Just popping in to remind everyone that, according to encounter guidelines, a fight against eight lesser deaths is considered a moderate threat encounter for a party of four level 20 PCs. Or, heck, for twenty more ExP in the budget you could substitute out four of those lesser deaths for the Grim Reaper himself, and still not quite reach the budget for a standard severe encounter.
Salafax wrote: I’m no longer able to download the “Head Shot The Rot” pregens from the product page. Can someone please remind me if this moved somewhere else - thanks! Have you checked the "My Downloads" page? It's accessible from your account screen, near the bottom. Though I believe you now need to go to "Shop Pathfinder" at the top of just about any page, sign in, click "Your Account," and from there click "Library." That should get you to a page where you can download anything you've purchased.
Agonarchy wrote:
I think the first point is especially important to keep in mind, both for building verisimilitude and for fine-tuning combats even more. From the worldbuilding side, it tends to feel a bit more "realistic" when not all the enemies keep fighting to the last man. Most creatures aren't going to keep on fighting in the face of overwhelming odds, and may often times run rather than get killed by the thing that just killed their buddies. Running away, surrendering, tactics like that can both help make enemies feel different from one another, even if they are mechanically similar, and also shows your party that other tactics are on the table, encouraging them to look for other solutions.And, from the mechanical side, these strategies let you cheat and fudge numbers a little bit when designing combats. An enemy with 160 HP that breaks and flees at 40 HP is effectively an enemy with 120 HP that hits above its weight class a bit. That gives you more room when it comes to considering things like encounter budgets and stuff like that, which leads to greater encounter variety. Mathmuse wrote: Sometimes, I throw a formerly difficult monster, which had been Level+2 on the first encounter, at the party after they have leveled up so that the monster is Level-1. This is to show them how much they have improved. I love doing this. It tends to go over pretty well, especially if said monster has some trick or ability that made them very difficult to deal with originally, or if there are enough of those monsters to still make a moderate threat encounter, but each individual monster goes down much easier.
Construct Compendium, name subject to change, a book all about the various kinds of construct and construct-like traditions throughout Golarion. Options for a couple more construct ancestries, such as updating poppets to the Remaster, the re-introduction of some PF1E options like wyrwoods, and maybe one or two new options such as playing a sapient animated armor, statue, clockwork, or maybe robot, though I think we'll likely see sapient robots in SF2E.
Squark wrote:
I believe you need something like the Intensify Spell metamagic if you want to exceed the limits on CL bumps to spells.
Ascalaphus wrote:
I think that's the mechanical niche that hazards need to fill, yeah. It's too easy to negate HP damage without expending resources because encounters are meant to be fairly self-contained. Debuffing the team works better. Kind of puts me in mind of how injuries work in the Rogue Trader CRPG. You heal to full after every encounter, but each time a squadmate goes down, or trips a trap, or something else, you have a chance of getting an injury that makes all the future fights more difficult.
Castilliano wrote: I'd have said I was okay with the Runelords being over a decade ago, except Paizo has a way of crafting relevant stories that rejuvenate that bunch. And there's a lot of Thassilonian/Azlanti potential to explore where it'd be odd not to have Runelords make an appearance (albeit maybe not as primary enemies). Honestly some stories about their underlings coming out of stasis and wanting to fill the power vacuum left by the defeated Runelords, and using their greater knowledge of where caches of materials and weapons might be would make a fun framework for an adventure.
gesalt wrote:
It wasn't rhetorical. I was genuinely asking, thanks.
Are there any haunts that are perception-gated? That feels real weird just, conceptually. I can understand a trap being gated behind perception proficiency, even if I'm also not a fan. Traps are meant to be hidden; an obvious trap isn't much of a trap. Haunts, in contrast, are practically the opposite. Haunts come from spirits or some other presence who is upset and making that upset manifest for some reason. They want to announce themselves. Making it hard to spot a haunt feels like it's going against the spirit, her-der, of the hazard, IMO.
The Raven Black wrote:
Oh, nice! I've got a real weakness for sapient and/or cursed swords, and have been waiting for the Alara'hai to show up, and more importantly get stats, ever since PF2E was a thing.
Castilliano wrote: And Razmir's replacement might in most ways be Razmir. I could see him embedding himself within an artifact or possessing others. Or even already usurped by a council, making Razmir a broader entity (or even a puppet). With all the lies, there are many ways to explore this, the toughest part being the author treading around tropes (as best one can) so as to avoid predictability. This might require flexibility so GMs can tailor the answer in the opposite direction of where players/PCs think the conspiracy suggest. Hmm. Some of these possibilities could explain why Tar-Baphon has reached out to Razmir. If he's actually possessing people then he's most of the way to lichdom or some other form of undeath already. I could see such a state of affairs prompting TB to try to convince him to get on side or, failing that, use his mythic necromantic abilities to outright control him.
A 2E rendition of something like Artifacts and Legends, something in the same vein as Monsters of Myth, but for items. I'd also want it to emphasize the legends part, because I love lore on magic items a lot, and it'd also present an excuse to stat up artifacts and similarly powerful items that may no longer exist, or may no longer exist in the same form as they used to.
Ascalaphus wrote:
This is how I try to run hazards as well. I'm not always successful at it, there is a particular hazard in Night of the Gray Death that really ground our game to halt because I wasn't sure how to run it, but these days I try to lean more to treating hazards sans monsters as simple over complex, or maybe play it all out in narrative with the party telling me what they want to do. I haven't really experimented with time pressure; maybe I should. That might make them a bit more exciting. On the other hand, I've found that my party tend to feel kinda good when they "solve" a hazard and bypass it, too. It makes them feel clever and like their characters are competent, which is also nice to have happen in your games sometimes. It's tricky because I think your standard hazard/trap room is innately ill-suited to PF2E. In fiction traps primarily exist to raise stakes; the main character is running from a boulder, or falling into a pit, and it's exciting seeing them get out of it because you know they'll get out of it and want to see what it may cost them. That doesn't really work as well in tabletop games because, well sometimes the dice can screw you. That means that you can fail a trap due to a bad roll and potentially lose a character, which really doesn't feel good, especially in games that have such deep and time-consuming customization as PF2E does.
James Jacobs wrote:
That's pretty beefy! I was figuring they'd be closer to 200-ish pages; roughly three times the size of the individual AP volumes.
Mangaholic13 wrote:
I do enjoy my coin-flipping decks, yee.
Mangaholic13 wrote:
The true test will be whether you can mount a giant freaking laser on your head or not; that was the robotic dragon's shtick. Dunno why, but I loved having there be dragons with guns for faces.
WWHsmackdown wrote:
I'd love a remastering of Book of the Dead. Skeleton needs a way to gain the advanced undead benefits, and I wouldn't mind seeing the other undead archetypes get a bit of a push, particularly Lich and Vampire. (I like them well enough as is, but I wouldn't say no to some tweaking, either.) A few of the archetypes have errors in them that need fixing, the Hallowed Necromancer has some weird prereqs from what I recall, and I'd also be interested to see what they do with the bestiary's remastering. We had a few neutral undead in that book, and having more undead lacking the Unholy trait would be neat.Also, some of those undead have already been reprinted and remastered, such as the Darvakkas, so I'd be curious to see if they'd be printed in the book all over again, or if they'd be replaced with other undead.
Mangaholic13 wrote: 1) A book about how to create a more modern version setting for Pathfinder (like a version of d20 Modern), allowing you to run Urban Fantasy style campaigns (like Earthbound, Dresden Files, Like A Dragon, Persona, JoJo's Bizarre Adventure, Dimension20's Fantasy High). Something to act as an in-between for Pathfinder and Starfinder. I stan for Streetfinder.
I've got two things. 1. I'm not sure of the "X of the Y" naming scheme it'd have yet, but a book all about aberrations and the spookier, more cosmic horror-coded parts of Golarion's setting. I'm thinking divided into a few broad sections which talk about various aberrant threats and location themes; deep under the water, the Darklands, among the stars, dreams, other dimensions, etc. Each section would talk about some of the major factions that are part of that location like the Dominion of the Black out in space, and each section would have some player options linked to that setting. These would be a mix of archetypes to let players take the power of aberrations, like being a mind-swapper taught by Yithians, to aberration and weird ancestries, to archetypes that also let you become an aberration, like becoming a swarm strider. Then there would be a bestiary in the back full of various threats, some of them mythic like a Great Old One or two. And my other option would be, 2. A six-part Adventure Path that sees a party traveling through all six of the elemental planes, I'm thinking on some kind of grand mystery. I'm not sure what yet, but it's felt like such a missed opportunity to not link that format to one-plane-per-book since we got the Plane of Metal and Plane of Wood.
Tridus wrote:
This is especially true for the Razmiri, who have been living in a stew of Razmir-facing propaganda and misinformation for their entire lives. It's going to be really, really hard, even for the Razmiran priesthood, to convince them that their god isn't really a god and their faith is entirely a sham. At that point you're effectively trying to displace someone's entire identity--Razmir is a theocracy, remember--and that's hard going at the best of times. That may honestly be the reason the upper echelons of the priesthood are trusted with those secrets. Loyalty and usefulness are undoubtedly part of it, but anyone who gets that high in the organization will have been observed for a long time, and the Razmiri are, if nothing else, observant and good at social engineering.
PossibleCabbage wrote:
And even among those grifters it's possible there are true believers who think perpetuating their grift is in service to Razmir and the faith. It's totally possible for the things a priest says, does, and believes to all be totally at odds, and for them to see nothing wrong with that. Belief in Razmir himself is a bit trickier, but not by much. History is littered with figures who claimed, or were claimed, to be divine, and I doubt all of their closest followers fully bought into that mythos.
It also sounds like different staves will be capable of doing different damage types based on what spells are in the staff, which means that a staff will be dealing more exotic damage types than an air repeater does. That's not a huge benefit, it effectively turns staves into d4 sparkguns that don't need reloading, but it's also not nothing. I'm also not sure how important Agile is to a caster anymore, given how many spell attack spells have migrated over to being save DCs.
Captain Morgan wrote: The eidolon sharing skill proficiencies with the summoner essentially grants advantage on all Recall Knowledge checks, which is neat. We had a running joke every time the beast eidolon succeeded at a knowledge check everyone else in the party failed at. I eventually switched over from rolling RK checks twice to having my eidolon Aid on all my summoner's checks once I got to higher levels. The bump in proficiency made the critical effect worth going for after a while, and that's even more true now with the Aid DC being lower.
WatersLethe wrote:
I tend to think of the wizard from Gauntlet, myself. Also, responding to an idea upthread, I'm personally not a fan of both making a staff's attacks work like casting a spell and also making runes apply to those attacks; that feels like it's stepping on the toes of martial classes. I would definitely apply runes to the staff's attacks if the attacks keyed off Dex, however, or even if they worked like normal weapon attacks but used the casting stat to hit.
Claxon wrote:
That's fair and makes sense to me. I was looking at a more global view, imagining that there'd be a "there can be only one" situation, but that's far from necessary. I do definitely agree that someone should be reasonably high level to be considered as well; it's hard to imagine someone being a level 2 or 3 archmage. Ravingdork" wrote: Had I asked for a squire instead of a knight, I doubt anyone would confuse the two or have any issues making different builds for each character concept. Firstly, when did I confuse an archmage with anything else? Secondly, if you are comparing a squire and knight, then what are you comparing an archmage with to make this analogy? Ravingdork wrote:
Powers128 wrote: I assume they'll eventually get around to a secrets of magic remaster. Summoner is fairly strong as is. Some of the initial eidolon abilities are pretty boring though. I'd also like to see more stat spreads for the eidolons or even the ability to just choose the stats ourselves. Not sure why it has to be just one of 2 builds. I think it's some kind of future-proofing; there was a fair amount of optimizing you could do with eidolons in PF1E regarding stats, especially notable with the synthesist. I wouldn't be surprised if it took up less page space to give pre-defined stat lineups as opposed to needing to write out the system, as well, though I think there should be ways to make a system like that fairly compact.
Claxon wrote:
I also tend to see an archmage as a matter of degree, not kind--it's hard to be "arch" if you can't cast 10th-rank spells, for example, thus disqualifying any mage below 19th level--but if I had to choose something that an archmage could do, it'd be this. Futzing with magic, tinkering and freely messing about with spells, creating all-new spells, essentially being the best with magic is how I imagine an archmage to act. That would necessitate a lot of messing around with spellshapes and magic items, which I also agree the archmage should likely craft themselves, save for those they take out of the dead, or undead, hands of other aspiring archmages.I think that's the other issue I have with questions like "how would you go about building an archmage?" I don't really see archmage-dom as something that you are, but more as something you do. An archmage is an archmage because they keep out-maging other mages and somehow acquire consensus from their peers and inferiors that they are the most mage there is. Their unique talents may help contribute to that, but there isn't really an ability or focus that says "you are an archmage if you have this ability" to me, aside from needing to be able to cast 10th-rank spells as a prerequisite to even being considered for the title.
Zoken44 wrote:
On the subject of the cyberdragon, I hope we see the return of the robotic dragons; those were fun.
Berselius wrote:
Asmodeus is in Player Core, and Dispater, along with the other Archdevils, are in Divine Mysteries, so no fear there.
WatersLethe wrote:
That sounds good to me. I see your point about not wanting it to be too no-brainer-y. Perhaps using a casting stat could be a skill feat or class feat if you wanted to include the option. Speaking personally I'd use a different damage type for the default, likely either bludgeoning or piercing to represent being struck with magical force. Bludgeoning would likely be my go-to both because it fits with a lot of things staves may shoot, globs of water and chunks of rock and so on, and would also mean that a staff would default smack someone with its one-handed damage at range.
The Raven Black wrote:
A steampunk, or I guess electro-punk, lich version of Koschei would go very hard.
Teridax wrote:
The impression I got is that your Resonance pool is split off from your Investiture (I always think I'm talking about Cosmere when I use that word), and it applies to all magic items, I think. I do agree with Teridax that getting to use a wand a ton of times each day is probably more trouble than it's worth. I'm also not sure you necessarily need to make Resonance locked off behind a feat or archetype. It can just be something you give to your players. IMO the real question is how to make it important enough to enough builds, which loops around to what you're expecting it to be spent on. Are you thinking only wands, for example? Also, on the subject of wands and Resonance, I think the way I'd implement would either have Resonance be equal to half your level, rounded up, or maybe turn all your unspent Investiture points into Resonance, so there is a choice between wearing lots of permanent items or triggering temporary ones. As for wands, what about spending a Resonance point lets you auto-succeed on the check to see if it is broken or not? You can't wand spam all the time, but you do double the efficiency of all the wands you own.
QuidEst wrote:
Which honestly makes me happy, because it means we may get a more direct Koschei analog in future. He'd be a real fun baddy to have show up in Irrisen or somewhere, hiding things inside of things inside of things inside of a lake.
@Teridax, if you implemented wands as you've proposed, how would you change the spontaneous caster's ability with a staff to spend one charge and use a spell slot for a staff's spell? Your wands sound like they do exactly the same thing, so what would you suggest for a new staff-based benefit? This isn't a challenge, BTW, it's a genuine question. The idea of an item that adds a new spell to someone's repertoire is one I've been surprised we haven't gotten yet. (Well not all that surprised, I guess. General design ethos puts spells at more of a premium in 2E than 1E.) Also, just throwing this out there, but I'm someone who loves them both some wands and staves.
Poison Pie wrote:
Does it have to be physical print? If not then maybe consider the PFS or SFS scenarios. They're naturally a fair bit shorter, but they are still adventures to read if that's your jam, and they've got a bit of lore in them.
kedrann wrote: The Bestiaries are books from the older, pre-remaster edition of Pathfinder 2e. While their content is still mostly usable with the Remastered rules, it will require some adaptation. Specifically you'll need to swap monsters over from the old alignment-based system, where alignment was a damage type, to the new rules, which involve sanctifying to Holy or Unholy, and typically do their damage through spirit damage, which affects a larger number of creatures. Thankfully a lot of examples of the types of creatures affected by Holy/Unholy have already been reprinted, so you can use them as benchmarks to figure out what you want to do.
WatersLethe wrote:
Have you experienced any issues with everyone having precious material weapons for dealing lots of bonus damage? IIRC that's the reason for the grades and rune-gating; precious material cost increases because the value of the weaknesses they trigger, and resistances they bypass, increase as the game progresses. I dunno how much of an issue it'd actually be in play, and I'm interested in making precious materials more accessible in my games because I think they're neat, so I figured I'd ask. (Still need to come up with a new benefit for adamantine armor, too. Being built Tonka tough doesn't help a ton in a game where almost nothing targets your armor.)
|