ograx wrote:
Special Editions are for people who are loaded enough to pay a huge up-charge for a slightly different cover, so I don't see the issue here.
Here you go https://paizo.com/threads/rzs43r3b?Vance-and-Kerensharas-Comprehensive The things you are complaining about have been talked to death already. We're at the cult of the bloom right now and our kingdom is level 6. Skills becoming useless because they aren't trained so far has not been an issue because of Creative/Supernatural Solution. The homebrew document above fixes the XP issues
Dancing Wind wrote:
I'm not arguing about that. I don't like seeing a significant amount of player magic items in GM books (which is what they're going to do for GM Core).
After a couple sessions using the camping rules, we gave up in frustration. RAW camping is going to take up at least 15 minutes of your session and will eat up an entire encounter you could have had. I made the following adjustments to it and automated the hell out of it in Foundry: Camping is optional. If you don't want to make camp, you: * Can still subsist as usual with a -5 penalty
Otherwise: * Prepare campsite does not allow performing any other activities nor can you perform any activities that do not have the Camping trait during camping rounds
Watches: * There is a single random encounter check per night, not one per 4 hours
Ran one today: * Party almost TPKed to a Wildfire (Hazard 4) at level 1 and the events technically go up to lv 5?! * How does sheltering work? Does every player need to beat that Survival DC? Or just one. Because if everyone does, then it basically is going to kill PCs not speccing into Survival. * If you don't manage to beat the DC, you suffer the effects for being unsheltered. On a continuous event, can you treat wounds in between rounds of damage? What happens when you drop to 0hp? Do you stabilize between rounds of damage? or does each additional round require that reflex save and accrue dying points? Can you retry to find shelter in between rounds?
Yeah, the encounter stuff when camping just doesn't make any sense at all. Reducing the encounter DC by 1 for each hour of camping and rolling a flat check just seems overly disruptive in addition to the 2! rolls during night. I'll check how it works out and probably tone it down to 2 flat checks, one for the day and one for the night. In general there seem to be too many flat checks in the additional rules. The weather rolls are very taxing. Instead of rolling on 2 random tables we get like 4-n flat checks each day just to figure out the weather.
Ok, so looking at the rules, I also had a similar feeling. The kingdom DC just climbs and climbs, eventually auto failing/crit failing certain events if you haven't gotten skill training in that skill yet. Not that big of a fan of that behavior. Another thing that I came across: Agriculture and Warfare seem to be kinda mandatory. There is no alternative way to get enough food without building farms, and farms rely on Agriculture which becomes impossible to succeed once the DC climbs up. Warfare seems important as well, and given that settlements can only have a fixed number of farms, this feels like the only reason why you want to build them at all, since your kingdom's buildings apply their item modifier to everything.
Right, but I suppose 100$ would be a fair price as well, since I can just use those prep hours to work at my company and buy the module then? Sarcasm aside, it's a hefty price tag to ask in a global recession, immense inflation, rent and energy price increases for something that is essentially optional. I'm sure that the upper class will pay for this, but they also paid for the Fantasy Grounds price clown fiesta
Dunno, passing on that one I guess? 30$ with a 10$ PDF discount is too much. It moved from "no brainer" to "am I making enough money per month to justify spending another 30$ on top of a 25$ book that I bought as well". It's even more expensive than the FG module now and since I get everything except the maps for free, I'm just gonna do it manually again.
Dancing Wind wrote:
Isn't that just splitting hairs really? Rules can be combined with small adventures to show them in play but a setting can't be shown using the same technique? Personally I would not expect any adventures in rule books since these are supposed to be setting agnostic, right? Yet here we are and I honestly don't really have anything against it.
I think dedicating a couple of pages (8-10 per 135 page book) to some very short encounters is probably a good idea since it sets the material into action and shows how it can be used. We're playing a game after all, right? I'm not asking for setting books that are essentially module/AP material. The two line adventure seeds as described above are usually too short and "hidden" since they are usually missing the twist that make these things interesting (if that makes sense?). Like adding maybe 3-5 more sentences that describe interesting circumstances and backgrounds would already be good enough to weave that in. I ran Age of Ashes and used the Katapesh: Dark Markets book on top. I was able to pull out like 20-25 encounters very quickly and these encounters conveyed a lot of the lore in playable material which was easier to use than a traditional Gazetteer.
The 1e campaign books had like 30 pages of adventure seeds in them, stat blocks for certain monsters (like Monsters of Myth does), maps of dragon lairs and castles along with the lore. You could open it and insert custom stuff into your campaign in a couple of minutes. Instead we get things like Knights of Lastwall, the Society Guide, Travel Guide and the Firebrands book, which I suspect will be similar in style. It's much harder to digest (has anyone made it through the Society Guide yet?) and doesn't really have a lot of usable and specific material in it. At most you can pull out a few NPC background descriptions and art. That's what I mean with "fluff": it has no substance. That's in stark contrast to the bigger books like Mwangi Expanse and Absalom, which are both great.
Bit disappointed with the overall direction of the 2e LO line. Instead of focusing on useful GM campaign material, the small books mostly contain dry fluff and some situational archetypes. Then the other books focusing on players like Dark Archive get quest seeds and adventures. What's up with that?
The one thing that is kinda baffling is how there has been no replacement product for over 1 year. I'd love to buy high quality token packs for FoundryVTT, which could also be used to print out tokens similar to other RPGs like L5R https://i.ebayimg.com/images/g/QOgAAOSwuQpgULVO/s-l1600.jpg Just sell the digital print sheet with the correct sizes and give me the digital tokens on FoundryVTT. PS: The Pawns PDFs were never an option for me because they were priced too high (like all other digital products except book PDFs and Foundry modules) and you couldn't use them as intended because it required special paper to make them stand upright. I mean I wouldn't even have used them if I had access to them for free! Tokens that lie flat on the battle map would solve at least that issue, plus you'd get the added benefit of tracking damage by placing tokens/dice onto them.
teeheewilliam wrote:
I made a FoundryVTT module that ships the random encounter maps from book 2 and 3 and includes some other stuff https://github.com/BernhardPosselt/pf2e-qftff-tools Here are my AP notes and tips if anyone is interested https://www.gmbinder.com/share/-N3pz80sBL25ZEBIcxuf
It's an amazing campaign akin to Kingmaker in many areas (without the Kingdom building). Only downsides IMHO: * Plot issues: BBEG's motivation is not fully clear and you need to put in work to make her relatable and reasonable
Other than that, it's amazing: so many neat and awesome encounters, great plot, fun exploration. We're currently in mid book 2 and there's so much to love.
Aaron Shanks wrote:
Not asking to give them away for free. Let me just buy the images. You seem to be able to do that with one shots as well which come with all the assets and maps. By not offering high quality assets you are just driving piracy because there's no other way to get them. As for watermarks: Seems excessive and will also increase piracy since it's an inferior product. You don't seem to require AoN to put watermarks on all monsters, right? Not trying to be too hard on you here, but the people in charge at Paizo finally need to wake up since we've been plagued by COVID for 3 years now with no end in sight.
Running FoundryVTT so FG is not an option. Also buying fantasy grounds modules just for the jpeg maps seems insane to me. I'm fine with them not looking extraordinarly pleasing, I just don't want to buy the PDFs on top of the softcover AP just because I want the map on my VTT. TBH I find it incredible how disconnected Paizo is from their actual customers in that regard.
TwilightKnight wrote: To be fair, a badly handled topic is not necessarily a cause to discard the topic. It just needs better handling. If someone wrote a bad depiction of chromatic dragons, we wouldn't say they should excise dragons from the cannon. YMMV. Agree, but if they have to tip toe around that topic every time they touch it and can't improve upon the villains motives because any mistake might trigger an uproar, then I'm just fine with dropping it. Nothing of value was lost really. There's plenty of other interesting ways to drive a plot.
Just want to voice my support for this decision. Having run AoA I felt that the slavery parts were especially badly executed. The villains were bland because they were super 1-dimensional and so were the quests: slaver bad, slaver took friend, please kill slaver because slavery bad. I'd much rather prefer more intricate villains and motivations like in Agents of Edgewatch. These also make it easier to deal with players that go off the rails. All in all I feel that Paizo has never executed the slavery topic very well so it's fine to let it go as a plot device.
100% support the union since it will benefit everyone. TBH it is kinda weird that Americans have to go through this whereas somewhere else this is common place. Love the game, love the employees that produce it and love the owners for keeping the business private and not opening it up to the shares madness.
- When can we expect class archetypes? What should become a class archetype as opposed to a normal archetype (dex fighter?)
Another Game Mastery Guide but this time with more focus on game advice than sub systems: Learning how to use downtime effectively, how to deal with time in general, tactical combat and map design, how to switch from exploration to combat, more interesting environment rules, how to run familiars, additional hexploration rules, how to use lore skills, how to prepare and run NPCs well and prepare the session. You have to figure out a lot of that stuff on your own atm. Buffs for the Witch and Alchemist. A way to quickly look up monster abilities like Ferocity. A bit more crafting depth to really make crafting shine. 1E AP conversions for Rise of the Rune Lords, Curse of the Crimson Throne and maybe others as well. At least give me a way to purchase them as 1e Pocket Editions. |