Talonius's page

Organized Play Member. 41 posts. No reviews. No lists. No wishlists.



1 person marked this as a favorite.

Hi,

Can you please cancel all my subscriptions?

Kind regards,
Evan


3 people marked this as a favorite.

Can we get a preview of the contents of the screen?


6 people marked this as a favorite.

Can we get zip hoodies with the image on the breast, rather than split across the zipper?

2/5

6 people marked this as a favorite.

For replays, options 2 and 3 are non-starters, because they run out eventually. Only option 1 will actually allow people to continue to play PFS 1e.

Honestly, the opinion of no replays, or severely limited replays (what we have now) baffles me. If a group wants to munchkin their way through the same "valuable" scenarios and crowd out new players, that is a social problem, not a game rules problem.


4 people marked this as a favorite.

Posted this on the subreddit and it was well received, so reposting here for increased visibility.

Yesterday's 1.1 update to the Playtest rules has some welcome changes, and some changes that take some time to understand. This is thanks to the errata format of "replace the would 'should' with 'may' on line 25". This is meaningless without going to the page in question, doing the mental substitution, and figuring out the change in meaning.

The errata and update documents should be much clearer in outlining the intent of the changes being made. As it stands, they're opaque as to what the changes are intended to actually do. Sure you tell me what sentence to change, but I've no idea why until I do it, and if I get the wrong idea from my substitution, the meaning is lost in translation.

I propose the following format for important errata: wrote:

Errata Title

Location of text

Text describing the intent behind the change

Original Text: ...

Updated Text: ...

For example: wrote:

Using Quick Alchemy to Craft Uncommon Items

Page 46

The Alchemist should be able to use Quick Alchemy to craft any item in their formula book, not just common alchemical items.

Original Text: You create a single common alchemical item that is of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check.

Updated Text: You create a single alchemical item in your formula book that is of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check.

This way the change is immediately apparent and the reason for the change is clear. It would make readying the update document a lot more pleasant. As it's a PDF, pagecount isn't an issue, though I understand there's additional layout required.

Another request I saw was for timestamps for each erratum, so we can see what is a new change and what isn't.


7 people marked this as a favorite.

There's been a lot of discussion within the community about every element of the playtest rules, and there are a few issues that keep being mentioned. Examples are the Alchemist in general, the Rangers lack of synergy in its class features, and the Paladin's glut of reactions. Others include the micromanagement of actions in combat with things like removing and replacing your hand on your weapon.

One thing I'm hoping we see that could help with a lot of the confusion is if the playtest designers published blogs that discussed the design intent of the different elements of the playtest rules.

To use the alchemist as an example, since it's the only class I've played, it would be really good to know why they chose to tie the alchemist into resonance the way they have, and if they have a different view of the alchemical items, which seem to be basically always worse than spells. Perhaps the alchemist is intended to be a melee or ranged class that compliments its attacks with alchemical items, rather than relying on them, and that's been lost in translation.

That's just one example, but there are many topics of discussion where the playtest community lacks the context to evaluate seemingly confusing design choices.

So far, all of the blog posts have to a greater or lesser extent been written as marketing pieces designed to build hype and preview content. That's fine before the release of the rules, but now that they're out, what we really need is open and honest communication from the designers.


1 person marked this as a favorite.

Will these 5th-level playtest scenarios come with pregens?


4 people marked this as a favorite.
Charles Dunwoody wrote:
Power Attack and Quick Reversal both sound really useful. And the 14th level shield ability oddly specific. Maybe it has more applications.

Yeah, +1 or +2 to Reflex saves requiring an action to activate. Not exactly thrilling for a 14th-level ability.


1 person marked this as a favorite.

I just got Raiders of the Fever Sea, the second part of the Skull & Shackles Adventure Path, because I read that it can be used as a good, standalone pirate sandbox.

Which other Adventure Path issues work well on their own?


2 people marked this as a favorite.

Was I wrong in thinking that the whole reason Maldris brought them to Galt was because of the Final Blades?


1 person marked this as a favorite.

The Onyvolan are great! They appear to be inspired by

Spoiler:
the Wheelers from Return to Oz


1 person marked this as a favorite.

In the GM view, could we add the number of the character that received the credit to the GM's number? Like, it's always my player number in that column, so it's redundant information. Knowing which character received the credit would be useful.


1 person marked this as a favorite.

Less than a full page of information on each faction. Reprinted rules. I was excited for this book, but I don't like the finished product.