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RPG Superstar 7 Season Star Voter. Pathfinder Adventure, Adventure Path, Rulebook Subscriber. Organized Play Member. 1,046 posts (1,531 including aliases). 5 reviews. No lists. No wishlists. 1 Organized Play character. 12 aliases.



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Ummm...today in the mail, I got the Core Rulebook, Bestiary, and Fall of Plaguestone


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I came to say I wanted this. I stayed to read Sebastian's comments.


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Was this answered?


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Very cool. More of this stuff is great.


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graystone wrote:
Now I just have to click enough times on the download link to get the errata. It took me a week and dozens of clicks to get lucky and download the screen reader players handbook. If the errata goes as well, I'll get the errata by the time part 2 of the survey comes out... :P

Yeah--what is up? I've re-downloaded twice. Is there a list of the errata somewhere? (Failed Perception Check)


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1. Do you currently like pathfinder 1e? (I know it sounds loaded, but please bare with me.)
No. The 3.5 Mechanic has been part of my gaming on and off for ~18 years? I'm bored with it and actually think it interferes in some instances with the stories my gaming group like to share.

2. Did you once like pathfinder 1e but now find it troublesome? (feel free to give details.)
Yes. Quite. I'm one of the old guard in a sense. I switched with Paizo as the magazines were yanked. I loved the game...and still do enjoy the way they tell a story...but eventually PF1 didn't move the needle for me. Maybe, bloated?

3. Do you like 4th or 5th edition D&D? (Also sounds loaded but again no judgments)

Truly enjoy 5e...but wish it had more character input and decisions when leveling (and this is from someone who DMs 95% of the time). Some ideas I liked in 4e, but the game got too gamist, too clunky...I prefer 5e's story over mechanics approach...harkens back to 2e for me. But, I'm always drawn to that 4e style...*something* is there WotC didn't quite get at. I'm hoping PF2 does.

4. Which are you looking for class balance, smoother high level play, more options, or even all of those things? (Small edit: these weren't meant to be mutually excursive, I just want the gist of what you're looking for, feel free to add additional thoughts/desires as well.)
Out of the 3 - I prefer the last 2. I love options.

5. How do you feel about making the game more accessible in general?
Not sure what this means. But, if you mean pick up and play...it will never be that I don't think. D&D is probably still the gateway drug, if you will. I think PF2 should almost be advanced D&D if you will.

6. Are you willing to give up on accessibility if you can still gain all of the benefits listed in question 4?
I think I answered this in 5.

7. Would you be willing to play an alternative rules system then what we have been presented? (A different version of pathfinder 2nd edition if you will).
Obviously. I'm here for the innovation.Why stop now?

8. And if you said yes to the above question what would you like to see in that theoretical game? (Most of you will see what I'm doing here, I'm finding common ground)

A style of game that supports the pillars of play and, most importantly, supports DMs running thrilling games that increasingly busy/distracted/time-shortened players can enjoy.


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Colette Brunel wrote:

Is anyone else having trouble maintaining group morale now that the playtest has appeared?

I was supposed to GM two concurrent groups for the Pathfinder 2e playtest, but morale took an immense hit once everyone had time to look over the playtest book. A few players have since dropped their interest entirely, and even those players who are sticking around are shaky in confidence.

After asking around, it seems that a few other groups, plural, aside from mine had cancelled their own playtest game plans after seeing the playtest documents.

I would like to hold out hope, however. If you are interested in playtesting Pathfinder 2e under me via MapTool 1.4.1.7 (unfortunately, Roll20 is not an option) and are willing to abide by a cutesy anime aesthetic, then send me a Discord friend request at Earth Seraph Edna#1648. We can work out a schedule from there. I will need all the willing playtesters I can get.

Is anyone else seeing this post as the most passive-aggressive way of noting they, personally, are displeased with the Playtest version?

Spoiler:
Is anyone else noting how passive-aggressive my post is, too!


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Dαedαlus wrote:

...Yeah.

I die a little inside every time I read 'you may never have more than X' or 'you cannot have a value greater than X'.

The whole reason I like PF is that it allows me to scour a ton of options, trying squeeze out the last bonus, and this system just... does away with that completely.
I understand why it's done. It's to future-proof the game, I know, to avoid something unexpected coming up and breaking the game. But just make it so that something is impossible on your Big List of Design Rules hanging on the Paizo HQ wall, don't tell it to the players if you have to do that.

Even better, don't put hard limits on anything, just make it exponentially harder to make something higher and higher as you go on. Because as it stands, if there's no way for me to ever improve my skill as a player when making a character, if I can't come up with new and exciting ways to push the limits of the game further and further without hitting a brick wall if I go an inch past normal, and what any new player could make day 1, why would I ever want to keep playing?

Um...not to be a jerk...and apologies if it comes across that way...but what about the thrill of advancing the story, of making choices that reflect a narrative arc as opposed to a gamist one?

Why would you keep playing? Because you love the core of fantasy rpgs ---the progression of a character through a carefully guided world at the hands of a DM...the camaraderie of the table of friends playing a game...that thrill you get when you find a magic item as opposed to buying the optimal one so you can inch past your previous cap.

I understand and like the art of building a cool character as much as the next person...but there are so many reasons to play this game. Chiefly...telling a collaborative story with your friends in a semi-competitive, oft-twisting and unexpected manner.

---
Again, this isn't to discount your take: You LIKE what you like; that is valid. AND, you're clearly not alone. I just felt compelled to wax poetic for a second.


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Mechanically, it all sounds very interesting. However, I just don't *like* monsterish races.It ruins the verisimilitude.

Now again, this is a very easy fix...I simply tell my players that our Golarion doesn't have goblin heroes.

All in all, I'm really excited and liking the PF2 stuff, but I'll probably take a pass on the goblin ancestry.

TLR


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Hmm...

Spoiler:
SNEAK ATTACK!!!!

Yes. Everything still seems to be in order here.


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Gallyck wrote:
Thomas, A wrote:
might be the lack of info given but it sounds fighters are going to be same-y
Yup.And videogamey. Ok i go into power attack stance! now defense stance! bleh

How is this different than saying, "I'm going to Power Attack." or "I'm using Combat Expertise."

It is, literally, the same thing...re: activating move or stance.


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Jason Bulmahn wrote:


He does still have armor proficiency, and it does improve a bit for him, but for the fighter, we decided that weapons were his prime focus. This leaves a focus on armor for another class...

BARDS!!!


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One of the things resonance does is firmly entrench potions as magical, thus opening up more mundane alchemical items to fill the niche of low-level wands and stuff (acid flaks, smoke sticks, healing elixirs). My sense from the GCP stuff is that alchemical items fill some of these niches without costing resonance.

Moreover, anything that makes herbalism/alchemy a more intrinsic part of the game is good. In many ways, I think it also fits the flavor of Golarion well already, too.


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JulianW wrote:
Noir le Lotus wrote:

I hate this kind of thing !!

Resonance is just a gamist rule that will push people to optimize and ruin immersion.

So true. It falls into the 4th ed trap of things that drive character decisions but are impossible to explain IC.

Imagine the scene -

"Brother John, why didn't you use the scroll of breath of life? We know you're able to cast it normally"

"I'm sorry Pete, I don't know, somehow its because I'm just not cool and outgoing enough"

"Sally died because of you, you anti-social git!"

"I'm so sorry Pete, this is why I never have any friends. I guess I am just a worthless person."

(OK so maybe it explains why Brother John has such low self esteem in the first place, but its still ridiculous)

While I agree with you that resonance seems clunky (I'd like to try it before passing final judgement), I think this is an overly harsh review of something you've not quite used yet.

I appreciate and applaud a mechanic focused on making magic items feel special.

PF is already pretty much an optimization game for many--hard to make it more so. As a once heavy 4e player, I'd say it wasn't so much optimization but, unfortunately, the illusion of choice. You either were optimized or not, in a sense.

And while the rule is gamist...so, so many elements of PF (and other RPGs are). If this is the one that breaks narrative immersion for you, I get it. But, saying your FORCE OF PERSONALITY helps you maintain and harness the powerful magic of these wondrous items isn't that much different to me than saying Bob is better at wizard spells because his intelligence is higher.


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I wish Alluria all the best. I designed many of the unique classes for the setting and a good number of monsters too (including Fey Folio). I'm thankful they let me play in their (aquatic version of a) sandbox.

I pushed in a lot of weird and non-standard way with those classes (and a few of the monsters), but they were always willing to roll with the directions I took things.

-- I have a bunch of those classes reworked for land campaigns somewhere, I need to dig them out.


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Hey guys - glad to hear some love for the Mariner and the other classes I wrote up for Cerulean Seas. They were a lot of fun; Alluria really let me push some uncharted character class concepts instead of relying on rote role-for-role re-creations.

I've been working with them again . . . and, I've long thought all the classes, especially the mariner, could enjoy the enhanced playability of being offered without the campaign-specific ties.

I'll ask about that.


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Onagella frustrated at her inability to command Sunshine, vents with her axe upon the cornered goblin. With a smooth swing she clefts deep into the pitiful squealing creatures neck, sending it careening to the ground dead.

Tzoltan looks down at the dead goblin, his face conflicted. Onagella is surprised the young man was able to near her without alerting her. She notes the hammer held loosely in his hand as a sign he was probably coming to help her.

Nearby, Vaclav mutters a quick prayer to Erastil and charges one of the two tabletop goblins. The goblin is canny however and hops the strong swing of the man.

Girst goes, then I will resolve Rince's actions. Then goblins . . .if any are left.


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Guthwulf wrote:
I found this module very good, but I did notice that the pregens in the back of the module are level 8. I thought this module is for level 7 characters. Or is this just another hint that this is going to be that tough of a module to survive?

Either way it looks tough. I am going to use this come my romp through Rise of the Runelords. I am going to let my players roll up some level 8 baddies and be hired out by Karzoug (or his minions) to retrieve the swords. (this is someone else on this boards idea . . .I am just stealing it). Part of the reason is I would rather them be one-shot characters so I don't feel bad about killing them. Ha,Ha HA!


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I would be very surprised if more depth was not added to the concept of these Runelords and their unique magic in the pages of Pathfinder or in the Player's Guide. I think I recall someone even mentioning that very fact.


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Just want to make sure I have this correct . . . for the $41 dollars I get the entire 110 card set, right?