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graystone wrote:
I recall a joke game one of my old DM's ran in college. We were all playing angsty drow who were good and fighting the power, and after a desperaate mission to the underworld to find out what evil the now silent drow kingdoms were playing we found... Empty kingdoms. All the Drow had become Angsty heroic antiheroes.It had a very amusing encounter with a quite depressed avatar of Lloth who was playing solitaire in her main temple. ![]()
Nox Aeterna wrote:
Which is another problem about goblins--you can do that, but it suddenly makes it all about the goblin. It devours the rest of the plot, because you're always having to explain why nobody kills the goblin. It turns them into the precious Mary Sunshine character that devours everyone elses storyline. Comical adventurs aside, Goblins are a race that A. eats babies (literally, in some of the source material it's mentioned that is a sign of a growing goblin infestation) B. Love torture for its own sake, such as burning people alive. C. Are the kind of idiots that are likely to burn down their own village. They're the insidious fusion of a kender and a rabid halfling. Now could avoid all that by.... not playing a goblin, just someone who wears a goblin suit, but for some reason doesn't act like a goblin. But given how much of their cultural baggage and attitudes you have to drop to make them at all group friendly, you're not really playing a goblin anymore. So why waste the page count in the core? ![]()
Dαedαlus wrote:
Yeah. Goblins in Golarian aren't just pyro's, they're pyros who enjoy lighting babies on fire to hear them scream. Getting over anti-goblin racism requires modifying the race to where every other goblin isn't going to try and murder you and burn your house down and not even really have a good reason for it. And I've always hated that, because Goblin's should be extinct or on their way to extinct. They're stupid, violent, cowardly, and will always antagonize something more powerful than they are. Even evil races shouldn't like them, because they're useless and destroy resources that others can use. And again, there are a ton of other species in Golarian that are far more interesting. I think Paizo has mistook "we think this is a funny race" for "we think this is a race that needs to become a part of the core." ![]()
Goblin's as written are a walking advertisement for extermination. They're a literal plague, that will--not if, will, destroy the region if they're allowed to breed, and produce nothing of value. So, if they want to make them not a plague, you get a horde of GINO's (Goblin's in Name Only), if they keep them, anything like the stupid, murderous (let us remember, having goblins in teh region is generally the source of most of your vanishing children, who they ate), backstabbing plagues, then you get the traditional horde of "But I'm playing my character!" If not, then why use them? Paizo has loads of damned species that are far more interesting than Goblins, from just about every viewpoint. ![]()
Dasrak wrote: This is very concerning to me, because a lot of the best spells in PF1E were ones that didn't scale with CL anyways (or if they did only scaled by duration). Consider the Haste vs Fireball, for example. Even if Haste never improved beyond 5 round duration it would still be very usable at 20th, while Fireball would go obsolete almost immediately if its damage didn't scale. Yeah. One of hte biggest power imbalances between casters and martials has nothing to do with the damage but the flexiblity and the ability to pull out spells that can do stuff that a martial flat out can't. ![]()
wraithstrike wrote:
Will it? The thing is, if they're trying to make it simpler and faster, well that is D&D 5e's territory. So they're not just trying to compete with people who liked old pathfinder, but an already existing and popular system. Then there's the fact that, much like Pathfinder's origin, there's a huge number of third party publishers out there, many of them quite good. It's not like the old days, when if you wanted to play at all, you had to go with the new edition because it was that or just stick with what you have with nothing new coming out. If it is completely incompatible, I predict it won't be nearly as successful as Paizo is hoping for. ![]()
If you want to lay a conan- or Soloman Kane style "limited magic" campaign, using the Scholar "caller" archtype and the knacks found later in the book-- everyone else has to use the dabbler and ritual feats, which pretty well defines most of the wizards we find in the more pulp settings-- not that powerful compared to your normal pathfinder setting, but since a wizard is quite literally a one in a million find, they are very powerful compared to most of the people they face. ![]()
sunderedhero wrote: I've got to agree with Painful Bugger, this class is a real disappointment. Even if you ignore spells, the Druid class is better at shifting than the Shifter. To make matters worse the archetype I was looking forward to most, the Oozemorph is basically unplayable at low levels, you can only maintain humanoid form for 1/hour per level a number of times per day equal to 1/2 your level. That means that at 1st level you can be in humanoid form for 1 hour a day. Sounds bad, but it gets worse, when in ooze form, in addition to other restrictions, you can't hold items. So I hope the rest of the party is cool with carrying your stuff. That looks pretty bad. I mean, the druid gets a 9th level spell progression, and wild shape and other bennies, so if they're better than the shifter at shapechanging, well, why not play a druid? The oozemorph is just bad design. Good news, I have sphere's of power, so I can fairly easily come up with a tradition for a shifter using that system. ![]()
Dαedαlus wrote:
This has actually moved the book out of my "I'll probably buy it column." If your "It's all about shapeshifting" class isn't better than the druids, especially considering a druid *also* gets 9/level casting, I think you have a serious problem, especially given how many good shapeshifting 3rd party classes there are. ![]()
Eric Hinkle wrote:
You know, it's funny, but with a lot of the modern work being done on how Hyena packs form and interact, you could actually make a real good case that the Gnolls would be more likely to be nice than the "noble lion" people. ![]()
Note, if you want to run a Conan style campaign with SOP and SOM, it's actually pretty easy. Use the basic talents from SOM, but for any wizards in SOP, you can allow them only a few basic talents, with most of their powerful spells being used as incantations. A wizard may have a few incantations of Monster Summoning VI ready, but if he's caught unprotected, or exhausted (say, because he's preparing to summong one of hte dark gods Conan wizards were so fond of), he'll be largely restricted to basic sphere talents that aren't really overwhelming against a sullen eyed barbarian's good steel. ![]()
Gorbacz wrote: I am sad that Paizo didn't deicide to murder the sacred cow of alignment interacting with rules. Oh well, I guess we'll still have "how many castings of death knell on dying space-chickes do I need to break bad?" threads after all. Amen brother. My fondest hope is that one day, Alignment will be taken out, burned and then the ashes scattered to the wind, with the sole exception of spiritual beings such as angels and demons. ![]()
Benjamin Medrano wrote:
You know, by the time your picking up books like advanced wilderness, I'd be surprised if more than a few players were new at all. It also seems like a case where if that's the main reason, they're also harming the utility of the class by toning down it's defining trait. ![]()
I don't think it will fail or split Paizo in half. For one thing, many people who just play pathfinder will probably grab aspects of Starfinder. And, since it's in the future, you don't have the problem you get with things like Starjammer, where some players feel that now planetary adventures have been made to look irrelevant in the face of the mighty Elven Armada. STarfinder is in the future-- it has no impact on Pathfinder itself.
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i don't generally mind bloat, with two ground rules. If you want something that isn't in the core book, you have to let me know before the campaign gets started. This is especially true for 3rd party products, which range from great to terrible in terms of writing and balance. If I don't *have* said product, you are responsible for loaning me a copy.
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Brandon Hodge wrote:
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QuidEst wrote:
Well, let's be honest, the big thing for psionics was that it let a sci-fi writer put "magic" in his setting and say: NO, IT'S NOT MAGIC! IT'S JUST A FORM OF SCIENCE WE DON'T UNDERSTAND! See, the hero vaporized the baddie with psychokenesis, not a fireball. totally different thing. And in truth, from a cold blooded marketing point of view, that could actually impact a book's success. And that's a big part of what the original systems was-- you had points (which were more quantifiable and made more sense then vancian system, or rather gave you a science 'feel') and the arts were even described as disciplines and sciences. Lord, sometimes I miss 1st edition AD&D psionics. You could just create such broken char-ahem, in any case, personally, I intend to use both. At least from looking at the playtest, I'd say both DSP and this system are nicely compatible. ![]()
Alexander Augunas wrote:
I think one thing to focus on is what your craftables do and how flexible they are. PFRPG abstracts a lot of stuff just like D20 and a "normal" gun or rifle isn't going to do much more damage than a crossbow because in many cases the assumptions are different from a "hard reality" setting. A gun that can fire lighting bolts and then freeze rays or be set to ignore magic-- well that's not a mundane gun, it's a technological version of a magical item and should be just as hard to build. Amusingly, the most dramatic "setting breaking" stuff an engineer can make are things like printing presses and freezers-- stuff that you'll likely never see in a dungeon, but that will result in a world completely unrecognizable compared to your typical fantasy setting. |