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David knott 242 wrote:
Let's say your homebrew world is lower magic (PF is not the ideal system for that, but let's thought exercise this). Sorcerors and Wizards are probably fairly rare. While that might not necessarily impact a player's choice in how to build their character at creation (they really want a spell caster, even if it will be a difficult class for the setting), it might impact how the world interacts with them. Likewise if Gnomes are only found on one small island away from the mainland then they'll be an oddity wherever they go. While it might not necessarily be a player impact on creation, it should shape the world's interaction with them and their interaction with the world. I tend to look at what tells the more interesting story and that PCs should be the oddities if the setting calls for them, but this also relies on the players realizing their characters are strange for the setting and RPing that appropriately. But then, I'm very story driven so I look at most mechanics in terms of "how can I make a story hook out of that and make it fun." ![]()
I like the idea of making certain ancestries or classes rarer than others, especially in homebrew settings. Likewise it makes sense that some items will be beyond a character's ability to craft initially or be so rare that you're not going to find them in a marketplace in most cities. It gives the world an epic and mysterious scope that lets players explore and grow within. It makes powerful magic have a powerful impact on the PLAYER not just their character. It goes from a stat stick to something they either struggled to get/make or otherwise have a interesting story associated with finding it. Rarity also gives a good GM cue to maybe build some more history around items so that players can learn the story of an item and get clues on where to find it or have plots associated with finding it. It definitely can lead to some fun times if used as something more than a content gate. ![]()
I love how much hatred the concept of 4e has. 4e wasn't a terrible game, it just wasn't a good D&D successor to 3.5. Had they called it D&D Miniature Battles or something along those lines it would have sold like hotcakes and been super successful. It was a great board game type game. It had some good concepts that carry over well to other games like rechargeable abilities so that you're not stuck being useless when you run through your spell list at lower levels. I don't think that it's a bad thing that PF2e takes some concepts that worked and brings them over - good design doesn't necessarily mean reinventing the wheel when you make a new car. Sometimes it makes sense to adapt a good mechanic but leave the stuff that didn't work behind. So many games draw inspiration from what came before but put a new twist on those mechanics to make them work in their own internal structure. Don't discount the ideas just because they came from an unpopular game. ![]()
On my account I'm showing no items set to be picked up for Gencon. Will that list populate closer to the con or has something glitched on the order? I know that the confirmation emails and billing will come closer to the con, but I just want to confirm that everything's set to be picked up correctly. Thanks! ![]()
I just activated a bunch of subscriptions and a few of them need changing: Pathfinder AP - needs to be set to Hellknight Hill
That should be all I need adjusted. Thanks! First order is order# 7954259 |