I mostly agree that transportation is fine. I just want a way to get the thousands of ore a member thoughtfully mined... 30 hexes away back to our settlement with out spending all of my time in game for weeks moving ore.
When I mentioned transportation I meant on a macro scale. For example moving thousands of units between settlements. Such activities are in my opinion an unreasonable undertaking at this stage.
So far while playing the game I've run into a few situations that I feel are limiting the growth of a player economy.
1. User unfriendliness of auction houses: This has already been recognized but is still an issue.
2. The complete impracticality of moving even moderate amounts of resources across the map.
3. The inability to access shared crafting resources on at least a company wide level.
I feel that the economy will continue to develop at a snail's pace or in fact remain stagnant until these issues are addressed.
Right now it feels like I've been given a glove with no ball and told to play catch.
For a long time now I've been thinking about playing out battles in my campaigns using armies of miniatures. At this point I think I'm going to need to come up with my own system. For inspiration I've been looking over Heroes of Battle the D&D Miniatures Handbook and Fields of Blood.
Are there any recommendations for further reading? I would also welcome any advice from those who have tried something similar.
I'll start by saying that I realize this is an early stage of development and that all things considered the dwarf models are actually very nice. However as a dwarf aficionado I do have a number of suggestions for how they could be improved.
First the dwarf characters are simply too fat. While I think it would be perfectly natural for any good dwarf to have a respectable paunch the girth the characters right now would lead one to believe that they are all pregnant with triplets.
Also the models appear to be somewhat top-heavy. Broad shoulders and big guts sit atop fairly spindly legs. I would like to see the length of the legs increased slightly. They should also be thickened to give the impression of and sturdy and well-balanced creature. On the same lines I think the feet should be made broader to better support the stocky frame.
One group of bonuses I don't agree with for dwarves is anything that has to do with wood working. Dwarves are at their best when working with minerals. I would assume they would only make average woodcutters and carpenters. Perhaps the bonuses can be taken from those skills and moved to someplace more fitting?
Handguns are all well and good but let's think bigger. Fixed piece siege guns were the first practical gunpowder weapons. Technologically they are very simple to produce and relatively easy to operate(if somewhat dangerous). I become giddy at the thought of a battery of dragon mouthed cannon raining destruction on an enemy stronghold.
Might be nit picking but as a historian well versed in 17th-19th century warfare I find the idea of referring to a great weapon ability as dragoon (mounted infantry armed with guns) is extremely confusing. Will the term grenadier be related to spear attacks?
Also we never agreed to teach anyone else how to make our steel. ;)
I would like to explain a little what exactly prompted me to ask for Golarion specific languages. I am currently the leader of the first and only dwarf settlement in the upcoming MMO Pathfinder Online. The game devs asked all settlements to pick lore appropriate names. This excludes the use of any non English real world languages and languages developed for other intellectual properties. This has made it a bit tricky coming up with a thematic and exotic sounding name for our dwarf town. In most other well established fantasy settings this would not have been a problem as players are provided with basic info on things like place names and common racial words. Pathfinder is playing with the big kids now and needs to be ready to offer the same sort of features and depth in it's game world.
Also what does Golarion mean? It certainly is not an English word.
I'm all for monster races being playable but I think Golarian goblins whould be a poor choice. As others have said they are basically tiny engines of wanton distruction. Also they are dumb as bricks! (sorry bricks) 99.99999999999% of goblins believe that writing things down steals words from your head.
Orcs hobgoblins kobolds and gnolls? Yes. Goblins? No.
Good luck guys! Orcs are my second favorite fantasy race. I hope one day we will see the full blooded kind as a playable race. Also there is good chance you might know about them but here is a link to a group that you might get some recruits from. Shadowclan Orcs.
I would like to extend a warm welcome to the newest citizens of Forgeholm the Lightbringer Company. These stout adventurers will be a great asset in helping to tame the wilderness around our settlement. In return they will receive the finest dwarven steel and the enduring friendship of the stout folk.
One thing that drew me to PFO is something that was said about PC power levels early on. Basically players will max out with powers comparable to a TT character in their low teens. This means that most iconic monsters will be a challenge throughout the game. Personally I like more of a low fantasy setting so this is good news. When I play 3.5 or Pathfinder I like to use Epic 6th or my own variation Epic 8th.
Any chance of seeing Sarenrae added along with non Avistan styled armor and weapons for Garundi / Keleshite players?
A clan of halflings would be a lot of fun.
In the future I really hope to see the more savage humanoids become playable. Orcs gnolls kobolds hobgoblins and even goblins would allow for the creation of some interesting groups. I don't see the standard aligentments of these races as a problem. If it is acceptable for an elf PC to be lawful evil why can't an orc end up lawful good?
In the case of your example it is not the meaning of the word being translated but the pronunciation. London is a difficult example since the etymology of the name is unknown.
There are many untranslated foreign words that we encounter everyday. For example I live in the state of Pennsylvania. Literally translated it means Penn's forest. Specifically I live in Allegheny county. Allegheny being a Native American word. Zeroing further I live in the city of Pittsburgh which is derived from old English and means Pitt's fort or Fort Pitt. I am a student at La Roche collage a name obviously of French origin. If we simply "translated everything to common" than the city of San Diego would be called Saint James.
By allowing numerous languages to exist a fantasy world becomes covered in a tapestry of history and cultures. "Translating" everything is a boring and perhaps even lazy approach.
As I sat down to work out the names of the dwarves and settlement and its citizens I realized that there are almost no defined dwarven words in the Pathfinder setting. Investigating further I found that this was true for every in game language. This struck me as odd since I am used to sourcebooks and supplements providing at least a basic overview of common words used in the subjects language. For example Warhammer army books often contain several pages outlining language vocabulary numeric system and calendar systems. Of course there is nowhere near enough material to establish an actual spoken language but there is more than enough to create flavorful names for places people and magical items.
I would like to see Pathfinder develop a similar amount of linguistic depth. I know many turn to already established fantasy languages generally those created by Tolkien and Gamesworkshop. Even though there is no one looking over my shoulder telling me not to I just don't feel right borrowing so heavily from other settings.
I think this discussion has highlighted the fact that the Pathfinder IP is seriously lacking in constructed languages of its own. The racial source books don't even include a basic primer of common words. In short if we are to come up with setting appropriate names we need more setting appropriate resources.