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![]() Freehold DM wrote: I would also say that PF1E(and to an extent 3.x) was unique in that this was the first time that the disposable income wars involved the internet and pirated materials. I had to deal with players wanting to use feats from books I had never heard of that I could find for review only if I went to a dodgy website. I also had at least one player edit a site that was being used for the game so that a feat worked the way he wanted it to do. I'm not a 1E apologist, but this sounds more like a player issue than a system issue TBH. ![]()
![]() The OP's observations aren't all inaccurate, but many of the design decisions were deliberate. In 1E, druids and clerics (and I guess some sorcerers?) were just better martials that also had spells. Blaster casters would win combat if they won initiative. I would say reigning in caster/martial disparity is worth a paradigm shift in how spellcasters work at the table. As for thaumaturges being weak because they start with a 16 in their attack stat, that is a disadvantage. But it doesn't break the game's math and is fixed more-or-less entirely by the Gradual Ability Boosts. The alchemist you're right - that was a casualty of the removal of Resonance from the playetest and how consumables had to be nerfed.
Paizo Blog: Play a slime, mimic, demon, nymph, and more with Battlezoo Ancestries: Year of Monsters!
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![]() aobst128 wrote: Iruxi remain the best warpriests only because of their stats. Although, might be more of a problem of the warpriest itself needing everything except intelligence. They also have a very good bite attack feat, which even clerics have proficiency in, as well as an ancestral lore feat that granst WIS-based skills, which warpriests are good in. Which illustrates by ancestry flaws being optional is not a problem for me - a lot of what defines an ancestry is in the ancestry feats & heritages. ![]()
![]() graystone wrote:
Yes, but now you don't even need to take the STR flaw. The rule change is most useful for ancestries that started with a flaw that the player didn't want in their build. ![]()
![]() Ravingdork wrote: That's not going to happen. Recognize that you're making a slippery slope argument. Take a chill pill. Ravingdork wrote: I actually like the new rule (save for the loss of Voluntary Flaws). It's the illogical reasoning behind it that I can't stand. The reasoning was to make it clearer that ancestries aren't a monolith and to add nuance. Maybe wait until the Paizo actually makes a a change you don't like before freaking out. ![]()
![]() Ascalaphus wrote: And if they get the sense that hey, actually there were more people who liked boost/boost/boost/flaw arrays than they originally thought, they can just go back to making some of those too. People do like getting a boost to a secondary stat in exchange for a flaw in an ability score they don't care about, but I'm not sure I like that and I think maybe the designers don't either. If people feel they're not getting enough ability score boosts to be effective, or not getting them quickly enough, then it would make sense to change other parts of the game, such as by using Gradual Ability Boosts. Ancestral flaws can be flavorful (android) but most of the time the lore doesn't match the flaws. It's flavor that Paizo wasn't using or being consistent on in any case and I'm not broken up about seeing them go.
Paizo Blog: Play a slime, mimic, demon, nymph, and more with Battlezoo Ancestries: Year of Monsters!
Paizo Blog: Play a slime, mimic, demon, nymph, and more with Battlezoo Ancestries: Year of Monsters!
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![]() TheTwitchSniper wrote: I was told that you could make a half-dragon character from one of the books, which one would that be? Battlezoo Ancestries: Dragons. The half-dragon option is Draconic Scion, a versatile heritage, but you can also play a dragon. ![]()
![]() Kekkres wrote: yeah, i think two boosts + free + flaw makes the most sense as the standard going forward now that it can more easily be said to represent trends and expectations rather than something that is mechanically enforced and requires unorthodox members of an ancestor to jump through hoops to achieve their idea. whereas +boost+free is literally just flavor text for all intents and purposes post errata. Having a third boost in exchange for a flaww (to an ability score that doesn't govern a saving throw) is good for minmaxing, but I doubt that every ancestry will have that going forward. There have to be ancestries where they can't reconcile an ability flaw to the lore. Plus, I think there's value to flavor text. ![]()
![]() How do you think Paizo should handle ancestry ability boosts & flaws printed in new books, given the recent errata?
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IMO, the current (post-errata) purpose of ancestry boosts (and flaws) in the sidebars is to provide flavor information, whereas before the errata it was more mechanically significant. With that in mind, there’s no reason they publish ancestries with two fixed boosts (+INT, +WIS) or return to flawed ancestries, like the Core Rulebook had. This is a golden opportunity to emphasize flavor information. For instance, samsarans in 1E were “insightful and strong-minded“ and had boosts INT and WIS. Thus far in 2E, they’ve avoided giving any ancestries two mental stats or two physical stats, but if ancestry boosts are now for flavor and context, then why not? In the Bestiary, wayangs are the described as reclusive but with a strong storytelling tradition, which sounds like either +DEX, +CHA or +Free, +DEX, +CHA, - STR.What do you all think? How should Paizo handle ancestry & ability scores? ![]()
![]() Doktor Weasel wrote: You'd have thought they'd have learned their lesson from 15 years ago. But they have not. This time it's even worse. They're still trying to put that OGL genie back in the bottle, but it was designed specifically so they couldn't. I think the lesson they learned was to burn down the previous edition so their rivals couldn't use it to publish their own content and compete for the customer base. ![]()
![]() thejeff wrote: It's off-topic, but most of those "poorly-conceived political and activist agendas" are really just more cash grabs. Corporations don't care. Their political agendas only involve making and keeping more money. For example, WOTC has claimed that they must repeal the OGL in order to combat hateful content and NFTs, but it's really about curbing competition. ![]()
![]() BeNotAfraid wrote: Quoth the raven... WAIT. There's a character class that functions like a hard magic Pokemaster? Remember the Mage-Knight minis? Dude. A mage-knight. Did Paizo make character customization like, infinite? Plus the infinite 3pp. That's like, infinite mojo. Thank you! If you like Pokemon, there's an upcoming 3PP supplement about about befriending "Eldamon", as well as an Eldamon Trainer class. ![]()
![]() I use ABP for my home game, since it's my favorite variant rule. One of my PCs is a mutagenist, and I allow his mutagens to work normally. I also let weapon traits like grapple and trip provide item bonuses. However, invested magic items no longer provide item bonuses, and item bonuses and potency bonuses never stiack. ![]()
![]() Gortle wrote:
I use the Gradual Ability Boosts system just so that all my players can get their ability scores where they need to be as soon as possible. ![]()
![]() IMO, Intelligence and Charisma are the worst attributes, and the most often dumped, alongside STR. I houserule that INT or CHA can be added to Will saves instead of WIS. INT still needs a boost after that, so I use the following feats (deadmanwalking)
Skill Expertise: Skill Expertise (Feat 7, General, Skill)* Prerequisite Int 16, trained in at least two skills, Choose two skills in which you are trained. Your proficiency rank in the chosen skills increases to expert. Special You may take this feat a second time if your Intelligence score is 22 or higher. ![]()
![]() Wizard Level 1 wrote:
I think for as long as ancestries are different from each other in terms of game mechanics - and that's good and I hope paizo never changes that - then biological essentialism will be part of the game, at least to some degree. That said, I like that elves and dwarves and the rest are different from each other. It's not a problem. And I like that this new change makes it easy to break the mold and make a dwarf oracle or a goblin druid. ![]()
![]() Ravingdork wrote:
I can't speak for your table, but humans are still popular IME. In fact, I had already implemented a house rule similar to alternative ability boosts for my Blood Lords campaign. Three of the five players still chose human for their ancestry. The others chose umbral dragon (3PP, no flaws) and skeleton (they did go with the 2 boost 0 flaw rule) The point is, I think humans will remain popular in Pathfinder. ![]()
![]() Martialmasters wrote:
Good news! Even with the changes to the Voluntary Flaw rule, by RAW a PC can still have an ability score flaw. So your PCs can not only be dumb, mean or rude, but also have that flaws be present on your character sheet. ![]()
![]() I think the OP brought up good points. I myself like that ancestries can have two free boosts if they want, but I would have kept the Voluntary Flaws rule in place. Regarding the OP's question - if bioessentialism is bad, then why is it OK for elves to have 6 HP and 30-ft speed and not a DEX boost and CON flaw? My guess is that it's becausen before the new errata, an ancestry's flaw was more important than its boosts. Elves with their INT boost made good wizards, but so did every other ancestry - unless they had an INT flaw, like leshies. You could use Voluntary Flaws to start a leshy with +4 INT, but you had to take 2 more flaws. So elves aren't necessarily better wizards, which I think is good, but leshies are always suboptimal wizards. However, gnomes, halflings and dwarves made better wizards than elves, IMHO, because wizards needed CON (elf's flaw) more than wizards need STR (gnome & halfling flaw) or CHA (dwarf flaw). Personally, I never liked that this was true from a mechanics perspective. To summarize, the changes are happening because the devs think an ancestry shouldn't be defined by it's ability score flaws, but it OK for its strengths to makebit stand out. Despite what Logan Bonner said, biological essentialism in TTRPGs isn't the issue. ![]()
![]() Kemnebi and Balji are pretty much non-characters. Between that major problem, the hazards being wrong, the Boneyard being under-utilized, and the technical problem with the PDF, this book is the weakest of the Blood Lords AP. My take on Kemnebi is that he, like the players, is an ambitious Blood Lord. Unlike the players, he's had to play second fiddle to Geb, an absentee monarch, then passed over by Geb in favor of Arazni, an outsider who never the best interest of Geb at heart and later abandoned her post. Then Geb returned, still prioritizing his rivalry with Nex above the good of the nation. Kemnebi has legitimate grievances and interesting commonalities with the PCs. I'm dropping that bit about having a dead wife and child. I suppose that part of his plan was rallying the other Blood Lords against Geb through sabatoge or by destroying Geb's throne somehow. The details of what would've happened are irrelevant once the PCs foil the Grand Reanimation. ![]()
![]() James Jacobs wrote:
I loved the forwards as a look behind-the-scenes. I also miss the old Developer's Commentary Youtube Videos y'all did for Pathfinder Fridays. ![]()
![]() Gortle wrote:
ABP still has magic weapons via property runes & artifacts, so you can still tell those sorts of stories. As a GM, I like ABP because I can be more relaxed about assigning treasure. As a player, I like having skill potency & multiple viable weapons. ![]()
![]() graystone wrote:
I'm annoyed that Disarm has to be nerfed into worthlessness just so PCs could remain dependent on magic weapons. Why not just make Disarm go the way of Sunder? ABP should have been standard, since relying on purchasing equipment to stay on the math treadmill isn't heroic or interesting. ![]()
![]() Disarming Twist (Fighter level 10) is the best disarm feat. Disarming Stance gives a small bonus to Disarm. The Duelist archetype offers both L12 and L8 respectively. Swashbucklers come in second with have Disarming Flair and Derring-Do, barbarians have Disarming Assault. The Bastion Archetype has Disarming Block and the Zephyr Guard archetype has Relentless Disarm. Ifrits can cause fire damage on a Disarm attempt once per day, and lizardfolk can Disarm from 10 feet away. ![]()
![]() During the Head in the Books phase, the PCs have a limited window of time to research Alyreha's work into true names. Sebnet wrote: Thanks to this wondrous bit of magical resonance you’ve discovered, I sense we may have a limited window of time to track down what secrets she was seeking to uncover!” What's in in-story justification for the time limit? I know that the Doylist explanation is so the PCs have to do it. Did Alyreha rig her library to explode or something? ![]()
![]() UpliftedBearBramble wrote: [snip] ...now the shadows on the staircase heal the party with no real danger involved. Creature with negative healing aren't healed by negative damage. It just doesn't harm them. I think the harm spell is the only effect that can either harm the living or heal undead (or both at once for the 3-action version). UpliftedBearBramble wrote: "I mean I can see the reasoning for this encounter in a more open space. As a kind of undeadness-gated-easiness encounter it can be a fun dynamic. But putting it in that kind of enclosed space where even with the normal 4 player party causes practically no possibility for movement without taking it to another room (where other dangers still might exist) is a very odd choice." The hallway A6 does have restricted mobility, but remember shadows are incorporeal (as are ghost PCs), so corporeal creatures can move through their spaces and vice-versa.
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