thelostgod's page

12 posts. No reviews. No lists. No wishlists.




1 person marked this as a favorite.

Maybe it says somewhere in the book, but as of now I can't find anywhere that states whether or not Animal Companions or Familiars have resonance points.

The case in point - If an animal companion or familiar gets dropped to zero and dying, can you heal it by shoving a potion down its throat?


I realize this is the Playtest, and that the organization of the book is not complete, but here are a few things that I, as a GM, would greatly appreciate in the finished product:

1) Spell lists should have the school of magic present. Nothing worse than trying to build a Necromancer baddie and having to sort through nearly every spell to figure out which ones are actually necromancy.

2) Magic Item lists should be broken down into more precise categories. If I decide that I want to give my players a special shield, for example, I don't want to have to figure out where all the shields are in the list. Shield of (something) or is it The (something) Shield.

Both of the above request are things which D&D 5E did which drove me to the edge of my sanity when trying to access information. Not to mention forcing me to spend an extra 30 minutes or more developing game each week.

3) Please seperate Spells and Powers into seperate sections.

4) List of Conditions in the BACK of the book, as reference material. They are too frequently used to have to flip through the book to get to them each time. Particularly if there are other things you need to flip through the book to access during the course of the game.

Anyway, my two cents!


15 people marked this as a favorite.

As a long-time GM, I'd just like to say that the arbitrarily growing DC numbers and, as a result, the need for a chart like Table 10-2 is a nightmare for running the game smoothly.

It seems to be that you're setting the difficulty of a task twice, for one. Also, since the chart does not grow in a linear fashion (sometimes +1 between levels and sometimes +2 or +3), there is a need to have your book open to page 337 the entire game.

To me, it would almosts be easier to just ask each player what their total bonus to a skill is and then set the number on-the-fly according to how much chance of succeeding you feel they'd have. NOT a good solution by any means, but still quicker and (potentially) more reliable than the current chart.

Is there any way to fix this so that DCs are set and the "level" and "difficulty" simply exist as modifiers? That way we could actually memorize the DC scaling and then control it from there.


2 people marked this as a favorite.

There are quite a few spells which have a target which includes either "You and up to 5 creatures" or jut "Up to 5 creatures" (in the area of effect, touched, etc.).

While this pans out nicely for your typical party, if I, as a GM, end up running a group of 6 or 7 players, then the spells become annoying, requiring 2 castings to get the effect for the party simply because there are more people at the table.

Please, Paizo, add at least a Heightening option to include more people in the casting. Or a Feat or something.

Unless there already is one and I missed it?


So, I was wondering if anyone came across anything other than the straight Fort save that allowed a character to remove the unconcious condition?

So far, I see no spells, feats or rules regarding that. Even if an unconcious character is healed to full, they still sit there like a log waiting for the dice to determine what happens. Which all but removes the power of other party members to help their fallen comerade.

On another, related, note, there is this in the description of the Medicine Skill:

"Administer First Aid...
"You perform first aid on an adjacent creature that is at 0 Hit Points in an attempt to stabilize or revive it."

It states "at 0 Hit Points" which would suggest it only moves the target from being at 0 to not being at 0. However, what does Revive mean? Is that a means of bringing someone out of the Unconcious condition? If so, there's no other mention of "revive" anywhere that I can find.

So far, it's looks like I'll be house-ruling it, as having a player out of the fight completely, regardless of how much their party members help them, simply because of some bad dice rolls seems a bit extreme and frustrating for the player.