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Design Manager. Goblin Squad Member. RPG Superstar 6 Season Marathon Voter, 7 Season Star Voter. ***** Pathfinder Society GM. 8,869 posts (12,768 including aliases). 6 reviews. No lists. No wishlists. 19 Organized Play characters. 12 aliases.


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Paizo Employee Design Manager

Arcane Mark begins in 25 minutes with Linda's Adventures: Council of Thieves Part 1. Come hear about Linda's first ever GMing experience for a group!

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In 45 minutes, Arcane Mark interviews Paizo Customer Service Representative Joan Hong. Come hear about her non-profit work on outdoor recreation, DEI work, games, anime, and more.

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Everything Ssalarn and others have said is accurate. But maybe this will help kayman: Incapacitate does prevent disappointing fight-enders against bosses, yes, but it was even more so created to protect the players and their characters from weird situations with multiple low level incapacitation enemies. If you get attacked by 8 harpies in PF1, or 8 mummies, even if every character in your party of 4 only needs a 5 on the d20 to save, the chances each character will fail and get incapacitated is about 5 in 6, meaning the chances everyone is incapacitated (and eats a coup de grace, TPKing) is about 50/50. And we saw that happening in those types of encounters a lot unless the GM pulled punches or used other methods to help save the PCs (you can likely see the pattern yourself if you check online reviews for any adventures you remember that have such an encounter).

Over the course of a long game, PCs are the ones most likely to benefit from effects like this that make things a little more likely for survival (since monsters don't need to survive an encounter but PCs need to keep surviving each encounter in the campaign). So you could also try to remind your players that this benefits them.

(Aside: your English is great. Much love for all our fans in Brazil!)

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Cyder wrote:
For those of us holding our breath in anticipation and excitement for the APG, when will we start seeing more teasers?

Expect a big preview next Friday at the Paizocon APG seminar!

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I can't wait to see what great ideas everyone comes up with with versatile heritages. I'm so excited for this way of representing those planar scions, changelings, and dhampirs because of how much diversity it allows!

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This decision also means that if you want to run a Beginner Box adventure but you want to use a different monster, for instance, you can just do it if you have access to the Bestiary, and if you want to level past the upper range of the box, you just can if you have access to the CRB, using your same character.

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In 45 minutes, Arcane Mark presents the most popular episode ever in our polls for new episodes: Linda's Plushie Corner. Join Linda as she explores her plushie collection!

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I've marked this for erratum to make it clear that the second paragraph's "maximum distance you can jump" refers to the limit of jumping a distance equal to your Speed, as the reason that line exists is so you can spend a bunch of actions to jump farther than your Speed if necessary to clear the jump. But please everyone calm down and avoid from making personal attacks here. Thanks folks.

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Yep, the text was missing in Bestiary 1 but we'll make sure to get it back there in errata. I first noticed it wasn't in the book based on how many people were confused by this. I was like "Shouldn't the definition of negative healing cover this?" and then it wasn't there. I would suggest to go with the Bestiary 2 definition. Negative damage is damage that undead and constructs don't take. Positive damage is damage that living creatures and constructs don't take. And healing is healing.

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Salamileg wrote:
Kyrone wrote:

To be honest I doubt that we will see Class Archetypes in the APG and it will instead in focusing in common archetypes to increase the number of options for all characters.

In the Pathfinder discord we are counting the archetypes revealed from small spoilers and streams and pretty much already passed 20 without the 4 multiclass ones and none of them screams class archetype.

I'm fairly certain class archetypes have been confirmed already. Plus, those 20 archetypes you've counted are only half of what will be in the book.

They have not been confirmed. Folks were thinking the kyudo themed monk archer options would be a class archetype, but I have confirmed that they are not (any monk can use them!)

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Class archetypes will typically be for when you need to remove something from the core chassis to get the concept to work. Lightning Raven, you're right that at least half your examples would probably be even easier to just add in as instinct/muse style options or class feats in PF2, allowing more versatility and customization. Look at what you couldn't get without subtracting a feature that needs to be gone for that concept to work: that needs to be a class archetype. Theoretically it would be possible to write a class archetype that didn't need to remove class features, but in that case, the other tools are more flexible for character-building and allow a bigger diversity of characters, since anyone could take the options, not just someone with the archetype.

That all said, back to the OP, having cool items is always good fun. And relics from GMG are one way to get a scaling item without an archetype.

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In one hour, Arcane Mark interviews Paizo Customer Service Representative Calliope Taylor! Join us and find out more about their podcasts!

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Indeed, I promise I would have told you about any new classes you didn't know about yet. We also do tend to announce the classes in advance and playtest when we can, and we did for APG.

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R0b0tBadgr wrote:
Mark Seifter wrote:
Yossarian wrote:
The new stuff looks awesome, and the obscene object oriented-ness of PF 2 is beautiful to behold. The modularity of it all makes me want to over indulge in archetypes until my character is optimised for dinner parties. Bring on the new book already!
That is the goal. Top-down, object-oriented modularity to make it so easy to plug and play, or to change something for your group without ripple effects. I have a personal goal to make players and GMs more comfortable with flexing their inner designers and houseruling and homebrewing things confidently, and our design for the game helps a lot with that.

I prefer immutable functional composition to the current object orientation everyone uses... just too many bad things can happen with shared references to mutable data in different threads running concurrently that you never know what might happen!

OH wait... this isn't a programming forum is it? :-P

(in all honesty, the comp. sci. ideas are being used extremely well in PF2!)

Fortunately, the processors in this case are people, so we don't really need to worry too much about race conditions. There is a fairly high degree of polymorphism, though, and we need to do defensive programming, since the preconditions and postconditions aren't always consistently met...

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AnimatedPaper wrote:
Mark Seifter wrote:
Yossarian wrote:
The new stuff looks awesome, and the obscene object oriented-ness of PF 2 is beautiful to behold. The modularity of it all makes me want to over indulge in archetypes until my character is optimised for dinner parties. Bring on the new book already!
That is the goal. Top-down, object-oriented modularity to make it so easy to plug and play, or to change something for your group without ripple effects. I have a personal goal to make players and GMs more comfortable with flexing their inner designers and houseruling and homebrewing things confidently, and our design for the game helps a lot with that.
As a curiosity, what kind of word/page count range do you shoot for with a new class? They feel roughly equivalent to a later PF1 class (or about 4-5 PF1 core classes), but I’m curious if internally you saw spacing changes.

The ones in the CRB can give you a good idea. Classes deserve at least that much pagecount because they are that important to the play experience, and they are so closely aligned to a character's identity, which in turn aligns to player's identity when the player identifies with that character.

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Lanathar wrote:
Mark Seifter wrote:
QuidEst wrote:
Salamileg wrote:
Something I just noticed, in addition to the Arcane Archer being renamed the Eldritch Archer, the Arcane Trickster is now the Eldritch Trickster. Maybe this means they will also be able to choose a tradition?
Eldritch Archer definitely can, so I presume Eldritch Trickster can as well. With the Arcane/Occult split, anything Rogue-like is gonna want to at least choose between those, and at that point it makes sense to allow Primal and Divine so folks can make more varied characters.
Plus there's a lot of deities who might employ some kind of "sacred rogue" that you can cover with a divine version. In PF1, they were often a multiclassed cleric/rogue NPC (or PC) that often wasn't terribly effective, even if it was very thematic.
I am looking at you skinsaw cultists... :-)

Yep, I was too!

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QuidEst wrote:
Salamileg wrote:
Something I just noticed, in addition to the Arcane Archer being renamed the Eldritch Archer, the Arcane Trickster is now the Eldritch Trickster. Maybe this means they will also be able to choose a tradition?
Eldritch Archer definitely can, so I presume Eldritch Trickster can as well. With the Arcane/Occult split, anything Rogue-like is gonna want to at least choose between those, and at that point it makes sense to allow Primal and Divine so folks can make more varied characters.

Plus there's a lot of deities who might employ some kind of "sacred rogue" that you can cover with a divine version. In PF1, they were often a multiclassed cleric/rogue NPC (or PC) that often wasn't terribly effective, even if it was very thematic.

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Yossarian wrote:
The new stuff looks awesome, and the obscene object oriented-ness of PF 2 is beautiful to behold. The modularity of it all makes me want to over indulge in archetypes until my character is optimised for dinner parties. Bring on the new book already!

That is the goal. Top-down, object-oriented modularity to make it so easy to plug and play, or to change something for your group without ripple effects. I have a personal goal to make players and GMs more comfortable with flexing their inner designers and houseruling and homebrewing things confidently, and our design for the game helps a lot with that.

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Wow, grave soil leshies, dhampir witches, mutant tieflings, dhampir vigilantes, nymph sorcerers, absent-minded investigators, sword and board dragon scholar dragon disciples (and more!). So many cool ideas just since the last time I checked this thread!

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Gaulin wrote:
From what we've seen so far (thought actually reading it could totally change everything) I'm most exited about making a Dragon disciple, dragon barbarian Kobold. I hope all those things work well together!!

I think you're going to find some sweet support for building that thanks to some great entries from John Compton and Logan Bonner.

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Cyder wrote:

I am excited about creating a Shadow Dancer - not sure of base class yet.

I am super curious about the bloodline powers for the new bloodlines and how the flavour could affect the character, especially curious about Psychopomp and Shadow bloodlines.

Ultimately so much of what is in here will be great as a GM to flesh out missing character concept support that has been missing in PF2e for my 20yr old homebrew world that started with 3rd ed dnd so seeing many of those old staples coming back is super exciting.

I am excited to see if any changes were made to the oracle including some support for mitigating or otherwise compensating for curses so for things like 'clouded vision' options for improving your other senses to compensate.

Also super excited to see if Patrons were given any real mechanical fleshing out and support other than just flavour text for a first lesson.

You could always make a shadow bloodline sorcerer shadowdancer with a shadow relic from the GMG for all the shadows.

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PossibleCabbage wrote:
So the APG is going to have the archer, the eldritch archer, and the zen archer?

Those are indeed two great archetypes from Stephen Radney-MacFarland and some rocking class options from Michael Sayre. Though in the latter case, the name "zen archer" is a bit of a mismatch for the principles of kyudo, picked up from the book Zen and the Art of Archery, so the name is something else.

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It's easy to get investigator and inquisitor mixed up. Even people here in the office do!

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These all sound like fun so far! I think the APG will have a bunch of goodies that help out with these concepts, for sure.

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So like the article says, what Pathfinder character are you excited to build, and what stories do you want to tell?

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Charon Onozuka wrote:


Quote:
Animal companions and familiars have a major expansion too, with new rules for specific familiars like imps and faerie dragons...

Cautiously excited here. While I'm really happy to see faerie dragons back, I'm hoping these don't become a major caster boost like PF1.

My prediction is that you will be happy. They are fun, cool, and have some unique abilities, but they aren't a quantum leap above a normal familiar like in PF1 where my lyrakien familiar was capable of literally upstaging PC characters with a weak enough build (and she outperformed me pretty handily in direct output, but I was buffing the team so I still put out more indirect output).

Quote:
Also somewhat sad there doesn't seem to be any feats for actually drinking blood (which would be the #1 reason for me personally wanting to play one).

Yet...

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CorvusMask wrote:
Sporkedup wrote:
CorvusMask wrote:

Were are you getting this new info from? Oh wait*checks paizo twitch*

Yeah, that wasn't it :( I want info on APG too!

From this thread... scroll up?
I don't see Mark Seifter posting in thread unless I've missed something

I work in mysterious ways. ;)

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Arcane Mark begins in 20 minutes, with GM Tools: Setting the Stakes! How do the stakes change in different situations and over time, and how do those changing stakes affect the way you play the game?

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In 45 minutes, Arcane Mark interviews Organized Play Associate Alex Speidel. Join us and find out more about the Organized Play team's newest member!

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Everyone here is right, but...

Tiger Stance *does* work with this for a really neat tiger monk paladin build.

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Arcane Mark begins in 15 minutes with GM Tools: Efficient GMing. Spend less time on overhead so you can spend more time in the fun parts!

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There's a lot of things that can be uncertain in rules, but I can assure you we will never intend to tell you that something uses another thing's effects with a set of listed exceptions and then expect you to not apply the exceptions where they contradict the other thing's effects.

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In an hour, Arcane Mark interviews Paizo Customer Service Representative Virginia Jordan. We'll talk about photography, LARPing, medieval history, and more!

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Need a monster on the spot but no time to build one? No problem! Arcane Mark has you covered, with GM Tools: Improvising Monsters, starting in 1 hour.

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What made that data point stand out was that every other character on the list had a really negative rating for the blaze of glory from the same folks answering the survey, except that one character where people wanted to see the blaze of glory. I believe the lowest score on any NPC for any fate was for "Valsin suddenly disappears with no explanation ever given."

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In 20 minutes, Arcane Mark will begin, with an episode called "Mysterious Harrowing." It's not really that mysterious; we'll be performing Harrowings for people who used XP to get a Mysterious Harrow Card reward that did nothing up until now.

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That set weren't exactly the top 5 most played raw (books that came out years later would have less raw play just by amount of time available), but they all did well for when they came out, and neck-and-neck alchemist and oracle were each more popular than even some of the core classes.

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In 20 minutes, Arcane Mark is building a nation based on audience participation in Build a Nation Workshop!

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It's not that process point A was tied to process point B was tied to process point C, it's that rule A was tied to rule B was tied to rule C. All the rules needed an answer together, speaking purely to Battle Medicine would not answer the overall question that led to the Battle Medicine question (and probably would result in inference of many ripple effects if done in isolation).

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In 15 minutes, Arcane Mark will teach Spirit Island, one of our favorite cooperative (or one-player) board games.

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The PF1 entry in the link above has the entry from Mythic Monsters Revisited. Of course a multi-page revisited article will be longer than a Bestiary entry. If you want to compare, the actual PF1 Bestiary entry from harpy is here.

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In 30 minutes, Arcane Mark interviews Starfinder Lead Designer Joe Pasini!

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In 80 minutes, Arcane Mark is covering GM Tools: Modding the Rules! Come learn about modding your game, how we've modded our games, ask questions about modding, and more!

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In 25 minutes, Arcane Mark is building a settlement in Build a Settlement Workshop. Come with ideas that we'll work together to make into a settlement!

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Arcane Mark will interview Paizo Senior Editor Leo Glass in 45 minutes!

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In 45 minutes, come join Arcane Mark as we build an item in our Build an Item Workshop!

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In 25 minutes, Arcane Mark presents Mark's Adventures: War for the Crown Part 4/5! Join us as we head into Book 5 and continue discussing the adventure.

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In 10 minutes, Arcane Mark interviews Thurston Hillman!

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In 35 minutes, Arcane Mark covers GM Tools: Using Subsystems. While subsystems have been complicated for players to grok in the past, with PF2's Gamemastery Guide, it's never been easier to use and create subsystems to add some variety to your game!

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Arcane Mark begins in 25 minutes with Build an NPC Workshop! Join us and build the NPC in chat.

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