Rellkin's page

Organized Play Member. 5 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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dmerceless wrote:

With the latest releases, I believe it's become more and more apparent that Paizo's general philosophy with post-core content is to undershoot things. By undershooting, I mean aiming the balance point of new content at or slightly below the mildest options in the CRB. And well, it makes sense. Power creep is a problem that has plagued games forever, and an option that's too good is a lot more disruptive than an option that's too bad. These arguments have been thrown around many times, and honestly, they're not wrong.

But... I still think that has lead to an overall unsatisfying arrangement. What inspired me to make this post was some recent discussion about the APG errata and general disappointment with Witches not getting any changes despite their "meh" status. This is a feeling that has been bugging in the back of my mind for a lot longer than that, though.

It just seems like new content is so conservative in regards to power level that it's almost always worse than what already exists. New classes have worse base stats, more downsides and have to jump through more hoops in return for some gimmicky abilities. New archetypes are often way too costly for what they do, and sometimes straight up make your character worse (looking at you, Elementalist and Vampire). The few exceptions tend to be on the smaller scale and almost feel like happy little accidents, like a single spell or item in a whole book.

At first it made sense to me, but over time it's slowly making me less and less excited about new content. Of course I'm not asking for every new class to be a Bard and every new feat to be Divine Reflexes, but can't we do a little better than now?

1000% agree.


Aaron Shanks wrote:
keftiu wrote:
Aaron Shanks wrote:
The book is about to be sent to the printer. I’ll take a look at the final PDF for the first time next week. We are of the opinion that spoilers and previews via blogs aren’t what we’re looking for because they’re not evergreen. Buuuuuuut, how do you feel about an early AMA Q&A here on the product page? Try something new for 2022?

What level can a player character become a mummy?

Is there info on undead beyond the Inner Sea?

Answer of the Day:

Skeleton is an ancestry (OMG skeleton heritages!!!). All the other playable undead are archetypes. All of them start with a 2nd level feat, except lich is higher at 12.

So, one could be a mummy at 2nd level, or 1st if one uses the free archetype rule. Understand that I'm still getting to know the book and it is filled with guidance (because our authors are rockstars), so there might be nuance I have missed.

There is a chapter called Lands of the Dead and it does detail areas beyond the Inner Sea.

Does this help you know if you want to preorder or subscribe? Tell your favorite local game store if you like as I'm sure they will take your preorder. We want you to choose the purchase method that is right for you.

Are any of the skeleton Heritages not medium?


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Orc(iron fists) tifling going into golem grafter for clay fist. Requires some G&G content.


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I would like to make a case that Thaumaturge implements just get treated like worn tools/kits(may be drawn and stowed as part of the action) rather then the clunky switching mechanic they currently have. This also allows for a better action economy with scrolls and other magic items that thier feats grant.


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I am not sure of intention but as written you get access to and damage bonus to uncommon simple weapons(if any deity has such). While a common martial weapon gets nothing. I would have it be you get uncommon at your level of proficiency, common at proficiency +1 circumstance and all weapons get the damage die increase or a circumstance bonus to damage.