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Pathfinder Rulebook Subscriber
![]() There is one other Thing going on causing controversy through WotC/Hasbro. A very clear attempt to drive monetization on D&D. They have stopped allowing character options and monsters to be bought out of books piece meal, you must now buy the whole book lore and all. And what many people thin is coming with their VTT, the attempt to implement AI GM's. WotC also recently posted a job description for an AI engineer, which many people worried might be used to generate more AI art and content, though this is only speculation. ![]()
Pathfinder Rulebook Subscriber
![]() SO it didn't have MUCH to do with Paizo. WotC tried to change the OGL in ways that would allow WotC to monetize content created by third parties under the previous OGL, And interfere with the ability of THird-Party creators to monetize their own creations. They were doing this surreptitiously, but got caught when it was leaked in violation of an NDA to the public. There was a public outcry. WotC lied trying to cover it up, but it was confirmed by more sources. They apologized, not through the Hasbro site, or the WotC site, or the D&D site, but through DNDBeyond. Then they tried to draft a new OGL, pretending this had been their plan all along, but it was still seen as predatory. This is when Paizo decided to say "Screw it we'll make our own OGL," and then with input from Indie TTRPG companies and Indie makers, creacted the Open Rpg Creative License (ORC License) and they started the Remaster process, as partial major rework of some thing that were pain points, but also to purge their stuff of anything even remotely OGL. WotC also sent Pinkertons (Private police infamous for violent union busting) to a MT:G fan's/content creator's house after WotC accidentally sent him cards before release date and made videos about them. Paizo doesn't have to be who you chose, though I hope it is, but you really should look to move away from D&D as long as they're owned by WotC/Hasbro. ![]()
Pathfinder Rulebook Subscriber
![]() An Octopus based ancestry. Obviously their primary aquatic, like the mermaid, with a low land speed. Smal/Medium size, with an ancestry feet chain to become larger, or a heritage of Krakenink to start as large. They, by and large, have playful attitudes, and their ire usually results in pranks and tricks that are not intended to be physically harmful or permanently damaging, but when they don't understand how ships work, or have any sense of "money" this can lead tot heir pranks to be seen as much more malicious. Their Anathema would include "pay back non-violent offenses with violent responses". Meaning, if you insult them, they won't haul off an deck you, they will, steal something when your back was turned and send it to the bottom of the ocean. ![]()
Pathfinder Rulebook Subscriber
![]() So... question. We have three sources of alchemical goodies. Daily prep at 6+int
Do I have to eat through other resources, before using the unlimited quick alchemy versatile Vials or can I rely on them for my basic cantrip-bomb/field use and save normal versatile vials for actual alchemical items? Or is it just the action cost of Action: Quick-Alchemy and then Action: use? ![]()
Pathfinder Rulebook Subscriber
![]() I can't name any specific weapon, but some of them need a trait that will allow them to be used for "dirty trick". It is being talked about as comperable to "Grapple" or "Trip" but both of those have weapon traits that allow you to use the weapon to do that, including the item bonus of the weapon. ![]()
Pathfinder Rulebook Subscriber
![]() Okay, this, shroudb is how I was thinking it worked, so I was very confused with everyone talking about 3 actions. and frankly from what I'm seeing the versatile vials acid bomb seems to be on par with cantrips. While yeah, the versatility of all the prepared items is lowers significantly, I'm very okay with this. It allows for a lot of customization still. ![]()
Pathfinder Rulebook Subscriber
![]() I love the sound of all of this and it really is awesome how open y'all are about the actual mechanical response to the playtest, where as other games... for the Dashing and Daring, only talk about "Well we got this percentage positive and this percentage negative which tells us..." and doesn't actually say "So these features were pain points which we plan to change going forward." ![]()
Pathfinder Rulebook Subscriber
![]() So of the people who are lamenting the action economy, which of you has the book? Does Quick Alchemy create the versatile vial in your hand? How does that work? Because my understanding would be Quick alchemy would be everything involved in creating the Vial, including it popping into your hand, and then you would use or chuck it. that's two actions, but I'm hearing everyone talk about three actions. What am I missing? ![]()
Pathfinder Rulebook Subscriber
![]() So for my Envoy I'm imagining a Pahtran Freedom fighter, who was making Vids to send to the pact worlds to raise awareness for their fight, when they actually won independence. So now, he's still streaming, but is a merc for hire. Noble person and all, but just a little lost in what to do with himself now that the cause he was prepared to dedicate himself toward... is already won. For the Witchwarper I would use a human who just APPEARED suddenly in a laboratory on Absalom station. all readings indicate he was thrown through time in a time-travel experiment originating during the Gap. Unfortunately despite escaping the Gap, he is still effected by it and has no idea what is going on. He knows some basic fact, like he is from the Island of Absalom part of the Inner Sea Union. But has no personal memory, no idea of any history during the Gap, and is rather distressed to find all of Golarion GONE! ![]()
Pathfinder Rulebook Subscriber
![]() Given the similarities to the other classes, i can see why they might want to focus down on these two. Need to make sure the Mechanic doesn't play like the inventor. Need to make sure the Technomancer doesn't play like the wizard (as it was kind of designed to in sf1e) make sure it lives up to his own lore mechanically. But, there are 6 classes that look like a lot of fun. I can't WAIT to see the playtest. ![]()
Pathfinder Rulebook Subscriber
![]() So this might seem like a hairsplitting question but... do we know they won't be core? I mean we know they won't be in the play test material, but all of that is PLAYTEST. It's all subject to change after the playtest runs it's course. Like, I don't know about anyone else, but I don't expect the 6 classes they're play testing to keep their Key ability scores as all six different attribute modifiers after play test. I wasn't around for the PF2e playtest, but did they release all the available options in there? ![]()
Pathfinder Rulebook Subscriber
![]() Oh, I just had more of an idea for that Oracle: The reason he is sanctified Holly (the deity who blessed them) Calistria is messing with Urgathoa. She is specifically not taking credit and letting the Oracle attribute his powers to Urgathoa and preach what Urgathoa would call a blasphemous doctrine SPECIFICALLY to piss off the Pallid Princess, who has never learned restraint. ![]()
Pathfinder Rulebook Subscriber
![]() 1: Yes, they are planning to do a Nanocyte class. A designer on the board said that they are planning, down the line, to bring it back, mechanic too (those are my favorite classes so i asked about them) 2: I don't want to see cloud reduced to an aura, or at least not JUST an aura. I liked how in first edition you could wind it across the battlefield and create some nice battlefield control. So I do hope they bring back that functionality. 3: I repeate, likely the gear array will be reduced to a memorized list of item (not unlike an alchemist) that can be produced at will, item level no higher than your own (maybe even require it lower) and cannot memorize more than a certain number, not no weapons or armor. the weapon functionality would likely be changed into an special unarmed attack or stance. Mechanic: Clockwork celerity from the Inventor works only on yourself, without special feats at later levels. I'm talking from the get go, it's designed to work specifically on gear and vehicles and (if applicable) structures. With the trade off of damaging them, which must be repaired later. That way their bread and butter is making everyone around them better. I can't think of how to implement the Drone and Exocortex except as specialized familiars (with feats to upgrade drone into a companion) ![]()
Pathfinder Rulebook Subscriber
![]() I agree, I was stretching for Vanguard to fit in the magic book. And a new class would be AWESOME they did that for PF2e, so why not with SF2e? What about a Primal caster? "The Terraformer" with some flavor text about not being sure if he is using magic, or technology or both." But what kind of mechanical signature would they have? Obviously battlefield control focused. ![]()
Pathfinder Rulebook Subscriber
![]() This... sounds silly to me. B is upset at the "meta mindset" of Player D Player D who has not asked anyone to play anything specific, NOR made any complaint about not getting to play what they want, and in fact seems to feel they have a lot of choice to make. I feel Player B should mind his business and let everyone play what they want, even if it is "meta". And I wouldn't house rule the potions either. ![]()
Pathfinder Rulebook Subscriber
![]() I suggested elsewhere that they need 3 books. 1: Biotech book, as SanityFaerie said, include the biohacker and the Evolutionist. Lots of grafts, bio-ships, drugs, bio-tech stuff, etc. Ancestries that are about biological changes. like the Entu colony and versatile heritage like the Entu symbiote 2: Hard Tech: I would say it should include the Mechancis and the NANOCYTE (instead of technomancer) of course lots of tools, cybernetics, special ships stuff. Ancestries that are about tech like the SRO and holograms. 3: Magic: include the Technomancer and the Vanguard. Lots of spells, and spell-tech items. Get into some lore (and mechancis) of how tech and magic can work together. Introduce some ancestries that have to do with magic ![]()
Pathfinder Rulebook Subscriber
![]() You could visit the city in the sun, yeah, there is one there, but no one knows who built it. Visit Eox, best place to have a chance to make friends with an undead space ship. Just about any major port will be able to give you the wildest grafts. You can visit the home-world of the skittermanders in the Veskarium. An absolute paradise populated by tiny manic hyper-helpful little guys... and the Vesk view assignment there as a punishment. ![]()
Pathfinder Rulebook Subscriber
![]() Sinister is upgrading himself, this is how he's survived for centuries, and why he's so interested in mutants. Belos has been putting magic into his body in order to stay alive and maintain his tyrannical rule. WOlverine has had one alteration to his body, the metal. The rest of it is all natural to him, and he has no interest in further boosting his abilities through genetic or cybernetic alteration. Also, one of his most signature moves is "Berserker Rage". yeah, he is fueled off rage and becomes more animalistic and dangerous when he uses it. All of this is just fun thought experiment though, and you would build him how you would build him. I just kind of ran out of ideas for how the Evolutionist would be done in SF2e ![]()
Pathfinder Rulebook Subscriber
![]() So this is a two part question
If you are continuing on from SF1e, what kind of updates or new changes (besides the hatching) are you hoping to see in the setting?
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