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Reposted from my blog in the hopes that I'll get what I want! Quite Long:
I was waiting to make this post until *all* the new classes were revealed for the Pathfinder Advanced Player's Guide. My overwhelming response to all of classes is "This is better suited as a variant." Time to take a quick look! Alchemist - This is the most interesting and valid concept of the new classes Paizo are adding. Although, as it exists now, the skill of alchemy is open to all classes, so again, I think to myself, if you feel that there is not enough alchemy in games, then come up with some new funky uses for the skill - new alchemical items that anyone can make, possibly based on low level spell effects? Or again, work on a variant of the wizard class who brews potions instead of studying books and scrolls. In 2nd Edition, every wizard was also an alchemist by default. I'm interested to see how this is going to be pulled off, but it is going to have to be something special to convince me that more uses for the skill wouldn't have been better. Cavalier - Ah! We all knew this relic of D&D was going to get resurrected! And, coincidentally, I just picked up the Green Ronin Cavalier class book for $2.00 in the Paizo sale. This is another idea that I love, the cavalier is a real classic archetype. However, they are already represented by the paladin in many ways, and it is perfectly possible to play a cavalier using a number of different options from the 3rd edition, any version you like, rule set. So why does this need to be a new class? I'm going to forgive this Paizo this one, like any eccentric writer, there are certain things they love and this is one of them. But I really don't feel the need for a whole new class. Oracle - Spontaneous divine caster! Ooh! While there is a mechanical opening for such a class, and I welcome that opening to be filled, I really think that a variant sorcerer or a variant cleric would be the best way to present this idea. Also, there doesn't seem to be any logical connection between the divine and these casters - why do they get divine powers? I'm open to the idea, but I'm not sold on what I see. It looks messy in the preview, and not at all like what you would associate with the word "oracle". Summoner - The summoning spells are awesome fun, but does this really need to be a new class? A wizard or a sorcerer (or a druid, or a cleric) can easily call themselves a summoner and there are a lot of options open to these characters regarding summoning already. Again I find myself wondering why this needs to be a whole new class. Some new, optional extra rules, like more feats to pick extra powers for your summoned creatures, for example, would be much more welcome than a whole new class. And much easier to integrate, too. My wife plays a summoner, a sorcerer who specializes in summoning spells. Some new and interesting spells would be 100x more welcome to existing players, I'm sure, than a whole new class. E.g. We've had a lot of fun with some 3rd party spells, including one that lets you summon siege weapons. A couple of intelligence boosting spells later and the summoned badgers are helping load them - it's great fun! Or perhaps something like Astral Construct for magic users? Inquisitor - The description sounds like a ranger variant. In every sense of the word. This really flies in the face of what we were first told by Paizo - everyone of these classes was supposed to fill a niche that was wide open in terms of the core classes. Guy who hunts things down? Check one - Paladin, check two - ranger, check three - rogue, check four - assassin PrC. That is without going into the broadness of the concept, i.e. there is no reason why a wizard can't also be a hunter of X. Plus it is another slap in the face of the XPH fans who now have to rename the Inquisitor feat.... I'm taking that one very personally! ;p Witch - I loved the witch kit, back in AD&D - awesome! Although this sounds less like that idea, which is a shame as, with no warlock in Pathfinder, the 'making pacts' angle is something that is wide open! Ah well. Plus with the focus on a beefier familiar, isn't the witch going to start stepping on the toes of the new summoner class and their touted "one big familiar" angle. And again, I think that a witch/warlock is already in the rules, just needs some additional options to bring them fully into the game, e.g. lower level versions of spells like planar ally. In summary? I'm not impressed. These ideas do not really warrant separate classes, as promised, but would be better represented by class variants. But I don't want to be totally negative. My doctors say that that is really bad for me right now, so I'm going to try to type a little more, giving some hints as to the things that might win me back, with regard to these archetypes standing on their own as classes. Alchemist - I suppose the way to win me back with this one is to make it dynamic. I'm thinking that the more like McGuyver the class is, the less wizardly and more unique the class will come out as. I like the idea of brewing up some potions each day, but also have some tubes on stand-by, like open spell slots on the wizard, that just need a little of that dungeon-moss from over there.... That would be fun. Cavalier - The more cultural neutral this class is, the more I'm going to be into it. Defined by having a code of honor of some kind, and fighting mounted somehow, are the ingredients. From there I want a gladiatorial charioteer (obey the rules of the games, please the crowd as a form of code) to be just as possible as a noble-knight. That would make for a good class. Plus any mount-related abilities would also be welcome, like being able to get more out of your horse (granting them temporary HP would be nice). Oracle - To win me back here, all it needs is decent flavor. There is a gap in rules that this class will be filling, but I need to see that backed up with some solid "real world" reasons for the class to exist. None of the woolly divine-mind/ardent crap! Summoner - I really don't know how to sell me on this concept as I don't see a vacancy here. Solid mechanics would be a good starting point. Some sort of exploration of the relationship between the summoner and the summoned would also be welcome - can the summoner exchange being summoned themselves for even more power? That'd be cool. I guess I'd also be on board with summoning things that aid the summoner indirectly - like summoning a spirit into their sword briefly, "self buffs", I think is the term. Inquisitor - When is a ranger not a ranger? I would like to see something decidedly un-ranger like here, to be sold on it. A 6-level divine spell progression and lots of knowledge skills would be a good start. Divine bard? I guess I'd also like to see some sort of "wards" mechanic, I thinking more Van-Helsing from the novel as opposed to the terrible modern action movie. Yeah, the more I think about that, the more okay with the idea I'd be. Setting up wards that his/her foes cannot cross, or do so at their peril, that'd be fun. Also another niche of the rules not currently explored too deeply. And that would be a real nasty turn when the dark-elf inquisitor turns up hunting the party, all prepared! Witch - Link this one to the warlock and the idea of "powers at a price" and I'm sold. Please refer back to the AD&D witch kit for reference. Maybe the familiar is sent by those powers to watch on the witch? Peace, tfad
Local Government Associations have decided there are some words that shouldn't be used in the office - I can only assume this has something to do with cutting down on "management garble" the worker-ants can't understand. Anyway, I was surprised to see "Pathfinder" on the list, classed as "Why use at all?" I guess they don't want us discussing high-quality adventures around the water-cooler when we should be working, eh? As "D&D" wasn't on the list, cue rumors about Hasbro having bought out the UK Government.... ;p Peace, tfad
What are the chances of us seeing some Pathfinder action figures? A series based on the iconics would sell, I'm sure (I know I'd buy at least two of them). The question then, I suppose, is could this be done cheaply enough to make it worth while? Making the next question, what accessories would you give them? Thoughts? Peace, tfad
THIS was posted on the WotC boards a while back, hinting at a revised edition of the Tome of Horrors for Pathfinder. NG has been very quiet recently, any news or further teasing in the works? Peace, tfad
We had a great game, using the Alpha 3 rules, over the weekend and wanted to share our playtest feedback same as before. It’s laid out slightly differently to our previous reports as the material has been ‘out there’ in it’s entirety for a while, so we are only commenting on the changes that directly effected our game, rather than including all of our player’s feedback and opinions on all of the new changes. Play is at approximately 17th Level, using the Planescape setting. We’re all really excited about the Beta and are looking forward to getting our mitts on printed copies. The cost of printing the Alpha in a sturdy format is comparable to buying a print edition of the Beta and we’d rather that money went straight to Paizo. We hope that you guys (the designers) get a chance to read this before the Beta goes to the printers. Once again thanks to Paizo for letting us take part in the open playtest and for listening to their customers. Peace, tfad The first half of our game involved a lot of roleplay and no die rolling apart from a few skill and Knowledge (appropriate) checks. It was a culmination of sorts of one of the on going plot threads and much fun was had by all. The second half of our game featured some exciting combat and a couple of issues with the Alpha 3, so we’ll pick up things as the PCs are searching for a magical gate, hidden in one of the warehouses in Dis that house supplies for the Blood Wars. Some magical runes guarded the warehouse and the Paladin had the opportunity to use Break Enchantment (Alpha p34). Tactics were discussed and a decision was made. Given that the Paladin has such a low caster level, much the same as with Dispel Magic, it is not a fully useable option. It looks good on paper, but will likely be a last resort if no other means are available. It could have been used in tandem with Diviner’s Fortune (Alpha p82), from the group’s Wizard, but it was decided it was better to use Dimension Door to hop past the runes and guarantee the element of surprise. That was exactly what happened and the two priests that were waiting inside were cut down in short order. It was another chance for use to use the CMB rules and it worked out fine. There has been a lot of discussion on the Paizo boards about the base DC being too high (Alpha p77) for CMB checks. We think they are just about right and have had the desired effect on our games. Namely, our large sized 18 strength Wizard has stopped grappling everything in sight as grappling is no longer such a one-sided death trap. Also it is so much easier to work out and adjudicate in game. Please don’t lower the CMB DC – it works fine where it is. We felt it likely that some of the complaints were from the “grapple-happy” camp (like our Wizard) who felt their builds were threatened. The priests were never supposed to be a challenge and were there to support the main threat – a ten-headed, magically enhanced hydra. Wisely the PCs split them up, preventing cures and buffs being cast upon the Hydra, and having dealt with the priests, moved on to fight it. This would’ve been another great chance to test the CMB rules, but the PCs got their Hydra legends mixed up and resolved to stay at range, or rather, up high where the beast could not reach them. Afraid to sever the heads for fear of more growing in their place, all of the attacks were aimed at the body. The Hydra soon worked out that it could half climb the walls to reach the hovering PCs. At this point the fight turned nasty and the Wizard died, after coming up with a great plan and then, for some reason or another, not following it (!). The rest of the party followed through on the dead Wizard’s plan and Planeshifted the Hydra. However, with the Wizard gone, destinations were limited and the open ocean on the material plane was selected. The Hydra was capable of making his swim checks but could not keep up with the Paladin’s mount or the flying carpet and got pecked to death. This situation bought up, again, the fact that a Paladin’s mount is only summonable once per day, when a bonded spirit imbued weapon (the class’ new toy) can be used more than once (Alpha p32-33). This isn’t very fair on the mount-choosing Paladins, and the two should be usable the same number of times as it is the same thing. Please don’t forget the trusty mount in favor of the shiny new toys! We discussed this and decided that it would not be unbalanced to let the Paladin have both abilities, but drawing both abilities from the same times-per-day pool. Holy Sword and Holy Mount are two of the classic abilities for Paladins and it’d be nice to see both of them available within a single progression of the class. A lot of the anti-summon a mount more than once arguments (here on the Paizo boards) seemed centred around the mount’s storage capacity. We would be happy to see this go, if we could make use of the summon-mount ability more than once per day. This battle also highlighted another problem we encountered with the Alpha 3 Paladin, something we also mentioned in our other feedback. The changes to Lay on Hands are pretty awesome and, for the most part, welcome. However there is a problem with the amount healed per use (Alpha p31), an amount equal to the Paladin’s level is too small. Our Paladin has gone from being able to restore all of her HP to being able to restore 17 HP – 17 HP at 17th level is nothing. Sure the overall amount of healing per day has vastly increased, but the time she can spend on the front line has halved. This makes a huge difference to party tactics as the Paladin now takes multiple rounds to heal themselves. This would’ve completely changed some of the previous scenarios the party has faced, reducing the frontline by 25%* - and you do not want 25% of anything in amongst the Sorcerers, the Wizard and the Psion.... It may well have a similar effect on published modules. Our simple suggestion is to allow the Paladin to use as many charges of the Lay on Hands ability as they like in a single action. However, that fix isn’t entirely elegant (there are a lot of other abilities you can’t blow all of your charges at once with) and an increasing amount, based on level, is probably needed. Something comparable to their caster level (i.e. half class level) would be about right. Either way this has had a massive impact on the way the Paladin class plays and can be played and requires some consideration. After the battle, the party rested up and had the Wizard restored to life**. Plans were then put into motion, with the gate secured, to assault the demi-plane-fortress-cathedral that was on the other side of the gate. The acrobatics skill (Alpha p54-55) got a thorough testing on both sides of the screen as our tumbling Paladin took on some tumbling monks and numerous leaps and jumps were made around and over some falling/fallen masonry. The same goes for the fly skill (Alpha p58-59). We’re happy with both and neither needs any further refinement or changes. Channel Energy (Alpha p75-76) saw use during the battle more than once. After using it in more than one game, we’re starting to get a good handle on how it works and how it plays out. It is 100 times more simple than the 3.X version, and that’s a good thing. It is also a lot more flavorfull and ‘feels’ more exciting. It’s also a lot more powerful – the raw damage is larger and the healing effect adds to the ‘bang to buck’ ratio. We like – we like a lot! Play was halted briefly to discuss (argue?) over Power Attack (Alpha p67). We know that combat feats are changing with the Beta release, and are hoping that Power Attack gets a little something to balance it out – the advantage of wielding a weapon in both hands is much larger than the advantage of taking a shield. By quite a bit. We’re not suggesting lowering Power Attack even further, but instead building up the shield-wielder’s options. The best solution would be to offer the shield user a new feat (as Power Attack is a feat) that offered a mechanical advantage for using it e.g. increased shield bonus to AC. The party and their allies fled the fortress when a third party became involved in the battle, leaving with the item they came for! Taking the time to save some of the raiders who were trapped in a trapped room, they did very well but had completely expended their resources, bar a few turning, sorry channelling, attempts. I mention this because they lasted a fair bit longer than their 3.X counterparts would’ve done. The extra ‘oomph’ the core classes have been handed has, for our group at least, killed the ’15 minute adventuring day’. We know this a big issue for some groups and wanted to take the opportunity to praise where praise is due - well done! One of the highlights of the PCs’ increased staying power has to be the abilities that can only be used once per day (ironically enough) per person. I’m talking about things like (the amazing) Heavenly Fire (Alpha p43-45), Touch of Destiny (Alpha p45) and Diviner’s Fortune (Alpha p82). These are great as the players find themselves looking for someone to share their power with who hasn’t used it yet today. Okay they’re walking around thinking about ‘touching up’ as many NPCs as possible, but this works so well. Through the action of the PCs looking to share their powers, they more naturally become the centre of whatever is going on, as a hero should be. Examples from all of our Alpha sessions include helping the sages doing research for the PCs (an action which previously had nothing to do with the PCs, now sees them actively helping), healing the innocent caught up in battle without ‘wasting charges’ (I am in love with Heavenly Fire) and including the un-named extras fully in the scene, by giving them temporary boosts whilst feeling like you did something. In a word – awesome! Another triumph of the Pathfinder system that we’re looking forward to using for years to come. With that, all that remained was some down time to divide up the treasure and consider their next moves. –FIN- * We have two frontliners, Paladin and Psychic Warrior, splitting the defence between them. With the Paladin only able to spend half as long on the frontline, that’s a loss of 25%. I am not a jumbo-math dude. ** This was our first brush with the changes to bringing back the dead that Pathfinder made. Reincarnate (Alpha p115) was considered at first because it doesn’t suck anymore. Previously the spell was simply a joke spell – something you cast if you fancied a laugh and didn’t really care too much about the character. I never saw anyone take that chance with a beloved character. The new table has removed all of the ‘wacky’ rolls (e.g. mushrooms, ducks etc.) and the LA you may gain is not too bad, it was a good design choice to keep it low.
So I was checking out (not like that!) the new iconic and appreciating that same high level of detail as the others. Really, all these guys look cool.
So what is it? For those who can't see what I'm talking about, I've put a little circle around it here Peace, tfad
I'd not posted my thoughts on this part of the Alpha yet, despite having gone through it with a fine-toothed comb and testing it next to some of my own creations using the 3.5 MM. I was moved to post a (brief version of) my notes after reading the same section in the 4th Edition DMG - it's handled infinitely better in the Pathfinder Alpha. Making monsters is largely an art over a science and lots of different things that you cannot anticipate in a rules system will have an effect on the end result. E.g. A fully 'optimized' party (oh lord, do I hate that phrase) will probably go through monsters a lot quicker and of a higher CR. You can't have two CRs, one for flowery thespians and one for die hard munchkins.... That said, some sort of rules system or guide to working within the main rules (i.e. 3.X) is necessary. At the very least it would need to be a part of a 'designers kit' handed to companies who publish compatible rules material. There are some 'gray areas', but this is necessary because the section is a guide and not hard and fast rules. Whilst these guides can be stuck to as immovable rules, it leads to some strange results, which is why 1) it's a guide and 2) it's at least as much an art as it is a science. Some sections of this guide will always be arbitrary. E.g. Not all monsters that are bigger in size are going to be necessarily tougher. But at least this is an arbitrary assumption that holds true for both common experience (a 60' monkey is going to be harder to kill than 6' monkey) and the majority of monsters (a hobgoblin is a big goblin and tougher to kill). The Pathfinder system is great, it provides ball-park set figures for the most important measures of the creature. Whilst, as a DM, I'm more interested in what the monster is doing in the game, it can't do it's job in the game if it's stat-block doesn't cover everything it needs to. Thus, the stats, as a reflection of the role the creature is to play in the coming battle with the PCs, are the most important part of the monster.
I've compared some monsters I worked out before the Alpha with a copy of that same creature, made with the Alpha guide. It's very easy to use the guide and the results complimented each other perfectly. That is to say, that the monsters that proved slightly too tough came out at higher CR and those that were easily defeated by the PCs came out at a lower DC. Although I have to admit that I only looked at Aberration, Fey, Giant and Undead and all within the 5HD-16HD range.
Well done! I'm looking forward to using the guide again soon, when preparing for our next game session. Peace, tfad
If you could change one thing about Alpha 3, what would it be? This thread was inspired by the awesome 'what you did right' thread, and aims to be a quick list for Jason and co. to look at and see what our core concerns about the Alpha are and what we hope will make the Beta. Here are the rules: Keep it civil - there is a lot of incendiary language popping up here and there on the boards. Not necessary - the wonderful people at Paizo are working hard to make products for us, by listening to us. Don't make me sing R.E.S.P.E.C.T at you! ;op One change only - We'd all like to change more than one thing, no doubt. But in order to keep this thread usable, limit your feedback to the most important thing to you or your group. Too much noise drowns out the signal and this thread is a great chance to be heard. Be brief - Don't post a full class re-working here, link to it by all means, but keep your posts brief and pointed. Again the signal/noise thingy. Be realistic - Don't post something here that you know is never going to work, e.g. getting rid of BAB etc. Remember the goal of backwards compatibility. Without further ado: !tfad's one change! I'd like to see more fighting styles for the Ranger. There are way more archetypes than the two presented, at the very least we need a mounted style. I'd prefer to see a mounted style, a skirmish/ambush style and something else (2 handed?) for a nice round 5 options. Peace, tfad
Below is a copy of our group's complete Alpha playtest report, regarding races and classes. Obviously the new A3 stuff hasn't seen as much in game testing as the A1/A2 stuff, as it only came out yesterday. ;op Also don't ask why I've added a nose to all the smilies. Thanks to Paizo for letting us take part in the play test and thanks to my group for redesigning their characters with each new release and giving their opinions/notes to me upon request! Game on! Peace, tfad Races Just to start by thanking the artist responsible for the picture of the Gnome woman, we’ve had to endure all sorts of nasty mental images after one of our players took a liking to her. Thanks. ;op Dwarf p8 Happy with the Dwarf. When I don’t DM, I play a Dwarf, always a Dwarf, so if I wasn’t happy with the changes then you’d know about it. They’ve been my favorite playable race since Golden Axe and the first supplement I bought for D&D was the old dwarven race book. The wisdom bonus makes sense and it’s nice to see some of their ‘classic’ abilities get explained by some creative re-titling (e.g. greed etc.).
Classes
There should be more rage powers to choose from. In line with Conan, as the stereotypical barbarian, there should be a power that grants a move action (as he's always pouncing like a panther on ape-beasts etc.) and one that eliminates the improvised weapon penalties (as he's always squashing things with giant rocks, fully loaded treasure chests etc.).
Starting Hit Points Sidebar p14 Interesting series of options here, any of which would be a good choice if you were concerned about starting h-pees. Racial and Constitution strike us as the best options, focusing more on who the character is to define that bonus. Although we’ve yet to playtest these as we’re in the middle of several on-going campaigns and we’ve never had a problem with starting HP. If we do use them, we’ll post our thoughts.
The Monk p 28-31 I’ve put this section slightly separate from the other classes as the 3P Monk has divided the group. I’ve typed two lots of feedback; read them both then choose one to go with (roll a die?) or pick the most relevant comments from each. We’re aware that you can’t please everyone all of the time and, for a class that we don’t use very often, we’ve got a disproportionate amount of feedback! Monk Feedback One or Not gone far enough with the changes
Monk Feedback Two or Done the best possible with the shoddy tools were handed
This is okay because we have the excellent Dragon Compendium Battle Dancer class available if we want to Kung Fu it up. ;op However, all of our group agrees on two changes that need to made to the 3P Monk. Wholeness of Body p31 is way too steep in terms of Ki cost. Either it should heal twice as much or cost half as much. It doesn’t matter too much which way this goes, but we’d prefer to go high, i.e. heals twice as much. Secondly the Monk needs more Ki points overall p30. They are going to be burning through their points for the dodge bonus every round. They’re only getting half of what the Barbarians get and yet are going to be spending them at approximately 2/3 the rate. We vote to give them a pool of, at least, their monk level plus their wisdom modifier.
”Golbez57” wrote:
I’ve put it in quotes as I can’t take the credit for this one. Well done Golbez57! If I may quote your response from further into the thread, Jason, we come to another issue that caused a hoo-har the day after the release of Alpha 3. ”Jason Bulmahn” wrote:
And: ”Jason Bulmahn” wrote:
We’ve never seen any problems with the Monk’s ability to cause damage and have always read the rules as being able to enchant the Monk’s fist (or anyone’s fist, foot etc. if they have improved unarmed strike) as a weapon. A simple line stating that a Monk can have their hands etc. enchanted as a weapon would not be game breaker (or at least wasn’t for us) and would fix this problem. We (ages ago, in 3.0) even had a Monk with a different element on each limb (with sonic energy being enchanted last, to the forehead!). Very cool. Dealing the improved damage with enchanted monk weapons, although that could lead to all sorts of problems if shuriken can still be thrown 3 per attack, could work. Also, the monk weapons are not all that ‘Monkey’, if you know what I mean. Where are the swords, spears, butterfly knives etc. Perhaps the best solution here would be a longer list of monk weapons which could be used with Flurry of Blows, but requiring a feat to claim the extra damage (noting the shuriken problem with this). PeteZero pointed out that the monk cannot qualify for the Improved Vital Strike feat p71. This is wrong, it’s a Monk-feat, no doubt about it. It should either be on the Monk list of bonus feats or have the prerequisites lowered so the Monk can qualify without mulitclassing.Quivering Palm p31 is too limited in it’s use. If it remains only useable once per week then the DC should increase, but we’re in favor of increasing the number of times a Monk can do it to once per day but only able to effect a number of creatures equal to his wisdom (or charisma) modifier. So he could set up several deaths within a government, coinciding them to all die at the same, vital moment. That’d be really cool. Finally, Perfect Self 31 also needs a re-think. At that level, most everything the Monk faces will bite straight through his DR with magic. 5/- would be much more welcome and more of a reward for sticking with Monk. Although it wouldn’t break the game to go a step or two further as suggested by Quijenoth. ”Quijenoth” wrote:
Paladin p31- Ah! Our group’s favorite class! In case anyone wants to check our long (positive) rant about Paladins made after we playtested the Alpha 2 Paladin, the link is HERE. We certainly weren’t expecting such a huge change in Alpha 3. As it turns out, it’s a pleasant surprise! Alignment Requirement & Detect Evil at Will p31 These were a real deal breaker for us and would’ve been very upset if these had gone from our favorite class. It’s great to see they’re still there. We had to post a thank you for this as, with some other drastic changes to the class being made, they could’ve gone and (just to be clear, I’ll use bold) we’re glad they’ve not been changed.Lay on Hands & Additional uses for p31- Nice. Sort of. The overall healing works out to be a little more, but in smaller chunks until level 18. This does mean that (one of) our Paladin is somewhat hosed for being a front liner, currently at level 17. She’s used to using Lay on Hands whilst fighting away and is capable of filling her HP back up in one go. However, at 17 level, 17 extra HP is not enough to keep her in the fight and most nasty monsters are going to be dealing a lot more damage than this per strike. The change has halved the amount of time she can spend on the front line – not a good thing. The suggested fix (from our player) is to allow you to use up multiple uses of the ability in a single action. The other uses are quite nice, but don’t balance this drop in ability – channel positive energy is likely to heal more per go than Lay- currently. Charisma Spell casting p32 Big surprise! But a pleasant one – it makes sense and more closely balances the class along side the Ranger. Good move. It could be interesting here, to add spontaneous cure casting so that the other Paladin spells actually see some regular use. It’d not break the class as their spell list is too limited for this to have a massive in-game impact, but it would ensure that some of those spells become a little more frequently used whilst freeing up some options, in the heat of battle, for the Paladin. Divine Bond p 32-33 Let me just quote myself, from our Alpha 2 report. ”The Most Excellent tfad” wrote:
The shiny new toy that is the celestial spirit enhanced weapon got an increase in the number of uses per day, but did the ever-loyal, trusty old mount, with us for numerous editions? Did it cr*p. I should’ve put money on this happening. Can we please have this ability also increase in usage. We know that by level 12, the mount is available for the whole day, but there will be times when you will want to, no scratch that, need to summon it more than once per day. If this is not going to happen for whatever reason, please can we find out why the ability is only usable once per day? Also, regarding the shiny new weapon, again repeated from our Alpha 2 report.”The Most Excellent tfad” wrote:
Ranger p35- Ooh! When I’m not DM, I always play a Dwarf and have just recently (i.e. my last character) discovered the joy that is the Ranger class. I like the changes and am quite happy with it as is, although I do have a suggestion. Combat Style p 36-37 I like that the shield has made it’s way into the 2 weapon list (as that’s where my Dwarf went with it) but Paizo has a great chance with the Ranger, they need more than 2 combat styles. There’s no reason not to add more options and it would certainly be a smaller change than some we’ve seen. With a companion and the appropriate animal/ride skills, they should, at the very least, have a mounted option too. It’s an often forgotten Ranger archetype, the man alone against the wilderness with his trusty beast (okay, that sounds, wrong). Drinking the blood from your horse, sharing water with your camel etc. A skirmish style option would also be welcome a la Robin Hood and his Merry Men, with the feats following the mobility/spring attack path. It certainly would not harm back compatibility. I was surprised that this was not in there....Favored Terrain & Evasion p37 Awesome! Well done! Quarry & Improved Quarry p38 Again, awesome! Although how much cooler would it be to mark your quarry from the back of your animal companion, with a butt load of mounted combat feats? /not so subtle hint Rogue p38- Again, there have been no major changes and the class remains only a peripheral choice in our group. Every thing looks okay and our play testing didn’t uncover any mechanical problems. Sorcerer p41- Again a real favorite with our group and the only serious contender for the Paladin’s ‘most used class’ crown. There have been no major changes, but we had a little feedback on some of the minor changes made. Class Skills p41 Still no Diplomacy? *sigh* I guess that you guys are not going to budge on that one. Still, at least you can gain it with the infernal bloodline p47 and the cross class skill restrictions are a lot less severe. Can we call it a moral victory? ;op Eschew Materials p42 He11 Yeah! It’s about time someone got this right! Thank you so much for this! Bloodlines p42- We like the changes, adding the skill and extra spells is a nice addition and brings the class ability more in line with the excellent bloodline feats that you wonderful people filled the Dragon Compendium with. This really is what we were expecting from the start and are very happy with this change. And thank you for the shout out on page 42. ;op Wizard p48- Much like the Cleric, nothing new to say here. It’s great, well done! As a final point, originally suggested by KaeYoss, there really needs to be feats that grant extra uses of the new class features Paizo has added e.g. feat for extra rage points, Ki Points, Lay on Hands etc. This could also be extended to include feats with additional uses for said points e.g. extra rage power feat etc. This is the best way to bring all the new features fully into the system and give us, the players, more chance to play with all of the wonderful new toys you provided.
My group and I had a chance to play with some of the goodies from Alpha 2 over the weekend. Although we didn't get as much gaming done as we would've liked, our Paladin player got very sick, we did have some comments and interesting discussions on Alpha 2. I apologize if any of these comments are repeated from our Alpha 1 playtest report, or elsewhere on the boards. tfad *** Elven Immunities (p.5): It occurred to me that I'd not be sure, as DM, how to handle something like sleeping pollen etc. against an Elf. The immunities paragraph explicitly states magic sleep effects, but it also follows that as Elves don't sleep, they should be immune to all sleep effects. In AD&D, we had the awesome explanation in the 'Complete Book of Elves' about how it works and what the Elves do instead of sleeping. Is this the same for Golarion Elves? A tighter explanation paragraph would solve this. Barbarian (p.8-11): Our group is not usually interested in Barbarians, but the addition of the 'rage points' mechanic generated genuine interest and excitement for the class. It's a great way to open the class up and expand what it can do. We have to respectfully disagree with those on the boards who "don't want to worry about managing points and just want to hit things" and "it's now no longer a class for introducing newbies to the game". Rage points are no more complicated that HP, GP, (P)PP, spell slots etc. and no class should be dumbed down to the point that it is relegated to newbie status. How would the hard-core cleric players feel if their class was the one dumbed down? There are plenty of ways to introduce new players to the game.
Druid (p.14-18) and the new Polymorph stuff (p.81-): Again, we're not a group who uses Druids on a regular basis, but the rules changes generated some interest. Druids were a little overpowered in 3.5 and no one in our group really wanted to play as one because they were never sure exactly what they could polymorph into and just looking at the MM for different forms is kinda intimidating! Like Astral Construct, the polymorphing stuff is now much simpler and easier to balance (although as noted elsewhere on these boards, the spells do all assume that the caster is medium size). We liked this approach and thought is was an elegant solution to an ongoing problem. The slightly more sensible weapon proficiencies and the improved animal companion, including the option to not take one and rely on the Animal Friendship style spells to gain a domain, were also well received. I, personally, was the most impressed and, when I do finally get a chance to play rather than DM, I will be giving the druid a go. Paladin (p.19-23): Now we're discussing our group's (probably) favorite class! We all like the Paladin as they are quintessential heroes. Anyone who was at Dragonmeet 2000 in London may remember one of our players - he was the Chinese guy shouting that Paladins need to be comparable in virtue to Optimus Prime! That's how strongly our group likes Paladins. So what did we make of the changes after having played with them?
Sorcerer (p.26-32): If there's a class we love as much or more than the Paladin, it's the Sorcerer, over 50% of our group plays Sorcerers on a regular (i.e. every character) basis. We know this class, it's strengths and weaknesses, very well. We knew that they would get the better HD and the cantrips at will, but what did we make of the changes?
Skills (p.36-): YES! Thank you for putting ranks back in! The new system exceeded our expectations and is a better system than the original 3.X. There was quite a lot of discussion about whether this was enough on these boards, but we were largely happy with the result. All of our players were happy with their new skill lists and, as a group with a love of cross-class skills, everyone was able to afford everything they wanted skill-wise. The +3 bonus to class skills is great and offers a real incentive to pick up all/most of your class skills, at least at one rank. This is important as the only incentive to choose class over cross-class in 3.X was the horrible 2 points per rank restriction. Also, there should be a different version of the Skill Focus feat that offers an increased class skill bonus. Perhaps increasing the bonus from +3, to +5, with the prerequisite being a number of ranks in a number of different class skills. With the new freedoms opened up, it'd be great to see some sort of further incentive to stick with the class skills.
Feats! Not too much to say here, other than:
Cover (p.58-59): Again, this is a needless change that is too difficult to work out if you're not using figures. There was nothing wrong or broken with the 3.X cover rules and if it isn't broken, don't fix it!
There's not much to say about spells and magic, other than well done! We looked at the polymorph stuff above, but also just wanted to comment on:
Staves (p.106): We like the fact that a staff is now a permanent item, we have been recharging staves in our games for years so it's nice to see it in the rules. However the actual mechanics on how to recharge your staff need looking at. We know that this has been thoroughly discussed and will be addressed with Alpha 3, so are waiting to see what happens. We did have a rules question based on the 3P set up though. As it reads, a Paladin could recharge a Wizard's Staff of Dispelling. Is this intentional? We can't see that this breaks the mechanics of the game, but if this is not intentional, then it would need addressing in the recharge rules re-write.
Before wrapping up we also wanted to comment on this:
Paizo wrote:
Our group had a geekgasm at this. What a coup for Paizo! w00t! In summary we've really enjoyed being a part of the open playtest so far and will continue to post our thoughts up until it closes for the final release. If our comments on Alpha 2 seem negative, that's only because we didn't want to type "I love you Paizo, thank you!" at least once per page of the Alpha. We loved the changes so far, except for a few of the crazies that have obviously only crept in because you guys are working so hard to give us all what we want. Keep up the good work and thank you! Peace, tfad & Group
Posted from the other thread: Vigil wrote: Then again I plead, can we get bonus skill points at levels we don't get feats? Please? Pretty please? With sugar on top? Jason Bulmahn wrote: No need to plead. This is a fair idea and one that I have thought of. When I said that the skills system is firm. What I meant was that it will not recieve another complete redesign. Tweaking, however, is still quite possible (and probably likely). Thank you thank you thank you! for putting skill ranks back in. It was nice to see so many changes in Alpha 2, that were discussed here on the message boards - this change is definitely the most welcome in our group (although the changes to staves also ranks highly). Can my group put their names down for the above change also? It was really nice to get something every level and it's the simplest way to kill 'dead levels'. A nice bonus to skills works well next to feats as they are the two building blocks for your character outside of class. There's a great synergy in a skill/feat bonus every level also. All in all, well done to Paizo and thanks again for letting us be a part of the process! tfad
I've just finished reading the awesome Guide to Korvosa, loving every page. I really got on board with the Sable Company and the Guard - they seem like a lot of fun, and that's kind of strange for me as 'military' stuff is usually a turn off. Anyhow - I have a question: Are there elite units of 'Panzer Hippogriff' riders? I can see specially trained troops saddling up on specially trained mounts, wearing full-plate on beefed up hippogriffs in the heaviest barding. Just what the city needs if, say, a dragon comes by. That'd be cool. Of course, if there aren't any then I know I can always put them into my games, but it'd be nice to know what the official word is. Peace, tfad
I've split up each section so hopefully it's easy to read and for the dev's to find the bits they want. I've also marked some points with a "!" if they're something we felt was worth pointing to/suggesting. Also I've tried to acknowledge our biases and not comment on things that we didn't use unless we particularly like/disliked them. Finally there's not much in-game information, as I've tried to keep focused on reporting our experiences with the system. Peace, tfad *** Books Used: Aside from the core books we also used the following books without any compatibility issues. As such, the group believes that Paizo has so far met with their goal of backwards compatibility. Expanded Psionics Handbook, Manual of the Planes, Epic Level Handbook, Stronghold Builder's Guide book (WotC), Oathbound: Domains of the Forge (Bastion Press), Portals and Planes (Fantasy Flight Games). Races (p.4-): In a word; Awesome! Whilst changes to the core races were not strictly necessary, the results are good. The races feel more unified than they did previously and some of the weaker choices got a nice boost.
Classes (p.8-): Including the NPCs we actually tried all of the classes presented in the Alpha, although not all of the Wizard schools. Again - brilliant. I've broken our comments down, below.
Skills (p.21-31): Argh! Yes and no for this one! 2/5! The compiled list is very good - well done. Rolling some skills into others makes good sense. We couldn't see Tumble on the list, but it appeared to be covered by Acrobatics.
A few games ago an NPC Epic level Bard died 'off screen'. It was a moving moment for one PC (paladin) who was quite attached to him. As a result she decided to put some skill points into Perform(Story telling) to keep telling some of the stories the bard shared with her and to honor the dead by telling a few of her own. The awesome roleplaying was backed up by the mechanics as the paladin was now an apprentice level story teller. Upon leveling up, the paladin put more points into the skill and got better at it. Under the Pathfinder Alpha system this would've lost all of the impact as she suddenly became the best story teller she could've been and would not be getting any better unless the skill became a class skill. Carrying on from this point, our group rarely keeps the same skills 'maxed out' above a certain level. Once your character can succeed at hitting most of the DCs, unless the skill is a core part of the character, we enjoy spending all of those points elsewhere. Usually on things related to the in game experiences of the character. E.g. after a crazy horse chase chariot battle, putting ranks into ride.
Feats (p.32-39): We used quite a few of the new feats and had no problem with them. We were quite happy with the new power attack and the alpha 1.1 removed our main concern of all those 'must've used feat X in the previous round' rules. Most importantly we loved the new progression - a feat every other level is great!
Cover (p.40-41): Very tricky to work out without minis. As a group that doesn't use minis, this was tricky - especially when a ghoul was hiding 'in the 3rd dimension', hanging above a door on the opposite side. There was nothing wrong with the old cover rules, so this change was not welcomed by us. However we can see that if you were using minis that this might be a little easier. Why not include both charts/rules systems in the Pathfinder RPG?
Identify Spell (p.58-59): Loved and used the new version. No problem with balance and stops the PCs from having to waste XP on the spell. Also helps a PC who wants to play the 'sage' type character. *** Big thanks to Paizo for continuing with 3.x, keeping the spirit of D&D alive and for inviting us all to take part in this open playtest!
store blog wrote: It's very player friendly (except for the Secrets chapter, which is for GM eyes only) and is written in the first person, much like the running dialogue you'd get from a local giving you a complete tour. Quick questions - how much of the Korvosa book is written in this style and are other products in the line going to be similarly written? Any clues? Peace tfad
Hello! I've not posted here in an age (except one goodbye and thank you to our friends Dragon and Dungeon), as I've been off doing life things like getting married, moving and stuff. I want to support Paizo and D&D 3rd edition and have been loving the Pathfinder stuff so far. One of the best things about capitalism is that I can vote with my wallet and would really like to do so and keep 3.x going for as long as possible. It's a great system and the best version of D&D so far. 4th Ed. may be awesome but I'm nowhere near done with 3rd yet. The question I really want to ask is this. When is the best time to support Paizo, before or after the release of 4th edition? I want to influence the decision to keep putting stuff out for 3rd edition for as long as possible. Living in the real world means I have a very limited budget for gaming at the moment. When I do spend it, I want it to count. If this means putting off buying future Pathfinders until after the release I will be happy to do so. Or if the support is more needed now, I will be straight down to my FLGS and next in the online store que to spend my entire 12 month gaming budget on Paizo stuff. I (hope?) won't be in this situation forever and I can't wait to be able to spend HUGE sums of money of gaming stuff again. But setting yourself up and getting on with life can be an expensive prospect. Thank the gawds for gaming - necessary to get through the stress of it all! Many thanks!
Hey!
A core class with full BAB which ignores all SR and TR when it casts spells. All Drow are infertile, unless they take a feat. Improved Potency or something. ;P Peace,
Hey!
I love 3rd edition. I love it when players react to NPCS. I love it when the players win. I love it when the characters win. I love that I can multiclass. I love that I don't. I love it when players talk to me about the game outside of the game. I love eating too much every session. I love working out ways to surprise my players. I love templates. There's a lot more, but that'll do for now.
Peace, tfad
Hey all!
Peace, tfad - Oh and expect an update this weekend, including the Order of the Stick-inspired renditions of some of the characters! |