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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 ![]()
So when including in combat, have you found that the vehicle itself will be focus fired or how long the vehicle survives focus fire? My players will be on a ship that will sink/fall out of the sky if it's destroyed. In a similar vein PCs could just focus fire the enemy ship to take it out. How did that work out? Given that my players will be on a single ship I'm also interested in if the Hardness will prevent me from setting them up against 4x level-2 enemies since the hardness will probably be much higher than an NPCs damage and Critical Hits (Level 9 Sailing Ship: 15 Harndess; Level 7 NPC moderate damage: 17). Have you used any ship weapons? ![]()
So I'm currently looking at vehicles and their cost and am having a hard time justifiying the gold investment for a PC. On the GM side, I can't figure out how to use them. A vehicle has AC, HP and a fort save which roughly matches a creature of their level and has no listed weapons. Ballistas in Guns and Gears target Reflex saves which don't exist on a vehicle. Is an Airship immune against Fireballs because there is no reflex save? Does the Airship fall out of the sky once it reaches its BT (which is easier than killing an on level creature)? If so, it's the easiest way to TPK a party. How are stats like AC and Fort even coming up during gameplay? How can I justify the Gold cost to make it worthwhile without homebrewing and replacing everything? ![]()
Your familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as “1 round” or “until the end of your next turn”) and doesn't prevent conditions from being removed by other means. First of all, what is a negative condition. Note that the word Condition is not capitalized meaning that it does not necessarily reference conditions like Stupefied or Clumsy but could be applied on a much wider scale "This prolongs only conditions with a timed duration" does the timer need to be on the condition itself or does it also apply to spells that inflict conditions that have a duration? What about Sustained spells? The core rules specifically lists Sustained spells as having a duration of 1 round https://2e.aonprd.com/Rules.aspx?ID=2242 If the extension only applies to conditions that have a specific duration and not to spells that inflict the condition for a given duration, what about https://2e.aonprd.com/Spells.aspx?ID=1500 ? The spell lists the condition duration right next to the condition, but the Duration says 1 or more rounds (see below) ![]()
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 :) ![]()
A Saga Lands setting book A book with tons of class archetypes or new subclasses that also expands on existing skill and class feats More 1e APs. I don't want massively expanded APs like Kingmaker that delay the release for years APs that feel as one cohesive adventure where freelancers collaborate with each other rather than each one doing their own thing A PLAY TESTED book with fun new subsystem akin to ultimate campaign (imagine what could have been if they play tested mythic rules) ![]()
PS: something that your homebrew doesn't touch, but just for completeness sake: armies also have the issue that time spent in kingdom turns blows up because you get more actions the more armies you amass. How we solved that: armies are grouped together to form divisions and per army actions like healing, attacking and moving are performed for all units. That way we were able to cut down army actions to around 3 per turn. In general we tried to get more meat out of the fun stuff which are kingdom events and expanding your kingdom, so at least in my opinion kingdom rules need to trim down the fat and emphasize the parts that require interesting decisions (which leadership, commerce, and most army and civic actions definitely aren't). ![]()
Hi Vance, We finished the AP quite some time ago with your homebrew at that point and while I think there are some great ideas in this homebrew, there are also quite some things, that IMHO make it worse. The Positive: * XP from structures is a great idea
The Negative: * I don't think phases added too much too the overall complexity. In fact it reduced the amount of actions that you were able to take, thereby reducing analysis paralysis; the changes to the commerce phase lead to additional book keeping while basically keeping the outcome the same
Ideas & Feedback from my players * Leadership activities: Too many to choose from, too many duplicated effects like reducing unrest, too little impact
--> additional spots for farms and worksites
Overall, I think you've identified a lot of issues, but I think more playtesting would be beneficial :) ![]()
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. ![]()
I've read: * Exctinction Curse
I've GMed * Parts of Abomination Vaults
If I had to rank them: 1. Kingmaker: really well executed, feels like it fits together; Kingdom Building and Army rules are better than in 1e but still plagued by issues
Looking at the rest of the APs: * Fist of the Ruby Phoenix: supposedly really good but it's an Anime style tournament
In general, 2e APs haven't really grabbed me theme and execution wise. Paizo has this big issue in their current process: it feels like the developers are not talking to each other but each one just works with a writing prompt, doing their own thing. 1e APs felt better in that regard, but there were more extremes: either the AP was fantastic or really bad with a couple mediocre ones in between. 2e suffers from almost everything being mediocre instead. Looking at your requirements and at my list, I'd recommend Kingmaker or Abomination Vaults ![]()
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
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Yesn't. It's a way to earn more money and players like getting new stuff so I think it's almost 100% certain that we're going to see new remastered versions of books. Since a significant amount of books are going to be errataed (Guns & Gears for instance), I don't see a reason why they won't make the reprint Remaster compatible in the same turn and add the new Remaster logo on the front page. ![]()
There's no Remastered conversion. You need creatures from the previous Bestiaries (as usual) or AoN. There are a couple of renamed spells that you need to look up in the Player Core under the new name. What Remastered changes for you as a GM is the removal of Alignment and addition of Sanctification, a couple of additional actions for monsters in combat and small crafting changes. It's nowhere close to the 3.5 changes. PS: When I started to read through the Remastered books, I was really disappointed. The text is the same on almost every page, the rules are still laid out kinda badly. As a GM, I think if you own the previous CRB, buying the Remaster is a waste of money. It's really just paid errata.
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