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Lord Mhoram's page
1,267 posts. 4 reviews. No lists. 2 wishlists.
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The wife and I play rpgs a lot with just the two of us (I met her decades ago when she was the Champions GM when I moved in the area). We have played D&D 3rd, PF 1 and others together.
Today we did our first PF 2e (revised) today. Just using the beginner box (for reminders). The biggest things we had to remember was the 3 action system and the critical success/ Success/ Failure / Critical Failure structure.
We only played for an hour and a half, got through some roleplaying (which came easy) and one combat. We use the "Solo Heroes" rules by Kevin Crawford, for Labyrinth Lord, but the concepts work with just about any d20 level based game. I'm running a gestalt Monk/Kineticist.
We loved it. But it will take some time to get comfortable with the changes.
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So I am finally coming back to Pathfinder, and just starting 2E for the first time. I read up on the remasters, so I just want to make sure I have it all straight before I buy the new books.
Game-mastery Guide
Core Rulebook
Advanced Players Guide
Bestiary 1
are being replaced by the GM Core, Player Core 1 & 2, and Monster Core 1.
Rage of the Elements is written to the remastered rules.
The leaves Secrets of Magic, Guns and Gears, Book of the Dead, and Dark Archive as pre Remastered books.
Questions
1) Is this correct?
2) are any of the non-remaster books being rewritten to the remastered style?
So while reading over the rules (and not even done with them) and reading all the previews as they came out - I look at things this way.
The character generation rules as I see them are broken into 2 pieces.
1) - the basic class structure - the "chart" of what you get when.
2) - feats
So right now the list of class feats is somewhat limited - it is a playtest after all.... and I won't comment on that.
But the other piece - There is so much that can be done with that. It opens up to almost unlimited potential. A new area source-book is released - (or a third party campaign world) - rather than designing a new class, you just change (add and subtract) what class feats are available, and it would change the flavor immeasurably. What were the lesser change archetypes in PF1 could just be a new feat tree for a class.
While I enjoy what I am reading every time I turn around I see this HUGE potential to easily change/modify/flavor new ideas for classes and characters. Even with the basic structure - a new Ancestry, Background, and feat tree for a class could make it very very different and new.
More than anything else, that is what is exciting me about PF2.
I have no idea if this is econically feasable, but with the announcement of PF 2.0, are any of the Third Party publishers even thinking about taking the core ruleset, and re-releasing it as a new game - much like Paizo did with 3.5
As a player/GM, would you buy such a product? Or supplemntal things for 1st ed Pathfinder (under a new name) instead of 2.0?
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One of the things I like about Starfinder is seeing where the team was inspired from different things.
Solarian is obviously a nod at the Jedi.
Kasatha, with their fondness for melee weapons and specific culture, echo all the "honorable warrior" races from science fiction TV.
This is one I found really interesting - I'm re-reading the Hyperion books by Dan Simmons.
In this books the AI Core is trying to create an AI god. There are 3 factions of the AI Core. Part of their long term plans involved giving humans "farcasters" or planetary stargates. This was done with an ulterior motive that was not in humanities best interest, but at the very least - serious hidden motive.
We have Triune - AI god from 3 pieces. He gives humans the ability to travel to far off planets. Implications are of a longer term plan with an ulterior motive.
Just found that amusing.
And no, I'm not saying it is bad - they are trying to create a game that can do many styles, and having lots of little recognizable bits is a good thing.
Hmm now wondering how to stat up the Shrike...
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I thought a thread that had all the announced Starfinder compa5tible products, and the companies that are planning on / interested in doing such products would be a good resource to have - this is what I have noted so far:
Rogue Genius Games:
Starfarer's Companion
Blood Space and Moon Dust
Fat Goblin Games:
Cosmic Odyssey; Pirates of the starstream
Notsonoble games:
Unnamed Campaign setting (Dark Folk)
Legendary Games:
Legendary Planet modules and support
Frog God Games:
Tome of Aliens
Planetarium
Rusted Iron Games:
Starfarers (ship and crew) line.
Applied Vectors
Adventure chasing artifacts
LPJ Design:
Infinite Space
JBE:
Announced intent to do product - notably races
TJ Lantz
Kickstarter (Redshirts)- Comedy adventure
I was making this list for my personal use, and though "why not post it"
I remember this drifting by either in this forum or in the Product announcement forum, and I forgot to favorite it, I remember it being a single PDF that was the class and that's it. I think one of the tricks mentioned was teleporting fast enough to flank by himself.
It was a newer class - and it's focus was a martial type that teleported around the battlefield. It wasn't LRGG's Dimensional Knight from Tome of Spell and Sword.
Any help appreciated.
I've had the idea to try and make a class like the Rolemaster Archmage, who could cast spells of Arcane, Divine and Psychic (using PF terminology). This set up also had a list of spells specifically for the Archmage - and a lot were the spells that already appeared on multiple class lists.
My thought is to use the Magister from RGG, with the base spell list being the "combined" magic.
A big step to that would be having a list of spells that appeared on both Arcane and Divine spell lists (like Detect Magic and Dispel Magic are pretty ubiquitous). Has someone already done this... or is there a tool online that lets you use that for a search criteria. I don't relish going through ALL the spells looking for them. Although I plan to if there isn't an easier way*
Any help appreciated.
* I also had the idea of using the 3.5 MC's Arcana Unearthed spell list as base, or the old 3.x OA with Shukenja - the non WotC stuff used that as the only spellcaster. But I'd prefer Pathfinder spells.
In a new campaign I'll be playing a Magister - and they can choose any spell. The combat side of the character is taken care of by the other side of a gestalt.
I want to focus on utility and support spells; some for party, but not entirely, because there will be a fair amount of solo play as well. I tend to play blaster mages when I play wizards, and combat/healer clerics. Don't play the utility / "batman" type much.
3PP is allowed (given I'm playing a gestalt Magister, that is sort of a given).
Any suggestions are welcome.
So, I tend to play solo characters in published modules. We have some houserules to make the character able to do so. The wife has time to GM, but not enough to completely build adventures; however she does modify them to feel completely connected.
I have a hankering to play a Dhampir Undead hunter (Cliche I know, but it looks fun).
So I'm looking for recommendations of standalone adventures - starting about 3rd level, and moving to high teens or 20 - that are all heavily undead, to play to my character's strengths.
Pathfinder (Paizo or 3rd Party) is best, but we have used a lot of 3.0 and 3.5 modules previously, so that isn't as much of a burden.
If a couple of the modules are connected, that is okay, but we are not looking for mega modules or adventure path stuff. We are looking for standalone adventures that the genius of my wife can make a coherent story. I've got a 7th level Monk/Sorcerer that has had played through a lot of random modules, but feels like an Adventure Path due to my wife's storytelling skills. She has been GMing since '78 after all.
I've recently started playing this myself - due to a Christmas gift of the box. I'm seeing a lot of "Newbie questions" like some of mine were. How many of you new players got the game for a holiday gift?
Just curious.
Got this for Christmas morning, and am in love with it already.
Looked at Faq, and didn't see it in the rulebook (I might likely have missed it).
You have a check with it's base die, then you play a spell that adds a different die type, then play a blessing to add 1 die - do you add just the base skill die from the blessing, or can you add the die type from the spell if it is larger?
Thanks.
Looking forward to lots of time spent on this. :D
This is the intro for a campaign I will be starting in just a few weeks. Getting characters finalized before then, but the general concepts are all there.
This game will be a bit of change - the group I play in / GM is a HERO system group. But I love the setting - it's the first time in my life I am running a published setting for a game; I always run homebrew. But as I play Pathfinder solo with the wife, and read a lot of the setting, I've fallen in love with it. The wife isn't as happy about it and won't run me in Golarion. So I decided to GM it.
Now as the PCs are in the HERO system, they won't fall quite in the standard classes, but are informed by them. And they are starting the equivalent of about 3rd level for Pathfinder - and there will be solid jumps in power.
The PCs -
Drei-
Paladin/Sorcerer .Half Desert Elf, Half Drow. Desert Elves are darker, the only real Drow visuals of the character are the eyes. Character is a Paladin, but is a ranged combat specialist, who makes funky enchanted arrows, and can deliver some spells through them. Also a few Arcane type spells from his drow heritage, and very good with bows. Hunts the undead and the overarching driving force for the character to adventure - trying to stop undead completely. From the northern deserts of Garund. Worshiper of Desna.
Unnamed
Bard/Rogue/Ranger. Mostly Human. Pretty classic Pathfinder bard - music to have magical effects, and covers for not having a rogue in the party. Snakish Eyes, may be mystically tied to ancient snake race. Also good in nature and in survival. Wanderer not telling his origin, but somewhere south Garund. No known motivation yet.
Unnamed
Fighter/Barbarian. Human. Classic Zulu warrior. Tattooed, no armor but a loincloth. Each tattoo has some mystical effect - some gives him some protection, others have limited uses that do Ghost Touch or other effects. Primary front line fighter. From the Mwangi Expanse. Want to find what happened to his tribe/clan. They are missing and presumed dead.
Unnamed
Gunslinger/sorta Mage sorta Sorcerer. Human. Magic for battlefield control, Batman-wizard utility stuff and some area effect. Guns for single target. her overarching goal is to fix the magical flux in the Mana Wastes. She is from Alkenstar.
Characters are members of the Pathfinder Society and are starting in Garund. More details and actual sketches of the characters as this moves forward.
Throwing around some basic abilities for new bloodline.
I've always liked the idea of someone who was half sorcerer half wizard. Some innate spells, and some you can prepare. I've had a prestige class I used in 3.x. Have really got into Pathfinder in the last year, and I think it would work of a Sorcerer Bloodline.
This is what I have put together so far, I also haven't some up with a good bloodline name (Sage works, but it is taken, and that doesn't do exactly what I wanted.)
Skill - Knowledge (pick one)
Bloodline Arcana: Not sure
Bonus spells (see Bloodline power 1st level (Spellbook)
Bonus feats: Can choose Arcane Discoveries as bonus feats.
Bloodline Power 1st level - Spellbook.
You have a spellbook, treated in all ways as a wizard spellbook. It begins with 4 cantrips.
A socerer does not gain free spells to inscribe into his spellbook, but instead must find and inscribe spells.
When the spell is prepared in the morning, it is treated in all ways as a sorcerer known spell - which means it can be cast multiple times a day, uses Cha as primary stat for DC and in all other ways.
You gain the ability to prepare 2 cantrips. When you would normally gain a new Bloodline bonus spell, you instead gain 1 slot to prepare a spell from your spellbook as that bonus spell. Efectively you gain the ability to prepare (as a wiard) a first level spell as a 3rd level Sorcerer. A 2nd at fifth and so on.
3rd level the Sorcerer gains bonus spells know with high ability score to their spells prepared (but this does not increase spells per day". These bonus spells to prepare are based on Int.
That is as far as I have gotten. I'm not sure about further bloodline powers. There isn't any "sexy" in the bloodline like arcane bond that gives the extra spell, or the sages magic blasts - but the flavor of the Spellbook is cool. Also with each bonus spell slot potentially giving a fair amount of versatility to the class instead of just 1 bonus spell, I'm not sure exactly if much more is needed, or if the fact it is only 1 spell (and later more with High int - which is not guaranteed) means I need more.
I was thinking of the 9th as being a school specialization that gives the +1 spell (prepared not to cast) for schools and a "+1 spell any level / day) for the universalism.
Feedback welcome.
Getting ready to put together a small campaign to test out the rules - but using them to create a different theme that originally intended.
The game would be sort of historical Earth, slightly mythified. All PCs are human, and most opponents would be as well. Not much in the way of a sentient race outside humans - no Orcs and such (or very rare) The tone and style I am looking for is one where monsters (undead, demons, dragonkin and such) are very unusual and rare - and hopefully fear inducing.
The the mechanical ideas I'm using to try this - All full caster classes are disallowed (and thinking of using non magic variants of the partial casters). To make up for the lack of magic, all PCs are also Gestalt, and Mythic from the beginning. This will help with death and dying with no real healing magic around.
I'll arrange to hit 3rd tier mythic early on - 4th or 5th level. Maybe even start at 3rd character level and 1st tier and one tier per level, until 3rd tier.
All damage from humans and normal weapons are treated as normal damage. But any monster damage, even from a basic skeleton is treated as mythic damage. This would really set apart monsters as something to fear - as there is very little healing.
The other idea is that some PCs can choose to be Heirophant or Archmage paths (or allow Wild Magic as a choice to all paths, or a feat) - and the character has a "phantom" full caster class to choose his spells from, but actually gains no spells - just the ability to use Wild Magic to cast a spell. The effective caster level would be 1/2 character level (maybe full, but I want to keep spell power lower). That allows some full spell use - but not all the time. But the idea of a Demi-god daughter tied to fire being able to use Burning hands and later Fireball could be really full of flavor.
Anyway that is an idea I'm toying with.
I love the Mythic rules, not just to add mythicness to a normal game, but thing that you can do with the add on rule set for campaign feel and tone.
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