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Neadenil Edam wrote:


WotC dropped the ball with 4th Edition, it removed all the fun amusing interesting aspects of oldschool tabletop D&D as well as a lot of the challenges and replaced them with a "you too can be instantly cool with no time or any effort" game designed to appeal to pimply high-schoolers with access to daddies checkbook. To make matters even worse they moved the whole setting from its tradtional Greyhawk roots to Neverwinter presumably to appeal to Drizzt fanboys and NWN fans. It did not work out well for them.

I wouldn't be too harsh on D&D 4th, if it was your first couple tabletop experiences especially as a DM the system is at least easy to learn. The downside is they could have made a system that easy without sacking the sheer amount of customization that they did. Skills being the worst of it by lumping several of it into one group so that if you wanted an animal handle character you would have to be good at nature even if you were an animal breeder in the city.

But back to gnome stuff, will there be a in game skill for hat making and when I master it can I craft the legendary Hat of a Thousand Brims and make all the other gnomes jealous?


DeciusBrutus wrote:
Straw poll: what do each of you mean and hear from the phrase "reward group play" (as used contrasting with "reward group work")?

Group play to me would be any activity done in group and rewarding it doesn't have to have an in game tangibility concept driving it. To reward group play is just to make it fun. A good social interface is important because in many cases with the right people group play rewards itself if the setup for it to be fun is in place.

To me "reward group work" implies cooperation to achieve a specific goal. In the case of reward it will likely have to have an in game effect to reward in game effort.

An example might work like this: There is a pack of roaming enemies that cannot be fought solo. The reward for the group play is that content is now available to you. When you defeat the pack and loot it that is the reward for in game work.


Thanks for keeping us in the loop. I'll be keeping watch for the chance to contribute.


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Hate/aggro is sort of a weird concept for a game and I could just as well see a game without such a concept. Instead have enemies that have different tactics. One enemy will attack the first thing it sees until the target is dead. Then another enemy would always attack whoever is doing the most damage to it. Yet another may attack whoever is currently doing the most healing in the vicinity. Then groups would have to set their tactics to meet the threat. For more complex encounters the enemy can switch between different attack priorities. Even though I play tanks, the concept of a pve only effect to make the enemy attack you can cause a rift between pve and pvp. I can find the best way to make a high survivablity/low damage character work in a game even without such a mechanic put in place.


Xeen wrote:

I would think that a Tank will be useful in this game as well.

I dont think it will be tank or damage. At least not at higher xp. In the beginning it will be based on the skills you train, and armor you wear. Once you reach a higher xp, then I think you can be both just fine.

Its more the idea of a tank in general the option to do both is great but I would like the ability to sacrifice damage for even more survivablity. Or even if minimum I have to pick two main areas to specialize I would like mobility and tank over damage and tank or the even stun and tank.


So for those of us wanting to wield the sword and board (more likely axe but still) How tanky can I get in exchange for damage? In part i'm throwing this out because in MMO's I find tanks to be less popular to play but I tend to play them almost exclusively. Its also different in this case because tank tends to be a largely PvE necessity but given the large value of PvP in this game its considerations may be somewhat different.


I don't like the idea of an in game cash shop it tends to distract from organic game play especially when it takes away an opportunity for the items to be a service the players provide.

What I think should be allowed in the cash shop:

In game time and anything cosmetic only. Also given the choice if you buy something cosmetic from the cash shop I think it should be character bound.

What i think shouldn't be allowed in the cash shop:

Resources, powerful items(even only mid range powerful)

The more I think about I really would rather pay a higher subscription fee than have a cash shop. It's not that there isn't a right way to do one, its that the odds of it being detrimental to the game experience are high.


I had the thought of whether or not to post but I think in the end its not a bad thing to toss around idea's for late game as it could change how early game foundations are made. As for how that affects crowdforging and MVP, I think if an idea is a late in production concern (and how important each idea is will vary from person to person), we should just voice that in our responses.

Kind of like how I would like war paint for dogs, but even pets may be awhile so at some point I'll put a post about it. Its not because I want them to get on that immediately but because I want that idea at least somewhere in their heads so it has a chance of getting made.


This is just a question I have since I played Eve before. When you generate a new character you were given the chance to choose a set of starter skills to set you on your path. I don't have a preference either way I was just curious if there was any plan to institute this sort of system.


what if you had to gather materials to get the chess set/deck of cards so that you could start out with simple games but as you were able to get more resources to craft more intricate ones. Then you had to set them out to be played and if someone got mad they lost they could just steal the game.
or there's different variations of chess set and pieces can be carved from different materials as a status sort of thing.

Okay so I kinda let my mind wander on this one. I like the idea of in game games and I could certainly see that getting added. But I don't know at what size the game is big enough that I would want them to divert effort away from the core game for a chess game(or whatever the pathfinder equivalent of monopoly is).


DeciusBrutus wrote:

One of my hopes is that I will be able to examine any build B, and point out that there is a different build C that uses only 75-95% of the total experience costs of B, such that C dominates B in a duel.

I'd be happier if I could not only do that with individuals and duels, but party synergy and group battles. I'd be ecstatic if I could prove that it was possible to develop such a counter-plan, but found that it was complicated enough that I couldn't solve a couple specific cases...

I'm a big fan of the paper rock scissors system in that each build has another that it clearly superior to and clearly inferior to. In small combat it makes what build you bring more important and in large scale combat changes the tactics you use depending on the opposition.

I do realize that it will be upsetting to show up to certain battles and realize that your build has you at a clear disadvantage before the fight even starts but it makes the choice more important. (and if you can see just by the opposition that you'll get destroyed you're still left with the choice to run away)


Deianira wrote:

The fulfillment system for the second Kickstarter (the one that closed in January) is up now, accessed through pledgers' Paizo accounts. We have to finalize our pledges and addons by the nd of the month, at which point it will be closed and taken down. Sometime after that is when they will open up for latecomers who missed that Kickstarter (I assume).

[/QUOTE

Oops. So I re-read the post and that was how it was posted I just used my poor English skills to turn what they said into something else so I will stop with the worry.


Drakhan Valane wrote:
Well, it's not the end of the month so they definitely haven't taken it down yet. That blog entry was a few days ago, so I'm not sure why the sudden worry. They originally asked all backers to get their things settled before the end of June.

Are you talking about the fulfillment system? because they said they would be taking it down at the end of the month, but I can't tell where it is up now if that is the case.


Moridian wrote:
Because I have no idea when it will be added, where to look for it and how long it will be there. As far as I know it is already burried somewhere on the forum.

Yeah that's been my worry too but on the other hand I think if they're going to open up for monetary intake again I doubt they'll hide where to go either.


Stephen Cheney wrote:

The plan is that there are basically three types of Feat:

  • Single-Role feats are linked to a single role like Fighter, Wizard, etc. Past the simplest ones, you probably have to have levels in that role as a prereq for purchase. So things like Weapon Specialization (Fighter) qualify.
  • Multi-Role feats may count for a short list of roles. So if there are Divine feats that make sense for both Paladins and Clerics, we'll probably just make them count towards either role rather than inventing slightly different versions for each. But they still wouldn't count towards Fighter, for example.
  • General feats are effectively multi-role feats for every role. These are fairly common for attacks, and there are a decent number of them for passive feats (iron will, toughness, etc.) and other sections. But there aren't any for things like the role feature slot (just to head off the "what dedication bonus do I get if I have only general feats slotted?" :) ).

You'll get the dedication bonus if all your slotted feats fit a single role, either because they're single-role for that role, multi-role and include that role, or general.

Thanks for this, that's pretty much what I was expecting (and hoping for)


So there are a number of different interfaces I've seen in MMOs that I've played. Some combat systems are more engaging than others and I was curious how the interface works. Do I start auto attacking as an activate and deactivate while choosing when to use key abilities? Do I tab between targets or do I simply aim in the direction the move is to activate? Oh and is there friendly fire?


So lets say I start progressing through the fighter skills and then once i'm about half way through I go into the cleric set. Can I then later go back and finish the fighter skills and have access to all the fighter abilities?


Well as it turns out the past DM's I'd played with were humoring my notion of dwarves with dog mounts. Per the core rule book dogs are a mount for small characters. Maybe I'll end up rolling a gnome fighter instead.


I tend to like food and drink as buffs and health regeneration for player characters. As far as food and drink being a need for characters to perform I could see that more coming into play if you have NPCs such as guards or city occupants that have upkeep food being one of them. But that's maybe a bit too in depth so mostly just my first statement.


I was curious what information if any was available on companions and mounts. Keep in mind i'm not terribly familiar with current pathfinder setup (though I did go get the core rule book and have been thumbing through that). So here are some questions I had.
1)If i play a fighter can I still have a animal companion in battle?
2)If I take my animal companion into battle and it gets smashed into the ground by an Ogre can I resurrect it, or is it gone for good?
3)Finally, if that companion was a large dog and I was a dwarf could I use that companion as a mount?
And yes i do understand that these are mechanics that may not come in till later, and until then I will be quite happy in the dwarf fighter killing goblins category.


Hobs the Short wrote:

Allow only one respect per character. I might be willing to wait even longer for the "class" I want to play if I know I can at least transfer that experience when I finally get the chance.

I think a one time respec could be a good solution, but thinking of later in game development (months to years after open enroll). Releasing of a new discipline could be a good equalizer for new players. Sure they'll step in with much more skilled fighters and wizards but if paladins were recently released they could join even the more skilled players in starting out into the new discipline and hopefully growing alongside the already established players.


So if I go out to harvest materials, in this case let's say mining. Will there be special gear (pick, mining hat) I can bring to increase my effectiveness? If so will I have to equip that instead of combat gear so that I would be an easier target, or would it just be stuff that I keep in my inventory while still being equipped to deal with possible threats?


I haven't seen any thread that has stated how skills are increased (though it is quite possible I missed it). Is it by gaining general experience and placing it in the desired skill, experience granted within a category when practicing that specific type of action, or time based by just gaining them as you have an active account?

Also has anything been said about how much they want one character to be able to do in relation to the entire scope of the game's skill possiblities?


So I just a few days ago found out this was a thing. I missed the kickstarter but I still would like an opportunity to pitch in. I heard there would be a fulfillment system so that I could make a donation and help with the crowdforging. Any idea when this system will be up and where I should look for it?