Sorcerer. So many spells, great flexibility in spell lists. I just lament the fact that melee sorcerer like dragon disciple isn't really working in 2e. I think paizo needs to print more class archetypes like the battle harbinger (which looks pretty cool in the game I GM right now) that alter the base chassis of a class more. That being said, if I could, I'd like to play Oracle some time. Such great flavor and interesting mechanics, plus I like the divine spell list
The thing that causes the most complaints in the early game are leadership activities. There aren't a lot of use cases as you've mentioned so feel free to just skip it or reduce them until dealing with unrest becomes important. I wouldn't touch region activities since those are very important and sparse.
I'd highly recommend to mix army combat with the rules from Battlecry since army combat is just too mechanically boring. Recruiting and equipping armies is fine, it's just the war minigame itself is incredibly shallow, since it basically boils down to rolling attacks all the time. There are no good 3rd action choices and the rout rules don't really work as intended; it's quicker to just kill an army than to try to rout it. As for early game war: highly recommend it since you need a source of ruin and tension. Maybe you can get in some feeling of urgency by letting Pitax or Brevoy claim hexes.
Kingdom: When: After they've defeated the Stag Lord, Jamandi sends help, providing craftsmen and materials to get you started Why: Jamandi wants you as an ally to prevent Surtova from attacking Rostland. The Swordlords of Restov were loyal to Chorral and suspect that Surtova f%&@ed with him. Craft Luxuries or Create a Masterpiece could be tied to small quests that unlock those activities. You can activate/deactivate activities easily on the Tools kingdom sheet. Interject those quests after 2 sessions. That way you don't get overwhelmed, lighten up the turns and don't get overwhelmed.
Players can use activities more than once. There are a couple exceptions to that. Reread the rules a couple times to get an idea and skip the unimportant ones to reduce analysis paralysis. Your kingdom should level roughly ever 5 turns with V&K adjustments. You need adventuring content after 2 turns to spice it up. Apart from that I don't know what to recommend since you don't really list any issues
Looking at the rules text: You can call upon the solution to aid in resolving any Kingdom skill check made during the remainder of this Kingdom turn. Do so when a Kingdom skill check is rolled, but before you learn the result. Immediately reroll that check with a +2 circumstance bonus; you must take the new result Is this a more convoluted way of saying that the next check gains a +2 circumstance bonus and the fortune trait? Because if you roll the check you immediately know the result based off the rules, so I don't think this applies as a re-roll like supernatural solution. Unless of course you need to throw your dice under the table and re-roll immediately without picking it up :)
Hexploration ties into time tracking and traveling on the main map. You as a GM will need to set time limits for completing chapters. If players play efficiently they will have more downtime to craft and earn money. During kingdom turns, players will be able to build roads to make travelling quicker. I use Survival a lot for recalling knowledge, traversal or in skill challenges. There are a lot of free hexes so you can add your own content easily It's also used frequently in camping if you're going to use that subsystem
Hexploration: Yes you are correct. I'm using 8 hours for one day full of hexploration. If there's an encounter that takes longer than 10 minutes, I subtract an activity or more depending on how long PCs stay out. If you run it in Foundry, that's automated for you. Survival: Long story short: it's not fun, don't track it. I've yet to encounter a mechanically great survival system. You want to get from one interesting PoI (Point of Interest) to the next one quickly. Random Encounters: See them as an improv prompt. When I roll 6 Boggards, I'm thinking about how I can connect them to another PoI on the map or how it fits into the main storyline. If you are having trouble coming up with something on the spot, pre-roll them and make about 3 sentences of notes. Encounters at night can be deadly if you roll a medium encounter and no one notices it. I don't use hazards unless they are complex.
I think the main issue here is the removal of the CUP without advanced notice and appropriate alternatives since the new license prohibits so many use cases that are common nowadays. It seems obvious this is a way to consolidate 3rdparty stuff on Infinite which serves both as an easy gateway for existing authors to sell stuff and give roll20 a 30% and Paizo a 20% cut rather than just offering it for free and a way to advertise this store to the community because they'll have to interact with it. Personally, I don't want to enter into a license agreement that prevents me from distributing my content elsewhere since not only is that in direct conflict with Free Software licenses such as the AGPL but it also shuts down any collaboration that can occur on GitHub. Plus I don't like Roll20. I'm currently removing the CUP parts from my software and will just fall back on the OGL license. It's a lot of pain and work to shoulder that in my free time.
My guess is that 3e will break things up a bit more and will allow a tad bit more unbalanced abilities back in, simply because building an effective character who is better than other characters is fun if it's limited. The 2e chassis is fantastic though and just fine tuning them in a 3e would be enough to make me switch to that. 2e feels like it could on for another 10 years as opposed to 1e which broke down mechanically due to build shenanigans and feat bloat.
Fully agree with YuriP here. The core is fine, the issue more often than not is the actual content that they put into it and the huge amount of time it takes to filter through all of it. Balance basically never comes up in APs, Tumble Through requires an important reason to risk a Reactive Strike potentially end up surrounded by enemies that doesn't come up in APs. It just needs needs a more generally useful application without the adventure designer specifically designing for it. At least magic skills are useful for disarming traps, identifying magic items and creatures which comes up multiple times in every session.
Personally, I think those are all bogus issues. The big 2e issues are: * too many archetypes which are purely flavor without a lot of interesting mechanics
ograx wrote:
Special Editions are for people who are loaded enough to pay a huge up-charge for a slightly different cover, so I don't see the issue here.
Here you go https://paizo.com/threads/rzs43r3b?Vance-and-Kerensharas-Comprehensive The things you are complaining about have been talked to death already. We're at the cult of the bloom right now and our kingdom is level 6. Skills becoming useless because they aren't trained so far has not been an issue because of Creative/Supernatural Solution. The homebrew document above fixes the XP issues
Dancing Wind wrote:
I'm not arguing about that. I don't like seeing a significant amount of player magic items in GM books (which is what they're going to do for GM Core).
After a couple sessions using the camping rules, we gave up in frustration. RAW camping is going to take up at least 15 minutes of your session and will eat up an entire encounter you could have had. I made the following adjustments to it and automated the hell out of it in Foundry: Camping is optional. If you don't want to make camp, you: * Can still subsist as usual with a -5 penalty
Otherwise: * Prepare campsite does not allow performing any other activities nor can you perform any activities that do not have the Camping trait during camping rounds
Watches: * There is a single random encounter check per night, not one per 4 hours
Ran one today: * Party almost TPKed to a Wildfire (Hazard 4) at level 1 and the events technically go up to lv 5?! * How does sheltering work? Does every player need to beat that Survival DC? Or just one. Because if everyone does, then it basically is going to kill PCs not speccing into Survival. * If you don't manage to beat the DC, you suffer the effects for being unsheltered. On a continuous event, can you treat wounds in between rounds of damage? What happens when you drop to 0hp? Do you stabilize between rounds of damage? or does each additional round require that reflex save and accrue dying points? Can you retry to find shelter in between rounds?
Yeah, the encounter stuff when camping just doesn't make any sense at all. Reducing the encounter DC by 1 for each hour of camping and rolling a flat check just seems overly disruptive in addition to the 2! rolls during night. I'll check how it works out and probably tone it down to 2 flat checks, one for the day and one for the night. In general there seem to be too many flat checks in the additional rules. The weather rolls are very taxing. Instead of rolling on 2 random tables we get like 4-n flat checks each day just to figure out the weather.
Ok, so looking at the rules, I also had a similar feeling. The kingdom DC just climbs and climbs, eventually auto failing/crit failing certain events if you haven't gotten skill training in that skill yet. Not that big of a fan of that behavior. Another thing that I came across: Agriculture and Warfare seem to be kinda mandatory. There is no alternative way to get enough food without building farms, and farms rely on Agriculture which becomes impossible to succeed once the DC climbs up. Warfare seems important as well, and given that settlements can only have a fixed number of farms, this feels like the only reason why you want to build them at all, since your kingdom's buildings apply their item modifier to everything.
Right, but I suppose 100$ would be a fair price as well, since I can just use those prep hours to work at my company and buy the module then? Sarcasm aside, it's a hefty price tag to ask in a global recession, immense inflation, rent and energy price increases for something that is essentially optional. I'm sure that the upper class will pay for this, but they also paid for the Fantasy Grounds price clown fiesta
Dunno, passing on that one I guess? 30$ with a 10$ PDF discount is too much. It moved from "no brainer" to "am I making enough money per month to justify spending another 30$ on top of a 25$ book that I bought as well". It's even more expensive than the FG module now and since I get everything except the maps for free, I'm just gonna do it manually again.
Dancing Wind wrote:
Isn't that just splitting hairs really? Rules can be combined with small adventures to show them in play but a setting can't be shown using the same technique? Personally I would not expect any adventures in rule books since these are supposed to be setting agnostic, right? Yet here we are and I honestly don't really have anything against it.
I think dedicating a couple of pages (8-10 per 135 page book) to some very short encounters is probably a good idea since it sets the material into action and shows how it can be used. We're playing a game after all, right? I'm not asking for setting books that are essentially module/AP material. The two line adventure seeds as described above are usually too short and "hidden" since they are usually missing the twist that make these things interesting (if that makes sense?). Like adding maybe 3-5 more sentences that describe interesting circumstances and backgrounds would already be good enough to weave that in. I ran Age of Ashes and used the Katapesh: Dark Markets book on top. I was able to pull out like 20-25 encounters very quickly and these encounters conveyed a lot of the lore in playable material which was easier to use than a traditional Gazetteer.
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