Invictus Novo wrote: This is a great story. Love it and it's non-tragic origins. Have to wonder how old she is as an adventurer though. Something about taking a child into grueling battles makes part of me cringe...but then stories like Avatar the Last Airbender and Demon Slayer (and many other animes) make it work. Last I checked, most Pokémon trainers begin their journeys at the age of 12 or so. She'll be fine.
Zaister wrote:
So it is. I just saw the multiple files and didn't look closer. Whoops. Thanks for pointing that out.
Anybody else having trouble with the first FFoD volume? It's loading up for me with a lot of what look like layout artifacts, I guess? And I can't select or search the text. And this is in addition to the ongoing issue of file size creep -- while not as bad as Devastation Ark, it's still nearly 80mb for the 64-page-plus-cover volume, which is almost twice as much as any of the Alien Archives or Armory and over half the size of the core book PDF, last I checked. Some of us need to find space for these on tablets.
"Present a problem without a clear solution in mind and let your players figure something out" has worked for me pretty well in the past in other games. The trick is having an open mind for any solutions they do come up with -- as long as it's not outright impossible according to facts already established in play, let them try it. If there are factors they have no way of knowing about about that would automatically foil their scheme, either have them learn about the factor or rework some notes. Nothing kills the fun more than "We spent twenty minutes working out how to open this door, and then were foiled by an extra lock we couldn't have known about."
captain yesterday wrote: Yes, I just assume it's laziness by the post office, it's a twenty pound package. There've been a lot of USPS slowdowns lately, for reasons best discussed elsewhere (but without getting into the details, let's just say it's a management issue at the top). Of course, I'm still waiting for mine to ship at all.
ThermalCat wrote:
Unfortunately, my players have a shorter attention span than I'd anticipated, and much of the interest they'd had in Osteth was lost by the time I got to run the scene. I tweaked the dialogue suggesting that they might be able to dig something of her out of the computers if they come back later (like, after the Adventure Path officially wraps up), but I don't expect them to pick up that thread.
Has anyone toyed with tweaking the ending to provide an 'out' for Osteth's sacrifice? Some way to perhaps save her, even if it means leaving her for now and coming back later after the AP wraps up? I'm currently running this, and while my players have engaged well enough with Osteth, enough that they'd be affected enough by her sacrifice (in particular, they're hoping that maybe they can find some way to connect her to Nejeor VI and help the kish there restore their lost culture), I expect one or more of them to pitch a fit that they can't do anything to try and save her, because it just feels to much like an uninteractive cutscene. (Which, to be fair, it kind of is.) So I'm considering making some adjustments to leave open the possibility for an epilogue. Has anyone else done anything like this? I've got a couple of ideas but thought I'd bounce it off folks here while we're on a bit of a gap (small g) between sessions.
Dragonchess Player wrote:
I was imagining something like this, particularly the harder bit starting at about 0:47.
Okay, it's possible I'm imagining things, or experienced some sort of bizarre reality shift, or... Not gonna spoil Return just for a joke: ...but I vaguely recall reading on a blog or forum post about running all three adventure paths at once in some fashion. Like, if you had a group that hadn't played any of the APs yet, one of the writers or developers talked about having an outline in the works for weaving them together so it doesn't take you forever to get to Return. (I'm assuming something like the Machete Order, but with AP modules)
...Alaznist's history manipulations are Just That Good... Am I imagining that? (feel free to tell me if I am) And if I'm not imagining it, did that ever get posted anywhere?
They may have advanced the setting, but saying they advanced the metaplot implies that there's some ongoing story thread tying everything together. I don't wanna get pedantic on this, but it's not like we have to buy supplements every month or so just to follow a storyline hidden within flavor text and artwork, like some of the old World of Darkness stuff. (Not that anyone's saying that, but to my understanding that's what the word 'metaplot' would really mean in this case.)
I could be wrong, but I imagine in terms of letting people adjust for their home games, there were two fundamental options:
The first option expands the setting a bit and adjustment requires less work from GMs. The second option simply reduces the hobgoblin population but otherwise preserves the status quo. I can see why Paizo would go with the former.
JiCi wrote: On a sidenote, I would like to suggest that for the Vigilante, any class archetype can work with any class, considering how versatile the class was in P1E thanks to its archetypes. The main idea for the Vigilante is to have 2 identities with technically 2 sets of abilities. At this point right now, pick your class, pick your archetype and "swap" between styles by putting a mask and a hoodie :P Or just make a Vigilante archetype directly, and graft the alternate identity mechanics onto your existing class. PF1 has enough class archetypes that could be described as "The original class but with identify stuff stirred in," it would make sense for PF2 to just take that to its logical conclusion.
Kelly Livesy wrote: But for starters, it seems strange to me that they should describe the existence of class archetype feats and then not include any. It sucks that they didn't have space for any class archetype fears, true. But if they didn't at least describe them in the core, then they'd have to include some form of that description in pretty much every future supplement that includes them (at least for a while), and that eats up word count.
Todd Stewart wrote:
I can't remember where I read it, but I seem to recall that Old Sarkoris was also where the Celtish-Pictish analog had been located. But what I'm more interested in is whether there'll be mechanical representation to play the god-callers, since we no longer have a summoner class.
I just imagined that the alleyway leading to the security entrance actually slopes down a bit, like how sometimes you'll get a building on a hill or something that has a 'loading access' for a basement level below the 'ground floor' entrance, if that makes any sense whatsoever. Also, I've got a question -- in the Securitech building, is it possible for the writher swarm to actually stop the characters from leaving the room? I was always under the impression that it's possible to move through a swarm. Or, if they get it away from the door, if they run around it they can easily outrun it and flee the building without having to kill it and worry about the subsequent collapse. Am I missing something?
Draco18s wrote:
The realities of the required lead time for printing are such that "a few weeks" will probably be too late for any further changes. They've gotta get proofs made and approved, then however many copies printed and shipped from the printer between now and Gencon with a little wiggle room for the inevitable thing that will go wrong in that process. That means final text, art, and layout (including things like spell and feat templates) have to be set in stone months ahead of time. Just as we saw Starfinder and PF2 Playtest previews over the course of months leading up to release, we will likely see final version previews spread out over the course of months as well. But because of the aforementioned lead times and the need to accurately represent the final product, the odds are extremely good that by the time any previews hit the blog, it's already too late to incorporate any more fan feedback.
Phredd wrote: Could we get some specifics as to "once per adventure" timing for the campaign traits? Is that once for the entire AP? Once per book? Once you come back to town from adventuring, it resets? It's a little vague.... According to the Directorsaur over in the product thread itself, it's once per book.
Daniel Scholler wrote:
Look at it like this, though -- you'll effectively wind up testing it both ways, and that difference could be useful data.
Actually, both of your responses make me realize it comes down to something I missed -- I keep forgetting that there's a 'Scan' action, because I've been running out of the adventure paths, which explicitly refer to using the 'identify technology' action to identify enemy starships when 'Scan' would be more appropriate. (Like many things, probably just a quirk of having to get chunks of Dead Suns written while the core book was still being polished.) So that resolves that. Thanks.
How much detail do you get when you use 'identify technology' to identify a ship with Engineering? I've been assuming that by default, a basic success gets you the name of the model and a rough description of what they're built for, and beating the tier gets you a rough listing of what their default weapons and defensive capabilities or not. Maybe getting it high enough lets you pick out custom modifications and the like. Does that sound about right, or have I missed something?
Aenigma wrote:
Spoiler: Not all priests are clerics. You can preach the philosophies of a deity and encourage worship without any relevant class features or divine magic.
I got the shipping authorization for order #5023110 on May 14th. It was supposed to ship in two packages, and I got the first package (the Pact Worlds Pawn Collection), but the rest has yet to ship and the whole thing is still listed as 'pending' on the website. Any idea on when I can expect the rest of my shipment?
|