gharlane's page

115 posts. No reviews. 1 list. No wishlists.




Because to be honest, I have a lot of older Paizo products and use a fair amount of third party stuff, spheres of power, to use one example. So if the system is tremendously difficult to update stuff to, it's likely that I'll either stick with 1E or just mosey on to Onyx Path or M&M.

Now granted, that puts the writers in a bit of a bind--if you don't make some pretty fundamental changes, people start wondering why you're trying to get them to buy edition 1.1, but on the other hand, a fair number of players either have lots of old paizo product they haven't gotten to yet, or third party stuff, so some attention should be paid to trying to figure out how to make upgrading easier.


So, I'm currently using sphere's of power and finding it to be pretty much everything I wanted.

But one of my players has some concerns about the conjuration sphere, because he wants to play a more "on the fly" conjurer, coming up with new spirits to fit the situation rather than a single or small number of contracted pets.

The problem for me, rules wise, is that the conjuration sphere is a very powerful sphere, and letting someone conjure a pet like that, on the fly, gives them an extremely powerful swiss army knife.

OTH, there are a lot of fantasy characters that pretty well do just that, so it's not like the concept isn't unknown.

I have a few, rather unfleshed ideas.

1. Add feats that allow for reconfiguration, but the summoned creature takes a hefty "level penalty" in terms of its abilities, giving up power for flexibility.

2. Allow it, but require a magic foci that has to be created and expended with every reconfiguration, making it expensive enough to make that doing so poses a real cost.

The thing is that it needs to have an opportunity cost that doesn't leave anyone else with the conjurer sphere feeling like a chump for not taking it.

Also, if you can already do this somewhere and I merely had a critical fail on reading, just point out the rule and let me slink away with my shame.


Now note, Im not talking about which one is better--I've played both and love them both. What I mainly wonder about is what happens if you have both systems in a campaign? Are there likely to be ugly interactions? Is one dramatically more or less powerful than the other? Things like that.


I was wondering if anyone knows what the schedule is for the spheres of power expansion products? They've all been so good that I'm hoping for more, especially since it feels a bit limiting for players who are focusing on sphere's that haven't yet been expanded.


so here's a question-- is there any published material for SOP that can allow someone to pick more talents if they pick them at a downgraded level, IE, a high caster getting two, rather than one talent if those talents are calculated as a midcaster? In other words, jack of all trades, master of none? I was thinking of working on something like this, but I don't want to duplicate it if it's already been published somewhere.


Pretty much this-- I have a few friends who are in love wth the Kineticist, both the base form and the various third party stuff out there. I intend to be using Spheres of Power for the main setting, so are there any issues, balance wise, I need to be thinking of?


So, does anyone have a good list of 3rd PP for construct races?

The main thing I'm looking for are products that don't force you to be always chained to a humanoid body, rather than having a certain freedom to build as one chooses.


Because I hate steam punk with a great fervor-- the look, the feel, just doesn't do it for me. I much prefer the future of the 1930s or 1940s. So are there any decent pathfinder compatible products that explore the dieselpunk style?


So, pathfinder and 3.5 are actually pretty compatible, but when porting over classes monsters, etc, what should one be looking out for?


Okay, I've been working on some works for publication now that my academic work is less crazy.

But I honestly don't like the core magic system very much. So from a marketing view, how many people would consider a setting that uses occult handbook, Dreamscarred Press' psionics or Spheres of Power as its default magic system a dealbreaker for playing or purchasing?


I know that SOP is designed to be compatible with other settings, so I was wondering if anyone had tried to mix them with other casting traditions, most specifically SOP with Dreamscarred press' psionics and the classes from the Occult handbook as well as the vanilla classes.

If you did, what were the good points? What were the drawbacks, if any and are there any places where the various systems may not play well, either in leaving some class/system over powered or leaving them out of the limelight?

Thanks!


So if you're trying to create a sentient cat or pony or snake, using the Advanced Race guide you run into a problem of the guide seems to have no provisoni for creating races that don't have hands.
So, any suggestions on how much such a drawback should cost?

(And is anyone else a bit disappointed that the ARG really didn't have a lot of support for "Real weirdy" style species?)


The majority of Pathfinder (esp Paizo) products presume that guns are at an early stage of development, and aren't displacing armor/etc.

Are there any products published with old west style settings where guns are dominant over armor? I'm mainly trying to see how they handled any different rules.


I've been looking for a construct style racial type that allows the character to start with or become a non-humanoid build, but most of the published products generally restrict their concept to humanoid construct styles.

Does anyone know of a published supplement tht allows you to build yourself into a non-humanoid style construct?


So, I like the unchained summoner mainly for the loss of the rather OP'd spell list.

But I'm not a fan of the new eidolon rules. Too limiting, especially since a number of my players had "Real weirdie" creations that just aren't possible under the new system, given that they're archtypes that don't even used classic extraplaner monsters as opposed to monsters from the id.

So would it be reasonable to use the old eidolon system, while keeping the new unchained spell list?


I tend to dislike the core system, not irrecoverably, and I tend to use it if I have players who don't like to get into alternate rules, but I often prefer to use the Dreamscarred press' psionics systems.

I've occassionally thought of using the mythic earth free form system from over on Enworld, but those campaigns never got off the ground.

I'm thinking of using Sphere's of power in my next campaign for a rather different system, though if that campaign is delayed past July I might give the occult handbook a look.

But what types of alternate magic systems do you enjoy? Which ones have you tried and decided weren't worth it?


Found here:
http://www.rpgnow.com/product/126107/The-polymerPath-Cybernetics-for-the-Pa thfinder-Roleplaying-Game

I'm thinking of using it in place of the other supplements mainly because it's level independent-- so it suits my campaign which is more of a shadowrunish style campaign where magitech implants are widely available.

If anyone has played with this, what are the main issues that might be faced with it, if any?

Thanks!


We haven't seen the archtypes yet, but what archtypes would you like to see?


Or to put it differently for those who play the game, something like Exalted's Lunars, with teh ability to bust out into a warform, or suddenly grow a claw.

Now, the Taskshaper (link goes to the OGC) has something of what I like, but I was thinking a more front line shapechanger, with less in the way of copying feats and such.

So a question-- what about giving the class a pool of points to purchase temporary summoner evolutions, along with a warform (created via those evolutions) that it can change into during the day. How would that be best implemented?

Any suggestions (I mainly have played M&M and other point buy games, so this is a bit of new move for me, which is why I'm asking).