John Mangrum wrote: "Preorder expected mid-July 2023" Except that’s not what Paizo has ever meant by that. If you look at any of their other coming products, you’ll see many of them say “Preorder expected [6 months from now]” — but tiu can already order them. What that means — or so I have come to believe in my decade plus in this site — is that the item is in its preorder stage, and isn’t expected to be delivered until the date shown. And, sure enough, this item is now able to be ordered even though it isn’t July yet.
The Creature Codex blog on Tumblr has recently converted quite a few P2 monsters back to PFRPG. Definitely worth checking out... Creature Codex
Paizo radically changes their game and alienates half of their core fan base. Those die-hards who are left already have 10+ years worth of accessories, so we don’t all feel like we need more pawns of kobolds, even if they do look different now. So Paizo kills product lines we love but that don’t generate profit anymore and add new lines that generate revenue but that only the die-hardest of die-hards (the only people left) will buy — things like special edition versions of all of their hard cover lines. Again, this is a result of choosing to hard reboot the game, and turn over the bulk of their creative staff.
I know it's an unpopular opinion on these boards, but I'd love to see this back-converted to PF1. Literally no one I know plays PF2 - everyone either kept playing PF1, switched to 5E, or found some other game to occupy their time. I still have multiple active PF1 games going, and my grognard players have no interest in switching, but I am always looking for good new content. It's in short supply these days without doing a lot of converting. (At least we have the whole Kingmaker AP to do still... someday...)
SilvercatMoonpaw wrote:
Hmm, I would not describe Midgard as “dark” - I would describe it as “epic”. It plays very much like what you’d expect from a typical D&D setting, but it’s very steeped in magic and mythology. A little bit of Norse influence, but also clockwork golems and werelions and lots of other interesting bits and pieces. I also highly recommend it.
This is a good one, but it's not as long out-of-print these things usually are (it's from 2015). There are a lot of ones from the old GameMastery series that still haven't been reprinted -- like the much sought-after "Pirate Island" one from 2010, just to name one. Is this just responding to demand, or have the available GameMastery maps been exhausted, and we can expect future items from the classics line to come from the post-GameMastery line?
Marco Massoudi wrote:
We also liked Starfinder ok and PF2 not-at-all, while continuing to love (love love) PF1. But I’m all-in on Starfinder books, especially the bestiaries, which I have been stealing liberally from and converting for my home PF1 campaign — an epic, sword-and-planet adventure with plenty of elf gates leading to new worlds. ;)
Marco Massoudi wrote: After Pathfinder Second Edition has killed our groups (plural) interest in playing Starfinder, Attack of the Swarm is probably the last and best hope of keeping Starfinder alive, so i am going to get this product. That’s funny, our group finds 2e highly inferior to 1e (very repetitive, very gimmicky) and has turned to Starfinder for a palate cleanse. (“To each their own.”) That being said, I’m super excited for all of the swarm pawns from this set!!
Zaister wrote:
Can anyone comment on how this differs from the 1E deck?
I have zero interest in PF2e. Just came here to say that I’ll be happy to buy anything 1e that Paizo publishes, even “legacy” reprints and repackages. P.S.—Paizo doesn’t seem to realize the hole they’ve dug for themselves. They overtook D&D because they had a superior product. Their plan with 2e seems to be to again invent a “superior” product, but that’s a losing battle — that’s not where their focus should have been this time, plus from all appearances, they focused on the wrong criteria. (The game they came up with will never be as intuitive as D&D5e or as versatile as PF1e, and they created as many problems as they solved with regards to gameplay.) Instead, they should have doubled-down on the ruleset and history they already had, establishing themselves as the go-to game for hardcore gamers. They could have introduced just a few streamlined rules to improve gameplay (such as three actions per turn, or modified magic wand rules) without doing a hard reboot of the system. As it stands, the new edition will have its initial moment of buzz, but will never really gain ground on its competitor, and eventually, Paizo’s only viable business strategy will be to “reach across the aisle” and make Golarion-based books for D&D.
What would be more interesting is a system where magic items — potions and wands in particular for this discussion — worked nothing like in 3.5. For example, Wands that are specifically tied to / enhanced by class features, or potions that do not directly mimic spells. I feel like really cool “flavor” design spaces like this where 2nd ed. could have gone have instead been tied up in making 2nd ed. mechanically “simpler” (or just different, TBH — many times in ways it didn’t need to be) — while failing to really spend enough time thinking about ways to make the game more immersive. That’s why, so far, my experience is that while the Playtest is easier to learn play than P1, it is less interesting to play. Even the mechanics I like gay buried in a lot of “samey”-ness during gameplay.
James Jacobs wrote: …I doubt we'll have any opportunities to print more for the other gods and demigods before the edition change… I am still really holding out hope that Paizo discovers there’s enough of a fan base for PF1e to publish an occasional “Pathfinder Legacy” supplement for us 1st-edition diehards…
I dislike Starfinder, and so far I *strongly* dislike what I've seen of 2e Pathfinder. There was definitely an opportunity to clean up some rules and make them crisper, but they're just substituting new fluff for old -- and the new isn't any better in most cases. It's just different for the sake of being different. Take resonance for example: in many ways a good idea. They could have just removed "item slots" and said that everyone gets a number of wearable items equal to X. But now all of a sudden I have to track a whole new subsystem -- "OK, I have 7 resonance, and I'm wearing 4 items, and I took three hits off the healing wand, or was it four, and I drank a potion, so what's my DC to use this magic hat we just found?" Also, resonance is 5e attunement by another name. I listened to the GCP playtest and my conclusion is: Pathfinder 1e > D&D 5e > Pathfinder 2e playtest (despite a high Charisma check from Troy Lavalle) So, yeah, good luck with that. All I wanted was Pathfinder version 1.1 -- you can keep Pathfinder version 2.0.
The Q&A says they want to simplify rules and improve gameplay, and that basically "It's time" for a 2nd edition. Honestly, for me, my Core Rulebook says "3.5 Compatible" on the back cover, and that's why I play Pathfinder. If I wanted simpler rules, I would play 5e. (Yuck.) I started out with the original Basic Set (Holmes box) and AD&D 1e. I may be in the minority, but I want messy tables of rules and lots of math. I'll take a look -- I may even incorporate a rule or two into my home game. But my table will not move beyond 3.5-compatibility so long as I'm breathing.
It definitely did not tread the same ground as previous installments. I’ll take that as a positive, because it was both entertaining and thought-provoking. It turns a lot of tropes sideways and makes you think about what it means to be a leader and a follower. Plus MH’s performance as Luke is so nuanced that it gives real depth to the character and makes you see that he’s struggling with questions that are not so easy as “light” vs. “dark.” I’ve found myself thinking a lot about it since seeing it, and the more I do, the more I want to see it again. There was one sub-plot (with Finn) that felt forced and maybe could have been cut to bring the viewing time down — but I like that character, so I was glad to see him get that extra screen time, and the new characters introduced by it were also interesting. Is it the best Star Wars movie ever? No, but it’s not a failure because of that. It’s a rock-solid entry to the series and a definite MUST-SEE. Best of all, I think, is that this film REALLY sets the entire Star Wars universe up to be able to go in ANY direction now. Not just with Episode IX, but with all of the other films to come. In that way, this was a film that had to be made. The mold had to be broken. I, for one, am thrilled by this film and excited to see what comes next.
Revised after talking to a couple of others in my group. We’re going to wait and see how it plays before we adjust it further. 1st level -- Shifter's Aspect: you no longer get "minutes per day" for this ability. You can have one aspect active at a time at will. When you gain Chimeric Aspect, you get any 2 at once. (And so on.)
3rd level — Shifter’s Claws: add DR/magic.
4th level -- Wild shape: There are no longer "uses per day" for this ability. You can change into the major form of any of your aspects at will.
In addition, you can use wild shape to assume forms that don't match one of your aspects. However, you can only use this ability in this way for a number of minutes per day equal to 3 + your Wisdom modifier. (Use language from Druid wild shape ability except as follows: Functions as beast shape I. At 7th level, functions as beast shape II. At 10th, as beast shape III or elemental body I. At 13th, as elemental body II or plant shape I. At 16th, as elemental body III or plant shape II. At 19th, as elemental body IV or plant shape III.)
6th, 12th and 18th levels -- Bonus Feats
1st level -- Shifter's Aspect: you no longer get "minutes per day" for this ability. You can have one aspect active at a time at will. 4th level -- Wild shape: There are no longer "uses per day" for this ability. You can change into the major form of any of your aspects at will. In addition, you can use wild shape as a druid to assume forms that don't match one of your aspects (using the abilities available at an equal level -- e.g., beast shape I at 4th level, etc.). However, you can only use this ability for a number of minutes/day equal to your class level + your Wisdom modifier. 6th, 12th and 18th levels -- Bonus Feats 9th, 14th levels -- Chimeric Aspect and Greater Chimeric Aspect: using multiple aspects consumes daily minutes of your wild shape ability.
While a lot of attention has been poured on Starfinder lately, and deservedly, it's big sister still has a lot of life left in it. Here is my wishlist of 10 books I'd like to see Paizo announce for the Pathfinder RPG: Advanced Character Guide - the next phase of background and archetype options Bestiary 7 - natch (and don't stop there...) Challenge Codex - puzzles, traps, skill challenges Chronicles of the Righteous - the ying to the Book of the Damned's yang Darklands Adventures - so much left to be explored Legendary Adventures - blow open new fantasy worlds and scenarios that Golarion doesn't explore (was going to call this "Ultimate Fantasy," but think of the Google results - oh my!) Nemesis Codex - boss battles and their minions! (an ancient dragon, a vampire lord, etc.) Ultimate Arcana - alternate magic systems and guidelines for no-magic and low-magic campaigns Ultimate Conflict - alternate combat systems and new ways to battle Ultimate Technology - steam punk, diesel punk and more, plus Pathfinder versions of the Solarian, Technomancer, etc.
Speaking as someone who ONLY wants to steal ideas to add to his Pathfinder homebrew campaign... 1. OK. We use a modified version of the wound point/vitality point system anyway. It did not work as originally presented, but when we added the CON bonus back to vitality points and made wound points scale (1/2 CON + BAB), it works better. VP heal quickly, but if you lose WP, you're in trouble. Makes it both realistic and flexible. So I see where they're going with it. 2. Interested to see how this works in action, and curious why they wouldn't just use DR for energy. I will probably figure out a way to backwards convert to DR if they don't include this. 3. Intriguing. For characters with traditional fantasy weapons (swords and bows), I don't see any way around iterative attacks. But for guns and other advanced weapons, this might be a better way to go. I'm really interested in seeing how these rules interplay with the new weapons introduced, but I'll stick with iterative attacks for anyone using a sword. 4. I think I like this. Too many things provoke an AoO in Pathfinder. There are a lot of little rules and mechanics that might be affected, though. I think things like drinking a potion should definitely not provoke an AoO. I'll have to look closely at other things, though, and see what the impact would be for Pathfinder. 5. This is mostly just an issue of style, but I like my magic coming in separate flavors. I will probably rule that "Starfinder magic" is psychic magic and give it thought and emotion components. Again, I think there are a lot of people like me (and some of the previous commenters) who are looking for *backward* compatibility more than anything else. (My homebrew world may be visited by laser-pistol-wielding aliens at some point, and characters may even have a chance to explore advanced, off-world civilizations, but the core setting is still sword-and-sorcery.) I really hope the SCRB addresses this.
Thread necromancy because this came up again in my campaign. So I thought I'd share the fix I devised... Intimidate: The creature flies into a rage. On its next turn, it cannot attempt any action unless it uses its turn to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or if attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, or chooses not to take any action, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). Once you have targeted a creature with this ability, you cannot target it again for 1 day. Now a PC or boss NPC can't be forced to derail a campaign outside of combat. They can instead choose to be immobilized -- stand there fuming and doing nothing -- instead of starting a war. But in combat, or against lower-level NPCs out of combat, the feat will still likely function as advertised: a way for martials to tank, and a fun start to a bar room brawl. This makes sense in real-life and game terms: you've made your adversary so angry that all they can do is either shake with anger or try to kill you. They're not completely brainwashed, but they can't think straight enough to execute a more subtle plan. But this blind rage doesn't last long -- 6 seconds usually, or 12 at most if you keep taunting them. Then, they're still probably pissed, but if you're in a social situation, the smarter ones have already calmed down and started to plot against you in more calculated ways.
Pageantry Discipline-FIXED Bonus Spells ...Complex Hallucination (UI) (8th)... Ritual Unity (Su): You receive a +2 bonus on all skill checks attempted as part of an occult ritual. In addition, when you take the Aid Another action to assist an ally with a skill check and succeed at a DC 20 check, you impart a +4 bonus to your ally. When you successfully aid an ally in this way, you regain 1 point in your phrenic pool. The maximum number of points you can regain in this way per day is equal to your CHA modifier. (Note that if you fail the DC 20 check, but still succeed at a DC 10 check, then you still impart the standard +2 bonus but do not regain any points in your phrenic pool.) Power from Pageantry (Su): When casting a spell with a casting time of 1 standard action or less, you can spend 2 points from your phrenic pool to extend the casting time to 1 full round as you create a showy display of psychic power. By doing so, the cost of any phrenic amplification you link to that spell is reduced by 1 (to a minimum of 0 phrenic points). You can use this ability a maximum number of times per day equal to 3 + your CHA modifier.
Clarification: traditionally, the first 2 parties in a business transaction are the buyer (you) and original product creator/publisher (Paizo, in the case of Pathfinder). (Note that we don't actually call either of these "first-party" or "second-party," though.) "Third-party" refers to ANYONE else. Paizo started off as a third-party publisher for 3.5, but now that Pathfinder is its own thing, they're considered the primary publisher for that. Anyone that makes a Pathfinder-compatible product is "third-party." Dragon was published by Paizo under a special arrangement with WotC, giving it the status of "officially licensed third-party material." It was blessed by WotC, but none of its content was considered cannon. As for me, I still pull out my Dragon Compendium once in a while, and the occasional old issue, but I've left most 3.5 content behind. I have a lot of homebrew that has carried over from 3.5, some of which I stole from Dragon, but a lot of it has been updated since. |