PF1e. I am trying to get into PF2e via a PbP game, but between that and the many times I've tried reading rules written for it my efforts don't seem to make the game attractive. I don't think there's anything objectively wrong about PF2e, but it's possible the "nearly everything is written like a feat" format is hard for me to evaluate. Or maybe I'm getting old. Or I have other D&D3e-derived games to use when PF1e fails. In any case, I will likely be sticking with PF1e and simply using a mountain of 3rd party offerings to get it where I like it.
DM_aka_Dudemeister wrote:
What do the various talents do? Are there any interesting archetypes?
Archpaladin Zousha wrote: So...am I a boring roleplayer because most of my characters fall into the special-snowflake half-elf category? Ir race is the only thing that people remember about your characters then it doesn't matter which one you pick: they will all be equally boring. I should maybe be the last person to say race doesn't matter when making a character, but I know from experience that memorable characters are memorable characters regardless of race.
Lazlo.Arcadia wrote:
The incantation system from Spheres of Power can be used without the rest of the Spheres system: http://spheresofpower.wikidot.com/incantations
glass wrote:
Also PF1e has a lot of quality 3rd-party stuff you can use to tweak a lot of the problem areas like casting and monster design.
MrCharisma wrote:
Thanks. I may actually have been thinking of using the rule in a different game; Pf1e isn't that bad-off.
Mineralites are Lawyer Friendly Gems from Steven Universe: https://www.drivethrurpg.com/product/205608/The-Crystal-Planet-Players-Guid e?term=mineralite
the xiao wrote: ...the Sphereshaper really looks like hea wants to take the Vizier's place. That sounds like a plus from my end, given how I'm lukewarm on the Vizier. (It may be a manifestation of what I call "the spell-list problem": the vizier is probably defined by their veil list being different from other classes, but because the text of that isn't in their class write-up it doesn't come across easily. By contrast, the majority of spehrecaster classes have access to all the spheres and all the talents -- with casting traditions picking up some slack in defining that area -- making their class features more meaningful.)
Fleshwarp It is said the body is the plaything of the mind. Fleshwarps are proof of that....sometimes, horrifying proof. Legend says it began with some masters of mental magic, turning their power inward in pursuit of the ultimate goal of freeing themselves from their fleshy prisons. They succeeded. But they took on students too eager for power: a few tried the ritual before they understood its subtleties. Not only did it twist their bodies, but their bumbling created a sort of psychic disease in the realm of dreams. Now, periodically, a person awakes from a nightmare of body horror to find that the nightmare has become real... Next: Leshy
Chell Raighn wrote: Next: hobgoblins! A mispronunciation of "hop-goblins", short for "hoplite-goblins". These are goblins who undergo intense training to turn them into military machines, along with special diets to dramatically increase their growth. These "super-goblins" become the heavy weapon of goblin-kind, often becoming de-facto heads of goblinkind. Tragically, their bodies are pushed to the limit, and they rarely live as long as their goblin kin, even discounting death in battle. This usually fosters an attitude of "don't put off till tomorrow what you can do today", resulting in relentless, stoic war machines. Next: Shabti!
Kobold Cleaver wrote: Next Prompt: Worgs! SilvercatMoonpaw wrote: Paw Patrol. Now with bigger paws! Okay, I'll try again. When humans domesticated dogs, goblins looked at the result and decided they could do better. And they did: not only did they domesticate wolves again, but they also somehow taught those wolves to speak. At least, that's what goblins tell people when those people ask where they got the talking dogs. Other sages think that goblins heard about dogs, and used unholy magic to make some for themselves. The talking bit is because they didn't know dogs couldn't talk.
MrCharisma wrote:
I have a similar issue with the Occultist as I do with the Wizard: its class-defining feature is designed around D&D's conception of spell schools. The Wizard, at least, has some alternatives (e.g. elemental schools), while the Occultist has maybe a few archetypes for using a different conception.
MrCharisma wrote:
I mean "it seems the Occult classes are the ones most people are posting here about".
Dale McCoy Jr wrote: Does this sound more interesting to people? At a certain point asking for new options for existing classes can turn into asking for whole new classes. Example that's just been mentioned: the Shifter. Not sure there's anything that can be given to that class that will fix its mediocre-ness without ending up almost being a complete rewrite (and Legendary Games already did one of those, anyway). I think there's certainly some design space in making what are essentially new versions of existing full-caster classes with reduced spellcasting but increased class features: I find Inquisitor and Warpriest spark more ideas than the Cleric, the Magus and Summoner to Sorcerer and Wizard. (About the only full-caster I think works on its own is Druid, and that may speak more to its potential-OP status.)
Dragon78 wrote: If Paizo made more 1e products( yeah I know "and monkeys might fly out of my butt"), but if it actual happened, would you buy them? No. At this point all the good parts of PF1e were/are made by 3rd-party companies. In the end, the only thing I cared for from Paizo products was artwork.
202) Dubbing. The drinker's voice no longer matches their mouth movements. If the drinker is a creature that cannot naturally speak but has an Intelligence of at least 3, they gain a voice that seems to come out of nowhere capable of speaking all languages they understand. 203) Theme Music. The drinker gains a leitmotif appropriate to their personality/reputation. This grants a bonus to Diplomacy and Intimidate checks equal to 1/2 their level, but automatically ruins all Stealth checks relying on silence.
kevin_video wrote: My distaste for Discord is more the wave after wave of texts, and coming back an hour later to find out that there’s been 15,000 posts on 20 different posts on just one channel. I’ve muted most channels, and even channels I still follow have sections muted. It’s just too much. I've got to agree: too much information. I can briefly duck in and out, but there's stuff I'm not going to go back and read.
176) That information is above your clearance level, citizen. Trust Friend Blue Golem that there is an explanation for The Gap and that you do not need to know about it. Why are you even asking? Are you asking because you are a [REDACTED]-[REDACTED]-traitor scum? If you are, please report to your nearest Disintegration Trap for disposal. Failure to do so will result in disintegration. Now go and have a Good Day. And remember: Fun Is Mandatory.
Claxon wrote: In which case my honest response is: I don't care, play what you want to play (as long as it's not a mechanical problem). But (to my players) I would have them bear in mind that no individual character gets that much screen time (relative to others) so you're probably not going to be exploring with the group what it means to be an animal or anything like that. It's just not what the gaming group is there for as an experience, unless you explicitly recruit for such a game. To comment here (but not intended as a counter, Claxon): Sometimes its okay if a character detail never gets explored. I've had that happen more than once.* Games don't always last that long, or go in an unexpected direction that doesn't lend itself to exploring the character, or some...third...thing. I feel not every detail that exists in a fictional universe needs to be explored, especially when it's done via "Amateur Improv Theater, Now With Math!" But for the person playing the character there's always going to be a little more depth simply because they're doing the inhabiting. And sometimes that's all that matters. . * Actually, that's what usually happens, to the point of which I think the old "homeless wanderer orphan" actually seems like a respectable idea. Make the connections in-play.
Quixote wrote:
Except that's not always the case: I have an easier time relating to something the further it is, biology-wise, from human.
avr wrote: Maybe combat expertise could be removed in Corefinder which'd bring that to 3+1 prereq minimum? I'm in the camp of removing certain "everyone's going/got to take" feats. Trade-off feats, for instance, strike me as something that could just be an inherent feature of the combat system, maybe with some limitations gated by something such as BAB.
avr wrote: It is squishy (half the HP of a d6 HD class which lacks good defensive spells), but the main thing is it's more targetable than a book and more expensive to make backups of. You need a few thousand for a stone familiar. Sounds like it should have been done the way DD4e did familiars: it's not a real animal, and when killed automatically reforms at some point in the near future.
born_of_fire wrote: IMHO, the problem lies in the fact that the mechanical benefits of being an uncommon race are offset by role playing consequences that many here seem willing to overlook. Being a hobgoblin to gain the mechanical benefits of the race but expecting to be treated in society the same as a human is like a human expecting to have the darkvision a hobgoblin enjoys at the price of being recognized as non-human without the associated cost. If a player wants to have the physical characteristics, skill bonus, racial trait, weapon proficiency or whatever the uncommon race offers that makes them mechanically more attractive than a common human then they should expect to pay the price of being regarded as something other than a common human. That should be part of the rules, then. At least, it should be explicit in the text that such roleplaying penalties are part of the balance. And does that still apply to races that are weaker than humans, such as goblins, kobolds, and orcs?
|