Skeletal Technician

Squiggit's page

Pathfinder Rulebook Subscriber. Organized Play Member. 8,527 posts. No reviews. No lists. No wishlists.


RSS

1 to 50 of 8,527 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Rulebook Subscriber

The conventional wisdom I've seen is that the associated actions refer specifically to the action given to you by the implement, so weapon/bell/amulet only swap with their reactions (which is technically maybe not legal because of free action rules but something I see most people treat as an editing mistake not a rules limitation). It does make swapping into passive implements kind of awkward (though less awkward with the remaster swap action).

There's been no dev clarity either way on implement swapping, though.


7 people marked this as a favorite.
Pathfinder Rulebook Subscriber

From experience, sweeping in-universe rationales for game mechanic changes tend to be extremely awkward and rarely (if ever) satisfying to read or experience. Especially given that often these universes don't tend to work all that hard to remain rules compliant in the first place.

It's also not always practical. Like consider your request re: Drow. If the point of removing Drow is to disentangle official setting material from other licenses and IP, then telling a story about where all the Drow went is literally undermining that.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

I don't think I've ever heard 'core' used to describe the whole line of rulebooks. For that matter, I think this is the first time I've heard someone call APG core either (though core+apg is a common combination I see).

Like when I see a "core only" game online, it usually refers to literally just that, only the CRB for player facing options. This is true of both PF2 and PF1 (and D&D for that matter, for games that only want to use the original set of books).


Pathfinder Rulebook Subscriber
Sibelius Eos Owm wrote:


I answered the question with regard to technicality, which technically is what the OP asked.

Yeah, but you answered a different on a technicality (what license was the book published under) than was asked (was the book built for the remaster). So it was worth pointing out the disconnect.


4 people marked this as a favorite.
Pathfinder Rulebook Subscriber

6th level Sure Footing does indeed counteract petrified.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Sibelius Eos Owm wrote:


So, going by the technicalities of which licence they were published under, no, Kineticists are not a Remastered class

Even though the developers themselves have said that the book was written to remaster standards using remaster terminology, you'd still say it doesn't count?


Pathfinder Rulebook Subscriber
Captain Morgan wrote:
which was meant be balanced by being a glass cannon

This is the only part of the post I disagree with. They're a little squishier than some of their contemporaries, but arguably in a better spot than a lot of post-CRB martials, especially those that rely on non-defensive secondary stats (like the Inventor, Magus, Investigator, and Thaumaturge).

The rogue is pretty clearly middle of the road here.


10 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Themetricsystem wrote:
The better question is what benefit there is in NOT continuing to make new remaster books, of which I think there are very few and the only one I can think of is that it would be easier and less expensive (in the very short term) to simply issue errata for incompatible content and books like SoM and basically every other non-remaster book and set up a new print run for it versus the cost of creating entirely new books that fix all that stuff and repackage it.

I think you're skipping over the most compelling reason I've heard. That Paizo is a company with a very limited workflow pipeline that means the Remaster has left us with like an over year gap between RoE and WoI.

How much of an appetite is there going to be for buying Secrets of Magic again, or Guns and Gears again, or Dark Archive again, as full priced books with a handful of small updates and pushing back new content even further? Player Core had a lot of good will because of the way the OGL/ORC thing shook out, but even still there's been some (marginal) negativity over how little the product actually changed the system given its high price point. That's only going to get worse if they keep doing it.

I'm not saying it's impossible, but I think you're understating the work this would take from Paizo, and overstating how much people want to buy a book they already own again.


Pathfinder Rulebook Subscriber
Finoan wrote:
Nintendogeek01 wrote:
THE skill monkey,
Hey! Investigator... exists...

Well clearly the fact that rogues got this unnecessary improvement means they're going to work a miracle on the Investigator for PC2, right???


6 people marked this as a favorite.
Pathfinder Rulebook Subscriber

The most interesting thing about this story for me is the acknowledgement from the narrator that parts of the story seem somewhat implausible... especially with the story seeming to go out of its way to call out a couple of gods and their followers as foolish and ineffectual, which is practically a running theme of these stories at this point.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Agree with Luke. Cat Fall effectively shortens the distance of a fall, while Unbreakable reduces damage, so cat fall goes first.

Requires you to squint at the words a little bit but seems like the clearest and cleanest way to interpret what's written.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Finoan wrote:


So... Then the Summoner just... stops being a Summoner? How is that mechanically any noticeable difference to the character's role in the campaign than the Death effect just killing the Summoner as well?

It doesn't really. It effectively renders the character nonfunctional and will require some sort of GM intervention to address (whether that's through uncommon options, some sort of narrative play, or a new character entirely).

... But that's the same situation you'd be in if the Summoner had gotten Doomed 4 instead, or if you were playing a Barbarian or Fighter or Wizard or Ranger and got hit by a similar effect. The fact that the Summoner is essentially operating as two bodies adds a narrative quirk here that might be interesting to play around with, but mechanically this is about what you'd expect to happen.

Quote:

And that doesn't run afoul of the Ambiguous Rules rule because...?

Because that is where that 'No, really' request is going to be coming from. There isn't any mechanism for recovering an Eidolon. Not one that is available at all levels of play, as a common option, and with the cost of only downtime that Animal Companions and Familiars have.

Raise Dead and Resurrect are both mid-level spell/ritual, are Uncommon, and have pretty high monetary cost.

I don't think it runs afoul of 'too bad to be true' because rendering a character non-functional as the result of an instant death mechanic is the normal expectation for those abilities. The only reason it looks weird is because you have two characters in one package, but the summoner and eidolon are fundamentally entangled in a way that even witches and their familiars aren't, so that's not a comparison that quite works.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Finoan wrote:


There is also no rule that things do work the way that you are claiming.

The rule saying it works that way is the effect saying the creature dies. You don't need an extra rule saying "no really"


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Out of curiosity, what are you trying to get out of this discussion? Like what's the end goal, what are you trying to enable or prevent from happening? A lot of this seems very semantic.


Pathfinder Rulebook Subscriber
Finoan wrote:
Why according to RAW does the Eidolon die?

Isn't the answer to this fairly simple? In this scenario the eidolon is subject to an effect that says that they die. That's it, that's the answer.

Now from there we can go dig into eidolon rules to figure out if there's a reason that doesn't work or doesn't make sense to allow even if it does, but "Why should this mechanic function normally" is not a question that logically makes sense for how Pathfinder is constructed. Abilities don't need to give themselves permission to do what they say they do.


Pathfinder Rulebook Subscriber

Ultimately despite its popularity free archetype is more of a suggestion, a fragment of an idea, than a complete alternate ruleset, so I think it's hard to talk about how it 'should' be run in that sense too much.

Regarding the issue of feat pools: I think it's better to not separate the pools. While juggling the dedication limit can sometimes be really frustrating, it's something the designers consider core to the game and sometimes forces us to rethink how to put a character together in a way that's not necessarily bad (personally I think the game would be fine without it, too, but it is what it is).

Regarding the multiclass rule your GM has proposed: I'm sort of confused. Are you saying that multiclass characters are given fewer feats than characters who take non-multiclass dedications? If so that seems kind of strange and I'm not sure why, as multiclassing is somewhat unremarkable (there are some exceptional combos, but some really weak ones too).

Or do you mean that a multiclass character has to spend their free archetype feats at 2, 4, and 6 before having the ability to take a second dedication? If that, that's pretty much normal and exactly how someone not taking a multiclass dedication would work too.


Pathfinder Rulebook Subscriber
Unicore wrote:


I do prefer to treat each missile/shard separate for rolling damage, but that does lead to some confusion with players thinking each shard is a separate instance of damage. Not enough for me to want to do it differently either, but there is perhaps more ambiguity than is necessary.

Does fireball do six instances of damage because you roll 6d6 instead of 1d6*6?


Pathfinder Rulebook Subscriber

Which feels a bit weird to say considering how disastrously messy they chose to make prepared spellcasting, but it is what it is.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Cordell Kintner wrote:
It's overpowered and makes the game not fun when you can just know everything.

But you don't get to "Just know everything" you get to somewhat reliably succeed at checks to get fed whatever information the GM wants to feed you. Recall Knowledge as an action is highly restrictive and entirely within the GM purview. There is no possible way to abuse it (unless the GM chooses to give that to the player, which isn't really abuse).

It's only really 'overpowered' in the sense that a lot of knowledge based options in PF2 are written really badly, but not really the thaumaturge's fault.


7 people marked this as a favorite.
Pathfinder Rulebook Subscriber

Strictly speaking there's no 'may' or 'can' in the sneak attack description.

But both given the context and the flavor of sneak attack this feels like a weird thing to do to two of your players idk.


Pathfinder Rulebook Subscriber
The Raven Black wrote:


The death of the hunter at the claws of a primeval beast that then becomes a pure hunter of deities. And how both mortals and deities struggle to adapt.

My only real gripe is that instead of being a prophecy about the death of Erastil it's more like the prophecy of a monster that happens to kill Erastil along with a bunch of other deities.

It's supposed to be his story but you could take him out of it and wouldn't have to even change much. The story is very interesting but I feel like it doesn't do quite enough with the brief for me.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber

One sort of interesting thing here is that a couple of them seem to deal with the divine consequences of deicide and the others don't.

Urgathoa and Pharasma's deaths both fundamentally change the fabric of the setting on a cosmological scale, while the other deities' deaths don't really seem to have any broader implications outside their immediate significance (Asmodeus' leads to a lot of changes, but they're more political than metaphysical).

Not sure if that's just a writing choice, or an implication that some of the divine portfolios just aren't as important.

Of course, the whole thing is an in-universe narrator examining what-if scenarios written by another in-universe figure, so the whole thing could be written in some twisted and unreliable way to begin with (like zezia's observations earlier in this thread that many of these stories portray the followers of the fallen deity as incompetent or capricious).

keftiu wrote:
Urgathoa's is the odd one out here, as she seemed to almost welcome her end.

One thing that sort of stands out to me is there's a bit of a subversion of her principles. Urgathoa is a survivor who abhors the idea of any kind of self sacrifice... and while her end isn't sacrificial, there's something somewhat ironic about her actual death being the thing that breaks cycle of life and death, which is sort of a win condition for her.


Pathfinder Rulebook Subscriber

Poor Erastil. I know people call him a boring deity but even in his own what-if story he's basically an afterthought...


Pathfinder Rulebook Subscriber

Even stacking rules aside, both triggers are specific. Rolling twice from the braggart effect is not the same as being offered misfortune for the purpose oF Curse Maelstrom. The effects have nothing to do with each other and don't interact at all (except as previously stated that you can't stack them)


Pathfinder Rulebook Subscriber

The lich king thing for Urgathoa, hm?

A really lame trope, but since this is basically just a what-if anyways it's an easy enough piece of fiction to ignore.

Bigger shame is the news that they're going to be breaking the Prismatic Ray. I always thought it was one of the more interesting Pantheons Paizo had.


Pathfinder Rulebook Subscriber
Trip.H wrote:
It is a good example of a real flaw caused by a mismatch of system design, and one that does not need to be there.

I mean nothing really 'needs' to be there it's all an arbitrary combination of systems built to taste. The fact is though that a significant enough proportion of respondents preferred things this way that Paizo felt it better to do so.

It's also something that can be relatively easily mitigated (by becoming trained in the skill or taking untrained improvisation) if it's really something you're concerned about, so it's hard to really place this as some major thing.

Quote:
and then there is that contradiction where the stronger the PCs get, the *more* impossible it is to do actions they are untrained in.

That's somewhat of a mischaracterization. "more impossible the stronger the PCs get" implies that you're somehow getting worse at tasks as you level up... but that's not true. You just aren't improving. The character's ability to succeed at a task never changes. That's... not a contradiction at all, it's just not being good at something.


Pathfinder Rulebook Subscriber
Trip.H wrote:
That is a serious and unnecessary system problem that apparently did not exist in the past rule-set.

Is it actually all that serious? The problem, as described, is that someone who puts absolutely no investment in a skill is not going to be able to pass leveled checks.

That doesn't seem all that serious, after all the person in question has not even taken the bare minimum of steps to give themselves any boosts in that skill.

Again, for a number of people during the playtest this was specifically a desirable outcome.

Like I agree it's kind of weird and maybe not as useful as some people think, but treating it like some major, fundamental flaw in the game rather than just a personal taste thing seems way off base.


4 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Deriven Firelion wrote:
PF1 did swarms better.

PF1 swarms were goofy. Some of them were resistant to physical attacks (which makes some sense) while others were just mystically immune to physical harm entirely.

Meanwhile somehow having hundreds of an animal together would give them the ability to tank explosions that would incinerate them individually.

Oh and no matter how much you picked away at it, the swarm never lost effectiveness until hitting 0 and instantly dispersing.

... Despite that, a swarm of 300 rats actually only has four times the HP of a single individual rat. So even with damage halved someone stabbing the swarm would only need to deal enough damage to kill eight rats for the other 292 to evaporate.

... I'm not saying PF2 swarms are better, but it's weird to talk about PF1 swarms as if they made any kind of sense at all or had even a modicum of verisimilitude.


Pathfinder Rulebook Subscriber
Finoan wrote:
Captain Morgan wrote:
On a related tangent, a related problem I run into is people with bad charisma skills wanting to participate in conversations with NPCs and then feeling punished when the GM asks them to make a roll.
Ah yes. The classic "INT is a dump stat, but I still want to participate in the dungeon's door puzzles."

This one is always really tricky because often times adventures have puzzles designed to be player facing, not character facing in the first place.

So all the normal concerns about roleplaying and character design are sort of just abruptly tossed aside to begin with... which can feel really bad if there's a mismatch.


Pathfinder Rulebook Subscriber
Sintog wrote:

I think there is a serious flaw. Bond Conservation notes the requirement that the "last action" was drain bonded item. Which means

Free action: Drain bonded item >
Cast a Spell Activity >
Can't use bond conservation because the last action you used was to Cast a spell.

Therefore, it has to go
Free Action: Drain Bonded Item >
1 Action: Bond Conservation >
Leaving you with 2 actions remaining to Cast a pair of spells.

Right?

Two things:

-Bond Conservation lasts until the end of your next turn, so by design you'll likely be using your free drain/extra cast on the subsequent turn.

-Remaster changed the requirements of Bond Conservation to work the way you describe in your first example (it now requires the last action to be Cast enabled by Drain)... though mechanically this change doesn't actually mean much.

Either way there isn't really a serious flaw, it's just something you have to spread out over multiple turns most of the time.


Pathfinder Rulebook Subscriber

I hope they make the curse more dynamic early on too. The idea of ramping penalties and benefits is a pretty cool one, but there also isn't much of a ramp. For the first 10 levels of the game you're spending most of your time in minor or moderate, so there isn't really much of a build up.

And then it never progresses any further after getting your Major upgrade at 11 (since Extreme is more of a generic thing).

Having more of a progression from the get go would let the Oracle lean into that idea of ramping intensity, which is a theme the class kind of plays with but doesn't commit to enough to be satisfying (sort of a perennial pf2 problem though).

I do sort of like the idea of separating them from focus spells. As is now I feel like half the oracles I run into will waste focus points just for the sake of activating their curse benefit, and the other half will avoid their cursebound spells entirely because their mystery's curses are garbage. Both seem like design issues.

... I also hope they look at individual mystery balance more, for that same reason, but that also seems like something Paizo has opted to skip for the Remaster.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Finoan wrote:
But all indications point to that being the intent - from the name of the activity, to the subordinate actions rules, to listing out the Sustain a Spell action by name.

On the other hand, the ability very notably uses different (and otherwise both peculiar and needlessly verbose) phrasing than pretty much every other ability in the game with a subordinate action.

That seems like a pretty strong indication too, and I'm not sure it's reasonable to dismiss that out of hand.


3 people marked this as a favorite.
Pathfinder Rulebook Subscriber
PossibleCabbage wrote:

I think the thing about "something only affects stealth when the rules specify that it does" is that it ignores that if a character were to affix bells to all their clothing, cover themself in glitter, then set their hat on fire that should make it somewhat difficult for that character to be inconspicuous even though there are no rules for hat fire or glitter.

At some level a GM has to make a call not on "what specifically the rules say" but on what makes sense in the story. Even if your kinetic aura is "a gentle breeze" that is still going to be abundantly obvious in "a library" but much less so in "an open meadow."

I mean, there's a difference between creating some specific scenario outside the normal bounds of the game and expecting the GM to make a call on it and claiming that it is an concrete feature that a certain ability prevents you from making stealth checks without anything like that even being mentioned.

No one's suggested GM's aren't allowed to make judgment calls about things.


3 people marked this as a favorite.
Pathfinder Rulebook Subscriber

IDK a discussion over how people run stealth seems like fair game for a thread about how people feel playing the kineticist.


6 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Trip.H wrote:
I have no idea where specifically this willful delusion is rooted

Man this is an incredibly goofy way to take things after literally just complaining about 'bad faith' discussions.


6 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Deriven Firelion wrote:
If the designers did not mean for that to interfere with skill actions like Stealth or Invis or what not, they should have made that pretty clear.

I mean, flip that around for a second.

If an ability was intended to wholesale prevent you from using certain actions, shouldn't it be important to mention that somewhere?

No one's assuming you can't concentrate while raging or cast spells in a battle form, stuff like that is written into the ability. Point of fact is that, outside some reminder text examples, abilities don't tell you when they don't prevent you from doing something.


4 people marked this as a favorite.
Pathfinder Rulebook Subscriber
YuriP wrote:


About my disbelief it's not that I think they lied but that the OGL wasn't the main reason but a perfect justification to abandon the drow concept at once while avoid complains.

But it didn't avoid complaints.

And they also are filling that space with their own, new type of cavern elves... so clearly it's not a design space they wanted to just wholly abandon.


10 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Kaspyr2077 wrote:


The OGL is a licensing agreement. Paizo was, for many years, comfortable publishing material under that agreement. Quite recently, Hasbro made an ill-advised move to try to retroactively alter the agreement. Even after failure, Paizo was now aware that Hasbro was an unreliable partner and potentially treacherous partner to be in such an agreement with, and so they ended their participation in the agreement.

Unreliable and treacherous... but you don't assign any malice?


Pathfinder Rulebook Subscriber

None of the geniekin get a bonus language. If you need your Talos to speak Talican, consider finding a way to get 12 int, switching backgrounds to something that provides multilingual, or talking to your GM about your character's special circumstances.


Pathfinder Rulebook Subscriber

I mean it says Step. It even uses the capital letter.

And Step says you can't Step into difficult terrain.

One point of clarification, Step prevents you from stepping into difficult terrain, not out of. So the most correct answer to your question is "Depends on what the square you're moving into looks like" since being within difficult terrain doesn't matter.


Pathfinder Rulebook Subscriber
Sanityfaerie wrote:
The difference is in the desire for balance.

Maybe but it's still kind of shoddy design.


Pathfinder Rulebook Subscriber
Puna'chong wrote:
I suppose we do disagree, because the action economy is inherent to the alchemical items. You can't separate the action economy from their use and say that, once you do, they're actually good.

Why can't I? When one of the core issues is action economy, it seems prudent to be able to say that.

Things like Quick Bomber or a Rogue's Poison Weapon feat make their respective items vastly more effective, so I'm not really sure why pointing that out should be off the table.

Quote:
The fact that the Alchemist can't use a bomb any better than anyone else without at least one feat that does nothing more than shore up a problem inherent to the bomb is just icing on the cake.

It's not 'icing on the cake' when it's the main thing holding the class back (and even then, only barely in the case of the dedicated bomber).

Like I'm just not sure what good it does to gnash our teeth about 'fundamental' problems and willfully ignore the specifics of the issues and how to fix them in favor of just pining after 1e.


Pathfinder Rulebook Subscriber
Puna'chong wrote:


Really, ultimately, I think I just wish they'd push the design back towards the 1e approach of not having the Alchemist's power tied to items anyone else can buy. That's what makes this class so fundamentally difficult, in my mind, because it's not self-contained and is basically coming pre-nerfed because its abilities are items, and items (as Paizo designs them) need to be weaker than class abilities. I think we're too far gone at this point, though.

While I like the 1e spellcaster model, I sort of disagree here. There's some awkwardness from items, the biggest problem Alchemists have tend to come from utilization issues, not the items themselves. In terms of raw output, most alchemists have the potential to be pretty decent... but then they stumble over themselves with action economy, accuracy, and feat tax issues. In other words, it's the opposite. A lot of alchemical items are good, but the actual alchemist chassis is terrible at everything other than making those items accessible.

Alchemical items are somewhat broken, but mostly in the sense that they're a subsystem that's not really accessible to anyone else.


Pathfinder Rulebook Subscriber
Finoan wrote:
If we are ignoring the activity and subordinate actions rules when looking backwards because that scenario wasn't in the list of examples, then why are we enforcing it when looking forwards? Why not allow 'your next action is...' abilities to trigger on the first subordinate action of an activity?

I think you're misunderstanding the position a bit, because in no case are we ignoring or enforcing subordinate action rules. They have nothing to do with this mechanic. Nor are you 'ignoring' activity rules if you use the paradigm that allows this to work. Characterizing it as enforcing/ignoring is missing the point and implicitly defining one side as fraudulent (which is fair if that's your position, everyone is going to have one, but it's important to understand where each argument is coming from, otherwise we don't really have an informed opinion).

... I was going to use your example as a starting point, but that's not how bond conservation works so I'm not sure what you were going for, so instead looking at the OP's

If you view an activity as a container with elements inside it, then you run into this: Everstand Strike > Devoted Guardian which obviously doesn't make sense, because Everstand Strike is not raising a shield.

But if you instead view an activity as part of a series of things you do, then you get Everstand Strike > Strike > Raise A Shield > Devoted Guardian, under which the combination makes perfect sense, because the last thing you did was raise a shield.

Quote:
Why not allow 'your next action is...' abilities to trigger on the first subordinate action of an activity?

From the former perspective, it doesn't make sense because the next thing in line is the container, from the latter perspective it's the same as asking why you can't Spellshape > Stride > Cast A Spell.

Part of the problem stems from people treating all these different triggers as identical when they clearly aren't. Regardless of perspective, it doesn't really make sense to argue that a certain ability should have certain restrictions because an entirely different ability that works in an entirely different way has certain restrictions.

Quote:
Again I have to point out that the examples illustrate the rules. The examples don't define the rules.

Right, but neither the examples nor the rules are particularly illuminating here.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

This is some really cool homebrew but I really hope whatever we get in PC2 looks nothing like it. Being so heavily silo'd into one research field kills a big part of the class.


Pathfinder Rulebook Subscriber
Guntermench wrote:


And we're only given one of those frameworks in the book.

No we aren't, the book is completely silent on the topic. If anyone could actually point to a specific line that says "this is how this interaction works" or "this is how activities work" then there wouldn't be much of a discussion here.

I don't really get the posturing, tbh.


Pathfinder Rulebook Subscriber
Guntermench wrote:


Having it work one way in one instance and another in another effectively identical instance isn't good game design, for one thing.

Consistency is generally a good thing.

Yeah, but there's only a consistency issue if we accept a certain premise on how activities work. That's part of the problem. Both conclusions make complete logical and consistent sense within their respective frameworks, while making zero sense in the other framework.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

As people here have helpfully illustrated, there's debate over whether activities function like a 'chain' or a 'container', with the rules providing no explicit guidance and the examples in the book missing this particular type of interaction.

Best you can do is gather the available information and ask your GM.


11 people marked this as a favorite.
Pathfinder Rulebook Subscriber

I'm sort of befuddled by this idea that they're just dead weight at low levels. Even at the absolute worst baseline, an EB throwing kineticist is basically a ranged martial who also happens to probably have some free AoE damage or healing or battlefield control (or maybe all three) in their kit.

They're certainly not perfect and definitely want to scale into everything they need, but the hyperbole here is kind of goofy.


17 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Aenigma wrote:
After all, where's the fun in adventuring in a world devoid of ethical dilemmas?

I haven't seen anyone at Paizo or in this thread suggest this, so I'm not really sure who you're replying to.

Quote:
There ought to be monsters, slavers, and criminals who revel in all manner of evil deeds

There are. Not so much slavers and rapists, because Paizo doesn't really want to write about them, but that hasn't really precluded Pathfinder (or D&D in general) from including lots of villains for PCs to fight.

Quote:
If goblins and kobolds are now portrayed as allies rather than murderous and deranged creatures who think nothing of enslaving and butchering humans, it begs the question of why they exist at all.

Well, presumably because a writer thinks they're interesting and wants to tell stories about them. This feels kind of non-sequitur.

Quote:
Imagine if Tolkien had suddenly decided, 'Oh, I believe orcs are depicted as too malevolent in my book. It's clearly discriminatory and detrimental to readers' mental well-being. I'll revise this aspect. Henceforth, orcs in Middle-earth are a proud warrior race who vehemently oppose slavery and rape.' If he had really done that, I highly doubt his legendarium would have become as famous and masterful as it is.

So you postulate that Tolkien's success doesn't have to do with his worldbuilding or storytelling ability, but specifically because it had orcs that behaved in a certain way?

1 to 50 of 8,527 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>