![]()
![]()
![]() Mathmuse wrote:
I really like this look. It saves space and makes it slightly faster to gather in what the spell does. ![]()
![]() CommanderCoyler wrote:
Or flavor. Those players do exist. ![]()
![]() Mad Beetle wrote:
I wholeheartedly second this. Reading through it today I definitely felt like many of the ancestries were too watered-down at 1st level and that the feats often did little to excite me. But it's early on, so there's still plenty of time to test out thing and tweak them. I'm almost wondering if either granting more ancestry feats at 1st level would be a good idea or if baking-in more racial traits would be more straight-forward. I'm toying with the idea of 1st level having 2 Ancestry feats, 1 Class feat, and 1 "Anything" feat. ![]()
![]() PossibleCabbage wrote:
Insatiable curiosity? Drive to learn the ways of your enemies? A new outlook on life? Your god told you to? ![]()
![]() Biztak wrote: Im not sure 2 ancestry feats is the answer since some options would be too powerful (humans with both general training and natural ambition seems strong), but what about geting 1 ancestry feat and 1 heritage feat at level 1. That way hybrid races can have their cake and eat them while ancestries like dwarves do t have to choose between being resistant to poison and having a clan dagger. I'm torn between this and a floating feat choice for the second feat. On one hand you can tweak the races more without too much option-paralysis, on the other you can open up for more varied starts (And Archetypes that change classes from the get-go). ![]()
![]() Rek Rollington wrote: I was concerned when I heard you needed to know a spell at a higher level to cast it there so spontaneous heightening is a relief. But what is the logic behind them not being able to do this all the time? Is it too much of an advantage over a wizard or does it present too many options to a player when selecting which spell to cast? That would be my guess; total spontaneity would give a lot of flexibility, possibly too much for balance purposes. ![]()
![]() pauljathome wrote:
No offense, but that math is way off. A d6 has an average of 3.5, a d10 an average of 5.5. A Con bonus two higher brings you to match them on average. And since casters are not concerned as much about needing to boost their other ability scores, they can literally go all in on the two scores when it comes to stat allocation and magic items. I currently have a Dwarf wizard with the second most HP in the party. (I'm beat by a barbarian with more Con than Str) ![]()
![]() QuidEst wrote: If they come out with a Prestidigitation-focused archetype, I'm probably not playing anything else. I can already see it, prestidigitation to perform combat maneuvers/tricks, provide tools, etc. Flummox your foes with a phantasmagoria of phenomena! Amaze your allies with assistance of an awesome nature! ![]()
![]() QuidEst wrote:
More effects at once/stacking the same type effect in multiple way!? You could put on quite a show if so. I'm all for this system, it pulls everything together in nice universal bundle. However, I do feel like Heal could be written with slightly more clarity (or an example box of two & three action castings at a higher level). We've all had those moments where we had a brain fart and forgot how math worked, it could also help newer players out. ![]()
![]() CrystalSeas wrote:
And all the players who need other players to guide them through the myriad actions and situational modifiers that need tracking. Some reductions in complexity (but not choices) could go a long ways for getting people on board. The small weapons has definitely been a turn-off for myself and others in my group, as small martial characters find themselves never finding size appropriate equipment. ![]()
![]() I'm sure this is going to be the hot topic throughout the weekend. After the Goblin preview, I was hoping that the Halfling and Gnome previews would reveal some changes to ability scores. High charisma for all of the small races definitely seems bland, particularly when their flavor could support other stats. Goblins with +2 Dex/Int and -2 Wis, Halflings instead getting a Wis bonus, something could stand to be changed in order to differentiate the small races. Edit: Two thumbs way up for weapon damage sizes being merged! ![]()
![]() I really like this change to how alchemists work with alchemical items, it's very interesting. That said, I'm starting to get concerned about how far back abilities are being pushed. Three classes in and it's starting to feel like abilities are coming online well later than we'd expect. This is a gripe I've always had with some classes/archetypes/builds in 3.5/PF1e, that it takes so much time and effort to get to the mechanics to fit concepts that aren't really that out there. I'm reaaaaally hoping that abilities aren't being spread around to the point were it takes until mid-levels to feel like the adventurer concept you had at 1st level. But like I've said before, we won't know until the playtest releases, so I'm not going to go all doom and gloom. ![]()
![]() Wicked Woodpecker of the West wrote:
In my 5e homebrew that's how I approached the issue. Instead of Paladins, I have Zealots, who possess a dice pool that they can use to add on to various d20 rolls. The creed they adhere to offers them additional abilities. Contemplation, Heralding, Strength, and Magic are the creeds I created. I've always felt like Pathfinder Paladins could be approached the same way, with either creeds/oaths that suit difference deities or different sets of abilities that suit the alignments. I lean towards the former since it gives the Paladins more variety in how they feel and act. ![]()
![]() Malachandra wrote:
And it could be used to make the plane-touched races incorporate more of their material plane heritage. Efreeti-blooded Gnomes? Aasimar Elves? Tiefling Goblins? Dragon-blooded Orcs? Ancestry feats and/or a template system could handle the load AND offer meaningful choices down the road by allowing players to touch on both sides of their heritage. Alternatively, allow the mixed-ancestry ones to pick another race to touch on, so your Aaasimar could gain feats from Halflings. ![]()
![]() The Rot Grub wrote:
It looked like frightened had a number representing how badly you were frightened, as opposed to shaken, frightened, panicked, cowering. So I would expect that they simply increase the degree. No clue on stunned though, it may not have any stacking or extending. Maybe they'll touch on conditions soon, such as near the Monk blog? Edit: Elfteiroh beat me to it, and is better informed. ![]()
![]() TheGoofyGE3K wrote:
I've got an Arcanist in my adaptation of War of the Burning Sky who uses this. It's been an interesting time for me, as some of the primary antagonist also specialize in counterspelling. (all the counter-counterspelling!) I do hope other classes retain the ability to counterspell, though I would also assume that it was still as a readied action. ![]()
![]() Fuzzypaws wrote:
And giving them access to more diverse weapons. I get that a lot of people want to play an Eastern-style monk, but why can't we play a monk who uses Western weapons (in a setting where Western weapons are most predominant at that!? Would a longsword really be that much more devastating a weapon than a temple sword or urumi? ![]()
![]() I too was a little taken aback by the feats they mentioned in the blog post. Not because I dislike them, but because the fear feat seems so much like a replacement to Bravery and Cornugan Smash has always been available to everyone. If they had said either class had those feats available to them I wouldn't have batted an eye, but both seem like feats that the other would also have access to. That said, we don't know the whole picture here. Maybe those feats are available to both and that hasn't been properly conveyed to us yet. I'm fine with them calling all Talents/Arcana/Discoveries/Rage Powers the same thing. My hope is that we don't end up with a large swath of what were once thought to be universal feats drifting over into being locked behind classes. ![]()
![]() Erik Mona wrote:
I find it rather amusing how many people want their rangers to have options that don't involve spellcasting (I am among those people). Isn't that 3 out of top 4? ![]()
![]() Subparhiggins wrote:
Perhaps a totem style approach then? Similar to what the Shifter has, but with well more options to pick from. ![]()
![]() I've always been a fan of song and speech bards, it always seemed less immersive and realistic (as realistic as you can bee in a fantasy setting) to cart around instruments while exploring a cave or sneaking into a lair. And +1 for the military commander bit. We could definitely use a better archetype for military commander bards. ![]()
![]() Some of those feats do sound pretty slick, Quick Reversal in particular. I really do wish we'd get a bit more information on how feats are tied to classes though. Can a rogue pick up Sudden Charge? Can a Paladin gain Shield Warden? Due you have to multiclass to do so or is there a feat that lets you gain other class's feats? ![]()
![]() 3.5 had a druid variant where your wild shape consisted of vague themes that you could role/roll with. You started with a predatory form with certain attacks and bonuses, but get to fluff it from there. Eventually you get an Aerial form, a Ferocious form (Tiger, Bear, etc), Forest Avenger (Treant, Shambling Mound, Etc), and Elemental form. It was nice in that you only needed to track a small number of stats, but it could have been improved with a small pool pool of floating ability options like pick one/two additional abilities from a list when you take on a form. ![]()
![]() Hythlodeus wrote:
So closer to a saber, correct? (yes, I know sabers are designed for attacking from a mount) I would be for bit of all camps. Fold some of the really egregious weapons into being their western equivalent, give a more easily obtained route for cultural weapon proficiencies, and give monks and other eastern themed classes/archetypes options for eastern and/or western weapons. There's no reason a monk born and raised in the Inner Sea shouldn't be able to use longswords instead of a temple swords. ![]()
![]() Strachan Fireblade wrote:
That caught my eye as well, I'm assuming that it means AC will be 10+Training Modifier+Armor Modifier+Dex Modifier. I'm reaaaaaaaally hoping something involving proficiency allows arcane casters to cast in heavier armors too. (By locking it behind proficiency, as opposed to arbitrary armor heaviness/spell failure) ![]()
![]() 1) Sword Devil - I have a soft spot for spell-less options for classes that are partial classes. 2) Sohei - It's a nice change of pace being able to have an armored monk. 3) Lore Warden (The old one) - Lightly armored fighter with brains, couldn't get enough of it. 4) Scaled Fist - It's just cool. 5) The non-existent archetypes that lets sorcerers and wizards cast in heavy armors. A guy can dream! ![]()
![]() the nerve-eater of Zur-en-Aarh wrote: Pronunciation guides in Bestiaries so I can be confident of not mangling the names of creatures from real-world traditions I'm not familiar with. Punctuation guides in everything. When playing a game that borrows from all manner of written fantasy and real-world mythology you can't expect people to grasp the varied pronunciations. Same for the names of outsiders and dragons. Over the years I have come to haaaaaate having to run encounters with some of the unique enemies. It can spoil the immersion when No one can figure out what the creature is named. Personally, I would love if the bestiary entries also had a chart/sidebar for knowledge checks. It'd make for a faster reference for the DM and serve to help establish how known different creatures are, without tying it in to CR. Because really, why are older dragons harder to ID than younger ones (And if you decide that they're less common in your setting, you can easily bump the DCs by a bit) ![]()
![]() ChibiNyan wrote:
It's important to note that he didn't say it was a recent invention, he said 'if' it were a recent invention. That aside, I would be in favor of some base bard options that allow them to be less artsy. I'm a big fan of VMC bards, and I know several other players who really like the bardic buffs, knowledges, and skills, but hate the song and dance themes. ![]()
![]() If that's how they're simplifying the system, I'm all for it. That could definitely clean up space in future books. My only concern is how they categorize the feats; Would monks just get access to monk feats? Will feats have multiple categories for ease of communication (Fighter and Monk, or Barbarian and Fighter for example)? This is all wild speculation of course. ![]()
![]() Stack wrote:
And merge the monk weapons into the regular weapons, so we don't have to have all these weapons for monks to hunt down. ![]()
![]() caps wrote:
If they do tie many of these feats into classes during the playtest, perhaps we can nudge them into 'typed' feats like we have now, with fighters, paladins, rogues, and such qualifying for martial feats. ![]()
![]() Atalius wrote: thanks guys. What is the difference between the two if say you weren't a shaman. A spell that appears on multiple lists is typically treated as being of the type that your class casts. A wizard casting Detect Magic casts it as Arcane, a Druid casts it as Divine, and a Psychic casts it as Psychic. ![]()
![]() Fourshadow wrote:
This and a bit more variety to the aspects, and pushing forwards when you gain some of the later choices could all help alleviate the lack of versatility while still keeping with the class's design. For example: 2 at 1st, and an additional at 5th and every 4 thereafter. A small tweak, but a helpful one. It would also help to mitigate the sting of some minor aspects being negated by some of the most common items in the game. ![]()
![]() Painful Bugger wrote:
That chart is really handy to reference, definitely saving a copy of that. While the added flexibility is great, it seems weird that after a short period other wild shaping classes will be able to stay shifted for longer portions of the day. It probably won't come into play very often, as I can only recall a couple instances in campaigns I've been in where the duration issue would have mattered, but it seems odd none-the-less. Will anything be done to fix how the class interacts with some of the Wild Shape feats? They allow you to pick them, yet do nothing since the Shifter doesn't count as a Druid for determining how the feat functions (level stacking, etc.). The big concern is still the narrow number of forms that they are limited too. I've got a DM looking to run Ruins of Azlant in the near future and the lack of any solid aquatic species is a huge letdown. Tossing around ideas with fellow players brought up a list of common/popular animals that were passed up: Apes, Dragons, and Elephants were popular, not to mention Sharks and Crocodiles. Dragons in particular seems like a missed opportunity for an exciting archetype right out the gate. The idea we tossed around is changing the aspects from form specific, to a broader category with several options in each. Frog could change to water/aquatic, Tiger to predator (add in a few more cats), Bull to might (add in some more burly animals), falcon to wind/soaring (get some more bird forms of various sizes), etc, etc. Yes, it would take more reading, but it'd still be more streamlined than selecting spells. ![]()
![]() Fuzzy-Wuzzy wrote: Swift/immediate actions have their own action economy, and standard/move actions have theirs, and never the twain shall meet. I feel like this is inscribed upon tablets stored in a vault at Paizo, along with others like "Dexterity shall not be easily used to deal damage." Joking aside, allowing Swift actions to be bumped to other action types allows for quite a bit of play in the rules. There are quite a few abilities that use swift actions to activate and I can only imagine the horrors that would befall us under the current rules system if you could swap them to move/standard. It's an intentional restriction put in place to prevent multiple abilities from being used near-simultaneously, even if it does have the disadvantage of breaking immersion. ![]()
![]() Berselius wrote: Is it just me or are Jason and Owen really against any sort of rule that lets you swap your Dex modifier with the Strength modifier for damage no matter how limiting the rule might be? Anywho, thanks for the detail Erik. Wish you could have given us more but we'll take what we can get. It's not just you, there's a big push against allowing characters to focus solely on Dex. Reading these blogs about building the archetype piqued my interest enough to convince me to subscribe. I'm looking forward to receiving my copy! ![]()
![]() Johnnycat93 wrote: That is, the GM does not have grounds to say that a character with the panicked condition wets their pants, denounces their god, or attacks their friends in a wild attempt to escape. One could make the argument that wetting one's pants as the result of a failed save would be allowed. It is mostly flavorful in description, with no real in game consequences and fits the bodily reaction to severe shock and terror. Full disclosure, this has happened in a campaign I ran. The PC in question was cowering in two overlapping fear auras, with a natural 1 on one of the saves. There was general agreement at the table that it was fair description of how someone would be emotionally overwhelmed. ![]()
![]() Irnk, Dead-Eye's Prodigal wrote:
Wholeheartedly agreed. All I could think of when I read the OP was "My god, that sounds worse than herding cats!" Because cats won't try to to farming implements into weapons, then burn everything around them down to the ground. And if they figure out how to get their hands on the beer, all bets are completely off. ![]()
![]() I agree that the list could stand to be improved, though I imagine that the reason it's "*" only is because it seems very straight forward and text minimal. If there's concern that it might tread on the Alchemist's toes too much to give level equivalent access, maybe lvl-X or some minimum level requirements could be tossed out there. ![]()
![]() Matt Filla wrote: Baxter is fantastic, as is the late lamented Iain Banks. I was not aware that he had passed away, this saddens me greatly. His novels are great though, they involve (or are adjacent to) a post-scarcity space empire (for lack of a better term) known as the Culture. The Culture is essentially an anarchy guided along by minds, which are unfathomably intelligent AI. The Use of Weapons, Player of Games, and Matter are probably my favorites. ![]()
![]() Charon's Little Helper wrote:
They can still take the old ki abilities. ![]()
![]() Rynjin wrote:
They do get the ability to engulf their unarmed strikes in energy, so nothing is stopping you from igniting your butt and going to town with it. Aside from your DM that is. ![]()
![]() A couple of years back I successfully played the sole LE character in a homebrew campaign of my friend's devising. His alignment didn't really come up for the first several sessions, until the evil vizier we had unmasked and barely subdued refused to hand over any useful information relevant to why he was doing what he was doing (blackmailing the duke into enslaving kobolds for the purpose of excavating old caves). Here's where my character steps up and proposes torturing him for information. My DM had forgotten about my alignment, he even asked to see my sheet to confirm it. It turned out that most of the team was some sort of neutral, so only one person objected. We did eventually get information out of him pertaining to his motives, though not much. (It seems that my DM actually hadn't been prepared with reasons, the vizier was just intended to segue us to the grander plot via a few vague clues we had previously missed) The character was always loyal to his comrades and was from then on respected for his willingness to do whatever it took to get things done. He blended well with a party of driven, pragmatic individuals. ![]()
![]() And I may have screwed up a link in the original post, if it doesn't work for you guys, try this: Amalgam Magus |