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Goblin Squad Member. ***** Regional Venture-Coordinator, Southwest 190 posts (195 including aliases). No reviews. 1 list. No wishlists. 48 Organized Play characters. 1 alias.


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Sovereign Court

Ok I'm back. I was running a game tonight and forgot about something with bards I wanted to bring up. I know the erratas are more about fixing things but...

Defensive Coordination
[one-action]
Feat 6
Auditory Bard Concentrate Spellshape
Source Player Core pg. 103

Prerequisites warrior muse; Rallying Anthem
Like the storied heroes who persist in the face of overwhelming odds, you and your allies will hold the line. If your next action is to cast the rallying anthem composition cantrip, you can Raise a Shield, and one ally of your choice who gains a status bonus from the spell can immediately use their reaction to Raise a Shield.

For Commanders with similar "raise a shield" reactions, they specifically call out being able to cast the spell shield. Can Warrior Bards get that love here? This is a cool bard ability but gets little love because most bards don't take an actual shield, even if their allies do, since they use their hands for instruments, weapons, wands, and staves... Hence the existence of the Shield spell.

Also, can we look at giving bards Master Weapon proficiency at level 19. I've played 3 different bards to and through level 20 and around level 8 they fall behind martials and then get expert at 11. At 17 or 18 it happens again and just remains unresolved. And what I mean by that is we start missing at a much higher rate. I know everyone is going to say cast a spell etc but this is actually an issue at 19 and 20 where being able to use martial weapons is pointless if we can never hit. And this is worse for Warrior bards.

Anyway thank you for everything again :)

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Tridus wrote:

Hello fellow Bard lover!

Neume wrote:

1. How do Composition Cantrips work as emanations when they gain a duration (e.g., Lingering Composition)?

Flavor suggests the ability becomes more of an aura than an emanation, and that's how most tables play it. Foundry basically jokes about it in the UI. Can these just officially be auras?

This is part of a broader emanation problem: when emanations gain or have durations, the rules are unclear. Does everyone present at the moment of casting have the effect for the duration? Or does the caster continue to project the effect? Every table I've played at does the latter, but the rules don't clearly support that. Clarification would help.

RAW it's not an aura so it doesn't behave like one, but seemingly almost everyone to run it like it is (including me!). RAW it applies to whoever is in the area when you cast it for the duration (so 1 round, or longer with linger).

The really weird one is Dirge of Doom, because it has different effects for if enemies remain in the area vs if they leave the area, suggesting that it actually behaves like an aura despite lacking the aura trait.

Putting the aura trait on them would be a good idea IMO since that's how most folks seem to run it anyway (and how PF2 Workbench automates it in Foundry). IIRC the aura trait didn't exist in the original CRB so that's why the compositions lacked it entirely, but we do have it now.

Quote:

2. Please fix Harmonize.

This is the single greatest point of contention in playing a bard. I basically never take this feat because I don't want the argument. RAW, a harmonized composition still ends any normal composition you have active. The feat says a harmonized composition "doesn't end if you cast another composition" but nowhere does it say casting a harmonized composition doesn't end a normal composition.

The intent is clearly to have two compositions active simultaneously. But as written: A Maestro Bard can't effectively use Lingering Composition and Harmonize

...

Thanks for your feedback. I basically agree with everything you said, though, I think they may not actually realize how bad Harmonize is. I've literally had this conversation with several different devs who didn't seem to get what I was saying about it.

As it sits, the Maestro bard has 2 options at level 6, a trap and the best spell in the game. (NOTE: I'll admit this is hyperbole as there are definitely more than two options at 6th level but Harmonize and Dirge of Doom are top picks here) Even if Dirge of Doom was nerfed to require a performance check or save to effect targets it would still be far and away better than Harmonize in its current form. There is no combination of composition spells that are better than Dirge of Doom, not even from other muses.

Worse still is it actually feels bad and embarrassing to lose a spell because the rules aren't clear. And it's not fun to just stand still every round.

Like the reality of what is wrong with Harmonize is much bigger than, we don't want you to use two different spellshapes on two different spells at the same time. It is the one place where the design decision makes playing bard not only not feel fun but actually feel bad. The ability is confusing, and has caused endless debate and fights at the table.

So I felt like someone should bring this up. It needs help.

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benwilsher18 wrote:
Neume wrote:
...The intent is clearly to have two compositions active simultaneously. But as written: A Maestro Bard can't effectively use Lingering Composition and Harmonize together, two abilities that seemingly lead to each other. The normal composition ends the moment the harmonized one begins, wasting a focus point...

I think a Harmonized composition ending compositions that are already active is probably intentional - otherwise you could potentially have three compositions active at once from the end of the second turn, and I doubt Paizo intends for that to be happening as soon as level 6, right?

So let's say that Harmonize + composition didn't end any compositions already active, on top of what it already does:

Turn 1 - Harmonize, composition 1, Lingering Composition (success), composition 2 lasting multiple turns.

Turn 2 - Harmonize, composition 1, composition 3. Composition 2 is still active.

Just to riff on what Squark said above. The rules for compositions already state that if you start a new composition any composition you have active ends. This is the entire point of Harmonize. So you couldn't have 3 compositions active.

Put another way, the composition rules state:

1. You can only cast one composition a turn.
2. When a new composition starts any other active composition immediately ends.

Harmonize states:

1. You can cast a composition and a harmonized composition in the same turn.
2. When a new harmonized composition starts any other active harmonized composition immediately ends.
3. "Normal" compositions do not end harmonized compositions. It is implied that a "normal" composition is one that has not had the harmonize Spellshape used on it.

What I am saying is that harmonize is missing one key rule which is the inverse of #3. Specifically that harmonized compositions do not end "normal" compositions.

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I want to start by saying I play a lot of PFS, and I only play bards. It's my thing—I've basically played nothing but bards since AD&D. I love Pathfinder 2E, and I think the bard is one of the best-designed classes in the game. But the issues below are driving me up a wall. Worse than pilfering the class for skill feats and not giving us Heal (both of which I've forgiven you for at this point).

1. How do Composition Cantrips work as emanations when they gain a duration (e.g., Lingering Composition)?

Flavor suggests the ability becomes more of an aura than an emanation, and that's how most tables play it. Foundry basically jokes about it in the UI. Can these just officially be auras?

This is part of a broader emanation problem: when emanations gain or have durations, the rules are unclear. Does everyone present at the moment of casting have the effect for the duration? Or does the caster continue to project the effect? Every table I've played at does the latter, but the rules don't clearly support that. Clarification would help.

2. Please fix Harmonize.

This is the single greatest point of contention in playing a bard. I basically never take this feat because I don't want the argument. RAW, a harmonized composition still ends any normal composition you have active. The feat says a harmonized composition "doesn't end if you cast another composition" but nowhere does it say casting a harmonized composition doesn't end a normal composition.

The intent is clearly to have two compositions active simultaneously. But as written: A Maestro Bard can't effectively use Lingering Composition and Harmonize together, two abilities that seemingly lead to each other. The normal composition ends the moment the harmonized one begins, wasting a focus point.

If a player casts a normal composition as their first action, then uses Harmonize and casts a harmonized composition as their third action, they just ended their own first composition. But if they'd done it in the opposite order, both would be active. Surely that's not intended.

My argument: a harmonized composition is explicitly "unlike a normal composition," so it shouldn't count as a composition for purposes of ending one.

The counterargument I always get: the feat specifies you can cast both on the same turn, implying they knew it would end normal compositions otherwise.

Either way, RAW bards become buff NPCs standing still round after round saying "+1 for Courageous Anthem" to everyone at the table who forgot, no matter how many visual aids you bring.

Please send help.

3. Give all bards Multifarious Muse for free somewhere between levels 3 and 6.

This is more of a quality-of-life suggestion. The muses lock core abilities like Versatile Performance, Lingering Composition, and Bardic Knowledge, so the class feels very singular without this feat. I rarely see a bard who hasn't taken it at least once by level 6. Making it a baseline feature would open up build diversity.

Note: I'm not saying get rid of the feat, I'm just saying by level 6 it feels like a requirement. Having the option to get another Muse should remain open.

I love PF2 bards—truly. But #1 and #2 are real problems. #3 is a nice-to-have. (And a more martial bard muse—Skald?—would be amazing, but that's a whole other post.)

Thanks!

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I would like to request an option for PDF only subscriptions. I do not want a physical book as I have no space for one and would prefer a tree be saved than turned into entertainment. Having lost the free PDF VO perk, I find I cannot even find a way to support you with subscriptions because there isn't an option to do so.

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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Orothan wrote:

Hi

How do we know where to look? I run games all the time for my friends, and know the rules. I have even run at GenCon, but I think every store in my area that can run something does... Im in Columbus OHIO

You can go to this link and look for the Regional Venture-Coordinator for your region and talk with them for more details. No guarantees but it's the best way to show interest!

https://paizo.com/organizedplay/regions

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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Dumb Paladin wrote:


I ... am still reading through things, but I haven't run across this.

-- Is there a list somewhere of things you absolutely CANNOT do at the table of a PFS game?

-- Is there a list somewhere of things you absolutely CANNOT do IN CHARACTER during a PFS game?

-- Is there any restriction on alignment?

Or ... is a PFS game just a free-for-all where anything goes, and you have to hope that the GM can keep the game from going completely off the rails?

No, this isn't a troll question or even facetious: my only PFS experience was during 1st edition at an organized game that was COMPLETELY derailed by 1 player, and the incompetent GM in charge who did nothing at all to stop it (and even aided it at times).

So I'm asking before I am willing to try PFS 2nd Edition. Thanks for all genuine answers in advance.

Hi,

I'm the Regional Venture-Coordinator for the Southwest Region and I'd like to hear about your experience. Please email me at OPFSouthwestRVCJon@gmail.com.

Thanks,

~Jon

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Oh God, oh God, we're all gonna die...

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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Ashanderai wrote:
I wish I could do more society play. I was just starting to dive into GMing society "full-time" when the local PFS fell apart in the Phoenix area because our Venture-Captain quit suddenly last autumn. I haven't been able to find a PFS game since and I don't know anything about setting one up. I was in the process of learning how from the VC when he quit.

*HMM's cast was successful. The wild RVC appears.*

It's not a difficult process really.

Step 1: Find a location and talk to them about setting up a date and time to play.

Step 2: Announce to people that the game is going to take place with the who, what, where, and when.

Step 3: Select an adventure to run and prep to run it

We have some games happening in Tacoma but we definitely want to get thins up again in Phoenix. I'd love to chat more about it. Hit me up at my email: OPFSouthwestRVCJon@gmail.com

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Why can't it be May 22nd now?!?!?!?! #INeedsMyMerfolk

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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Cyrad wrote:
Island adventure? Sounds amazing for my future merfolk when Howl of the Wild comes out!

Exactly what I was thinking! Pirate Merfolk UNTIE!!!

ERR... WE MEANT UNITE!!!

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Finally somewhere to write my manifesto about how Paizo is hiding the truth about the Gap, Starfinder, and Pathfinder. IT'S A CIRCLE!!! #TheCircleIsReal

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I hate making posts like this since I always feel like there are more important things to be talking about. I think everybody and their mom thinks bards are fine, and they are. However, over the past couple of months this issue has become more of a problem. Literally every GM I played with this year has ruled differently on this and they all seem to feel they needed more guidance. So this is me trying to get that.

It seems the intent of Harmonize is to allow the bard to use two compositions at the same time. However, rules as written says starting a harmonized composition ends a normal composition currently in effect (see rules below). This means if you start a normal composition as your first action in a turn and then Harmonize, your first action is wasted as that normal composition immediately ends as soon as you start your third action to play a harmonized composition.

The same is true if you use Lingering Performance (or the new Martial Performance) on the normal composition. Even if you don't get tripped up by the order of operations issue above and use your first action to Harmonize, then start your harmonized composition as your second action. Next you use a free action to use Lingering Performance and finally use your third action to cast a normal composition, in the next turn, as soon as you start your harmonized composition, the lingering performance normal composition ends.

Basically Harmonize allows the following.

- Start a normal composition the same turn as a harmonized composition.
- Start a normal composition without ending a harmonized composition.

What it doesn't do is

- Start a harmonized composition without ending a normal composition.

Without this, there is a problem with the order of operations that cause these edge cases. It seems like we don't want harmonize to work with the other spellshape feats, which honestly is fine but, it would be better to say so instead of having confusion, IMHO.

----------
Rules as Written (using non-remaster rules though none of this has changed in the remaster):

Composition (Source Core Rulebook pg. 629 4.0)
To cast a composition cantrip or focus spell, you usually use a type of Performance. If the spell includes a verbal component, you must use an auditory performance, and if it includes a somatic component, you must use a visual one. The spell gains all the traits of the performance you used. You can cast only one composition spell each turn, and you can have only one active at a time. If you cast a new composition spell, any ongoing effects from your previous composition spell end immediately.

----------
Harmonize (Source Core Rulebook pg. 101 4.0)
[one-action]
Feat 6
Bard Concentrate Manipulate Metamagic
Prerequisites maestro muse
You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect.

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I initially didn't join this Kickstarter specifically because it sounded like it was going to be a bit more 5e and generic focused. This tipped the balance. Totally in now.

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

It's exciting to see sanctioning so up to date. Gotta say I love it!

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Aaron Shanks wrote:
Neume wrote:

I've tried to write and re-write this a thousand ways to not sound so argumentative. At this point, I'm just going for it.

So far, for Secrets of Magic, we've heard A LOT about Arcane, Divine, and Primal casters. Is this book going to be like Gods & Magic and not really have much for the game's sole Occult caster? Put another way, WHAT ABOUT BARDS?!?!?!?! lol.

Like, I assume Bards are going to get updates that are more general, such as new spells, new rules regarding making custom staves, etc. It just feels like everything is being talked about through the lens of Arcane, Primal, and Divine casters but not Bards. Even Haunting Hymn was introduced as a Divine spell and we didn't really get clarity if that spell is also going to be Occult. It sounded like yes, but nothing was confirmed.

I'm really excited about this book either way, I'm just trying to prepare myself for what to expect because I was crushed by the dearth of Bard content in Gods & Magic.

I'm sure we can discuss this in the show, but I do want to point out that Gods & Magic is part of the Lost Omens setting line and more about lore than rules. Secrets of Magic is in the rulebook line so is is mostly "crunch" with many new occult spells and alternate rules that can apply to bards and occult casters. While not a bard, the Summoner can use occult magic. Let's see what else Logan has to say. :)

Thanks so much for the reply! Good to know! :D

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I've tried to write and re-write this a thousand ways to not sound so argumentative. At this point, I'm just going for it.

So far, for Secrets of Magic, we've heard A LOT about Arcane, Divine, and Primal casters. Is this book going to be like Gods & Magic and not really have much for the game's sole Occult caster? Put another way, WHAT ABOUT BARDS?!?!?!?! lol.

Like, I assume Bards are going to get updates that are more general, such as new spells, new rules regarding making custom staves, etc. It just feels like everything is being talked about through the lens of Arcane, Primal, and Divine casters but not Bards. Even Haunting Hymn was introduced as a Divine spell and we didn't really get clarity if that spell is also going to be Occult. It sounded like yes, but nothing was confirmed.

I'm really excited about this book either way, I'm just trying to prepare myself for what to expect because I was crushed by the dearth of Bard content in Gods & Magic.

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I was sad they didn't say anything about the primary occult caster, bard. Like, they mentioned a new cantrip, Haunting Hymn, which got me super excited but then said it's a Divine spell... Or maybe both. It wasn't clear. I hope it's Divine AND Occult because that sounds like an awesome bard spell.

It just felt like they went through the spells and were like Arcane > Divine > Primal and then pulled a John Travolta on Occult...

Seriously though, I get boiling a 250 page book down to 57 minutes is going to leave some things out. I think I'm just spoiled from being a bard in 1st edition where every new book had a bard archetype :).

That said, everything sounds amazeballs, I'm just hoping for some bard magic love.

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

I feel selfish for it but I think I'm just gonna play at this con. I'll GM at GenCOn.

That said, thank you to our EU overlords for offering late games for us Westerners. We appreciate it!

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This is being put into immediate use in my home campaign. What a wonderful building block for adventure.

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

Thanks to the team for being so awesome and flexible. I know we had a number of last minute changes this year in our events and the Paizo team has been amazing in supporting us.

Onward and upward!

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OK, so they're starting with the core 4 classes and adding more via the Kickstarter as stretch goals I'm assuming.

From the website:

We’re starting with Wizard, Fighter, Cleric, and Rogue. As part of the Kickstarter, you’ll get to help unlock the next group of classes.

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Oh god... there's a certificate of death. I'm in love!

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I literally didn't realize I needed this until I just saw it. #CantWait

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So in the live stream it was mentioned that there would be options for non-casters to have some casting they can take. Which really sounded like John Smedley and Star Wars Galaxies when he said that if you didn't want to be a Jedi you could always just be force sensitive - AKA a Jedi. This was horribly unsatisfying for those who really didn't want to be a Jedi.

This really made me a sad panda when I heard it. So I wanted to come talk about Legend of the Five Rings and the Yojimbo. Specifically the Yojimbo of the Phoenix Clan who were bodyguards for the Shugenja. They studied in the same schools together but the Yojimbo never learned spells. They learned to protect their Shugenja, to increase the spells cast upon them by their allies and resist those cast by their enemies. Yojimbo were always melee artist, without any casting ability. But they learned at magic schools with the casters.

That is all.

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If my players knew how little work I do prepping for games since 2ed launched they'd be very upset. The ease with which I can whip up an encounter with 2ed is truly the best part of the version change.

Online this has been difficult because, well in person I can just grab a flip-map throw it on the table, get a few minis, the Bestiary, and run. Online it will take sometimes 20-30 minutes to get ONE image to fit.

This new change to digital maps will literally mean I will spend half as much time prepping now. Less time prepping means more time drinking and who doesn't need more time for that.

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

I feel like I'm asking a stupid question, but I'll ask anyway.

You specifically point out PF2 and SFS. Does the smaller table size (running with 2 players and 2 pregens) affect PF1 as well?

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

Soooo I am having an issue where every PtP Boon I get is assigned to the same character, even if I change characters in the drop-down. For instance, I purched the level 3 boon for my character Mwindaji. Then I went to purchase the level 2 boon for my character Motigba Danseyre. Both boons appear to be purchased by Mwindaji (which probably shouldn't be possible anyway).

I thought I fat fingered it, so I decided to test again and purchase the free wayfinder PTP Boon for Mwindaji, no problem. Then I bought it for Motigba and immediately got an error saying I'd already purchased it for that character. When I look at my purchased boons I do not see any for Motigba, just 3 for Mwindaji (the level 3, the level 2, and the wayfinder boons).

I know for sure I changed the characters. ESPECIALLY, the second time when I purchased the wayfinder boons.

I was doing this on my Android phone on Chrome.

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We quietly (unofficially) phased out 7 player tables in the Los Angeles area unless it was a group that plays together or the only other option was someone couldn't play. Making this official is the best birthday present ever. Even if it is just for 2nd ED.

7 player tables is/was our #1 complaint source.

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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Welcome. Make sure you bring cheese! And the correct answer is ALWAYS PANCAKES! Waffles are terribad and don't get me started with French Toast!

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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HUZZAH!

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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Syries wrote:


By the way if you haven't looked over all the uncommon spells- just spells alone, not even other options- you'll see a good number of spells that were commonly found in PFS.
** spoiler omitted **...

Umm... that list includes a bunch of Focus spells that you can indeed have in Society play. They generally require a Class Feat. For instance Dirge of Doom, Allegro, Counter Performance and more are all available to Bards who have selected them as class feats. That list includes a host of others from other classes that are totally available if you select that class feat.

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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Firstly: Huzzah?

Secondly: Home Run! Well done!

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Not to be impatient, but

SHUT UP AND TAKE MY MONEY!!!!

I'm so excited for this release, I just cannot wait! GenCon cannot come soon enough!

P.S. /wave Welcome to the madness!

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

I love this. I would second the concept of loving to see this applied to the 1ed factions as well, with similar requirements.

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"The Unnamed Kingdom"

I cannot find a "Shut Up and Take My Money" meme to post. But please understand this post to be that.

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

Steven Lau wrote:
Cyrad wrote:

I'd much rather have a ledger, like this one. Instead of an ITS or writing everything on the chronicle sheet.

It's a huge pain in the butt to audit and track a character by shuffling through 20+ pieces of paperwork.

In the past they have allowed your own personal tracking method as long as it had the required information. Hopefully in the future they still will.

Ummm... you cannot replace a chronicle sheet with your own tracking method. You can for an ITS.

Ultimately, I was REALLY hoping we'd move to a ledger system too. I do like the removal of the ITS, but as others said, the space on the chronicle sheet will not always be enough, leading to need 2 chronicle sheets?

A ledger would be so much more convenient for everyone (even the environment).

Sovereign Court 4/5 *** Regional Venture-Coordinator, Southwest

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As a convention organizer, I LOVE a special that is repeatable by tier! Immediately apply this rule to The Cosmic Captive. Literally no one saw all of that adventure :).

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Look I'm loving this and all, but if I lived someone called "Plaguestone" I'd immediately start looking for new living arrangements.

I'm not saying this is their fault, I'm also not NOT saying it either...

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MOAR FLIP-MATS!!!

MUAHAHAHAHAHAA!!!

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There is so much good stuff happening I can barely focus. This is SOOOOO awesome!

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nohar wrote:
nice story...was really looking forward to seeing how 2e was going to handle the whole goblin-fear-of-writing thing...one thing that confuses me...the story said he had trouble seeing without a light but don't goblins have darkvision?...or is that being retconned?

They had darkvision in the playtest, I would assume they will in second edition. That said, I think there is a misconception with this ability.

Darkvision is only the ability to see in black and white. Having light on does make it easier to tell things a part. Just mechanically there is no penalty or bonus for the lack of color. In storytelling for Pathfinder (and for D&D) there is still the understanding that having light is better than having darkvision. Meaning you can see better because you have color.

As players who play in the meta darkvision is a great ability because you get no penalty to see AND you have the opportunity to sneak up on others. In most of the storytelling though the opposite is true.

For instance, asking an Orc to cut the red wire because as a human you cannot see any wires due to the lack of light. That Orc is rollin' randomly. I think this is what they are referring to in this intro.

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SO very awesome.

CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT! CAN'T WAIT!

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I'm saddened there wasn't at least one goblin trying to light a snowball on fire.

C'est la vie!

Merry Christmas and Happy New Year!

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Owen K. C. Stephens wrote:
And I LOVE the illustration of the Critamander!

And now we need a Critamander plushie.

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Darksol the Painbringer wrote:
The reason Heal gives D8s is because that's all it gives: HP. Lay on Hands gives AC, Soothe gives Saves v.s. Emotional effects, and Goodberry counts as eating food for survival. They are temporary benefits, true, but something that Paizo feels is worth the loss of dice. If we wanted to make Heal have the same dice (which is fine by me, but sacred cows and stuff), it needs to give something in exchange. Maybe temp HP with a duration and value equal to the spell level?

See this is flawed though because Heal/Harm DOES do other things too. In addition to being a single target spell, in addition to being able to be cast 3 times in a round, in addition to being able to heal AND damage all targets within 30 feat it heals/deals more than all the other heal spells. And that is BEFORE being specced into healing.

I still advocate that the issue ISN'T Channel Energy. That was hiding the real issue. The real issue is Heal. Either we have healing parity or we don't. Druids rarely get brought up in the healing discussion because they have access to Heal. They can cast Goodberry in the morning and hand them out (like an Alchemist) and still prep Heal to use during a fight. That is great versatility.

The reality is of the healing classes Cleric is the only one really given class feats to support healing. I think if the other classes had access to Heal - or a spell that has actual parity with Heal - and had additional class feat options to spec into healing specific, things wouldn't be so bad.

I made a suggestion elsewhere that maybe Soothe should get an effect like Inspire Heroics where you take an additional action to do a performance check and based on the result Soothe affects additional targets (the amount of healing is reduced to your casting stat). Maybe there is a class feat that allows Soothe and Soothing Ballad to do d8 heals. This starts to create parity. Clerics are still at the top but the distance between the two aren't as big and a group doesn't feel like picking Lem (who never gets picked anyway) destroyed the group.

I'd love to see Alchemist get some way to do a group heal. I keep saying a Healbomb would be fun. It heals the primary target an amount and those around take splash healing. Or even healing darts that obviously would heal less than an Elixir.

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I know I've posted a lot of down on PF2 posts lately, but honestly, I am thankful you guys are trying new and different things. I just hope we can find a happy medium and in many places, I think that is where the sweet spot is. The 3 action change is for sure the #1 best change. The addition of Alchemist and Goblin to the core book being #2.

Anyway, thank you all for letting us be apart of this.

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One thing about the card redesign. It seems you are doing this already (based on the fact you said the "FACES" are being redesigned) but PLEASE DO NOT REDESIGN THE BACKS! I don't mind incorporating new faces with old faces, but changing the BACKS will make things MUCH MUCH MORE difficult to integrate.

Honestly, who am I kidding, if you told me I'd have to buy all new cards I'd do it. But I know I'm fortunate enough to be able to afford something like that and not everyone is.

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Koth'Vaul is going down!

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I was worried we'd never hear about the card game again. I'm very excited to hear about the new difficulty options. I really like the idea of a smaller / faster game. One issue we have during conventions is there is never an opportunity to play a fast ACG game. I'd love to have an option that is 30 to 60 minutes. We could play over lunch or dinner.

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