TiwazBlackhand's page

Organized Play Member. 176 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


RSS

1 to 50 of 176 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Dark Archive

Cool, so as someone who's not in the loop, what races are available WITHOUT a boon?

Just the PHB Races?

Dark Archive

1 person marked this as a favorite.
Donald wrote:
rooneg wrote:
Jennifer Scott wrote:

#84

Barbarian Class Equipment Kit
Price 3 gp, 2 sp; Bulk 3 Bulk, 5 light;
Money Left Over 11 gp, 8 sp
Armor hide armor
Weapons 4 javelins
Gear adventurer’s pack (containing a backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin), grappling hook, 2 sheaths
Options greataxe (2 gp), greatclub (1 gp), greatsword (2 gp), or battleaxe and steel shield (3gp)
Awesome! I was hoping to get equipment kits.

Barbarian. Soap?

It's delicious and it counts as a trail ration.

Dark Archive

2 people marked this as a favorite.

Ctrl+H Replace all instances of Stone with Scone.

Wall of Scone - Delicious and Defensive
Scone Shape - for PERFECTLY formed baked goods
Flesh to Scone - Now the Stone Golem is Vulnerable to Tea and British People
Scone Tell - Question delicious pastries
Sconeskin - Not, not a good spell. Don't turn your skin into Scones. Don't cast this one.

Also, Dwarves can take Scone-Cutting, which qualifies them to be a Judge on "Great British Bake-Off".

Dark Archive

1 person marked this as a favorite.

Two new classes.

The Barberian - Cuts your hair in a frenzy in battle.
The Bonk - Master of martial arts that involve hitting you on top of the head. Along with the Honk one of only two classes that gets legendary proficiency in the rubber squeaky hammer.

Dark Archive

2 people marked this as a favorite.
LuniasM wrote:
Darigaaz the Igniter wrote:
going with a swap of two letters, the Hag of Bolding.

Not to be confused with the Light Hag, which makes things lighter instead of darker.

And if you're unlucky enough to encounter a Wight Hag, you may as well just start rolling new characters.

The dreaded Might Hag, who has no spell casting or hexes, but DOES have a Strength of 30 and a two handed Maul. *WHOMP*

And for your fungal themed druid, Cone of Mold

Dark Archive

Go through Advanced Race Guide from PF1, make every single Alternate race feature a race feat.

Improvements on existing feats at higher levels.

Like, Trained in Racial Weapons at lvl 1 > Expert in racial weapons and Critical effect at Lvl 5 > Master in racial weapons AND Legendary in ONE racial weapon at Lvl 9. Make it WORTH spending the feats on.

And I still think we should front load like 4 ancestry feats at first level.

Dark Archive

1 person marked this as a favorite.

You know, Spanish is a really difficult language.

Gato? Why don't you just call it a cat? It's much easier.

What's my point? Tags/traits are good, and in the long run they will make the game easier. Your problem is you are comparing your native tongue to a new language you've just started learning.

Once you get past your initial "I don't know what this means, but I know the AD&D 2e rules by heart" confusion, once you PLAY the game for a while, and USE the new systems so that you know and remember them, it will make it a lot faster, and easier to learn NEW content once it starts rolling out.

Dark Archive

2 people marked this as a favorite.

As best I can tell, at this moment, this is how it works:

1> Wielding a Large Weapon gives you Sluggish 1 and doubles your conditional bonus.

2> Giant's Stature makes you Large and grants you Reach +5' and Sluggish 1.

3> IF you are Wielding a Large Weapon AND using Giant's Stature, your weapon becomes Huge, BUT THIS HAS NO ADDITIONAL EFFECT, instead acting just like wielding a large weapon while medium.

3.a> So, the Summation is You are Large, Wielding a Huge Weapon, with Reach +5', Double your conditional rage damage bonus (Normally 3 at lvl 6, so doubled to +6 dmg, going up to +8 at 7th). You also suffer Sluggish 1 from two sources, but they DON'T stack. So, effectively, you suffer Sluggish 1, with no additional penalty for using BOTH at once.

So, while wielding an oversize weapon prior to level 6 is questionable (is it worth +2 damage to have -1 AC, -1 to Attack, -1 to Dex checks, and -1 to Reflex saves?), if you're going for a Giant Totem Reach Build, once you have Giant's Stature there is no reason NOT to use an oversized weapon.

I personally feel like the Large Weapon should have increased die size. Also the d12+2 that you get from upgrading a d12 weapon, that +2 SHOULD get multiplied by anything that multiplies the die.

Dark Archive

Could we, please, see the complete character write-up for the Barbarian Party Healer that was mentioned multiple times during the preview blogs?

I'd really like to see this character build.

Thank you.

Dark Archive

2 people marked this as a favorite.

[joke]

1> Inform him that he can't because "There aren't rules for size tiny weapons yet"

2> If he complains, inform him that soft weapons only deal nonlethal damage.

3> Advise him that he will take a -2 untrained penalty. If he complains that he is trained (or better) with unarmed attacks, respond "that's not what (your mom, girl he dated, whatever) said".

4> Change the time and day of your game sessions and just don't tell him.

[/joke]

Dark Archive

18 people marked this as a favorite.
Mark Seifter wrote:
Everybody can find traps that don't require a minimum proficiency rank to discover, even if they aren't searching.

All players can find traps of any difficulty level, simply by running up and down the hallways, touching all the doorknobs, and opening any chest they find.

OH, find them without TRIGGERING them...

Yes, of coarse...

Dark Archive

3 people marked this as a favorite.

*Banging my fists on the desk, stomping my feet*

ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS, ORCS!

Dark Archive

Specific Feat Suggestions

Feat 1 (General) - Bar-room Brawler
Fluff: Years of carousing has seen you fight many a battle in many a bar with whatever furnishings are at hand. Sure a chair isn't a sword, but in your hands it's still a fel and deadly weapon.
Crunch: You treat improvised weapons as Standard Quality Items (+0) and are Trained in the use of Improvised Weapons.

Feat 7 (General) - Surprising Weaponry Vetran
Prereq: Bar-room Brawler
Fluff: In your hands anything is a weapon, you are as menacing with a table leg or a tea kettle as another adventurer is with a short sword.
Crunch: You are an Expert with Improvised Weapons, and whenever you critically hit with an Improvised Weapon you apply the weapons Critical Specialization Effect.
Special: Improvised Weapons you wield have the Critical Specialization Effect: Surprising - The target is surprised and confounded by your attack, becoming flat-footed for 1 round.

Dark Archive

Back in June 2017, you released Adventurer's Armory 2, which finally included some hard and fast rules for Improvised Weapons.

PF2 playtest has rules for Improvise Weapons of "It's poor quality (-2) untrained (another -2) and have the DM make up the rest"

It would be really nice if we could transfer some of those rules from AA2 over.

Small items like broken bottles are 1 handed, deal 1d4, and are agile (the PF2 equivalent of PF1 Light).
Medium items like table leg are 1 handed and deal 1d6.
Large items like a chair are 2 handed and deal 1d8.

And while I'm asking for things I doubt I'll get:
-Gloves of Improvised Might ported
-Catch Off-Guard/Throw Anything equivalent feats
-Rules for using a magic item as an improvised weapon. (There should be some difference between using a non-magic item as an improvised weapon and a magic item as an improvised weapon.)
E.G. If I grab a loose horse shoe and hit them with it, it does damage. What if I grab a loose Horseshoe of Speed that I haven't put on my horse yet and hit them?
Using a bolt or arrow as a shiv is an improvised weapon attack (in PF1 by rules in AA2), what if I shiv them with a Viper Arrow?
-Specific rules that Improvised weapons have a Critical Specialization Effect (I'm thinking Flat-Footed from surprise).
-A Puppy

Dark Archive

It is ESSENTIAL for my El Kabong build.

Thank you.

Dark Archive

5 people marked this as a favorite.

Step 1> Add more ancestry feats, with better ones at higher levels.

Step 2> Demote the weakest feats to "Level 0 Feat"

Step 3> At creation you get 2-Level 0 feats and 1-level 1 feat. Keep the Anc. Feat progression (5-9-13-17).

Also, the level 5 racial weapon feats are weak. I think they should grant expert in your racial weapons.

Dark Archive

7 people marked this as a favorite.

It seems like a lot of people feel like we aren't getting enough ancestry features, and that we end up waiting an oddly long time to get things we're used to having as baseline parts of the ancestries.

For most races, the only "Free" benefit is low light vision or dark vision.

No weapon skills, no innate resistances, etc.

Having to choose between Dwarven Poison resistance or Dwarven Magic resistance. Not developing skill with your ancestral weapons until possibly level 9.

Would it fix things if we front loaded something like 3 ancestry feats at 1st level instead of 1?

Then your dwarf could Start with Hardy (poison resist) Weapon Training(Dwarf) and Giant Bane. Or which ever. But at the same time keep the ancestry feats at 5/9/13/17, so you can still grow within your ancestries culture.

I think it would bring us closer to the alternate race features from PF1.

Dark Archive

2 people marked this as a favorite.
Stephen Radney-MacFarland wrote:
Secret Wizard wrote:
Great to hear, would also be nice to know what type of interaction we'll be getting with the developers through the playtest!
We will be posting here and sometimes in other forums as well as providing larger blog updates, Twitch Friday events, and so on. We will not be giving our or home phone numbers nor conducting home visits. ;)

Well, I'm just gonna have to eat AAAALLLLLLL these fresh baked chocolate chip cookies myself then. Such a shame. But I guess if you don't want them badly enough to come over...

Dark Archive

Multi-classing:
Fighter - Advanced Maneuver - Take a fighter feat up to half your level
Rogue - Advanced Trickery - Take a rogue feat up to half your level
Wizard - Advanced Arcana - Take a wizard feat up to half your level

Cleric - Advanced Dogma - Gain one Cleric feat. For the purposes of meeting its prerequisites your Cleric level is equal to your Actual Level.

So if you MC into Cleric, you can take Miraculous Power and have 10th level Cleric Spells.

Dark Archive

Can we just try to compile a list of things that are badly worded or ambiguous enough to need dev comment?

Mostly, it seems like they tried to be very thorough in explaining powers fully, but there are a few things that seem to have fallen through, like, the team knew how they worked and didn't remember that we don't, and could make wrong assumptions.

Monk Flurry of Blows - How do the multi-attack penalties work with this? (spelled out in two weapon fighting feats, not here)

Monk - Perfected Form - When you make an unarmed strike you can treat any die that rolled under 10 as a 10. I'm pretty sure this is just supposed to be the d20 to hit rolls? But the way it's written, I make an unarmed attack, roll a d6 for damage, and because it's below 10 (1-6) I automatically treat it as a 10. I get auto 10's for damage on any die under a d12?

Dark Archive

I'm guessing the intended function is Flurry (0, 0) Att2 (-8) Att3 (-8)

Flurry should count as 2 attacks, but made as one action.

Dark Archive

13 people marked this as a favorite.

One very definite piece of feedback that I will already give is, Any "Power" type spell that is unique and only available to one specific class should be stripped out of the spell section, and put into a section at the end of the class write-up.

Lay of hands, all the Litanies - Paladin after the feats
All spell-like Ki powers - Monk after the feats and that spell that is a Stance should be printed with the feat that grants it (Yes print it twice, with the feat AND in the Monk spells).
and so on.

Dark Archive

7 people marked this as a favorite.

So, just to be ABSOLUTELY clear, if yesterday i had gone to Amazon and ordered exactly what i ordered from paizo, it would have cost me $27 less total, and i would likely already have the books in hand.

Bad show Amazon. Bad show, bad treatment of your partners who are paying you.

Dark Archive

*Pounding fists on table and stamping feet in rythm* ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS!

Seriously, it shouldn't be that hard to push a PDF supplement with just the Orc ancestry stuff in a month or two, we could have them for most of the playtest year, and put them into the CRB. I mean, TECHNICALLY we have 2 fewer ancestries than we thought, since Half-Elf and Half-Orc aren't their own ancestries, they're Human variants now.

So anyway *Resumes Banging* ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS! ORCS!

Dark Archive

3 people marked this as a favorite.

Massive Spoiler!

Dark Archive

6 people marked this as a favorite.

Again I am saddened that this forum doesn't allow for posting pictures, because I would love to start a thread titled "Major Spoiler Thread" filled with pictures of spoilers on the back of peoples street racers.

Dark Archive

2 people marked this as a favorite.

5E offers Thaumaturgy for divine, and Druidcraft for Nature

Thaumaturgy
- Your voice booms 3x as loud
- Cause flames to flicker, brighten, dim, or change color
- Create harmless tremors in the ground
- Create an instantaneous sound within range, such as thunder or a raven cawing
- Cause an unlocked door or window to fly open or bang shut
- Alter the appearance of your eyes

Druidcraft
- create a tiny harmless effect that predicts the weather for the next 24 hours
- instantly make a flower blossom, a seed pod open, or a leaf bud bloom
- create an instantaneous harmless sensory effect in a 5ft square, like falling leaves, a puff of wind, the sound of small animals, or faint skunk odor
- instantly light or snuff a small flame like a candle, torch, or small campfire.

Dark Archive

Purple-Monkey-Dishwasher: The Movie: The Game: the MMORPG: the Game

Dark Archive

Bard - Summon Instrument. Ideally increased duration from 1 min/level to 1 hour/level, or at least 10 min/level

Dark Archive

9 people marked this as a favorite.

I'm a long time Paladin Stan.

One of my first AD&D characters was a Paladin rolled the hard way. (I was stupid lucky)
I played so many Paladins of Pelor during 3.X that it became a running joke in groups I played with.
I Played a Paladin as my first character in pretty much every MMO where it was an option.

Paladins have always been a thing for me.

And yes, I am guilty of more than a few instances of Lawful Stupid Paladin.

Honestly, while I like most of what they outlined in this blog post, what I really wish they'd done is this:
1 - We have removed the Paladin class entirely
2 - We have added the Warpriest class to Core
3 - We have RENAMED the Warpriest class to "Paladin".

But, oh well.
Here's hoping Warpriest get's an update sooner rather than later in the PF2 life cycle.

Dark Archive

I don't know if this is doable, maybe you have a list of blog topics for the playtest previews going till release, but I have a topic I'd really like to see a Blog post on.

The "Party Healer" Barbarian that keeps getting mentioned.

I would really like to have a blog post dedicated to showing us what sort of choices and options allow a Barbarian (using none of the barbarian class options) to be an effective party healer.

It doesn't have to be 100% detailed, but something like "They can do this, because they have THIS skill feat, and they can do THIS because of this ancestry feature/feat, and this power is from a general feat, and this is because they put a bunch of skill advances into this skill so they have it at Master."

Dark Archive

Personally, if I'm not specifically going for a companion based build, I find mandatory companions burdensome for 3 reasons.

1> To make a Companion of any sort useful 5-10 levels in, you have to spend limited resources (I.E. Feats) to improve it. Otherwise it's the first splat in each encounter. Also, you have to spend limited combat resources (Actions of various sorts) to make it do stuff which, if you're not going Full Companion, could be better spent doing other things. Fluffy, Attack! is not as useful as I Cast Swarm of Deadly Deadly Bees!

2> There is often a Penalty for letting your companion die. So, if I choose NOT to spend my feats and Magic item allowance on making Kitty able to survive a cr 23 elder dragon fight, I can expect to take some sort of hit. Even if there isn't a Gotcha like the old 3.X 'Lose 200 xp per level when your familiar dies save for half' there's still the GP cost and lost day to summon a new one.

3> Opportunity cost. Designers at least INTEND classes to be fairly balanced, each class feature therefore has a conceptual 'Value', totaling up to the target value of an entire class. If these 'Class Feature Points' are spent on a feature that you won't use, like a familiar or animal companion you don't want, then they AREN'T being spent on features you DO want and will use.
Bob got Weapon Mastery, I got a frog that keeps dying and costing me 1000gp to resummon.

Dark Archive

Vic Wertz wrote:
Also, we have been contemplating the concept of spell cards since we were making game aids for 3.5, but we've never found a good solution for the problem that some spells take up more than half a page in the rulebook, and so just can't be made to fit on a card. Since the point of having these is to avoid having to reference the rulebook, as soon as you have to make a card that says "See Core Rulebook p. 331," you've defeated the purpose.

WotC made it work in 5e.

Dark Archive

2 people marked this as a favorite.
Bard of Ages wrote:

I mean, eh? I think some of this is knee jerk. (Not the OP, but what the OP is talking about.)

The more interesting argument I've seen is "how do you fit a cannibalistic, murderous, fire-loving race into something that WON'T be shot by guards on sight in most towns?"

Which, yeah, the lore of the thing is what I'm most interested in seeing explained.

I mean, we keep letting people play Humans...

Dark Archive

Huh, you know, the biggest stumbling block for me homebrewing Eberron 5e is deciding how to handle dragon marks.

With PF2 that might be pretty easy depending on how ancestries actually work. Make the marks ancestry feats. That could work really well.

Dark Archive

Ninja in the Rye wrote:

Going back to Dominate example:

In 1E if you fail your save you're dominated, but get a new save with a bonus each time the caster tries to make you do something against your nature. Your character is still able to fight in some way.

In 2E you're apparently just completely dominated. No trying to resist an order to murder your children.

Fish live in water, Trout are fish, therefore you get no further saves against Dominate ever.

You're assuming things that we don't know yet.

This is a Teaser, not full rules.

Don't assume that the stupidest possible implementation is the one they've chosen.

Dominated is PROBABLY a condition, and they've shown already that conditions can generally be shaken off with specific actions (Like mentioned earlier in (I think) this thread, Nauseated can be decreased in severity one step by taking an action to Vomit).

The logical conclusion is that even if you Crit Fail your save v. Dominate there will be the possibility to resist and try to shake off the condition.

Dark Archive

2 people marked this as a favorite.
ryric wrote:
Partizanski wrote:


This tells me they already anticipated this and this won't be a problem outside of possibly a few holes that will be worked out during the playtest

I am making it my mission to find those holes. Already looking forward to a playtest barbarian rolling a 20 on her untrained Craft(laser rifles) check, which she of course has +level-2 to the roll of.

Crafting a Laser Rifle requires Gunsmithing at Legendary

Crafting an automatic Rifle requires Gunsmithing at Master
Crafting single action pin fire gun requires Gunsmithing at Expert
Crafting a smooth bore black powder gun requires Gunsmithing at Trained
Not accidentally shooting yourself in the head and dying is a dc 20 untrained check.

Dark Archive

1 person marked this as a favorite.

And now, having just made a post decrying the making of assumptions, I shall, Hypocritically, make an assumption.

Why are they adding the 1 20 Auto-Fail/Success mechanic to skill checks?

Why, when it is not the rule in PF1, Not in 5e, specifically called out in the rules of 3.5 as not the way skill checks work, are they putting this into the PF2 playtest?

I think it's because they pay attention to how people play. You listen to D&D podcasts? Most of them do it. Most game groups do it. It even happens, INCORRECTLY, at Adventurer's League and Pathfinder Society tables (YES it DOES, I have personally witnessed it).

The human brain likes patterns that match, and if 1 is auto fail and 20 is auto success on a d20 roll for COMBAT, and for SAVES, SURELY, SURELY our brain tells us, SURELY it MUST be the rule on this other d20 roll.

It is how, to my observation at least, the majority of people play the game. Paizo is simply changing the rule to accommodate the fact that the majority of their customers are going to do it that way at home, to avoid confusion and arguments at Con tables.

Anyway, that's my take.

Dark Archive

It's a shame (actually probably a good thing) that we can't post images in threads here.

So just imagine the accompanying screen shots, or go to Morbotron and look them up.

[Zoidberg, calmly] Relax Friends...
[Zoidberg, 3 seconds later, screaming] PANIC JERKS!

Preeeeeeety much all the Playtest threads, just continuously.

I mean, I think we all know that we all want more info, and that these teasers are really light on actual detail, but man the level of assumption, baseless extrapolation, and vitriolic defense and attack of said assumptions and baseless guessing is just absurd.

All fish live in water, all Trout are fish, Therefore Fighters can divine smite at 3rd level and if I roll a 20 on acrobatics I can jump down your throat and wear you like a power suit.

[Insert pic of Finn from adventure time wearing Jake as a suit]

Yay!

Dark Archive

1 person marked this as a favorite.

100% everything fuzzypaws said.

Dark Archive

2 people marked this as a favorite.
Sebastian Hirsch wrote:
TiwazBlackhand wrote:

Another thought that occurs to me: It seems to me that, generally, the logic behind BoonGating races was that they were in some way "Complex" or had features that would be "Disruptive" to play, and by gating them to dedicated GMs theoretically they were kept in the hands of people who wouldn't cause a problem.

In PF2, depending on how Ancestries work, and ancestry feats, would it not be possible to take a race with "Disruptive features" and either JUST BAN those AncFeat options, or Gate JUST those powers with a boon?

Like (and this is just a crazy made up example) say Ifrit somehow got unlimited fireballs. Just ban that. Say a winged race got a feat for fly speed (at low level). Boon Gate JUST THAT.

Just. Don't lock/ban EVERY new race. Or MOST races. Make 90% of races available, and don't BoonGate things you KNOW are going to be super popular.

I am looking forward to your suggestions when it comes to incentivizing convention GMs.

EDIT: I unfairly quoted once a person who suggested it, but the question also goes out to everyone how has suggested restricting fewer races for GM rewards.

You know what Adventurer League GMs get? XP to apply to a character. Gold and Downtime days to apply to a character.

That's it.
There's also special quests to get a cert for what is essentially an Amulet of Mighty Fists +1, or a 5 use 2d8 heal potion that also does Remove Disease/Remove Poison.

That's it.

So, as I said above, I have no problem with certs for, literally absurdly broken and abusive items. I don't consider access to Specific Magic Items to be a core part of a character.

Give the DM a cert for, as I said in my first post, a +10 Bazooka of Infinite Godslaying. IDGF.

But having aasimar, catfolk, changeling, dhampir, fetchling, gillman, grippli, goblin, merfolk, ratfolk, samsaran, suli, tiefling, vanara, vishkanya, gathlain, ghoran, and vine leshy gated behind GM Boons means there are 4 more locked races than there are freely playable.

There are 18 boon locked races.
There are 14 freely playable races.

Do you see how that feels really poop to those who CANNOT AFFORD in time or money to go to enough cons to grab these certs?
Do you see how that's infuriating to people who purchased the Advanced Race Guide and cannot use those races when other people can?

By all means, give boons. Give good stuff. Just consider that gating races, especially popular races like CATFOLK, GRIPPLI, GOBLIN, AASIMAR, & TIEFLING is a good way to put off new players and casuals.

Dark Archive

1 person marked this as a favorite.

I've always considered Bards to be Generalists.

They get a decent attack bonus, less than warriors but better than wizards.

They in 2nd ed AD&D they got some thief skills, in 3.x they got the second most skill points and had access to almost every skill as a class skill.

They get magic. Often a mix of wizard and cleric spells.

I hope they work this way in PF2 as well.
Extra Skill Feats but fewer than rogue.
Extra Weapon Proficiencies, but fewer than Fighter.
Spell casting 6/10, but with spells from Wizard & Cleric.

To me, that's what Bard is.

Also, I hope they get some form of the Bard Arcane Duelist/Skald Spell Warrior - Bladethirst/Weapon Song feature. That was one of my favorite PF1 things. Although who knows if it works with the new PF2 math, but I'd love something thematically similar.

Dark Archive

2 people marked this as a favorite.

Another thought that occurs to me: It seems to me that, generally, the logic behind BoonGating races was that they were in some way "Complex" or had features that would be "Disruptive" to play, and by gating them to dedicated GMs theoretically they were kept in the hands of people who wouldn't cause a problem.

In PF2, depending on how Ancestries work, and ancestry feats, would it not be possible to take a race with "Disruptive features" and either JUST BAN those AncFeat options, or Gate JUST those powers with a boon?

Like (and this is just a crazy made up example) say Ifrit somehow got unlimited fireballs. Just ban that. Say a winged race got a feat for fly speed (at low level). Boon Gate JUST THAT.

Just. Don't lock/ban EVERY new race. Or MOST races. Make 90% of races available, and don't BoonGate things you KNOW are going to be super popular.

Dark Archive

Horse.

Not a class that has a horse, like cavalier, or a class that can turn into a horse like a druid or shifter.

Just a class that is Horse.

Okay, maybe I should go to bed...

Dark Archive

1 person marked this as a favorite.

I hope Friday's preview is Ancestries. That's the next non-class thing I really want to know something about.

Stupid 4 month wait for the playtest books...

Dark Archive

17 people marked this as a favorite.

Lets have less gating of new races (or ancestries in this case) behind Special GM certs.

I'd far rather have "GM's get a cert for the +10 bazooka of infinite god-slaying" than "Only people who GM'd at GenCon 2014 can play the cute froggies, only Bob Thulglflorp who bid $1,000,000 in a charity auction can play a catfolk".

Dark Archive

The Sideromancer wrote:
The Sideromancer wrote:
At least change the material component for color spray to RGB from RBY. It's a pattern spell, you are not throwing paint at them.
No comment?

CMYK there, happy? :P

Dark Archive

5 people marked this as a favorite.

My hopes:
- Humans as a collection of distinct ancestries not generalists. (i.e. a tree of human feats reflecting a seafaring culture, a tree of human feats for a highly mercantile culture, etc.)
- High Level Ancestry feats, possibly with prerequisites outside just race. Things like, if you're an Elf, have Master Bow Proficiency, and Spell Casting, you can take feats for Arcane Archer legacy powers.
- Enough feats that any 3 characters of the same race can get to 20 without taking ANY of the same ancestry feats.
- Enough Ancestry feats granted over 20 levels so that it actually feels like they matter and make a Lvl 20 Elf Fighter and a Lvl 20 Dwarf Fighter distinct and different from one another.

Dark Archive

PF2 will get a foot hold, because PF1 is being discontinued.

Will the 2019 Chevy Silverado sell if the engine pistons aren't backwards compatible with the 2018 Silverado? YES, because they aren't making the 2018 anymore.

Or perhaps a better analogy is why the Can$1 coin and the £1 coin took off and worked fine, but the US$1 coin has never worked. Because Canada and the UK withdrew the Can$1 bill and the £1 note from circulation. The US has never had the gumption to remove the $1 bill and force the issue.

When PF1 STOPS GETTING NEW MATERIAL, and PF2 is getting adventure paths, pawn collections, new books, and flip mats, etc., PF2 will gain pretty much full traction, and PF1 will become a niche game like AD&D, OD&D, and other defunct editions.

I will pretty much guarantee that 3pp will stop supporting PF1 within a year as well. They'll pump out whatever they already started on that they feel they can't just port to PF2. A few 3pp companies will put out the occasional legacy item when they feel like it, the way some publishers occasionally put out 2nd ed AD&D adventures still. But any real support will be gone.

That's edition changes. That's how it is. That's how it works.

Rip the bandaid off, stop picking at it, it'll hurt less.

Dark Archive

So no new previews today?

1 to 50 of 176 << first < prev | 1 | 2 | 3 | 4 | next > last >>