Thirding for shabti as a versatile heritage. That just makes a lot of sense to me. SilvercatMoonpaw wrote:
What makes it even funnier is the fact that number, to my knowledge, has grown by, at most, around three thousand people in the fifteen-ish years since Golarion became a setting and started advancing with our own timeline. Makes you wonder how grim things are there if they haven't even cracked a 5% population increase in almost two decades' time.
Oh, Deer Lord wrote: Fresno nightcrawlers are FAR too niche to ever be a heritage for that ancestry, especially since Golarion doesn't HAVE a Fresno... I think that most worlds have a Fresno. It's just that the nightcrawlers are better at hiding those other ones than they are at hiding ours. It's why you keep hearing about schools of phrenology in fantasy worlds; they're supposed to be schools of fresnology, but the mind-muddling power of Fresno makes them come out wrong, and then everyone starts touching skulls or whatever. Grumpy Old Grognard Noises wrote: You kids and your fancy ancestries... pah! In my day we had humans, dwarves, elves, gnomes, and halflings, and by thunder, that was more than enough! Now get off my lawn before I hit you with my +5 vorpal cane of "back when games were simple." Canes aren't swords, or deal slashing damage. They aren't eligible to be vorpal weapons. Your argument is therefore invalid; CHECK AND MATE, OLD MAN!
Unicore wrote: It is annoying in books to have a generic class feat section but also have each class have unique ones that are listed elsewhere where. Choosing class feats without being able to see all of them in one place is less than ideal. I feel you, and this is where I think resources like AoN really come in handy. By and large I'm not a fan of "you can solve this issue digitally, so it's not a problem" arguments, but the fact is that unless Paizo reprints all the feats for each class in later supplements as they are printed you're going to have this issue no matter what you do. New books are going to come out over a game's lifecycle, and some of those books are going to print new feats for extant classes. Cross-referencing book pages is just part and parsel of dealing with print media. Given that fact, and assuming we want to save on page space, I think having a list of generic feats that classes can pull from, that are listed and pagenated at the beginning of their feat list, is a pretty elegant solution. Archetypes do this already and it works out pretty well for them. Then you have digital solutions like AoN's listing, in full, all the feats a class/archetype can take so you don't need to cross-reference and everything runs more smoothly and gives more space for more unique, flavorful, class-specific feats, or gives over more space to fully explain and explore complex or wordy class features.
I'd love to see an unchained-style book try its hand at the "Words of Power" magic subsystem from PF1. That one kinda flopped, quicker summons and cheese with the "Wrack" word aside, but I think you could do some cool things with it in PF2's three action system. It's a big reason why I'm excited for the Runesmith; if it goes over well then it should open the doors for possibly seeing such a subsystem in future.
I actually like the different names for the features for each class. They provide a little extra flavor for each class that I appreciate, even if it does come with a cognitive load. Edit: Come to think, that is the downside to the standardized feats that is a bit of a bummer, but is also unavoidable. You lose a little bit of the flavor baked into the ancestry's or class's feats because they're not being described in full and lack the flavorful preamble that each feat tends to get.
exequiel759 wrote:
Draw Steel has been on my mind as well because it solves some of an issue folks are talking about here with attributes; it removes the perceived false choice of not maxing your core ability all the time. Your character is going to wind up with a +5 in the stat you want at the end of the game, and will get bumped at pre-defined points in the game, so you instead focus on raising the attributes you care about for other reasons. I believe that your stats also don't contribute to things like passive defenses, though they are each connected to a possible save a` la 5e, so while there is pressure to raise your attributes, it's at least distributed across all the abilities more or less evenly. The Shadow of the Demon Lord Engine does something similar; rather than removing attributes entirely in favor of big lists of skills it broadens the domains your four attributes work in to the point of high abstraction. Intellect can cover tasks of reasoning or memory, but also perception, or gambling proficiency, or whatever else makes sense for the character. Each attribute only governs an enemy's ability to target that particular defense, the value of that ability, or your ability to use it to "attack" using it, that score minus 10. Because there are only four, and they are so broad, no one attribute feels especially head-and-shoulders important over the others.As for games that go attribute-less, the main one that comes to mind for me is Fate. You can hack Fate into whatever shape you feel like, and fractally dig down more and more to introduce as much complexity as you desire, but the baseline game uses no attributes and instead treats everything like a skill, including things like the amount of damage you can take in combat. I suspect that this is because combat is not the default assumption of Fate's gameplay loop. Note: I'm talking about classic Fate here, not Fate Accelerated, which effectively takes the six D&D attributes, calls them "approaches," and has a character rank how good they are at each in a sliding scale. Even then attributes are really de-emphasized for the purposes of mechanics because they don't inform how hard your character is to hit, or how much damage they can take, or anything like that.
I would love, love, love lists of standardized class feats. I get why they weren't there initially, it's hard to guess which feats classes are going to share until you're pretty far into the game and can look back and see patterns. It saves so much space for the Starfinder 2e ancestries though, and like others have said it'd give the designers so much more room to create new feats for new classes, even if they're functionally similar to earlier feats but with small tweaks. They also help save on page space for those feats and features that may need more text to explain them, which IIRC is one reason why some feats or character options look a bit strange or feel incomplete; it's because the page space required a squishening.
moosher12 wrote:
I think you'd need to limit that another way as well, such as making it melee only or something, otherwise it'd be stepping on the wizard's Hand of the Apprentice. I mean, yeah, Hand of the Apprentice has a hilarious range ... and not much else going for it, but it would be stepping on its toes regardless. And count me in the camp of wanting more Will save cantrips. Some that deal Spirit damage, which is less frequently resisted, or maybe another Vitality/Void cantrip. I could even see a spell that deals physical damage but still goes off Will, call it "Clash of Wills" and flavor it like a brief psychic contest resulting in a telekinetic blast, but that may be a bit much for a cantrip.
Indi523 wrote:
Ah, if that's what you're wanting I suggest checking out Monster Core and Monster Core 2. Most--I think maybe all--of the major families of celestials, fiends, and monitors were re-introduced and given some setting lore and discussions on their relationships with other outsiders. By and large, no, there wasn't all that much need for any rejiggering of the planes. They're not overtly referred to as lawful good or the like anymore, but the goodly planes are still goodly, and the fiendish planes are still fiendish. Celestials and fiends are still along a lawful-chaotic spectrum, though it's not as explicit and it's not in the mechanics, and they still fight each other with monitors doing their own thing in the middle. A few outsiders had some lore changes to fit with the Remaster and breaking away from the OGL though. Inevitables no longer exist, at least by that name, though there are new aeons that look very similar and fulfill similar functions. A few fiendish outsider families, like the assura and the oni, were re-imagined as spirits instead so they'd better fit their cultural inspirations. (I think assuras are especially cool now, seemingly able to flip between Holy and Unholy.)
Indi523 wrote:
While it covers inner planes rather than outer ones, 2e's Rage of Elements is a real good primer on the Elemental Planes, including the two new ones, Metal and Wood. Past that you'll probably need to look back at 1e material; 2e seems more focused on fleshing out the various cultural zones of Golarion itself.
And never underestimate the power of the Pathfinder wiki, either! Lots of handy stuff there collated from across multiple products and releases.
Tridus wrote:
I'm thinking of implementing a varient of this varient of a varient in my next game, or maybe my current one. My players like shopping for and buying stuff, and some of them like saving up their gold and then getting to spend it on a fundamental rune, so I'm thinking of having them pay for runes, but then having those runes automatically applied across any weapon or suit of armor they put on. I think a couple of my players had also expressed interest in getting to switch up their weapons, and that feels like a good way to do that while still letting them have those big spender moments, and also saves me the headache of having to recalculate treasure in the AP we're playing.
We've been dealing with counteracting for I wanna say the first time in my Strength of Thousands game, and we ran into precisely those headaches. It took me way longer than it felt like it should to figure out the DCs my party were supposed to shoot for. And I'm not even sure I used the counteracting table for that anyway; I think I just used the "Level-Based DCs" chart. If I have a favorite table in PF2, it's got to be that chart.
_shredder_ wrote: I'm just so tired of electric arc and spamming it at lv1 because it's obviously the best choice. Even just a few elemental arc variations with different damage types would be a gigantic improvement. I'm not so convinced it would be, myself. That'd functionally be doing exactly what we do now, just with different colors of arc. It definitely wouldn't make cantrip loadouts feel more interesting or bespoke to a given caster; the new strategy would be to take two or three of those cantrips for a breadth of damage types, making the picks feel more homogenous.
moosher12 wrote: The Jistka Imperium There's also The Azlanti Empire with the mezlan, at least I believe it used to be more explicitly the Azlanti and was then broadened out. There are also Hell engines which animates a construct with the power of a hellish contract, and arguably the mortal's own soul.
moosher12 wrote: So I have a player who loves D&D changelings. But Astrazoans are not quite their jam, and I just learned about Endiffians, which fit their ways pretty well. Those sound fun to bring back at some point. There's also Battlezoo's doppelgangers from Classic Creatures if you're open to 3P in the meantime.
I'm down for more cantrips, especially utility ones. I don't think we necessarily *need* them, but they'll be coming out anyway, which is great in my books. Not so sure on a cantrip-building system, though. Those kinds of systems tend to homogenize very quickly once people identify the most effective way to deliver the spell.
WatersLethe wrote:
Same here. I mean we don't put a lot of emphasis on weight in my games, as a general rule, so we don't need to use bulk much ... but we pay more attention to it now than back in PF1 when you had to look up specific charts and weight limits. We just go off general size and vibes now, with most handheld stuff being one or two bulk, stuff that's larger than that but not person size being three or four, and then person-sized stuff being around five or six. I still remember making my first ever TTRPG character back in 3.5/PF1 and pulling my hair out adding up the weight of every little thing in my pack, making sure I didn't go over weight limit. Bulk getting rid of that level of headache for a new player is to the good, IMO.
Tridus wrote:
Create Demiplane, when looked at across the Premaster and Remaster, is how I wish they'd done mythic rituals. By that I mean that you've got a version of the ritual that non-mythic characters can perform, and then you have a mythic version that is better than the non-mythic one. Create Demiplane's area is both larger and more shapable if it's cast as a mythic ritual. It'd also mean that the rituals fall in line with the design philosophy behind making the mythic destinies usable as both mythic and non-mythic archetypes, which is one of the major strengths of PF2's mythic system in my opinion.
Castilliano wrote: Do we want it written from the POV of the citizens, much like more current books such as for Mwangi & Tian Xia? I'd like some of that, maybe at the top levels w/ sociable races, but not for the more hellish, aberrant levels where shining a light too bright spoils the mystery. How then to illuminate those while retaining the sense of dread & dark depths? Hmm. "Down below stretch the depths of Orv. We don't travel to Orv, we don't explore Orv. I hear that those who live on the surface look to the skies, sometimes in awe, sometimes in fear, wondering what could reach down from the vaults of the heavens to pluck them up. We do not need to wonder, because we have our legends. Stories of hungry things left abandoned by those who ruled this world before we had crawled out of the mud. Stories of monstrous worms possessed of terrible wills that eat your mind along with your body. Stories of great vaults filled with burning light and terrible life where even the plants will make a meal of you. Stories of the spiteful dead who live in a poisonous desert and scheme and plot ways to bring all life into undeath's embrace. It is not to the heavens that surface-dwellers should be looking, but beneath their feet, because that is where Orve waits to swallow them."
Some things I want from a possible book? 1. Darklands ancestries, especially Caligni, and heritages to darklands-ify some ancestries from the surface. I really like the opportunity to play a native of the place we're learning about, so I feel like ancestries are a must here, one way or another. 2. Darklands archetypes. No idea what these would be, but I'm eager to see what Paizo folks could cook up here. I guess I'd also use this point to mention the obligatory Darklands-themed items or magic ... and especially animal companions. There are loads of weird animals and creatures down there and it'd be great to befriend some. 3. Some hot spots for travel in the Darklands. I know we likely need adventuring sites, so they'd likely be formatted that way, but I'd really, really love something closer to Mwangi Expanse or the Tian Xia books, with cultural zones written out more as places where people live than places for adventuring parties to visit. How are their cultures going to be shaped by living underground? Have they got any special farming techniques, ways of living or building, special holidays or unique forms of worship? That kind of thing. 4. An overview of some of the major movers and shakers in the Darklands. I imagine this is where most of the adventure hooks would go because Golarion, as a planet, tends to get more dangerous the further you get from just above sea level. I'd really like overviews of some of the major factions or players in the Darklands. What does the Black Desert and its city look like now? Are there any especially notable sekmin or urdefhan settlements? What about down in Orv; are there any especially neat vaults, alghollthu enclaves, or giant worm-haunted deeps that would make good adventuring fodder? What're the derro doing? That kind of stuff.
DemonicDem wrote:
It's also really bad as starting armor, granting a maximum of a +4 to AC rather than the typical +5. I don't know if that improves, I've just started reading through Copaxi, but even if it does ... that's weird, right? Pretty much all ancestry armor feats give you some equivalent of medium armor, not chunkier padded armor that'll be outclassed by wearing anything heavier. It also feels weird that you can't etch runes on the shell from the jump given the cpaxi lore about being able to reshape their bodies and having connections to mystical forces.
BobTheArchmage wrote: Just wanted to voice my desire for Paizo making this scenario publicly available for purchase. As all my games are digital I have no desire to pay $60 for a set of miniatures, but I'd love to run this scenario for my group as an introduction to Hellbreakers. Not to mention, some of us literally cannot read physical print; I either have to find a digital copy somewhere, or that content is just entirely inaccessible to me.
Teridax wrote:
That's fair. And I'm not too upset about losing either or both of those feats, personally, though I'm also thinking of this more as a barbarian instinct rather than a class archetype, so being heavily armored doesn't matter as much to me, and folks who want that heavy armor experience have Invulnerable Rager as an 8th-level feat in any case, even if it's not included. I'd also probably restrict sanctified striking to when raging, though that doesn't really matter a ton, since you're likely to be raging every combat. I do like that the extra damage from raging is so low, around where Spirit's is. That indicates that the instinct/archetype is meant for smashing Holy/Unholy foes, and fits best in those style of campaigns.
CorvusMask wrote:
Pretty sure they were making a joke there. That's how I read it, anyway. CorvusMask wrote: Oh hey hellfire dispatches' pdf is now available finally Yee, and so far it slaps! I'm so happy what they did with the Hellknight archetype, it's so much cleaner now. Several feats got buffed (though the Signifer dedication did catch the obligatory caster nerf, lol.). They also removed the requirement for heavy armor training, making it a requirement for becoming a Hellknight or the new Knight-Errant, while Signifers only require you be trained in the Hellknight breastplate. There's also a feat that grants you this armor training in the archetype at last, hurray!
My biggest hoped-for change is going to echo what others have already said; I don't think we need the Simple/Martial/Advanced divide, at least not as it is now. I'm more in favor of something akin to 5e's, or other games', expertise systems. I like the idea of characters getting to use whatever weapon they want, for aesthetics if nothing else, but their expertise with that weapon changing how it functions. Someone using a shortsword without expertise still doing d6s of damage and being Finesse, but needing expertise with the weapon in order to make it Agile, for example. This would need rejiggering of weapon values and traits, so this isn't a perfect example, but I hope it gets the idea across. Armor is also a bit dull, I rarely find reasons to step outside the most popular armors unless I like the mental image of a particular suit, but I'm not sure that necessitates a reworking of how armor works as much as it asks for more armor traits and armors to get made. One of the big reasons everyone ends up in full plate is because it's a +6/+0 armor with Bulwark, meaning you don't have to worry near as much about Dex. I think there's a fair amount of design space in lifting that profile and placing it on other types of armor, make "greatscale" as a composite armor clone for example, or giving out other fun armor traits akin to Bulwark to make other kinds of armor more interesting to wear. I am also a fan of armor-as-resistance and armor-as-soak systems though, so if a hypothetical PF3 went in that direction I wouldn't be upset.
moosher12 wrote: Weaker overall defenses feels like an interesting internal design choice, because in the monster creation rules for GM Core, they didn't modify defenses at all. I wonder if the weaker AC is budgeting for assumed ranged over melee. But they didn't touch those numbers for the Saving Throw and AC charts. I guess a higher proportion of them were designed toward the high ranged, lower AC balancing as if it was a ranged PF creature? It could be some leftover design habits from Starfinder 1E, as well. SF1's stats were purposefully skewed so that PCs were overall tankier and more defensive while doing a bit less damage, while enemy creatures tended to be more aggressive but fragile. In practice what that meant was the two sides pretty much matched up. This also had the added benefits of summons and controlled enemy creatures not clogging up the battlefield because you were matching glass cannons against each other, and conversely any player who was unlucky enough to be mind controlled or whatever wouldn't be quite as dangerous, or as likely to go down from getting shot by their former friends.
BobTheArchmage wrote:
I know this isn't the main point of your post, and I too really, really, REALLY want a Darklands book--mostly because I love the Darklands, and also want playable Caligni--but intellect devourers do still exist in the setting. They're called xoarians now, with the epithet of "corpse rider," and have been folded into the Dominion of the Black more fully. IIRC neothelids are going to be returning as well and renamed something closer to the seugathi they spawn, rule over, and eat. The Pathfinder neothelid is pretty different from the D&D neothelid, aside from the name, which to be honest never quite fit them in my eyes.
Ascalaphus wrote:
Runes, at least as portrayed with the runesmith playtest, stretched across traditions. Different runes were from different traditions and you sometimes got feats that gave you bonuses for using runes from complementary or conflicting traditions.
It occurred to me yesterday that I've actually been using these new "resist all" rules for a while now. I knew the old rules, but just forgot them in the heat of combat and it made everything go more quickly and smoothly to lump all the damage together and then subtract resistance from it as opposed to having to split out each damage type and do the calculation for each.
moosher12 wrote:
I don't really see geniekin being combined into a single heritage, myself. The ardande and talos are already split apart in RoE, after all, and while the majority of geniekin heritages grant darkvision as their inclusion, some, like the naari or undine, do give a different ability for picking up the heritage. Mark you, I do think it'd be a good idea. I'd either like to see the heritages all folded into one mega-heritage, or have the heritage abilities you get be more radically different from one another. Most geniekin feel real similar around level 1-4. I just don't think that's what we're going to see, unfortunately. Oh, and there's the issue of copyfit to consider, too. If they remaster the geniekin in RoE, even just combining the ardande and talos into a singular expansion for the heritage present in another book, that's going to require more time and work to make fit the page as opposed to just changing out the few names they need to change to make RoE remaster-viable.
TheTownsend wrote:
This is interesting to read because I, never having been much interested in D&D worlds and not knowing the drow from their setting, never noticed this mismatch; the elements all made sense to me. The elves who became the drow were in a new, dangerous place, and demon lords offered them the chance to survive, which they took. Elves are highly reactive to their environments, however, and so what could have been a simple deal necessitated by the desire to survive became an opportunity for demonic influence, and whatever radiations are present in the Darklands, to alter the drow into what they were over multiple generations. The demon lords not having any kind of unifying theme also fit for me because they were simply opportunists, and all of the justifications for the demons' importance to drow society comes after the fact with the creation of the various houses jockeying for their various niches. The matriarchal society thing didn't bother me because, to be honest, it makes as much sense to me as a patriarchal one, which is to say, not much. I would definitely have been confused by the spider motifs in drow art, but I'm blind and can't see drow art, so that just never came up for me, haha. And finally, I sorta dig how driders are seen as lower status in drow society. They reinforce the drow's survival-based mindset, as well as highlight how toxic it's become, by reserving the fleshwarping of a drow into a drider as a punishment. It combines the brutally practical mindset of "you will be made useful" which I can see echoes of in their original pacts with demons with the acretion of their ideology of eugenic purity present in creatures like the drow noble and their inate spells. A drider is physically more powerful than an individual drow, but socially they become an underclass.
I'd really love a random encounter generator of some kind, the sort of thing you saw in Monster Codex and in the backs of lots of AP volumes in PF1E.
I might even go more modular with dungeons than the OP; a big book of rooms would be cool for stringing together your own dungeons, particularly if, like WatersLethe said, you're not really caring much about the history and backstory and more grounded elements of your dungeon. They'd be real handy for making up a one-shot hack 'n' slash-style adventure, or whipping something together for a playtest.
I've seen a couple homebrewed Worm that Walks/Swarm Strider archetypes floating around, though I can't remember where offhand at present, unfortunately. There's also the swarmblood ancestry from Roll for Combat's Living Legends. It is an ancestry, so it's not going to pack quite as much oomph as an archetype would, and it's more like you're a swarm in a person trenchcoat rather than a mass of wriggly bits, but that's the closest I've come across to a Worm that Walks from a 3P seller as of yet. I'm also really hoping we get a Swarm Strider archetype soon. Really, really hoping we get one in an eventual aberration-focused book ... also that we get an aberration-focused book.
BotBrain wrote: The stuff we got in WoI was really tantalising and I hope it gets acted upon by someone down the line. The giant creatures just sorta milling around reminds me of Shadow of the Collosus and I am very pleased about that. I'm hoping the Living Plague, a sort of magical "disease" afflicting Geb where undead spontaneously return to life, gets brought up in Impossible Magic. It's such a cool idea!
Castilliano wrote: So "Resist All X" has become more like "Resist Any X", where the creature choose X amount of damage to resist from any of the incoming damage, but no longer all of the incoming damage. This weakens many higher level creatures so their hit points might need calibration. That or create a "Resist Any Two X", though I don't think that'd be received well. Would some simply need to list out more damage types to reflect the designer's intentions? Hmm. I'm gonna borrow this turn of phrase, thanks; "resist any" makes a lot of sense to me as a way to think of "resist all," now.
I really like how all the dragon types got a couple pages of nothing but lore on their behaviors inDraconic Codex. I still chuckle thinking about adamantine dragons becoming obsessive fans. Also really glad to see how breath weapons got experimented with, like the time dragon's breath weapon switching from just electricity in the previous edition to being slow-based now, and able to blink enemies who crit fail out of the fight for a turn.
moosher12 wrote:
NGL, shobhad longrifle bugs me more for breaking the upgrade system. It gets two extra slots for a scope and a silencer when no other weapon seems to get the same. I first assumed this was how "specific magic weapons" would be introduced to the game, and that could still be the case in Tech Core, but I'm becoming increasingly convinced it's a side-effect of the longrifle being ported over from an AP volume to a different supplemental product.
BotBrain wrote:
I hope that's not the case. (The wyrwoods being a heritage as opposed to their own ancestry, I mean, not Lost Omens: Arcadia coming out.) I'd rather see wyrwoods become their own ancestry with their own heritages that reflect things such as the reasons they were originally built, what generation of wyrwood they are, or different things their aeon stones can do than try to squish all of their culture and uniqueness into a singular heritage and perhaps a qualifying ancestry feat or two. I feel pretty similarly, though less strongly, about awakened constructs in general, to be honest. Battlezoo's golemborn ancestry, while cool, did show me what happens when you try to squish a bunch of only somewhat connected construct types into a single ancestry, and the result is that none of those types get as much room to breathe. Admittedly that ancestry is also trying to navigate capturing the feel of playing a golem at the table while having to remove many of a golem's abilities, chiefly their immunities, for the sake of table balance, which I don't envy.
Sibelius Eos Owm wrote: Im fond of the idea that once a body has been dead long enough, it loses some of its 'affiliation' to its original soul (presumably this takes about as long as for the soul to be judged) and at that point you can stuff any old scrap of a soul into it to animate a mindless undead. Same with spontaneously risen undead in areas with enough ambient void and some wayward soulstuff not quite strong enough to form a haunt or independent spirit creature. We've seen that happen in an AP, actually. Heck, it happens pretty fast from an in-universe perspective, too. Spoiler for Tyrant's Grasp. Spoiler:
The PCs, after coming back from the Dead Roads in, well The Dead Roads, have to fight their own zombified corpses in the second adventure, Eulogy for Roslar's Coffer. The circumstances are about as extenuated as circumstances can get, but it's still cool that it's happened at least once to my knowledge.
BobTheArchmage wrote:
I know that PC skeleton characters can be resurrected as skeletons, as per Book of the Dead. I don't know if that same rule applies to other undead PCs though. Edit: And I've got no idea if a mindless/soulless undead could be resurrected. I agree with JJ that it'd be a cool spell/ritual to include.
That'd be cool. Grioths never had a whole ton going on, so I could see someone wanting to fill in the corners to make them an ancestry in a weirder, more cosmic horror-y mold.
NoxiousMiasma wrote: Us ground-bound creatures don't think about it much, but there's winds on Earth as permanent as rivers - the trade winds and the polar vortex, for example. El Niño should be a suitable binding for a nymph, surely? And if we want a Golarion-based example, you can't get much more permanent than the Eye of Abendego. It's been raging for, what, a couple hundred years now? (Incidentally, I really hope we get nymphs tied to the Eye as monsters if not ancestry options; that'd be real cool.)
YuriP wrote:
I have to admit I'm confused by these two paragraphs. You start off by saying that using the ".5" designation is a way to market "glorified errata" in a way that "can earn a bit more selling as a 'new edition'," but then say that you like it because it it clearly communicates that it is the same game, but with some balance changes. Those seem like two contradictory positions to hold; either the .5 designation is intended as a marketing tactic, and it's confusing to players because companies are trying to pass off errata passes as new editions, or it's a method for clearly communicating that the .5 edition is the same game, just with some errata changes. YuriP wrote:
A couple points I want to make here. Firstly, doesn't this work more as a mark against using the .5 designation, though? Your playgroup aside, if common consensus is that .5 edition stuff encourages people to stop using the old material and buy the new stuff, and Paizo's goal with the Remaster designation is to communicate to players that they don't have to do that, then that sounds like a black mark against switching the designation now, doesn't it? I don't mean to negate your own opinions or experiences here, and largely agree with you that such designations can be confusing, but you talk about both your personal experiences and how they ran counter to the more public narrative and discourse. If public discourse sees a .5 designation as an invalidation of the old material, and Paizo isn't looking to invalidate their old material, then using the .5 designation wouldn't serve them. I also want to push back on the "D&D 3.75" nickname for PF1E being a positive, or at least an unalloyed positive. This is my own anecdotal evidence, but I generally heard that term thrown around more as an epithet or as a derogatory term used to highlight how similar Pathfinder was to D&D 3.5. The connotations shifted over time, particularly as people became less and less satisfied with 4E, but it wasn't how the term was used initially. The negative impression would be reinforced if Paizo suddenly decided to change their edition naming. The Remaster has been out for, what, a couple years now? We have to consider things like institutional memory when thinking of rhetorical changes like renaming; if people have associated a .5 designation with trying to sell errata as a new edition in the past, as you do, or if it risks invalidating materials without that designation, as you've pointed out, then switching from the term Remaster to 2.5 this late in the game would risk associating Pathfinder 2E with both of those trends, and for not all that much benefit. YuriP wrote: Anyway, for me it only complicates things. I was happy that WotC finally simplified things a bit on their side; I think it would be great if Paizo also simplified things and called it something clear that reduces doubts. I'm not sure it would reduce doubts. Name changes are going to confuse people pretty much no matter what, and at this point you're asking for a second name change on top of the name change you are already pointing out is confusing. That sounds like it's just going to lead to more confusion to me, not less.
LoreMonger13 wrote:
The narrative frameworks and emphasis on the narrators' authorial voice are probably my favorite changes we've seen out of PF2E books, and I love that they're getting more emphasized as we go along. I hope our narrator for this book is super catty, dishing out dirt to the reader on the various characters they spotlight. |