Gaulin wrote: I'd like something that makes it a bit more viable to sneak attack with cantrips. Maybe have an int based one that gives you proficiencies for cantrips as you level, let debilitating strike work with cantrips, something like that. A magical Racket would be cool. They could call it the Trickster Racket.
Salamileg wrote: I'd like to see a "Mastermind" that can pick Dex or Int, and has something related to Recall Knowledge. Maybe if you get a successful Recall Knowledge check against a creature, they're considered flat-footed against your attacks for a round. They are actually going to do a Mastermind Rogue racket in the upcoming APG, though I’m not aware of any specifics.
Zapp wrote:
I have looked around other places, but I will admit this is the first forum ‘I’ have made on the subject. I mainly chose Paizo’s forums, because it seemed like the safest place to get a lot of comments soon. I also wanted to create forum detailing their actual experiences. Most statements I found, it was hard to determine if they were “I read this and I think it’s good/bad” or “I actually played this and it was good/bad”. I don’t want anyone to think that I’m trying to shut myself off from any negative posts about the game, I just wanted to hear some people’s actual experiences. Trust me, I already decided that I would at least try out this game long before I made this forum.
Andrew Mullen wrote:
Thank you I'll take 12.
Hello, I've been a fan of Paizo for a while now and I bought the Core Rulebook for Second Edition almost exactly when it first came out, but I didn't have the time to play in a game for it and definitely didn't have the time to GM one. However now I have a little more time on my hands. What I'm curious to hear, and I apologize if this isn't the right place for this topic, is anyone's experience with the game as a player or a GM. What have you liked about it, what have you not liked about it, what houserules do you use, and do you have any advice for potential new players or GMs? Thank you for taking the time to read this and thank you for in advance if you post anything.
Well I appreciate everyone’s responses. I saw a lot of different opinions ranging from Yes, Yes But, and No. It’s almost like FUN is a very subjective concept. Lol I’ll probably give the envoy a try, but I’ll try to make sure I know what the rest of my part is going to be made up of so I choose the improvisations that work best. I’m really curious to see the new options for the class in the Character Operations Manual.
Rysky the Dark Solarion wrote:
Thank you for sharing. I'm really looking forward to playing one.
Potential joke answers for when your character is asked "Where do you think Golarion is?": "The same place my interest in this conversation went." "Well I can tell you that it's definitely not at *specific coordinates to a very dangerous planet*." "I'm going to be honest with you. Everybody knows where Golarion is. We just haven't told you because we don't think your cool enough for it." "Why don't you see? The real Golarion was the friends we made along the way."
Hello everyone. I fell in love with the Harrow Deck when I first heard about it. It fascinates me both as a story device and in it's mechanics. I've also loved learning about different games that can be played with the cards. Whether it's Towers (the game that comes with the base rules), Pillars (a fanmade game that is very similar to Go Fish), Illusionist or Last Azlant (two games introduced in The Harrow Handbook that are resemblant of Liar's Dice and UNO respectively). However, I have never seen a version of one of the most popular card games, Poker, that used the Harrow Deck. I hope to fix that. Obviously the most basic way to start making Poker, is figuring out what hands of five cards exist and how are they ranked. Here's what I've got so far: True Cross- Having five cards, all of the same suit, that make up both one row and column.
What do you guys think?
Metaphysician wrote:
The idea of getting both solar infusions is interesting. I actually like the Solarian flavor as is, but I see where you are coming from.
Honestly at this point the only thing I would change about the Solarians specifically is 6+Int skills (as opposed to 4+Int) and an additional Combat Feat at level 1. This way if you want proficiency in something like Heavy Armor or Long Arms you don't have to use your one level one feat (two if you're human) for something you see as necessary, or alternatively you can try a different feat if you don't see the proficiency as necessary you can take something else. What do you guys think?
From what little experience I have with the system and from what I've read online: you can either be a melee focused Solarian or a range focused Solarian. If you want to go with Melee, you should focus on Strength, take the blade option, and get proficiency in heavy armor. If you want to go Ranged, you should focus on Dex, take the armor option, and get proficiency in better ranged weapons. Ideally you want to start off with at least a 14 in Charisma and put an Ability Boost in it every chance you get. If I was GMing the game, I would probably houserule it and say that, Solarians get 6+Int Skill ranks per level instead of 4+Int and instead of Charisma being their key attribute, they can choose any of the three mental attributes to contribute to their saving throws and Resolve points.
Hey, I purchased the Core rulebook a while back, but I’m just now sitting and reading through it. I like what I see so far, but there is one thing I’m curious about. Why do themes only give a +1? With the default point but method, the +1 just makes it so you always have at least one attribute that starts at an odd level. I guess it works ok if you decide to go with the rolling method. Why not just make it so that every theme gives a +2 instead so it makes a difference? What do you guys think?
A dwarven blacksmith once got an order for some high-quality arms and armor from some local elves. After reading through the order list he notices one of the desired items is half a dozen Horacalcum Shields, and this confused him as he had never heard of such a material. After asking one of the elves to describe the material, the dwarf began laughing and told the confused elf that the material he was thinking of was orichalcum and it is not spelled that way. The elf did not find this funny and demanded for the dwarf to apologize. The dwarf refused to do so, thus
SuperBidi wrote:
Most of the time when someone says they killed in self-defense and they are being completely honest, what they really mean is "This person was trying to explicitly murder me and I tried to stop them from killing me. However, while trying to prevent them from killing me, I accidentally killed them. I really didn't want to hurt anyone, but I also didn't want to die." As far as killing a large group of people in self-defense, I'm not sure if there is a precedent for that. However, while killing someone accidentally to stop them from killing you may not make you a better person or a "paragon of good", wanting to live doesn't make one insane.
Temperans wrote:
Thinking about whether or not fighting and potentially killing a sentient creature is not being politically correct. Wanting to play a game where morality is something that is a little harder to guess or assume is not being politically correct. It's being a nuanced, thinking person. As far as the gods you mentioned: Torag forbids showing mercy "to the enemies of your people" which depending on your people, could mean many different things. I wouldn't call a tribe of goblins who keep to themselves and have never done anything actively malicious to anyone let alone my home "enemies of my people". I would even argue that a goblin who was raised in a tribe that has regularly attacked my home, but was uncomfortable with that and left the tribe before they joined their first war party would not be an "enemy of my people", but a DM might disagree with me. Iomedae is a goddess who commands her followers to fight for justice. Justice means everyone gets what they deserve, and killing a creature not because they deserved it, but because you thought they looked like they deserved it would not be justice. She does command her followers to fight with valor, but let's not forget that Discretion is the better part of valor. Nothing about her says that you can't worship her while still accepting a person's request for mercy. Erastil is a god of hunting, but that doesn't mean his followers should always be "Oh boy! Here I go killing again!" Two of his biggest tenets are "keep the peace" and "protect your community". If you attack a group of creatures who are minding their own business and not hurting anyone, you are neither keeping the peace nor protecting your community. In fact if those creatures you attacked have a lot of friends who decide that the unprovoked attack on their lives deserves recompense, you have done quite the opposite. Gorum……..okay you have a point about Gorum. He is a CN war god who loves battle, hates negotiation, and has no good-aligned clerics and champions. However, even he forbids killing a surrendering foe. Calistria is also a CN deity, but she does have CG followers. Specifically, Callistria is a goddess of revenge. I don't need to tell you that attacking someone who has done nothing to you or those you are close to is, in fact, not revenge.
Specifically Hobgoblins are going to be an option in Lost Omen's Character Guide coming out in October and the Orcs are coming out in the APG. I don't know if they are doing just classes in the October Playtest for the APG, but hopefully they also include a few ancestries so we won't have to wait until Gen Con 2020.
To be fair the book literally says, most of the time players can do the same check and you don't need to change the DC. However, sometimes you want a check to be challenging. To me that says that a DM needs to think about how challenging certain DCs should be, especially since many situations will involve multiple players doing the same thing, such as searching a room. I could actually see situations where you could have a case of "too many cooks in the kitchen." Let's go back to the "searching a room" example. Say somebody got murdered in a room, and the PCs want to check the room for any clues or evidence that could help identify the killer. It might be DC 15 by default. The ranger who naturally has the best perception says he is going to check the room. He has a +7 to perception, so his chances for
However the kind Barbarian wants to help his friend the Ranger. The DM decides that while two pairs of eyes are better than one, there is a decent chance that they could get in each others way. So he increases the DC to 17. The Barbarian has +3 to Wisdom so with the higher DC his chances are 0%/35%/45%/20%, while the Ranger's decreases to 5%/50%/45%/0%. That might look worse at first, but in reality the two of them working together have a chance of at least succeeding of 70.75%, which is higher than the 65% that the Ranger had on his own. Of course most of the time the DM wouldn't (or at least shouldn't) do this and the book says as much. This is completely ignoring the fact that most of the time, the players will have no idea what certain DCs are, especially when the DM changes them. Unless of course the players secretly read the DMs notes or the module they are playing. In that case, a slightly higher DC is the least those players deserve.
graystone wrote:
Yeah I can definitely see a DM immediately ignoring a player with a long list of questions because they see that as "high maintenance". Personally, whenever I run a game on sites like Roll20, I actually like it when players ask a lot of questions as, to me, it shows that they are passionate about the game. However, I can't say which mindset is most prevalent. graystone wrote:
That sounds like a good idea. Maybe try to decide what the three most important questions to you are? graystone wrote:
No problem. I'm glad I could be of some amount of help. Good luck.
graystone wrote:
I can understand your concerns. You obviously have a lot on your plate and the less hoops you have to jump through to find a game that fits your playstyle the better. Obviously with the default rules being a little vague in places regarding rarity and some other things makes it a little more difficult then if the rules were more "hard". Even though a lot of people like the way the rules work and others are at least fine with it (I'm personally more in the latter camp), I can see how it would add difficulty to the experiences of people more like you. I must admit that my experience with Play-by-post games are a little limited, so you should take my advice with a grain of salt. Instead of having to talk to every potential DM you find online and having to ask the same questions over and over, I would recommend typing up a generic letter/questionnaire that asks all the questions you would have for the average game. These questions would probably include "how accessible are uncommon spells", "are certain magic items available to purchase like you would certain common goods", "are there any races that aren't available or at least would face heavy prejudice in this campaign", and so on. Once you have this generic letter/questionnaire made up, save it to your computer. This way whenever you see a potential campaign that you are interested in, just pull up your letter/questionnaire, edit it a tiny bit so it makes sense, and send it to the DM/GM. I hope this advice was at least a little bit helpful, but I apologize if it was not. I am hopeful that you are correct about the Gamemastery Guide and I hope that you find a game that helps you enjoy the system sooner rather than later.
graystone wrote:
From a gameplay perspective I would say that they either do things that could be game-breaking or are close relatives to gamebreaking spells. From a story perspective you could say that the followers of certain gods were the first to create/practice those specific spells and therefore see them as sacred and are very restrictive about who they share the knowledge with. Perhaps if a PC were to do a favor that church or at least prove their morality is in line with their gods, the church will freely share the knowledge of their sacred spells.
Ravingdork, that is actually a really good example of how the rarity system could work (and maybe was intended to work). It shows a player and a GM talking about their desires, intentions, and expectations, and then the two maturely coming to an agreement that is fun for everyone. Love or Hate the new Rarity system, I think most people can agree that the CRB would have benefitted if it had an example like that in a sidebar somewhere like the GM chapter.
I feel like this whole forum (even though it seems like it was not the OPs intention) has partly brought to the front a very old and dangerous concept. The idea of "Player vs. DM/GM". On one hand we have people who are afraid that with the RAW, players who want to play more unusual character concepts could be easily shutdown by their DMs/GMs just because some of their character choices don't make sense for the setting or their story (ie. are Uncommon). On the other hand we have people who are afraid that without the RAW, the game will devolve into players automatically choosing the most overpowered and unbalanced options for items and spells For those in the prior camp, I would say something that has pretty much been said a couple of times. It has been like that for as long as there have been TTRPGs. The DM/GM has always been the "boss" who could set limitations and change rules to his heart's content, because it is his world. However, do I think that the rarity system makes it a little more likely that a DM who wouldn't otherwise limit an option to limit an option? Yes I do. However, you have one ability that the "boss" can never take away. The ability to quit. Just because it's his sandbox doesn't mean you have to play in it. For those in the latter camp, yes the system does help DMs/GMs veto potentially game-breaking character concepts. However, like I said earlier, DMs/GMs have always had that power, its just now the system has a few more guidelines and justifications for when they use that power. Games like Pathfinder generally aren't meant to be competitive, but cooperative. Everybody should be able to play the game wanting to have fun and know that everybody else is wanting to have fun also. However, a game like this is more than a game, its also a conversation. That conversation should start before the lights dim and the story begins. DMs/GMs should talk with their players about expectations, desires, and fears and vice-versa. If you realize that you probably wouldn't enjoy yourself playing with them, say so. Its much better to figure that out at the beginning rather than several sessions later. If you don't want to have this initial conversation then, (and I don't mean this maliciously) that is on you and nobody else. There is an old adage in the community that still rings true today.
Ravingdork wrote: As an alternative explanation, you can crack the cover open to a two-page spread. They're all clearly terrified of the two-story goblin with horse-sized bombs. :P It makes so much since now, the Red Dragon was never trying to hurt anyone, it was merely trying to scare off would-be adventurers from the even greater threat of the Dire-Goblin Alchemist Fumbus. The dragon has been protecting us since the first edition's core rulebook.
I'd like to thank you all. You have been very helpful and have given me a lot of advice. I especially appreciate you introducing me to d20pfsrd.com. I will most likely buy the first Bestiary and Advanced Player's guide, before anything else. Again thank you, I appreciate the advice and I look forward to going further into this interesting system and interacting further with this community. |