So before we start with lists of things we want changed in the new game system let me add this; lets just post on this thread additions of systems the game has, if you want a complete overhaul to a system for example resonance, that should probably have its own thread. The assumption we'll use in this thread is that the basic concepts of the game will remain the same, we're just adjusting the system to do better. Alright so let's get started then:
First off I think we should make stealth work like perception, every adventure should be at least trained in stealth. Now hear me out, the reason for this is 3 fold; 1) Every adventurer will at one point come up to a situation where stealth is the answer to the situation, especially at low levels, 2) Every character should be able to at least somewhat competently try to stealth if the situation demands it, 3) Stealth is the 2nd most common form of initiative from perception, it only makes sense that most characters should be able to, without being too penalised, have the option of rolling stealth for initiative. Obviously rogues will be better trained and start of as experts and so on, but no adventurer should be completely untrained in stealth.
Second point lets rejig how skills and signature skills work. I say we should keep signature skills but divide them like so, each character has 3 signature skills, one from their ancestry, one from their background and one from their class. Signature skills start at expert and then upgrade to master and legendary when appropriate. Simple and makes characters have at least a baseline of what that character is good at.
With that said lets beef up what it means to be trained, expert, master and legendary. This fix would eat the most word count but I think it would go a long way to making people more excited to play. Basically each level of training above trained should give you additional benefits in feats, class abilities, weapon properties and even weapon attacks and spells. For example each level above trained in a weapon should add your strength modifier (or dex for finesse weapons) to your damage rolls in a crit. This would mean that a legendary sword fighter compared to just someone trained with a sword is mechanically superior in and above just being more likely to crit. Weapon properties should scale the more trained with the weapon you are.
If we implement this, untrained should hurt more, two ways to do it would either be 1) to add additional penalties for being untrained (say adding the possibility of hitting yourself on a critical failure with a chained weapon) and 2) the rate of scaling bonus be lessened to half level rounded down or maybe even quarter level rounded down
Moving away from skills, a big disappointment in the system is how little rules exist for outside of combat and the lack of incentive to be anything but a murder hobo. To remedy this I propose a few additions to the game. First we should return the NPC boon and woe mechanics, giving the players an incentive to keep NPCs alive and also invest in them. But we should also expand this system to items of renown, since people will treat you differently if they see you caring the sword of the Baron that just died or the legendary Mcguffin of Doom. Bandits are less likely to attack someone in full plate adamantine armour for example.
Secondly an introducing a contact mechanic, in which each of ancestry, background and class would provide the character with a contact be it their parents or siblings, work/profession contacts or just their friends; because no person goes around the world completely alone; to give players something to do in downtime and to give GMs a way to introduce plot hooks, give the solution to a problem the PCs can't solve and just more options. As the Characters progress through the story they'll obviously gain more contacts, though I don't know if that should be story based or by level.
Finally we should also introduce a fame/infamy/honour/status system because as the PCs do deeds that go out and affect the world, people will start to react to them differently. I'm not entirely sure how many of these subsystems should exist, but there should be differences between circles. The champion of a gladiator ring is obviously going to have a lot of clout in the arena, but probably will be treated no different in the king's court or by the wizard's academy than any other person.
Those are the ideas I have in my head at the moment, and will probably post more here as they appear as the playtest goes on. So What fixes or addons would you implement?
So I just ran the first section of the Doomsday Dawn module: The Lost Star and I have a few thoughts to share. So first for the raw numbers and then I'll go into more spoiler territory.
First there seems to be some huge disparity in the difficulty of some of the encounters, combat was not very difficult for my players if somewhat repetitive for the barbarian and fighter. The barbarian player only raged a single time and then proceeded to nearly one shot the boss with a timely placed critical. Due to the cleric's good perception the party managed to avoid most traps and locate most of the hidden treasure. On the other hand poison seems to be overly lethal given that had any of the PCs failed their saves against the centipedes that would be the end of that character. Also why is there no DC on breaking down the door but you can unlock it with 3(!?!) DC20 device checks?! That is just going to stop any rogue completely. Channel positive energy is still crazy good against undead.
Finally note: All my players really enjoyed the first session and we'll be doing the rest of the campaign soon. It wasn't too hard to get the hang of the rules, the most difficult one being initiative.
With the release of the second edition of Pathfinder, I thought now would be a good time to ask Paizo to fix one of the rarely spoken problems with the first edition; the less than ideal release schedule. Well simply put it took far, far too long to get books like Ultimate Intrigue, Ultimate Wilderness and Planar Adventures. I for one don't want to wait 5 or 10 years to have rules for mass combat, kingdom building rules, rules for organisations, fame/infamy, rules for harvesting monsters, comprehensive rules for wilderness travel or games set in the planes and so on. On a personal level I would be fine postponing books like Ultimate Magic and Ultimate Combat until after all the more game master related books are out.
So now to you, I'm sure Paizo will pay attention to this thread (if it gets big enough), so this is your opportunity to chime in on what subsystem(s) you believe should appear as soon as possible, what would be an optimal release of such kinds of books and finally because Paizo doesn't have infinite resources what could be pushed back on the release schedule. PF2e is a chance for a better game experience, so we should all look at every aspect of the game for areas of improvement and I think the release schedule is one. The question though is who else thinks so too?
One of the many things that I felt that the first core rule book of Pathfinder failed to do was to make the all the downtime and rules outside of killing monsters in the dungeon all that interesting or even have any. So here are some ideas of things I would like to see in the core book if we could.
First I would like to see rules for settlements, kingdom building and mass combat. If they are baked in the game from the beginning I think they can open up a lot of gameplay that we have grown used to, like the Kingmaker AP.
Secondly I would like to see the Boon/Woe for NPCs to be there in the beginning. I think this is a great tool for world building and making the connections with NPCs mean something. This would bring some of the fame and infamy rules from ultimate intrigue in addition, to make the actions that the PCs have are going to affect them in the world they are in.
Finally I would like to see some more different trials for the overland travel that are not encounters. From simple things like armour straps breaking and getting wet, to potentially more dangerous things like the group being afflicted by a disease or curse
Anyway those are some ideas, what do you guys think?
Given the new edition coming around, I would chime in on a desire to see both clerics and wizards to be different from each other by what they specialise in. In PF1 they tried but it really didn't come across. This does somewhat come from the Warhammer roleplaying game but I think it makes sense here and I will elaborate what I mean. In Pf1 when you became a specialist wizard or a followed a specific god as a cleric all you got was 3-6 abilities that where often not all that impactful in the way one played the character and had no effect on the role playing side of the character. Universally I think both of school specialisation and domains should affect somewhat how the character looks, necromancers will look paler and more skeletal, those with the strength domain will look stronger and healthier. Secondly I think that school specialisations and domains should have an equal weight to spells on how a character acts in combat. Looking at the previous examples, I think necromancers would have all sorts of abilities that represent their ties to death, like abilities that allow them to resist effects and abilities that allow them to hurt the living or empower the death. The Strength domain would equally provide abilities that would mirror powers seen in comic book heroes for short periods of time, like being able to break a stone wall or leap dozens of feet in the air. Now while I don't think every necromancer or cleric of Irori should look, act and play the same I do think there should be marked differences. If a player says "I'm a cleric of Shelyn" there should be a marked expectation that is different from a player saying "I'm a cleric of Rovagug". And as a bonus I think that if done correctly people will stop seeing clerics as first aid kits on legs. In the same manner I think wizards should be distinguished from their specialisation more and thus if a player says "I'm a diviner" it should mean something to the group compared to them saying "I'm an transmuter", at least as much as what spells they have in their spell book.
Anyway those are my thoughts, what do you guys think?
So a thread I think would be interesting to have, at least for those of us who are interested in partaking in the playtest, is what are you going to do to test the dice out of this new edition? What do you first want to try out in the new system? What do you want to convert from the previous editions to this one? What mechanics do you want to test for with what you are planning on playing?
On my end at the moments what I have in mind is
From the top of my head I had a desert elf scimitar wielding tactician/party buffer, a wraith cleric, a goliath grappling monster and a human illusionist. The mechanics in question will of course be the ability to recreate these characters with what exists as much as possible and to see how easy/hard it is to convert what I can't do with the core
2) Convert some 3PP monsters and some homebrewed ones and run them in encounters
I am especially eyeing some monsters from the wayfinder bestiary and the tome of horrors, most with relatively normal parameters but a few with weird rules and/or extreme values in their stats. Again testing for backwards compatibility but also for things like how monsters with multiple attacks are balanced, or monsters with strange abilities affect the game
3) Run a simple scenario with my players of a session I had ran a while ago
The scenario in mind is a simple "haunted house" like experience for a party of lv5 characters, filled with cannibals, ghouls, traps and haunts. Things that I particularly enjoyed of that session where
1)The attic whisperer + silent image haunt
2)Ring of the cannibal cursed item paired with the coupled with the ghoul distemper affliction
3)The Babau final boss using prisoners as shields as they teleported around the room
So obviously the mechanics in scrutiny are the backwards compatibility, combat and if the mechanics will affect how the narrative of that session went down
So I've been running a game for a while for some friends, and recently they've been thrashing pretty much everything I've thrown at them. So I've been inclined to build a monster that will make their lives hard, but my aim is not a TPK. They're are lv9 and this thing is meant to be a rather difficult boss at CR12 but I have been known to make creatures too powerful so I'd like some input
medium aberration CR12
AC 28 (10, +9 dex, +9 deflection)
HP 17d8 (135)
Will +20 +10 against illusions
Melee 2 claw +21 (1d4+1 +2 dex damage, touch attack)
STR 12 (+1)
male wraith biomedical scientist lv5/ film director lv3
It is morning at the Amber Flame Great Block, for the twentieth day in a row the sky has been pristinely clear, with not a single cloud in the sky. A fact ignored by most of the residents of Amber Flame, who have not watched the sky in months or years, some even having spent their entire lives without ever peering once outside. It is a normal enough morning, everyone just grinding away at their jobs or wandering about the store front of the Great Block.
Alright you all find yourselves at the store front of Amber Flame, so what are you doing?
Alright I've been mulling with game in my mind for a while. This is going to be a pathfinder pbp, no maps, game set in a home-brew setting. The aim of the game is to explore the setting and learn more about it. As such your characters are going to be naive citizens that have lived a sheltered life... until the start of the game at least. Character will be lv1, 20pt builds, 100gp for equipment, 2 traits; core races only, any paizo published class but feats/racial traits/archetypes are limited in that only urban environment related racial traits/traits/feats/archetypes are available due to the setting of the game.
I want to keep the setting deliberately vague as exploring it is the point, but for a place holder, imagine a fantasy version of Judge Dredd, your characters are the normal citizens living in what is effectively a Megablock, and thats where the game will start.
I'm looking for about 5 players. I'll planning on starting in 2 to 3 weeks time. If you are interested please post bellow and if you have questions I'll try to answer them without spoiling. Finally I'll have a list of things your characters will know which I'll message to you once the game starts depending on the knowledge ranks your character has.
male wraith biomedical scientist lv5/ film director lv3
It is a week before the Swallowtail festival, and the town of Sandpoint is gearing up to the celebrations. A few miles from the town a number of strangers are meeting for the first time at a way-inn, it is an old rustic place, with little love to aesthetics. The wooden cabin is filled with tables and chairs but few patrons, many being put off by the numerous stenches of the less than hygienic staff. Many are resting up here today before they make their way into Sandpoint in the morning.
Alright so time to introduce your characters and have them something to do
Well I haven’t run a PbP in a long time, but well I think I have enough time to run one. So to the premise of this game, it will be a mash-up of a number of adventure paths and modules, set in Golarion specifically Sand Point though with a little artistic licence, mainly that it will be merged with Falcon’s Hollow, though it will still be set in Varisia.
Leveling will be done at the of the story arc for the level, basically once all the module and AP stuff for that level has been completed. This may end up giving some harder difficulty encounters at times but it should be levelled out by more wealth accumulated per level.
Characters will be created through a point buy system, 25pts. You get 3 traits of any kind though they must be different kinds each, so you can’t have 2 combat traits for example. Core races only, and any class from the core book, APG, and the ultimates. Obviously starting at level 1. For character backgrounds I’m looking around at least 1 paragraph, and they should be natives of the inner sea, though not necessary Varisia as long as they have a reason to be at Sandpoint at the start of the game.
Right so I’m looking for 4-5 players, first come first served I guess, hopefully we’ll have players who can post at least once a day, but I’m not picky in that sense
So after reading a thread on 3pp, it seemed that the most common complaint was game balanced, which was countered by "well Paizo's stuff isn't balanced either!"
So let’s talk about balance then
1) What is "balanced"? What definition do you use?
From personal experience I’ve played with some hard core munchkins who could blast through every encounter I made while GMing in a round or two, usually on their own, usually against monsters +5 to the recommended CR. Even so I still allow pretty much anything with only very few exceptions in my games. So from experience it is rare that the problems come up with the published material but from the player using it. Though I admit I wasn’t around 3.0 and the 3pp bloat so that could have changed this statement.
From a GM’s perspective the only problem with game balance is with a group were some players a left out, but I have yet to come up to a situation where a player was to be left out regardless of what they did due to being so underpowered compared to the rest of the group.
Again that’s from my point of view, so to the community, what are your thoughts on game balance?
Disclaimer: this is only an idea at the moment and nothing has been started. If something like this already exists please post a link here and end this discussion. Finally I have absolutely no clue on how do any of this and I don’t pretend to so if you do like this idea and now how to make it come about please do post so here
Onto the project itself; codenamed: “freelancerpg.com” (that website may already exist but this is just a placeholder name)
The idea itself:
Now onto why I’m posting this
So from the talk of the "GM's don't run" its come up that many people are tiered with the protrayal of the "drunken scotish" dwarf. So this will be the communities effort to make dwarfs "playable" again, a fresh new look for dwarfs.
Personally I've never really seen dwarfs as "scotish" or "drunks". More like master craftsmen, kinda nordic, who can take their ale so well the never get drunk.
male wraith biomedical scientist lv5/ film director lv3
The Grand Council of Gabel has summoned all the contenders to the throne to the Parliamental Place. It is a grand building rivalled only by the Royal Palace, made out of white marble and white jade. The central part of building, the largest room is the council room, a very large dome of 120ft radius. At the north end of the council room is an elevated platform with a semi-circle table, were the council resides. The south end of the room is the main entrance, where nobles and their servants enter from, there are a number of lavish benches making a number semi-circles at the south end, leaving a wide open space before the council.
Champaign idea: all the players will be heirs to the kingdom of Gabel, the king has passed away and you all have claim to the throne. The council that leads the nation will set a series of tests to judge the most worthy of the heirs to become the next monarch. This won’t be a pvp game…
This is going to be a scion world building campaign pbp. First because your characters are powerful instead of using normal character creation rules we will use titan character creation (its also easier). This comprising of choosing 4 favourite previous 2 banned previous. You get mental, social and physical attributes pick one of them to be at epic 10 and the others at 8. Unlike normal you get 2 epic 11 attributes which you can put anywhere. Technically titans have dice pools of 20 for all actions before modifiers. Titans also get all knacks and they know all boons up to the 8th one for all previews, and they know all boons for their favourite ones. They know none of the boons for their banned previous. You also get to choose any 5 virtues, and those will be rated at 5.
Looking for 5+ players
Classes and other rules:
Prospector d10, full attack progression, 4 skill points, feats, weapon specialisation and sneak attack, good fort and ref, proficient with simple and martial weapons, light, medium and heavy armour
Class skills are: acrobatics, appraise, climb, disable device, escape artist, heal, intimidate, knowledge (local), perception, sense motive, sleight of hand, stealth, survival and swim
LV1 sneak attack +1d6, grit or rage
LV2 feat (fighter feat, for all on this list), weapon/armour specialisation
LV3 sneak attack +1d6, nimble +1
LV4 feat, weapon/armour specialisation
LV5 sneak attack +1d6, deed/rogue talent/rage power
LV6 feat, weapon/armour specialisation
LV7 sneak attack +1d6, nimble +2
LV8 feat, weapon/armour specialisation
LV9 sneak attack +1d6, deed/rogue talent/rage power
LV10 feat, weapon/armour specialisation
LV11sneak attack +1d6, nimble +3
LV12 feat, weapon/armour specialisation
LV13 sneak attack +1d6, deed/rogue talent/rage power
LV14 feat, weapon/armour specialisation
LV15 sneak attack +1d6, nimble +4
LV16 feat, weapon/armour specialisation
LV17 sneak attack +1d6, deed/rogue talent/rage power
LV18 feat, weapon/armour specialisation
LV19 sneak attack +1d6, nimble +5
LV20 feat, weapon/armour specialisation
Technology Master d8, ¾ attack progression, 4 skill points, techno-powers, good fort and will, proficient with simple weapons and 1 exotic weapon of your choice, light, medium and heavy armour
Survivor d12, ½ attack progression, 8 skill points, specialisations, all good progression on all saves, proficient with simple and martial weapons, light and medium armour
Races available are human, mutant and ghoul
So what your thoughts on this?
ps: I still need to do weapons...
Magnanimous Composition Heroes;
•New rules for character creation