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![]() Aristophanes wrote: Based on almost no information at all, I'm predicting(hoping) that poisons, at least some, will work like some spells, in that they will have a minor effect, maybe sickened 1, on a save, a more serious effect on a failed save, and a catastrophic effect on a critical failure. That would make them worth using. I have a feeling that that's the direction they're going with them. I agree. The little we have in the First Look blog Paizo Blog wrote: Poisons, curses, and diseases are a far more serious problem to deal with, having varied effects that can cause serious penalties, or even death. Combined to what we more recently learned about spells and degrees of success goes that way. It also makes more sense in my opinion. Even if you manage not to die because of those curare-tipped blowgun darts, you're going to feel it. ![]()
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![]() Personally, I think the half-orc and half-elf should keep their own entries rather than being replaced with a generic 'half-blood' mechanic. My main reason for it is something Golarion material has been hinting at and that is more prevalent in Starfinder: half-elves or half-orcs forming communities and developing their own culture as something different from either of their parent species. I understand the point of view of people who want to keep setting-neutral but even in this case, the option to have those 'true half-elves' or 'true half-orcs' is something they can use (or not) in another setting than Golarion More generally, I'm a big fan of the toolbox approach, probably because of the time I spent playing point-buy games à la GURPS some years ago. I think that the approach chosen keeps things codified enough for each ancestry to keep some fundamentals while opening up the rest to customization. It's also a good occasion to rebalance things. as eddv pointed out, some of the PF1 races sorely need it. ![]()
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![]() BretI wrote:
I have to disagree. Many of the country descriptions I read are medieval in my opinion, typically for countries like Brevoy. Also, in my opinion, most common folks (and not people in power) have little access to magic and little interest about what happens beyond their village. Sure, a king can decree, after hearing those stories, that goblins are not to be killed on sight. He may even be able to get it past his councilors who advise him not to take such a controversial decision, but at the cost of nobles immediately using it to plot against him. Even in Andoran, I can see bitter political fights on such a question. In the end, it's a question of how each of us sees Golarion. My group is mostly composed of people with a background in history and we're probably more cynical about such matters than the average table. ![]()
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![]() Hostile NPC wrote:
Nicely said. This is pretty much the logical reaction of the common Golarion folk in my opinion. Also, I read some comments about 10 years being enough for a change. In our 21st century global village, yes, it is. By medieval standards where most people only have legends about what's happening in other countries? Rather think a century or two ![]()
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![]() Kiln Norn wrote:
I fully agree with this. We don't know enough about the 'equipment' side of shields at this point and this may change a lot of things about the benefit of raising one's shield. Regarding the changes of the fighter and what we can guess of the interactions with the new action economy and some things said about the combat maneuvers being improved, I like it a lot. Two thumbs up for the Power Attack revision. I currently have a chainsaw-wielding Barbarian in the AP I'm DM'ing and I'm seeing problems with the P1 Power Attack all right ![]()
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![]() I'm liking it. I have some concerns about the execution but I'm lacking information about the following point to complete my opinion: 1) I remember seeing some hints that the item prices will change. Depending on how (and the related WBL in the new economy), this may change a lot of things about how Resonance works. 2) We have heard that they are redoing alchemical items and that there will be a skill called Medicine. It seems likely that there will be non-magical healing options. If alchemical items do not use Resonance and we have 'alchemical healing poultices', then the impact on potion will be limited. So, wait and see for now |