PossibleCabbage wrote:
Marine works as a culturally agnostic term to describe boat-riding warriors who specialize in fighting on foreign soil with more limited logistical support.
In this case, Quick Swap would be a trap option. 2e does not have universal reactive strikes, and not a lot of enemies get reactive strikes, even rarer than Pathfinder. There is little incentive to switch to melee in melee range unless you have a melee weapon that does more damage than your ranged weapon, which becomes less likely at higher levels once you have an upgraded ranged weapon, but a base melee weapon. Most enemies won't be able to stop you from using your gun unless they disarm or grapple you. The only reason you have to switch to melee is if your melee weapon does better average damage than your primary ranged weapon. Quick Swap is more useful in the hands of a melee main soldier who is using their ranged weapon to get by until they get in range. Only way I can see a ranged soldier making use of it is if they are using a volley weapon, which would be an odd choice as soldier isn't much of a sniper class. Otherwise, they won't be getting much use out of a side melee weapon like a knife or a sword unless they upgraded the weapon and invested the strength to give it competitive damage output with their gun.
DM_aka_Dudemeister wrote: I very much want Mech rules because I'd rather run Mechageddon in 2e than 1e! In the meantime, I'd recommend looking at the Remote War Machine statblocks from Alien Core. I strongly believe these are a preview of how mechs will operate, where mech rules would then be building guides. But for now, you can probably use the Creature Creation Rules to make custom Remote War Machines as mechs. https://2e.aonsrd.com/creatures/families/46-remote-war-machine
I think it was something the devs accidentally overlooked. This happens frequently enough, especially with Starfinder 2E. But as it is, there is not much fix until Paizo comes out with more feats. In the meantime, if you have no plans to engage with melee mechanics, what I'd probably recommend is to let Ready Reload be an encouragement to take a reload 2 weapon instead of a reload 1 weapon as your primary, as that's the most useful feat you'd get access to. Right now the pickings are small, being Autotarget Rifle, Blockthrower, and Machine Gun, but with Tech Core coming out in about two months, I'm pretty sure the options will expand.
Ryangwy wrote: The specific niche that's missing (and that probably needs a whole class to accomodate) is 'I cast magic to breathe fire/turn into a giant/summon a frog behind you/create illusions/teleport and you're so distracted by that I stab you extra good' which is arguably what the folklore ninja is at the core. That's genuinely unreplicable ATM; of the three classes that want to strike and magic, Magus and Summoner want to do it simultaneously to add the damage together and Warpriest/battle harbinger are entirely about buffing. Pretty much this. More folks need to try to actually build out a folkloric ninja from levels 1-20. Helped a player try to build one up to level 9. It barely made it, and that was with a very generous version of free archetype where archetypes don't require you to buy 3 archetypes before getting a new archetype. But folks should challenge themselves to build a ninja without any optional or home rules by actually building the character on a character sheet. You'll find that you're making significant concessions on large swathes of the fantasy no matter what you do.
While I'm holding out hope for Impossible Magic, I think there is a glimmer of hope for next years book. Lower chance, but not infeasible. The next book, judging by the latest blog post, hints that the book will be about dungeon delving. And hiring an eldritch trickster to do things like 1E's ranged legerdemain could apply to such a book. But it is certainly a longer shot than Impossible Magic.
I feel like for ninja at least, the best result would be either a class or a class archetype. But a normal archetype would struggle. The reason is because, if someone wants to play a ninja, sneak attack is iconic. That's why Laughing Shadow Magus sort of gets scoffed at. Laughing Shadow magus can do trickster stuff, yes, but it simply lacks that assassination feel. And the closest you'll get to it is archetyping into rogue, but the core rogue stuff is heavily nerfed that way. And the reliance on using arcane cascade isn't really part of the fantasy. Too much magic, not enough assassination. It's a balancing act. I think the answer is to buff Eldritch Trickster from a racket to a class archetype racket, like the vindicator. Let it change some fundamentals of how the rogue works (nerf some of its physical capability, while giving it spellcasting prowess, while overall keeping access to the rogue feat set), give it bespoke feats that support the fantasy of being a setting agnostic spellcasting assassin or thief The reason that Eldritch Trickster has yet to come back as it is is because it simply does not grant enough benefit over Thief Racket plus archetyping into Wizard, which is why it should be buffed into a class archetype, so that it can fulfill its class fantasy. Also, we want a setting agnostic class, class archetype, or archetype, for this for one reason. We already have an archetype within the world that works as a ninja. The problem is, we can rarely use it. That's the Red Mantis Assassin. Because its requirements require you be a worshipper of achaekek and use sawtooth sabers. And not everyone wants to be a Red Mantis Assassin, while not every GM is gonna be willing to let the Red Mantis Assassin work with just any weapon. Essentially it's the Automaton problem, everyone who uses the archetype within the Lost Omens campaign setting has to tie their lore to the Red Mantis Assassins, who attack anyone who is caught using their equipment without being one. As all automatons have to tie their lore back to the Jistka Imperium.
PossibleCabbage wrote:
I honestly think bounded casting would be fine. Basically, take a magus, remove spellstrike, and swap it out for some utility stuff and perhaps a variant on sneak attack, possibly with a slower growth than a pure rogue. Magus as it is works front and center, but changing its feat kit and core kit to better enable intrigue, poison, and the like instead of being a spellsword.
PossibleCabbage wrote: Like the basic problem with "Ninja" and "Samurai" as classes is that there are whole corners of fiction where everybody is a Ninja and you can break them into types like "Fighter-Ninja", "Rogue-Ninja", and "Wizard-Ninja". I agree here, we fortunately have 2 of the three well executed, I feel. Fighter Ninja is well done by the Monk and Swashbuckler. Rogue Ninja of course by the rogue. Wizard ninja I think is the missing link, but that can be done with an Arcane Trickster as a class, or as was brought up by Keftiu, the Beguiler, though I'm not familiar with how exactly it works.
Thanks for the extra context, the Discord version of the moderater apology didn't clarify things well enough, so I assumed it was unrelated to that statement. I don't hang out reddit side, so I missed this part of it. But if the official channels distanced themselves from that statement, it's relieving. Granted, I in a small part agree that seeking a culturally agnostic approach is probably a good idea where possible, but those statements were just too extreme of a way.
QuidEst wrote: Why are you quoting somebody from an unofficial Discord server as if it's Paizo...? That would be because I thought it was an official Discord server, since it hosts the official interaction with Paizo's official 2E SRD, being Archives of Nethys. Periodically hosts Q&As with some Paizo staff, and the like. Second party Discord server at the farthest. Wouldn't call it unofficial.
TheTownsend wrote: Part of the argument the devs made was that there's no singular "class fantasy" encompasing everything someone might expect from those titles. Is a ninja a hyper-skilled agility combatant? Or a gishy illusionist? Or a comically stealthy striker? Ask three nerds, you'll get three answers. By comparison a Viking is fairly narratively straightforward: nautical raiders with axes and seaxes. This would be a good argument, but Paizo didn't use this argument at all in that announcement. The argument was not based on the fulfillment of class fantasy, but that the existence of those classes as culturally loaded concepts was problematic in and of itself. For example, the post mentions monk as being similarly problematic and implies that the monk as it is should also be removed from the game. (Whether removed altogether or replaced with a more culturally neutral concept, time will tell, but there is a legitimate chance PF3E may not have a monk). Though I do agree it is possible to make a culturally agnostic equivalent. As for class fantasy itself, samurai I feel is already pretty well covered by existing classes (Commander, Fighter, Guardian, Soldier, and Swashbuckler each contribute to different aspects). Magical ninja I feel can be covered by simply taking the Arcane Trickster and turning it into a class. (I mean, Magus was originally a prestige class turned to a class, originally the Eldritch Knight back in 1E, so it's certainly possible to do something bespoke for arcane trickster), while mundane ninja stays rogue. The main problem for me, I've always felt, was that while Samurai and mundane ninja are easily fulfilled. Magical ninja lacks a class that it easily slots into without sacrificing some core aspects of the fantasy. (Rogue lacks satisfying magic due to using archetype progression and feat tax, magus lacks utility and the stealth reward while Spellstrike isn't really a common part of the class fantasy anyway, kineticist I always felt was a stretch in the first place). Slime LV 8 on Discord wrote:
Jessica Catalan wrote: My second spoiler. Last year we did the Player's Guide at the start of the new season. We are doing a Player's Guide again this season... This year we are giving out one new ancestry in that file. I am not gonna tell you what that ancestry is, but I am gonna give you some clues. So you guys can guess. So they are originally form Castovel, but they travel widely. They have a large population on Absalom Station. Particularly in a topside central location. They have playable stats in first edition, but they came in the last portion of the edition. So they are a bit more obscure than some of our other early ancestries. And we have met them in some of oujr Starfinder Society Scenarios before... I'm thinking the Vulkarisu?
glass wrote:
Plus, inevitably we'll reach class saturation. Keep an edition going indefinitely, and eventually you'll have fulfilled every class fantasy. New classes become harder to draft, and you'll probably notice the scope of their capabilities is growing increasingly specific. (I like class overlap, but there are many other people in this board who I've seen complain about the risk of class overlap). And with every year, this will become harder to do. Between Pathfinder and Starfinder, we'll get an average of 4 classes a year, only likely to swing down to a minimum of 2 if both only get one RoE style class each in a given year. And we're already seeing signs of saturation. Especially when folks go about asking for Starfinder class ideas whose class fantasy is already 90% covered by Pathfinder. The pragmatic fact of the matter is, a slate wipe every now and then keeps things flowing. It's a chance to remove bugs and grievances from the current system, it's a chance to fine-tune the combat system closer to its best self. It's a chance to overlook the classes that exist, and overhaul single classes, combine like classes into one class, or split one overloaded class into multiple. Then for the Pathfinder and Starfinder, it's a chance to have Starfinder's construction and compatibility better-considered from day 1. (When people complain that Starfinder is held back by existing Pathfinder rules, that's a fair argument, because when Starfinder is built off of Pathfinder with little wiggle room, and mostly only additive patches, I have heavy doubts that much consideration was put to the presence of firearms in the early development of Pathfinder, beyond a loose note that Mana Waste guns would be done eventually. A 3E gives the devs a chance to consider Pathfinder equipment and Starfinder equipment being used in the exact same system on a year-1 basis. I know there are folks that want Starfinder to be an entirely separate system, but Starfinder's limitations are not because Pathfinder and Starfinder should not be compatible. No, it's because the system Starfinder was built off of was never designed for Starfinder in mind. But a system that is designed to keep both halves of the setting in mind from day 1 is very much possible.) And in the cycle of things. it may end up better. Some people might say, "What if it's worse." It may be worse, but then Paizo can learn from that. If 3E ends up being bad, 3.5E or 4E could get rid of what isn't good, and bring back what is. Either way, like with 1E, there will still be people playing 2E extensively, and it's not like there'd be a lack of content at that point. There is certainly enough adventure and adventure path content to ride out an entire edition cycle.
glass wrote: No, it isn't. Because the game has hundreds, probably thousands of rules that will be followed as normal in a typical campaign. If I am GMing, I am not going to waste time confirming all of those. Instead, I am going to talk about the rules I am changing (which is a much shorter list). Then you do as a normal GM does, and clarify as soon as you realize the problem, establish your rule, allowances, and limitations, and then go forward with it. As I said, sooner rather than latter. Sooner can be as soon as you realize the rule is not actually spelled out. Even if it's not day one of running the game. A GM goes through a lot of iterations of their home rule as a game goes on, and their home rule becomes challenged and proved working or not quite working as they imagined it. But in my experience, many optional rules are a bit vague to trust to simply say, "I'm simply using this optional rule." Best to say, "I'm using this optional rule, and I mean it works like this." It's also important to have in mind when someone comes to your table from a GM with a more permissive implementation of the optional rule. As their perceptions will be painted with how their other GMs run it. And some favor less permissive, some favor more. Best to just point out to your players where you plan to be on that spectrum, before you're asking your player, "Wait wait wait, why do you have that feat, you shouldn't have that feat." "Well we're running free archetype right?" "Yeah, but not like that."
As if talking to a genie, it's best to still be clear about restrictions from the GM side and set interpretations earlier rather than later. Because that the rule only works of off GM Core is only partially true. The rule works off of GM Core and the vanilla rules in Player Core. FA has few restrictions, but it also has few allowances, which means that where the rule is not expressly states, the vanilla rules apply. Where the Free archetype rule is vague, the average default will then be the vanilla way of things. So two restrictions will hold in the average player and GM:
It is true that some archetypes lack the feats to fill the full progression, and that some feats have gaps that make it to where you'd be denied feats. But the fact of the matter is. Archetype feats simply work like that. That's how they were designed. Free Archetype does not prescribe answers to these problems. And all solutions are informal ones. In the end, you have to impose home ruled solutions to answer these sorts of questions. Things like archetypes being limited are not solved by Free Archetype, as Free Archetype grants no allowances to fix this, any allowances are informal home rules. Some interpretations are more common, but there is no concrete allowance to solve that problem that is not community-generated. This is why you need to expressly state what your allowances are.
D3stro 2119 wrote:
I think Living Hologram and SRO are already confirmed as two seperate ancestries.
BotBrain wrote:
I think I remember them confirming during an earlier Paizo Live that Tech Core will include weapons that are naturally above level 0, and innately more powerful in their base form. As well as generally more weapons.
I suppose you've got a point, thanks. It can be difficult to tell the difference between "More than couple (like could be thousands, but still sub percentage of a population)" many and "A significant portion of the population" many. I assumed the latter. Figured that if the ratio would be closer to "There are many agender humans" many, they would not have emphasized it so much. So I assumed they meant "a significant portion of the population" many. Probably somewhere in between then.
Perpdepog wrote:
It's limited. It's a standalone figure, so I cannot compare it to anything, but it is propped up with other playable races as seperate standalone figures. The grippli and the goblin in the spread are scaled smaller than the merfolk, dwarf, and tengu, which would indicate that small races MIGHT be scaled smaller. If this assumption holds, then this creature would be assumed to be Medium. Within the picture itself, there is various detritous embedded on its body. One of which is a boat's steering wheel, and the other is rope, which seems to be painting it as relatively large, least I'd think too large to be Small. You can see it be exploring the Table of Contents, which is previewed on the High Seas store page. If anything, it's vibe is closer to a remastered take on a shambler than a leshy.
Dtmahanen wrote:
Been wanting these since 2022, bout time!
I mean, it is good to have an estimate for painting the flavor of a settlement, and nor do we get, nor need exact numbers, but that's why we are taught about significant figures in school. An estimate to two, three tops numerals is useful to have. Just wish the numbers felt a bit more on track. For example, New York would definitely be the minimum for Absalom Station, because one factor that we on earth would be prone to neglecting, is Absalom Station has a lot of verticality. So in reality, we'd be stacking multiple new yorks on top of each other. Like I'd expect Absalom to be a bit closer to new york, and Absalom Station to approach that of Tokyo, maybe even beyond.
No I get that, and for the most part I agree. I for example was observing the lack of general dimorphism in the veskarium as a whole when trying to justify it. But, Pahtra like Vesk and Skittermanders, Pahta used to identify male or female with agender being an accepted thing, as was the case with the iconic evolutionist. With characters being present like so in books. My question then becomes. How much of those characters still exist? Because it is an uncertain thing as retcons abound from 1E to 2E. For example, High Despot Kavadros is male, and is still mentioned with the he pronoun in Galaxy Guide, so is apparently still male, though dead, which seems to indicate males still exist. It's easy to say it makes sense and just go the way of interpretation. What you said is roughly what I interpreted, but the thing is, there are slight differences in my interpretation, and your interpretation, while arriving at the same conclusion, but different people are gonna assume different things. And we only get to assume these things because we read that blog. Because without a book to cover it, among people who only read books and don't read Paizo blogs, which I will assume will probably be a majority. If you don't read Paizo blogs, this factoid simply does not exist where book readers can find them. And I simply want a word-of-god from the devs in book form to set things straight. Because if someone who is not obsessively reading Paizo blogs, like a normal player, reads Pahtra, they would be forgiven for just assuming half male, and half female, and that most are asexual, as the books don't refute that. There is no book passage to indicate the commonality of being agender, especially when cisgendered asexuality is more common than you'd think. So players who only are accessing books would be more likely to make an asexual female or male pahtra than an asexual agender pahtra unless the GM chimes in that factoid, which is a micromanagement that most GMs probably won't do. Like, when the passage first came out, I first thought, "Oh, that's an interesting lore change," and I looked forward to reading it in Player Core, then when not player core, than maybe Galactic Ancestries. But as it never got posted. Part of me began to wonder if the writer of that blog, might have just assumed that agender and asexuality was the same thing, and accidentally put agender instead of asexual.
I sort of want an entry in some 2E book to explain Pahtra gender expression. While they are canonically prone to being asexual, no core book actually talks about the trend toward being agender. When Kyyduh was released, it seemed like it seemed to imply a sexual dimorphism between pahtra, but when Dae was released, it was phrased as that being the norm. And it leaves me not knowing whether male and female pahtra are still a thing.
HenshinFanatic wrote: Dragonblood Versatile Heritage/Dragonscaled Kobold options for Abysium Dragons, Akashic Dragons, Cosmic Dragons, Host Dragons, and any future Greater Dragons introduced in SF2E. Seconded for kobolds, I wanna see how Starfinder Kobold lore, being the interdimensional diaspora they are with the native kobolds missing during the Gap, is affected by the kobold retcons Pathfinder side. Legitimately a case where the Pathfinder retcons do not need to apply, as Pathfinder kobolds are simply not present in any capacity, while Starfinder kobolds are from a completely different reality, but I'm still curious whether Paizo would bring form some aspects of that to the Starfinder kobolds. I wonder whether Paizo will keep the Starfinder kobolds as they are, still keep them interdimensional, but add the universal magical influence of the remaster, or outright retcon them being interdimensional and say that kobolds were always there, making all of the assumptions of the Pathfinder entry still apply.
fujisempai wrote: Maybe some universal way of altering spells by adjusting the amount of actions required. Most spells are all 2 actions which kinda left casters using the same action economy as 1e. Perhaps something trading actions for one of the spell variables. e.g. range, damage, number of targets I cannot be sure whether you are doing a bit or not, but assuming this is a genuine request, that's essentially spellshapes/metamagic.
gesalt wrote:
I'll point out that monster building numbers are often a lot higher than even the best theoretical PC numbers at a given level, so use with EXTREME caution.
Temperans wrote: Well as only "kingdom building" I agree that it wouldn't fit. However, if the system was reworked so kingdom building, downtime, etc all worked together I think it would fit. While at it, could also change the influence system so that it too works seemlessly between individual people and large organizations. Even more so if the rules are made generic enough that you could use it to run guilds, factions, armies, etc. These are good ideas, would be an interesting approach.
steelhead wrote:
It's because Unchained books are broad strokes across the core of the game. Unfortunately, Kingmaking is not a core issue, but a corner case that's by technicality an exclusive to a single adventure path, and is only really gonna be touched on outside of Kingmaker in a home-setting capacity, unless Paizo uses it more. I really want kingmaking to be remade, but I don't think Unchained is the place Paizo would want to put it. I'd like it to be there, but it's frankly just not where it goes. It'd have better place in either a new adventure path that makes use of it, a remake of Kingmaker, or a core book that's expected to come alongside one of these last two examples, but I don't think they'd put it in an unchained book. Takes up too many pages that can go into solving a lot of core problems (77 pages; Pathfinder Unchained was 250 pages and Starfinder Enhanced was 200 pages, to put it into perspective), for a system that frankly a very small population of players will ever get the chance to touch. And with each new adventure path released, that proportion just gets smaller
As for the attribute conversation, I've got something to ask, but I'm not sure if it has already been said, so I'll ask, with apologies if it's been explained before. Out of curiosity, are there any Player Character-facing games that do not use attributes (or an attribute equivalent) that are well tuned for both roleplay and combat that we can make reference to to gauge feasibility? (I know technically Lancer didn't have attributes, but PCs aren't the main focus, and they are played super fast and loose as they are secondary to the mechs, so I would not count those, but I mean one where you're expected to play a character as your default unit) So as not to reinvent the wheel, I'm curious who else has experimented with no attribute to relative success.
steelhead wrote:
Definitely with you on this one. Don't feel it'd be right for an unchained book, but a remaster of Kingdom Building that ties into Battlecry!'s new combat in a future adventure path is something I'd greatly desire.
Yeah, it's just more responsible if you're gonna introduce an unclear rule to set your boundaries from the beginning, then to just drop the name and hope your players are on the same wavelength. While I am a lot more permissive, I acknowledge the point of free archetype is to additionally give the GM the rights to limit the range for the sake of keeping a consistent theme. For example: I didn't even just declare Free archetype in my home rule document, I instead put these points. General Class Changes
General Archetype Changes
exequiel759 wrote:
Reminds me: One of the potential buffs I was considering for wizards was allowing them to cast utility spells as minor rituals. (Maybe some offensive spells too, but that'd be cumbersome) The idea was to draw from D&D3.5E and PF1E Lore, which established spells as actually taking tens of minutes to an hour to cast, and the spellcasting in battle is just filling out the final gestures. So I was contemplating, perhaps letting wizards cast an unprepared spell up to rank 9 as an exploration activity that takes 10 minutes per spell rank. (Though, I'm expecting this one to have some problems if I don't cater a whitelist of specific spells)
Different games are certainly a reason to forget, but that's only problematic because it was a mid-edition change, not because the change existed at all. If PF2E had those name changes from the getgo, the name change would not matter. I for example doubt that the paladin to champion name change would have tripped you up, after all. Since it was there from the beginning of the edition. More games, more terminology. Pathfinder is not beholden to D&D.
Gortle wrote: At the risk of stereotyping Was a mechanical engineering major, I'm liking the trend of quality-of-life smoothing. Contrary to popular thought, engineering is about making things easier, not making things harder. But if force barrage is what's tripping you up, odd hangup. I've had tons of player complaints about drow, never one about spell name changes. Players usually don't care long as they can still do the same stuff. What they complain about is losing access to former options, not whether an old option still exists by a different name.
Would anyone else like to raise their hands to show their love of vancian casting? Good time for the silent majority to speak up. Personally, though, I don't mind vancian casting, but I quite dislike prepared casting as it is. 5E has better prepared casting, and 1E nailed it with the Arcanist, which is essentially how 5E does it anyway. Last thing I need is spellcasters holding up the game because they need time to decide whether they want 2 fireballs or 3 when they might not even get the chance to cast it at all. Especially late game where they are asking these questions among 38 individual slots. Just prepare fireball and be done with it. Stop wasting precious game time agonizing over trying to predict every potential move in the next few encounters. The rest of the players wanna roleplay and fight, and these moments of decision get in the way of that.
Claxon wrote: If a GM told me we were using free archetype and for some reason refused to elaborate on that, and I had to make an assumption, I would assume unrestricted access, with the admittedly weak argument that the phrase "You might restrict" implies it's not normally restricted. Yeah, if the "unrestricted" part was before "You might", it would certainly be stronger, but word order puts unrestriction also under the umbrella of "might," which frankly paints it as being just as default as the accompanying single-archetype or archetype theme limitations.
Ravingdork wrote:
I wouldn't necessarily say you're wrong. While I don't figure it a Paizo standard, in the end, it's a community standard. The book does not expressly say it's the standard, but the majority of GMs will pick it because of the two beginning options, it's frankly the most fun. So most folks are safe to assume when a GM says it that's what it means, since most GMs will pick it. It's just important to remember it's a community thing, not a Paizo thing.
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