"If you succeed and the target is alive, anytime during the duration you can spend a Verbal action to speak a word of death that could instantly slay it, depending on its Fortitude save."
This is really awkward method of expressing the dependencies. It also does not state whether the target must be able to hear the word of death or be within a range of hearing, or...
Moreover: this casting deals no damage. So why would the target become NOT alive at the end of the casting, huh?
Also this section (below) is not clear whether it relates to QUIVERING PALM casting or target's Fortitude save.
"Success The target survives, the spell ends, and the target is bolstered against it.
Verdict: Really bad. As in back to the drawing board.
I will probably invest into playtest edition to see how it measures up to my favorite two games, 13th Age and Shadow of the Demon Lord.
If it is as good, as lean and elegant, then great. Otherwise, well, I'll be a happy owner of shiny playtest edition.
A few examples:
- all-warrior party remains viable throughout all levels in 13th Age. Yes, warriors can support themselves without healers and wizards.
- adjudicating complicated combat in SotDl takes 45 minutes... if you're a beginner GM that is.
- magic items are not be all and end all of a character. Character abilities are more important than trinkets.
- feats that grant +1 to _something_, feats that grant +1 every N levels... GONE!
- there is place for epic magic, but it is not in combat. You don't cast reality altering stuff in seconds. On the other hand, Wizards don't need to run out of magic during a day, forcing everyone to take a long rest.
And so on.
(warning: not entirely SFW)A few witnesses may disagree...
You have just described the reasons why I switched to 13th Age.The game has quite a lot more going for it than these but with the exception of #7, all fits.
Instead of pure Vancian spellcasting, we have Arcana Evolved readied slots. And everyone can learn Ritual Spellcasting to do magicky stuff (it's a feat that let's you grab a book and be a wizard, it's just that casting anything takes ages - on the plus side, you can do anything as long as you research your ritual).
Thanks for sharing.
Regarding the art. It's fresh, simple and conveys the 'true power resides within' message. The characters are the focus, not their stuff. One could argue that pointy hat guy looks kind of, well, let's settle for obvious, but given Sean's fair warning about video game inspirations, I'll chalk it up as fetish or homage type of the thing.
So, let's see what comes next.
I'm not turned off either, merely not interested enough to commit.
Please allow me to elaborate a bit on the reasoning behind my opinion:
1. Sean is trying to get into very tightly packed market. Moreover, the presentation of the system makes it look like it is going to be really close to its esteemed predecessors. And so I look at his blog entries and measure them against his ideas:
2. Stuff mentioned, but not revealed yet:
3. Important but not addressed so far:
4. Altogether new toys:
NOTE: I would like to emphasize that I expect Sean NOT to tackle all of these or most of these. These example only serve to point out why, with Five Moons looking dangerously similar to its predecessors, Sean's work seems very daunting (leaving me somewhat undecided).
I have had the privilege of reading Trailblazer, a most interesting take on d20 weaknesses (Keith Gersen's stuff also comes to my mind), but despite good stuff, it lost me when it made me add even more work to prep time. I have scavenged some of it, but I was not able to fully benefit.
5. The good stuff that makes me want to buy into Kickstarter so far:
6. The stuff that would make me go boom with enthusiasm:
I could go on. But generally, these are the things I look for before I back an RPG Kickstarter. And I backed quite a few.
Design principles seem to follow modern tendencies with regard to unified class model (all classes use the same mechanics, with some f/x thrown in to preserve basic class differences). Blog posts appear to indicate that Sean attempts to shed specific subsystems.
Hard to tell anything yet, it feels like Arcana Evolved and 4E romancing each other with neither wanting to fully commit due to powerful shadowy influence of family patriarch (PFRPG).
Tentatively interested. Needs more passion and wonder to make me back it up.
You worry too much. Unless there's already a secret project for 2nd edition, we are at least two years away - consider that the hit for the next GenCon is to be the Occult Adventurers... or something like that.
On the other hand, being vocal now about changes needed is good as it helps Paizo to learn, and hopefully manage your expectations.
Personally, I feel there's strong need for parallel Pathfinder product that would allow for more narrative style of gaming. Modern systems focus on making GM's side of screen have more to do with building a story than statblocks.
Captain Marsh wrote:
And my comment would be: why not go there? The time it takes to fully prepare an adventure or browse through options for NPCs or PCs grows longer with each new supplement. Judging by the design issues of mythic products, or the recent ACG, designers get lost themselves from time to time now.The ban-hammer method, the PFS-legal restrictions, etc, can go only so far until people get tired.
I'll give a few examples, 13th Age and True20 based, how the game can become much, much simpler, while still retaining compatibility:
1. Make character damage, skill bonuses and saves a function of character class and level (i.e. a hero built around boxing people to death does the same damage as the one using two handed greataxe).
2. Ditch, or make cosmetic all spell buffs, magic item bonuses. Let the power come from within the character, not from their items.
3. Decrease class list to the two archetypes: the specialist and the caster. At each level, the archetype picks three abilities (offensive, defensive, utility) and assigns priority to each.
Do you want to play a tough warrior?
Do you want to be a crafty, yet, backstabbing rogue?
Would you like to be a controller mage?
Would you like to be a protective cleric?
This way the game would become very streamlined (picking abilities at the level-up, no need to worry about gear or specific spells, or spells). If the options would adhere to general guidelines on character power, the characters would be still compatible with d20 system, but all complicated stuff would be gone.
NOTE: It's just a proposal, a proof that such concept can be made into a working product.
Interesting. I'd like to ask you a question about Numenera - I've been bothered a little, that the same resource is used for hitpoints and powering up various abilities. Didn't your players feel penalized for this?
Secondly, I have experienced similar issue - my players at some point refused to read PFRPG supplements when making characters. Since then I have switched to 13th Age (a d20 variant with a few narrative mechanics, and most certainly rules-light system). If you want to take a break from PFRPG, I would recommend it for a nice change of pace *.
PS. * - 13th Age is not perfect. But it's quite simple, casters most certainly do not dominate the game (anyone can pick a Ritual Magic feat, and then, Buffy style, produce a magic effect after several hours of intense research; combat spells are mostly limited to blasting; utility spells are very limited), the statblocks are sweet and simple, and conversion from PFRPG is quite easy (though you still need to address caster's superpowers).
MM is not here yet.DMG is not here yet.
No APs. No OGL. (yet?)
Hold your horses, dude.
Trying to build a 9th-level brawler and it is increasingly reminding me of the rogue, in that it's supposed to be a combat class, but it seems to be failing to do anything better than other combat classes out there.
That's because the progression should've been something like... human, gorilla, rhino, ..., Rhino, the Thing, Hulk.
In the game, where magic reigns supreme, classes extending mundane abilities should become superheroes, not +1 item users.
Apologies for this derail... it's just that seeing yet another class with fighter issues is really vexing.
Caron was lucky that there was no nearby caster to charm, sleep or blind her. However, had she been a ranger (sneak, maybe some ranks in perception) or barbarian (improved speed and combat ability), she would have stood a better chance.
PS. Liked the story, would have liked it more had Caron had some better options at her disposal. For ideas, please refer to Brotherhood of Wolves.
wicked cool wrote:
for those of you who live outside the US and in Europe do you believe most are waiting for action from United States? Are your leaders going to do anything such as speak up at UN? Do you think US sanctions will work? If the US believes in any way that Russia is behind this then why haven't we done things such as closed embassy's in Russia? Is there any outrage of what happened with the plane?
This is politics. Sanity, common sense or fairness need not apply.All I can say, as a citizen of neighboring country is that I support Ukrainian government in their fight against so-called separatists (too many of them come from Russia, use high grade Russian weapons and exhibit military tactics), though I strongly prefer peaceful solution.
Sadly, as long as Russia keeps meddling, hope for peace is slim. The "separatists" keep getting supplies (gear and soldiers) and so the war can continue.
Unchaining Fighter should mean , IMHO:
While I agree that the book may have benefited from more editing, one has to remember that it's mechanics and GM that make a game.
That's why I chose a different world (the original was too logical, too artificial) and allowed for much more horizontal advancement for class progression (I built skill conversion system for hundreds of class abilities from the source game... This allows everyone to mix and match combat options to their heart content).
I feel also that real strengths of the system are in:
And so on. My players are currently at champion levels, leading a huge number of people away from their doomed homeland (for those who care, this is somewhat changed storyline of Prophecies campaign) toward uncertain fate in the traditionally hostile lands of Kryta, and they are about to embark on a mission of clearing pass in Shiverpeaks. And they love it.
Give 13th Age a read. It may be the book you need. And thanks to the rules, it's easy to pick up or convert to.
Already switched to 13th Age (custom world based on Guild Wars with some special rules to bring over skill set and magic). Pathfinder is fine but I got burned out a bit (high level gameplay is tiring, among other things) - still retaining my subscriptions though, for the sheer quality of Paizo products.
IMHO, I would like Paizo designers to release Pathfinder 2.0 based on 13th Age system (and expanded toward 30th level).
One thing more: no OGL, no game from WotC. Sorry folks, but I don't like living in walled-off garden.
There's Faces of Tarnished Souk Kickstarter going on. This is an incredible resource for mining characters to wrap whole campaigns around.
There is a lot to convert. Literally years of work of fiendishly creative freelancers.That's why I would prefer them to start with something smaller, not steeped in system-mastery like Pathfinder (13th Age's Archmage Engine is much more entry-friendly) and with a gripping story (like Enemy Within).
Keeping my cheerleading pom-poms on standby for now.
For many reasons, I do not see Scarred Lands flying under Pathfinder banner (and system) right now, so I will remain cautiously optimistic (or even close to pessimistic right now).
PS. For those who would like to check it out, this is Onyx Path publishing schedule for 2013-2014.
I think that the source of your issue is discrepancy between ability first sentence and actual ability meaning.
Under standard logic "no alignment" would render any type of alignment-based comparison or requirement meaningless. Therefore, your character would rather fail to meet any alignment requirements.
HOWEVER, the actual meaning of the ability can be paraphrased as follows:
As per this interpretation:
IMHO, the first sentence should be stricken out, or replaced with "Your alignment matches any requirements and restrictions, as long as you deem this favorable."
Trove of Treasure Maps, i.e. short writeup of location + puzzle + guardians + legend. Fakes, baits welcome.
Cursed Lineages, a bunch of secret backgrounds to pin on player characters to invite them on journeys of dark discovery of skeletons in closets.
Flowers of Evil, objects of art with dark history and terrifying haunts.
Mysterious Societies, 10 secret groups or cults to upset balance of power in your campaign.
PR is Everything, short list of good deeds for your villains to win over local populace so that the job of the PCs became that much harder.
Guantanamo. Imprisoning citizens of different country (possibly countries) while denying them right to due legal actions. Confirmed cases of torture.
This is one terrifying proof how easy it is to quickly establish an instrument of repression. After all, the facilities can be adapted to allegedly criminal individuals of any type.
Note: I am not claiming nor considering US to be a "police state". I would however urge to remember Bradley Manning & Wikileaks, and Edward Snowden, as symptoms of issues that should be officially addressed and cleaned up. Though, if I were to speculate, the case of Agent Orange bodes ill for any reasonable resolution (hint: major financial compensation and official acknowledgement of blame for Agent Orange victims would be a start).
*casts animate thread, lesser...*
I have just began my test campaign in Guild Wars 1 setting using 13th Age rules. To facilitate painless rules transfer, here are the hard and fast rules, quite possibly applicable to your situation.
1. There are three arcane caster specializations (applies to: Sorcerer, Wizard and other arcane classes, be it full arcane or half-progression): Elementalist, Mesmer, Necromancer.
2. All specializations have access to all spells as per class standards, however in order to be actually to use them, the spells need to be converted as per class specific template. If the conversion is not possible, the spell is beyond the reach of a given specialization.
3. Mesmer spell template:
Limitations and changes: