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Phantasmist wrote:
1) Yes. 2) No. 3) Yes. I like every edition of D&D. I like pretty much every RPG, actually, because I choose to play them for what they are. 4) Since all of those things seem positive and don't contradict each other, all of them would be appreciated. 5) Do you mean easier to learn for people new to the game? I have no problem with that. 6) Since I'm an experienced gamer, accessibility is less of a priority for me. 7) Of course. I'll play pretty much anything. 8) I'd probably drop the level scaling. Bake more powerful options into feats gated behind master and legendary proficiency. Get rid of general feats and put more narratively focused options into its place. (Replace general feats with dedication feats, maybe?) Move some higher level class feats down to open up lower level options, and change them to scale with level. ![]()
Vic Ferrari wrote:
If that was the case, the OP would be about the recognition of the presence of narrative mechanics and an argument that it's not the aesthetic they think the game should strive towards. Instead, we got "it's not realistic!" pearl clutching and references to hoary old diatribes like the Alexandrian's. ![]()
Lucid Blue wrote:
KFC would violate genre constraints, but other than that, sure, why not? Granted, a Survival check on the Negative Material Plane should probably be Very Hard, like in the DC50 range, and I wouldn't allow it all unless you had Legendary Survival proficiency. But that's about challenge setting, not "dissociated" mechanics. ![]()
Edymnion wrote:
THAC0 was 2e only. Elf/Dwarf as classes was only from Moldvay B/X onward to Rules Compendium, and isn't part of the lineage that current D&D/PF are derived from. Much less fundamental that the stats. They're as definitionally part of D&D as rolling a d20 to attack. ![]()
GameDesignerDM wrote:
Honestly, if people don't understand that 3-18 for Str, Dex, Con, Int, Wis, Cha is fundamental to the definition of D&D and its descendants, they shouldn't poke holes in other people's design. ![]()
Edymnion wrote: See, thats where I disagree. I think that MY CHARACTER should be as good or not good at whatever *I* decide he/she is good at. Not what the designers tell me he/she is ALLOWED to be good at. Then, quite simply, you shouldn't be playing a class-based game. Putting abilities into silos to reinforce flavor is the reason the class concept exists in the first place. ![]()
A 10th level cleric will have 15 spells per day to cast, plus 4-7 or so free heals, plus 4-7 casts of their powers, plus cantrips, plus whatever bonuses 5 free class feats have given you. They are hardly starving for options or power. The idea that they're "taking away powers, and giving us feats to buy" is fundamentally flawed. They're creating a brand new baseline. There's no way they were going to make PF2 start at a PF1 baseline, and then add a whole host of new options on top of it. Turning class features into feat choices is still a power increase; "choice A or B or C" is always better than "choice A only", even if choice A is normally the best option, simply because B or C might have synergies with other options that aren't immediately obvious. Pessimism is not a biological imperative; choose optimism, voice your concerns but have faith in the designers. ![]()
DM Alistair wrote:
Amen, sir! New is good! New is fun! Every edition of every RPG supports a certain playstyle, embrace that playstyle so that you can have fun whatever you play. ![]()
Honestly, while I like the overall skeleton of the class, my biggest beef is tying the implements into the overused wizard schools. Why not design the powers around the major types of implements, rather than using the implements as a proxy for the schools? Let the occultist master an implement type to gain their spells, and also have class abilities to strengthen the powers of magic items that they find, thus giving them a greater incentive to seek out new treasures? Something like: Weapons - learn spells that increase personal combat power, and the ability to grant extra abilities to focused weapons. Clothing (including armor) - learn spells that increase personal defense and personal transformation, and grant extra abilities to your armor, and other body slot items. Magical tools (wands, staves, rods) - learn spells that grant magical attacks, and grant extra abilities to magical implements. Objet d'art (valuable slotless items, gems and other valuables) - learn spells that influence emotion, grant extra abilities to slotless items. Momento mori (relics of the dead, many items may fit into other categories) - learn spells of knowledge and necromancy, some minor enhancement abilities. Trinkets (useful but consumable items, various tools) - spells of utility and transformation, can be enhanced to grant to various utility functions. ![]()
While I do like the medium (an inherited love from the 3.5 binder, its obvious ancestor), I think having 54 spirits is a case of symmetry for symmetry's sake. Here's what I would do to simplify the class. 1) Drop the alignment restrictions for binding multiple spirits. Make as many spirits as you can make cool abilities for, and then stop. Grid filling then becomes unnecessary. 2) Streamline the abilities a bit more. The seance bonus and the ability to give them to the party is cool, keep those. The spirit bonus mostly seems like a separate entity to have something to trade out for archetypes, I guess. Otherwise, I would roll them up into the lesser powers, and have the higher bonuses in the higher tier powers. 3) The dual/triune/quartenary aspect thing is overly complex. I'd rather see "At 5th level, you can channel two spirits. You get their powers." Done. At 11th, you can channel 3. At 17th, you can channel 4. (Or not. I think 4 might be overkill, but I'd have to see.) 4) There's no need for spirit abilities that reference other abilities. I'm think of some of the Wisdom spirit abilities that have the Spirit act as a Strength spirit in some situations, thus causing the player to have to reference a whole new menu of options, and have some bonuses either appear or disappear. That's just painful. 5) Giving every spirit a spell list seems to add extra work, again for the sake of symmetry. I'd rather see the medium have their own small spell list, and a small list of spells known.
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Hooray, we finally have the arcane Spirit Shaman I've been hoping for since, oh, Complete Divine came out. Point 1: Arcanist vs Wizard. The arcanist has a bit more during the encounter versatility, but it's important to remember that the Wizard still has a greater breadth of options available. The Arcanist will only have between 3-5 options of his highest 2 spell levels available at any one time. The Wizard can have a number of different options equal to the number of spells he can prepare. Different, but both equally valuable. Point 2: Blood magic is boring. +1 CL and +1 DC for your school spell? Rounds per day of a bloodline ability? Yawn. How about:
In general, most of the classes from this playtest are pretty safe. I wanted to see them get a little edgier, especially since we're 5 years out from release. ![]()
Set wrote:
Bah. One metal (and why a +2 oxidation metal?) and no halides makes your element system unplayable. True chemists drop Mg, and only play with Na and Cl. :) |