And we are experts, playing with the same group members since 1987 in 1st Ed., 2nd in 1989, 2.5 in '95, 3.0 in 2000, 3.5 in '03, and PF in '09. However, I agree that 5E is too simple, or rather, too shallow. Which is why I keep hesitating to launch a 5E campaign. I agree with your last, that a middle ground would be preferable. -Cheers
Shadavar wrote:
Not bad, if you like statting up deities in this way. I definitely used to, but since have leaned more toward no stat deities with avatars limited to "mortal" power levels. But, to each his own. [EDIT] My apologies. Upon re-reading your rules, I see that you have written them with this in mind. No hard stats for the god, just the avatar. Cool. I will, however, point out that Deities & Demigods was not 3.5, but 3.0. I would keep that in mind when converting some things over. For example, DR is different in 3.5 and by extension, Pathfinder. It starts at 5 and generally stops at 15, with 20 reserved for really special toughs. -Cheers
You know, I just did some math, exploring the possibilities of all those free metamagics. Although I would still be conservative in granting unlimited combinations of feat stacking, you really can't break elemental damage spells. Balancing DC against damage output, with the reality of Saving Throws of challenging encounters and resistance and protection from energy spells...have at it. I worry though, that a super spell metamagic combo is hiding out there somewhere...Caution.
SoylentG wrote:
That sounds fantastic, and should be included in APs from the start. Or at least released as addendum expanded content online. Kudos to you if you create such a guide. I wish I had such for CoCT. I am cobbling together what I can from these boards and the old Guide to Korvosa.
Flyboy wrote: Ok, thanks everyone! I've got a lot of great stuff to look at here, thanks to all who responded. I might revive this thread if there is something particular that I have further questions on. Cheers! It's cute the way he imagines that he has any control at all over the UNCHAINED BEAST that is a house rules thread. ;)
wraithstrike wrote: Hellfire. It looks like fire, but it is not fire. Mephistopheles was supposed to be the inventor and maybe the only one who could use it apart from the Hellfire Dragon(Wyrm?) in Monster Manual 2 IIRC. Have no fear, in the new Book of the Damned, Hellfire has a stand alone mechanical entry that standardizes it. It is half fire, half unholy power; the unholy half does not harm Evil creatures, and does double damage to Good creatures. Just to be sure, the updated Hellfire Ray description specifically references this passage, to explain how hellfire works. Squeeee My group immediately house ruled that the Infernal Bloodline power was ACTUALLY hellfire...as it should, and must be.
Skeld wrote:
Well it's a bit different than that. The current projection for the subscription cost is $2 a month. That is not like paying twice for a product, as the monthly fee wouldn't cover ANY content on any service. It may be that the negative backlash from the perception of double charging will either remove the monthly, or more likely affect the pricing and credit structure of the content. Let's see what happens.
Paris Crenshaw wrote: Wei Ji is correct. Both Classic and Online will support Pathfinder, but not Starfinder. Additionally, Pathfinder support will not be part of the initial HLO roll-out. Initially, HLO will only support Starfinder. Apologies if I wasn't clear. I was speaking in general about HLO working with HLC. I too wish there were an offline/Classic version of Starfinder. I am just happy to have support for Pathfinder.
According to the FAQ, they will support both formats simultaneously, purchases will count for both formats, and the estimated sub fee is TWO dollars. If that is all true, count me in!
justaworm wrote:
Absolutely agree. I realize you aren't speaking directly to me, but regarding my earlier post: don't get me wrong. I am not complaining about the APs. They are the greatest innovation in adventure publishing and, I believe, have as much to do with the continued success of Pathfinder as anything. Back in the day ('87 to 2000), we gamed often, with a sprawling cast of interconnected subgroups of characters, and nearly every adventure was at least half home brewed. It took me 13 years, of which probably 8 were regular for my main, to reach the vaunted 20th level. Our characters aged, hell we aged, and matured. To me, the APs are just too long in the same adventure. It feels like you are trapped, and cannot do anything else. There is no end in sight for so long. It ain't over until the BBEG sings. And though taking 4 years to level from 1st to 18th takes some of the weird feeling out of fast leveling, in story it's like 6 months to 2 years of the PCs young lives. So, when you think about it, it still feels too fast. But, obviously, that's just my personal feeling about my own gaming. I have long struggled with the power curve of D&D/Pathfinder, and have sought solution for as long. But my group plays PF, so...such is life. -Cheers
Brother Fen wrote:
There were no demands made to 'stop making the long APs, ugh'. And your tone is rude, and very presumptive. Move along.
claudekennilol wrote: The key difference here is that it says "threatened space", not something like "threatened square". Any individual only has one "space" that they threaten--that space will include multiple squares (excluding weird layouts/situations) but is still one space. Excellent catch. But infuriating. I see some great improvement in the Starfinder language over Pathfinder, but things like these need a line of explanation. I am an expert at parsing WotC/Paizo gamespeak, and that one had me flummoxed. I was reading it as check for each square as well. One shouldn't have to have a law degree in order to decipher these rules interactions.
Captain K. wrote:
This is an excellent illustration of my long-held assertion: "high" level Commoners don't threaten the world. In almost every discussion of NPCs, especially commoners, people push back at giving such folk levels. They contend that they don't need or deserve more hit points or BAB. I have always felt that this was narrow-minded, and that imagining the world (including ourselves) as almost all 1st level Commoners, is selling it and us short. And more to the point, missing out on more interesting NPCs who don't happen to be Experts, Aristocrats, or Warriors. Now, I would only joke at the 20th level Commoner, only because with that much experience, you would just do more at some point...But 10th level Commoners, hell yeah. Back in the early to mid 2000s, when SKR wrote his "thesis" about levelled NPCs, people lost it over these 8th and 9th level Commoners in their 70s. If you give them normal stats, and age penalties, those guys have like 20hp at best. I think we're safe.
Thomas Long 175 wrote:
I didn't necro the thread, but I find it very interesting, so.. I largely agree with insaneogeddon, however your point is taken. The Aristocrat class offers lots of social skills, as wells as some warrior skills. The problem is, it also grants proficiency with all armor and all simple and martial weapons, as well as a medium BAB. I think what is missing is a lesser expert. What if the Commoner class had the same BAB, saves, HD, and skill points as now, but granted about 4 or 5 class skills of your choice? Then while most Commoners would have the basic "farming" skills they already have, one could build the simpler folk of other professions. Those 2nd and 3rd sons, the common smith, even a focused skilled profession like barrister, or physician. I've machinated over adding NPC classes for many years. I have advocated for the adding of a "Diplomat" class (the name comes from one of the Star Wars d20 editions), that had all the "hardware" of a Commoner, but with many more skill points and skills. I just thought of this, and now it seems obvious; I think this would fill so many niches for specialist NPCs without giving undue combat ability, or a boatload of skills.
Turelus wrote:
No sweat man, and thanks again for all your work. I have enough to do to get this show rolling. Your foundation will help immensely. Here it is Linkified!
SmiloDan wrote: Actually, I think levels 2, 6, 10, 14, and 18 have been design spaces that should have been exploited for a while now. I think they should be used for additional traits, racial abilities, and Action Point stuff, as well a way to show non-combat growth in characters. Basically relatively non-combat abilities, especially abilities enhancing exploration and social interactions, to represent character growth. This is an excellent idea. I never really considered those as dead levels, but you are right!
PossibleCabbage wrote:
Not to mention, Pathfinder itself is the FIFTH iteration of "I prefer this way" since OD&D...1st Ed AD&D, 2nd Ed., 3rd Ed., 3.5, and finally Pathfinder Core Rulebook...but then every hardback has added more refinement and options since. So...
Scythia wrote: Elimination of multiclassing and prestige classes. Instead, focus on archetypes that incorporate features from other classes, and take a cue from the VMC system and develop feat style options for working in new class features. I would take the opposite approach. Have fewer, more adaptable, classes with many options to build your vision. Then, give multiclassing better support within this framework, so your diverse abilities scale properly with level. [Edit]...but that is because I always wanted multiclassing, since 1st Ed, to WORK. Your approach is just as viable, with a well revamped VMC.
thejeff wrote:
I believe the answer to that is simple mechanics. With a 13 Wisdom, a Cleric (or Ranger) can only cast up to 3rd level spells. True, they can still get spell slots of higher level, but in a world with tangible miracles and arcane power I would argue that one would need the higher spell levels to advance in a typical hierarchy.
Quite. However, if you are seeking a quick and simple reference for combat by the rules, then I would point you to SORD for Pathfinder. Combat encompasses three of four pages, and takes some getting used to. But, if you print off a couple sturdy copies to have at hand, it would become second nature.
Ana L'ayley wrote:
I rather think he statted them from descriptions in lore. Plus common sense, which no one ever attributed to the MMO with a straight face.
KahnyaGnorc wrote:
The Realms has Psionics because D&D had Psionics. It's always been a funny fit. And now, Paizo to the rescue! With Occult Adventures, Pathfinder gets magic of the mind. It nicely fits where Psionics used to, and it fits even better with magic.
Eltacolibre wrote:
Don't forget Oracles of Wave and Oracles of Wind.... But, yeah. Sorry, I'm so used to Pathfinderization, I take things for granted. Not very good for advising. One of the key differences between D&D 3.5 and PF is that in PF you stay with your class more. It is not only beneficial to stick with a class as long as possible, but it actually decreases power (usually) to go Prestige. There are still some Prestige classes, and some are even worthwhile, but by and large there is a reason to finish a class progression. When I think about converting something like FR, I don't mean take the Purple Dragon Knight and convert it to PF. (Btw, PF did away with all 5 level Prestige classes, as they are sort of like system condoned dipping, and they wanted to discourage that.) Instead, I look at what the class (or critter, or NPC, or whatever) does, and try to imagine it and reskin or build it in Pathfinder.
Totally. Some adaptation is necessary with Domains; many FR domains were added in Pathfinder, but are a little different, and there are still a few FR domains missing. Though between all the PF books and the subdomain rules in Advanced Player's Guide, you have almost all of them. The smoothest way to do it is to convert over to PF, it has lots of support, and is not that far from 3.5. Regarding running modules; converting main NPC's is probably worth your time, but you can run everything as is by just treating 3.5 CRs as one or two lower in PF. Or, just give all the critters +2 to everything, and adjust as needed. I recently sat down to make notes on what I would need to adapt and write house rules for, to adapt FR to PF. All I came up with was the aforementioned Domain issue. FR is great, and Pathfinder is good too. Good luck and good gaming.
Atarlost wrote:
All true, although "magical storytime" is a very condescending term. That reasoned argument was not present in your previous statements. That is what I take issue with. I do like the rules to be as clear as possible, however I also feel the advent of very detailed rules in D&D 3rd thru PF tends to trap GM's and takes away some of their ability to run a successful and fun game. Oh, and I almost forgot...I wouldn't want you to take any of this post as an apology or retraction. Your rudeness does not make your argument stronger. It just makes you rude.
Cyrad wrote:
So, basically your "arguments" for keeping all those things the same is...'there are already rules for that'? We know what the rules are, we're discussing how the change them. (1) Charisma for Strength does make sense. This is kind of the opposite direction for how Shadowrun calculates your Astral attributes: Intellect = Dex, Will = Bod, and Charisma = Str. (2) "Mindless creatures" and "Intelligence"...these are all game mechanical terms that only mean what they mean in the game. The term Intelligent itself is often reserved for so called sentient species. The very fact that there is debate about whether insects "think", kinda leaves the game mechanics open for...debate. The problem with "mindless" creatures is that it is a fallacy. We are all "programmed", and most of our actions are not very "mindful". The degree to which we can operate within our programming is pretty much what the game ability Intelligence is measuring. It's recall accuracy, and mental control; it is not creativity. That Google engine you mentioned has a pretty good Knowledge bonus, and instant recall. One could certainly argue that the skill ranks do the work there, but what about the machines and their operating software? Where does one draw the line of "Intelligence". Ironically, multiple d20 science fiction games give starships and other powerful computers Int scores to reflect their processing power. Why not Iron Golems? (3) Well, once you stop classifying Intelligence by sentience, and equate it to learning, recall, and problem solving, you have to scale the smarter animals a little higher. Admittedly, the "dumbest" humans would perhaps have a higher score than 3 on this scale, and there may not really be room in the d20 design for this to be done. (4) That pretty well fits the game definition. I believe that, like several things in d20 rules, the non-ability scores are products (victims) of the application of logic that has unintended results. Within the definition of Constitution and it's function for most creatures, equating a machine or animated corpse to a Con of -- makes perfect sense. Especially the "unaffected by things that require a Fort save...unless it also affects objects"...(and then it has it's drawers down.) But, Con's basic and most widely derived function is how "tough" a creature is, both for Fortitude and Hit Points. It worked pretty well for most things in 2000, but we fast forward to PF and now you can crit most undead and all constructs, now some undead get Charisma bonus to Hit Points. It makes more sense to give them immunities and resistances consistent with their physiology, and leave the "Constitution" alone. Finally, I concede that this is all subjective, and that compromise may be needed. So, in place of simply doing away with the logic of non-abilities, we could give certain creatures "stand-in" abilities to reflect their natures. For instance, creatures of animal intelligence could have a "cunning" or "instinct" ability higher than Int that they use for functions of Int like skill points. (No, they aren't learning languages and basket weaving. If you've ever statted a bad ass big cat and found their "cat skills" lacking, you know they need more points.) Also, things with no Con score could be assigned "toughness" to base Hit Points and Fort saves off of. Sorry for wall o text.
Quorlox wrote: We have a ninja in our campaign and he is interested in making an Unchained Ninja. Are there any balance issues we should worry about in allowing such a transformation? As discussed in this thread, the Ninja is already an improved Rogue. The ki powered Ninja tricks are pretty juicy, and compare favorably with the Unchained Rogue's new stuff. So, I wouldn't give the Unchained Ninja all the new gadgets. However, the Ninja as written is now behind the Unchained Rogue, so it needs some Unchaining. For my money, the most obvious and important upgrade is the Finesse and Dex to damage. IMO that is enough; I've played a Ninja through 11th level, and she is pretty bad ass. She has Weapon Finesse, and I am desperate to get Slashing Grace. Giving the Unchained Finesse Rogue ability would just give her more room to maximize it.
another_mage wrote:
This is an obscure reference, but as I read about your travails I laughed out loud when it occurred to me: Anyone ever seen Tora, Tora, Tora? The Japanese naval officer who is their strategic planning guru is assigned the task of planning the attack on Pearl. You see him 'sweat-lodging' it with a towel on his head, rocking like he's autistic, staring at the plans like Gandalf into the hearth at Bag End.... That's what it's like to prepare for high level GMing....(puff, puff....precious...)
chbgraphicarts wrote:
You may be right, but for my money, I'll take the Unchained Ninja!!!
Nathanael Love wrote:
It seems you may have completely missed TOZ's point. That is that if everyone else (as in available players and GMs) is playing 2.0, then you will either play solo games, or adapt. He has had this experience with D&D3.5. Now, if you have a table of reliable players who wish to continue with PF, like many do, no worries! /translation
kestral287 wrote:
See, that's the thing. You're looking for a boost, a benefit to your characters. While I happen to think it does give an overall boost to mobility of melee types and a slight, and well deserved, control on some aspects of casters, that is arguable. But, what if it benefits no character over any other? It is a total reworking of the action economy. It can benefit an entire group's gameplay. If it makes your game better.
This system is not "better for everyone" in regards of getting off all their favorite power combos as before...but better! It is a reassessment, that tries to value things on their own as much as possible. It breaks the chains (pun intended) of the action economy, and opens up new options to all, while narrowing down some others. But, a lot of the action power combos are the way they are simply because they are workarounds for the stiff action type structure. I love the fact that a first level Rogue can take up to three attacks. Yes, he'll likely miss, but with the swing of the d20 and low level numbers, he might get the extra hit that takes down his opponent. And warrior types nearly always getting at least two attacks is great, even with the -5. There are other bennies as well, like three moves, for example. Some subtle re-balancing is part of the system. There are a few foibles, such as the spontaneous metamagic issue, I am certain others will arise. You can make adjustments if you feel it necessary, as this is totally optional, and extremely intrusive as options go. If it doesn't suit your style, that does not mean it is crap, or a failure.
Matthew Downie wrote:
I don't see why it wouldn't apply, since nothing in the new action economy contradicts or makes an exception to that rule.
Mortagon wrote: I haven't received my shipping notice yet so I still don't have the pdf so I was wondering how the new action economy system works since this is of particular interest to me and my players. Well I think it's incredible, and I hope I can get my group to try it out. Basically, you get 3 "acts" on your turn. A Simple action requires 1 Act, and this includes things like Attack and Move, but also Swift actions. I know, stick with it. Advanced actions include things like Cast 1 action spell, as well as things like Charge. So, on average, you get the same amount of action, but it subtly re-balances certain combinations. Like, if you cast a 1 action spell and a swift action spell, you cannot also move. But if you make 2 attacks, you can also move. Or you can take 3 swift actions. Or you can move and then charge. It favors martial mobility over casters, and I don't think that is bad. Also, note you can take two or three attack actions, regardless of BAB. The first attack on your turn is at full bonus, the second at -5, and the third at -10. Opens up massive combat options for low level and non warriors, while very subtly limiting iteratives to two additional attacks (normally).
Rycaut wrote:
The Monk's save progressions in each save category are exactly the same as any other class. 1/3 level round down in Poor progression (Will), and 1/2 level +2 in Good progressions (Fort, Ref).
Rycaut wrote:
Yeah, the first thing we said when 3.0 hit 15 years ago was, "multiclassing xp penalties?....that's dumb", the second was, "hey, how come my multiclass character has a +0 BAB?!??". We never looked back. Most of our earliest and most used house rules relate to making it fair for multies (xp, Monk/Paladin, and BAB/Save progression.), this is the rule that I was surprised was not addressed in the PF CRB. I expected at least an option. I am glad that others might benefit from it now.
Lou Diamond wrote:
Yes, I noticed that the illustration of the Nodachi in both UC and UE is sort of half way between a proper Nodachi and a proper Nagamaki. The description, however, is spot on for a Nagamaki and matches yours very closely. I would think it pretty safe to use the Nodachi stats for both. They are about the same length in illustrations I have seen, just Nodachi has a longer blade and Nagamaki has a longer grip. Incidentally, the nagamaki is totes the inspiration for the weapons used by the elven infantry in the prologue of Fellowship of the Ring.
Matrix Dragon wrote:
Since the feat requires Abundant step class feature OR ability to cast dimension door, it is only logical to allow it with Shift. I do note that the Shift ability existed when the Dimensional Agility feat was written, but I am inclined to see it's exclusion as an oversight, rather than a considered choice.
Devilkiller wrote: I wonder how or if tools like Hero Lab will deal with the variant rules in Unchained. I don't use Hero Lab myself, but since a lot of folks I play with do I suppose that there might be some unexpected resistance to Unchained if people can't incorporate the variants into Hero Lab. I'm guessing this is something which will likely be addressed though. I imagine there will be room for most of the options in Hero Lab. It already lets you enable things like the Ultimate Combat armor DR system, and hero points. I just hope they are already working on the integration. Can't wait to use this stuff, and I am spoiled by HL.
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