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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) ![]()
![]() 1. Do you currently like pathfinder 1e? (I know it sounds loaded, but please bare with me.)
2. Did you once like pathfinder 1e but now find it troublesome? (feel free to give details.)
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.)
5. How do you feel about making the game more accessible in general?
6. Are you willing to give up on accessibility if you can still gain all of the benefits listed in question 4?
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).
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. ![]()
![]() Colette Brunel wrote:
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! ![]()
![]() Dαedαlus wrote:
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. ---
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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 ![]()
![]() Gallyck wrote:
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. ![]()
![]() 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. ![]()
![]() JulianW wrote:
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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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. ![]()
![]() 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! |