I'm continuing to play PF1. However, I actually enjoy the fact there are no new releases coming out. I can play the stuff I already have and the consumerist impulses to buy more unnecessary stuff is gone. Roleplaying is currently a free hobby for me, minus some incidental printing costs and I love that.
The spell list for the witch is not perfect. I really think they should have received more illusion spells, for example. However, combined with hexes, which are pretty much the most powerful full caster class feature in the game, they do just fine. More specialised than a theory-wizard, perhaps, but given they can leave a lot of their offence to hexes, I find they actually have more freedom to prepare utility spells than wizards, who need to rely on their spells for pretty much everything they do.
Dale McCoy Jr wrote: Tell us how it goes. I ambushed my 5 level 6 players on a river crossing (ambush sites map) with 3 CR4 Poisoners, a CR5 Special Operative archer and a CR7 Tidewater Witch, who I had repeatedly popping above the water to cast before sinking back below the water (slight rule cheat, but made the encounter more interesting.) It was a really fun, and pretty tough, encounter.
We're just about to start The Hook Mountain Massacre. Two of my players are 5e GMs who are both finding the much more challenging combats of PF1 very satisfying. I included the Dawn of the Scarlet Sun module once they reached Magnimar. Avalexi left them all stunned by how outclassed they were by a foe.
SheepishEidolon wrote:
Yeah, they probably would. However, I think I'll stick with it for the time being. It was my mistake not thinking of it beforehand. If it becomes unbearable, I'll ask them to switch them out. Lesson learnt for the next game I run, though. Haven't really had many players keen on pet classes before this game so never gave it much thought.
Just ran our first session of Rise of the Runelords with a group of new to Pathfinder 5e fans. Pretty long session, that went quite well. They managed to clear the Glassworks and capture Tsuto without too much trouble. Foxglove is definitely my favourite NPC to play around with. Was fairly laid back with regards to rules. Will get more exacting as they become more familiar with the system. Next session in two weeks - they'll be levelling up and descending into the Catacombs of Wrath! I bought the Syrinscape set for Burnt Offerings - it's pretty cool, but it's old. I feel it isn't as polished as the more recent sets.
Ran Risen from the Sands at a public gaming event last night. A lot of comments on Paizo.com that this scenario is really tough. Was playing with players new to PF, so upped level of pre-gens to 4th and used Core Classes for simplicity. With these changes, the game was fairly easy. However, Merisiel was knocked to -2 in the final battle by the zombie sphinx and Ezren contracted mummy rot and died on the way back to civilisation. A pretty ideal outcome for new players, really.
I'd like more 64 page modules. I have more Adventure Paths than I'll ever get to run, but a greater variety of shorter adventures would be most welcome. Having said that, I'm enjoying not being tied to buying any new fantasy RPG product. My current first edition Pathfinder collection has got me covered in that regard. This leaves me more disposable income to invest in other, non d20, systems. Loving the Alien RPG currently.
Still planning to run RotR, but currently on hold for obvious reasons. Playing through the Emerald Spire online to tide me over. Regarding the recent spate of posts: Is there a mute function on these forums? Some posters strike me as consistently unhelpful and antagonistic and it'd be great to filter them out. Failing that, perhaps they could comport themselves with more dignity and stick to forums for games they actually enjoy?
Gorbacz wrote:
Sorry, you might find this data valuable, but the frequent updates are pretty tiresome. Maybe you could just let us know when it hits 500 or something? Updating everyone every couple of days just makes you look really oddly defensive.
The spell casting issue is my main concern with the play test. I have just made my Imperial Sorcerer for our first play test game, which will take place next week. I really enjoyed the new character creation system, using the various building blocks to make your character, although a number of the blocks themselves were pretty mediocre. However, looking over the arcane spell list, there is nothing I am looking forward to. In our Pathfinder one campaign, I have a level 14 witch, and there are at least 10 level 8 spells I cannot wait to try out. With my sorcerer's current spell list, literally nothing excites me. It all seems just so lifeless, dull and limited. I'm hoping game play will be great. But, if spell casting remains in its current form, I won't be buying into the new edition.
Dajur wrote: I'm thinking of that weird eco-terrorist chick who hangs around every cities downtown area park and would rather wipe out humanity so that the trees and plants can retake the planet. Actually, you can make a pretty strong moral argument for eliminating humanity, given its pernicious effects on every other species on the planet. I wouldn't necessarily say such a viewpoint is evil. It's just a utilitarian equation, really.
Really? This topic again? How many times do we need to bicker over whether animating dead should be evil or not? If you think it should be cool make it so in your game. Personally, I prefer creating undead to be evil as that suits my preferred image of an undead creature - they should be a horrific malevolent abomination not a morally ambiguous grey area. You know Paizo's view. If yours differs, house rule it. Simple.
Ryan Freire wrote:
Well, it's not just a divine spell. It is also on the Magus, Witch and Wizard/Sorcerer lists. I do not have any problem with this spell. Although, I would certainly consider playing up the consequences of its use, given the Evil descriptor, if that suited the campaign or seemed out of step with the character. This, I feel, could limit divine use quite dramatically, if that is your concern.
Bluenose wrote:
With the exception of the notoriously clunky initiative system/round breakdown, I have never found Rolemaster too arduous. It was my system of choice in high school. I recently ran a one shot using RM, house ruling the initiative system.The main issue I had was with the lack of clearly defined effects in Spell Law. It was, contrary to popular belief, too rules light, with a sentence or two of fluff but little or no crunch to guide the GM. Pathfinder is a great complexity level for me. Deep enough to keep one interested for the long term with rulings on most situations to allow one to adjudicate the game fairly. Love it :)
Daw wrote:
Definitely. Wizards, witches etc. who dump stats to pump int. as high as possible can easily invest in social skills given their surplus of skill ranks from the aforementioned pumped intelligence. I've done it myself several times.
Atalius wrote: I don't see how a witch who takes three rounds to get off on her hexes could contribute to a party the way a two handed fighter can. If you're solely focused on combat, witch may not be the class you're looking for. But, overall, a witch can contribute so much more to a party than a fighter. However, they are not big on damage at all. A comparison with a 2-H fighter is pretty meaningless, to be honest. Totally different functions.
Of course, the wizard spell list gives them the edge in ultimate versatility. However, in actual practice, hexes can allow the witch to dedicate a greater portion of her spell slots to utility, as the hexes can make up the lion's share of her offense, as opposed to a wizard who must set aside spell slots to fulfill his offensive duties, having no other viable attacks.
Quentin Coldwater wrote: Okay, fair enough. Seems weird that classes that share the exact same class feature can't take the same feats, but I'll live with it. Thanks! Perhaps. But considering the shaman is notorious for pilfering class features from pretty much every full caster in the game, it seems reasonable that at least some things are off limits.
Dale McCoy Jr wrote: In keeping with our halloween-theme, we present to you patron hexes for the trickery witch. Just don't expect any candy. Cool. Nice work. I'll try and get GM approval to retrain a hex into the Confusing Friends and Foes hex and perhaps try and take Covered in Horrors as my 14th level Major Hex - currently only 11th but want Ice Tomb at 12th. Anyway, jolly good stuff.
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