paizo.com Recent Posts in Arcforge: Technology Expanded (PFRPG) PDF Discussionpaizo.com Recent Posts in Arcforge: Technology Expanded (PFRPG) PDF Discussion2020-05-20T12:40:57Z2020-05-20T12:40:57ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFthe xiaohttps://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#172021-05-20T13:37:42Z2021-05-20T13:37:42Z<p>Endzeitgeist's review shows what's the difference between a reviewer that playtests the material and mine, who doesn't. I have a knack of finding some, but not all, the possible problems when a book is taken to the table. I STILL think this is a book worth getting, if the user takes into account the problematic things Endzeitgeist mentioned.</p>Endzeitgeist's review shows what's the difference between a reviewer that playtests the material and mine, who doesn't. I have a knack of finding some, but not all, the possible problems when a book is taken to the table. I STILL think this is a book worth getting, if the user takes into account the problematic things Endzeitgeist mentioned.the xiao2021-05-20T13:37:42ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFJason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#162020-05-21T15:55:50Z2020-05-21T03:28:20Z<p>Thanks as always for the awesomely detailed review, Endy!</p>Thanks as always for the awesomely detailed review, Endy!Jason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)2020-05-21T03:28:20ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFEndzeitgeisthttps://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#152020-05-21T02:55:36Z2020-05-20T12:42:35Z<p>Part II of my review:</p>
<p>Personally, I think that focusing more on breadth of options rather than a deepening of numerical boosts would have been a more rewarding route – more customization for the mech, less static boosts – or, you know, make the static boosts for Strength etc. cost BP. Instead of the nigh impossible to control and balance wide open transparency the system offers, a more controlled system with select exceptions would have probably been the more elegant and robust solution that also retains the uniqueness of classes and class options that do focus on mechs.</p>
<p>Speaking of which, the helmsman did also have an option for vehicles, right? Well, the book presents rules for technological companions, (combat transport vehicle, infiltration transport vehicle, motorcycle, sportscar, and ship); these come with their own base shapes and use the mech’s table and ability gains instead of the default companion stats, following the mech frames with their benefits and enhancements granted. These do warrant some scrutiny as well; ships, in aquatic campaigns, would e.g. be an escalation over the “horse is more deadly than cavalier” low-level issue, as the ship begins play with a Strength score of 24. My observations regarding the potential issues of the mech engine obviously also apply here as a consequence. Since these vehicles also behave as though the driver was mounted, there are some seriously devastating attacks that can be pulled off with them. That being said, if you wanted to play e.g. Knightrider? Here you go.</p>
<p>But let us return to the helmsman class: At 1st level, we get the supernatural hypercharge ability: At 1st level and every odd level thereafter, we get one hypercharge from a list of 13; these are activated as a swift or immediate action, and sport a cost – this is a cost in essence burn, which recovers at the rate of 1 per minute of meditation. 7th, 13th and 17th level unlock previously level-locked hypercharges. Hypercharges last Intelligence modifier rounds (ability score reference not properly capitalized) unless otherwise noted – e.g. one that nets you an additional attack with the same weapon is instantaneous. These hypercharges can be VERY strong. For one point of essence burn, we have an attack roll or saving throw reroll for the bonded vessel as soon as 1st level, and the ability does not specify whether the decision must be made before results are made known. For 2 points of essence burn, we have an instantaneous repair for the bonded vessel equal to twice the helmsman’s level. (Infinite healing exploit is only an issue if you combine it with an option that allows hit points to be shared between constructs and living things.) You can also choose an akashic armament or veil that “the bonded vessel has essence invested in” (which is an odd phrasing that should probably read “´of the bonded vessel that the helmsman has invested essence in” or something like that, increasing that by 3, even beyond the usual cap. Later we have the means to get a combat feat for which the helmsman meets the prerequisites. Which brings me to a question of hypercharges like this: Could you use this hypercharge to gain consecutive feats/mini-feat trees for a limited duration? RAW, that’d be possible. On the plus-side, the high-level options include AoE ranged and melee attacks. Really weird: This is probably the first time that I’ve seen a base class refer to the ability suite of an archetype: The helmsman can also get a hypercharge that lets them learn one of the overdrive abilities of the reactor knight psychic warrior, using Intelligence instead of Wisdom as governing ability score.</p>
<p>Also at 1st level, we have the akashic armaments ability, which lets the helmsman imbue essence in the bonded vessel as though it were a veil; the limit based on veilshaper level applies to each of the armaments separately, not to the overall armaments. Well, scratch that: The armaments are unlocked at 2nd level, and a glimpse at the class table confirms that the text claiming that this is gained at first level, is wrong here – the ability is gained at 2nd level. The benefits are all unlocked, with 9th and 16th level providing new sets of options. The akashic armaments are in line with the existing options: Artillery, for example, nets you a +1 insight bonus to atk and damage with all weapons, and +1 to the save DC, if any, of weapons. This is pretty much a variant of the daevic’s armbands of the irked elephant, minus base damage and bull rush, but plus the DC-angle. Bonus type prevents stacking exploits. That being said, I’m not a big fan of the high-level initiative boost. On a formal level, we have some deviations from the standards here: Threat range is e.g. noted as “15:20”, and we have instances of feats not capitalized and weapon special properties referenced not in italics.</p>
<p>2nd level and every 3 levels thereafter nets a chakra bind in the progression head, feet, wrist, shoulders, headband, neck, body. Balance-wise, the head-chakra is usually gained only at 6th level, at the very soonest for full-caster type akashic characters; for others, the customary level-range is 8+. This does undercut some of the balance options of the system; take djinni’s turban from City of 7 Seraphs: Akashic Trinity, for example: binding this veil to the head slot nets you unassisted personal flight with perfect maneuverability if bound to the head slot as well as a 20% concealment against ranged attacks if you move at least 20 ft. in a single round. Usually, that’s perfectly fine, as you can do it at 6th level, at the soonest, if you’re a nexus or vizier. The helmsman, though? This fellow can pull that off at first level, which violates PFRPG’s balance-assumption of no unassisted flight below 5th level – and it also kinda undercuts the coolness of having an aerial mech. Alternatively, sparkling alicorn nets you a half-celestial unicorn at first level. Via the chakra bind for head; stare of the ghaele’s head chakra bind nets you 1d6+1 rounds of staggering, which is hardcore at the usual 6th level; at first level, it’s overkill. This, more than anything else, would disqualify the class hardcore for me – but guess what? This seems to be yet another error, for the class table does instead provide the hands chakra at 2nd level, which is very much a feasible choice! This is perhaps the most egregious issue in a class’s rules I’ve seen in a while, as it means the difference between “fundamentally broken” and “works well within the confines of the system.” Not cool.</p>
<p>4th, 10th and 19th level net enhanced capacity; 4th level also allows the helmsman to prevent the destruction of their vessel by sacrificing their own hit points. I get and like the intent here, but with a regenerating pilot, this can be somewhat problematic; with a 1/round caveat or a Burn-like mechanic, this’d retain the spirit of the ability, without resulting in the wondrous almost trash-indestructible mech. As written, this ability rewards you for keeping your mech nearly trashed, as the pilot can be healed up quicker than the mech. At 6th level, the helmsman may 1/day (+1/day at 9th level and every 3 levels thereafter) reallocate essence as a free action. 10th level nets the exclusive interface chakra; 12th level nets turboboost. This nets the vessel the ability to gain the benefits of one additional chakra to which any kind of veil can be shaped, but the helmsman takes essence burn equal to the number of essence invested in the chakra each round this is maintained. At 18th level, this is delimited, reducing essence burn to 1 if the vessel has “1 or more points of essence invested in the hypercharge chakra.” Wait. WHAT? Hypercharge is no chakra! That’s a series of abilities that requires essence burn to use, but you don’t invest anything in it? Turboboost is also not a chakra, so is this supposed to reference interface? I genuinely have no idea how the hell this ability is supposed to work. The capstone lets the character shift their essence as an immediate action an unlimited number of times per day, and hypercharge requires one less point of essence burn, minimum 0. The first part of this ability is phrased imprecisely: The core veilweaving feature provides the means to reallocate essence an unlimited amount of time as a swift action; adaptive response improves that to a free action a limited amount of times per day. So…does the capstone mean to imply that it allows for unshaping and constructing of new veils? It seems to refer to previous limitations and is phrased as a delimited, but the ambiguous verbiage makes this very hard to grasp.</p>
<p>The class is supplemented by a variety of favored class options, as well as 3 archetypes. The first would be the experimental engineer is an engine-tweak that is a straight power upgrade: At 3rd, 7th, 11th, 15th and 19th level, you get to choose a mech enhancement, an item creation feat, or a hypercharge. Instead of choosing one hypercharge, you get to choose from more. Pretty sure that, at one point, hypercharges were all unlocked at once, and this archetype was not updated properly. As written, it is a straight power-increase sans drawbacks or tradeoffs. The ability name is not bolded properly. The fleet commander can spread his pilot levels among bonded vessels – a 6th level commander could e.g. have 2 3rd level vessels, 6 1st level vessels…you get the idea; each level, the pilot levels must be allocated, and once chosen, these cannot be redistributed. The fleet shares a bond within 100 ft., +10 ft./level, which includes seeing and hearing through them, which can be ridiculously powerful. The fleet commander can also expend actions to command his fleet; “for example, a fleet commander can spend a move action to command the mechs to move, and a standard action to command them to make a ranged attack.” At 6th level and every 3 levels thereafter, the fleet commander can issue commands to an additional one of his bonded vessels as the same action, though doing so causes the vessels to take a -1 penalty to atk and skill check “per mech commanded this way.”</p>
<p>The vessels have to take the same action, but may target different targets. Okay, so RAW, only mechs feature in the penalty, which is clearly an error, but at least only one of the vessels gets the very strong vessel shape sharing. Second error: The class feature references the eclipse base class instead of the helmsman. The archetype loses adaptive response. Hypercharges may affect additional vessels for 1 point of essence burn. I spoke too soon, btw.: At 8th level, investing essence into a single bonded vessel for akashic armaments and veils shares that with the entire armada. This replaces enhanced capacity. WAIT. There is no enhanced capacity at 8th level! So what is this supposed to replace? Is the level incorrect? 12th level replaces turboboost with the ability to bond with any vessel as a standard action, treating it as a bonded vessel for all purposes. “The fleet commander may have any number of vessels affected by this ability at a time, but a single vessel may only be considered he bonded vessel of one helmsman at a time.” WTF. Remember: He can see through all. Instead of improved turboboost, we have the ability to command +1 vessel for a point of essence burn How does this interact with the base ability to command more at once at the cost of penalty? Freely? Full choice? Do we need to pay only in excess beyond the basics? The capstone eliminates btw. the base penalties for multi-vessel commands, and allows the vessels to take different actions from each other, which is damn cool – and something the archetype imho should have, at a HIGH cost, gained earlier.</p>
<p>The themistoclien helmsman replaces the hypercharges with Path of War maneuvers, starting off with 3 maneuvers known, 1 readied, and increasing that to 7 and 5, respectively. The disciplines available are the golden lion, piercing thunder, solar wind, and the atrociously overpowered rajah class’s radiant dawn. Maneuver recovery works via standard action, or he may gain temporary essence equal to half Intelligence modifier (minimum 1) that may be used for essence burn….and guess what? We have the ability to execute maneuvers through the bonded vessel, so essentially rajah lite, minus the rajah’s atrociously OP titles, but with a better chassis, and it has the same enhanced capacity glitch as above. Since it, like the fleet commander, suffers from a progression/ability exchange glitch, and since the core class already has one, I’ll stop trying to judge whether this fares on the power scale. Dual-system options are already hard enough to check when all components are in working order.</p>
<p>Beyond the veil list (which is another indicator that the class SHOULD in fact get the hands chakra…), we also get a couple new veils. Ablation field is for the chest slot and increases your DR or hardness, but RAW doesn’t grant you either, energy adaptation while bound; captain’s guided hand is cool, as it provides skill boosts and, when bound to hands, lets your vessel ignore mundane difficult terrain and high winds. Dogfighter’s third eye is exclusive to the helmsman’s mid-level interface chakra, and nets you dodge bonus to AC; interesting: you get to move whenever you’re missed, and while bound, you get blindsense. Also for the interface chakra: expansive uplink, which nets long-range telepathy and sensory sharing; general’s beacon which lets you track allies (and enemies, if bound); ironclad bastion is a more straightforward buff with a movement enhancer when bound; navigator’s boon does what it says on the tin, including find the path (not in italics) while bound. Steel ward’s bond lets you interface with constructs and mind probe them. For non-exclusive chakras, we have the technological items disrupting interface bangles for slots wrist, body, which can also disrupt magic when bound, and warlord’s fist, which nets AoE Intimidate.</p>
<p>Okay, since the helmsman class requires knowing the reactor knight archetype, let us cover that fellow next. The reactor knight gets Fly and Knowledge (engineering) and diminished manifesting, and loses warrior’s path, expanded path, secondary path (powers, trance, maneuvers) and pathweaving in favor of a bonded mech and the overdrive ability referenced by the helmsman. The ability lets the archetype expend their psionic focus in favor of Wisdom bonus + ½ class level (minimum 1) boost points, which last for class level rounds and may be used to activate any overdrive known. At 1st level and every 2 levels thereafter, the archetype gets to choose from one overdrive of a list of 12. These include making Fly checks to negate attacks (broken; skills are super-easy to cheese beyond attack rolls), but that one is at least an immediate action, so only once per round. There is also a physical attack at a 60 ft. range that is extraordinary – which is cool. But how is the very possible scenario of preventing the return of the e.g. detached fist handled? How is this explained with weapons? This is missing the usual clarifications of extraordinary melee attacks executed at range. We also have AoE fire damage, or what about adding Wisdom mod to all attack, saving throws and Acrobatics checks for 3 rounds (no, this has no minimum level), for a lousy 2 boost points that are replenished whenever you want? Compare that with the one that lets you spend 1 boost point and a swift action to exit the mech and land on the floor safely with a DC 5 Acrobatics check. Yeah, let me take the latter over a boost that makes palas cry over their grace being sucky. We also have some formatting inconsistencies here, but this review is already very long. The archetype also provides some skill bonuses, mech enhancements and the capstone has a maximum overdrive that lets them use overdrives sans boost point cost. Don’t get me wrong: This is an archetype I per se LIKE, but it is one that desperately needed some limits, some minimum level requirements and internal balancing.</p>
<p>While we’re on the subject of psionic archetypes, let us cover the remainder of them: The Circuitbreaker cryptic loses the altered defense class feature in favor of Technologist and tech-related crafting feats at higher levels. Instead of evasion, they get Psicrystal Affinity and Psi-Core Upgrade; the latter is a rather cool psionics/tech crossover feat that lets your psicrystal bond with weapons, tools, etc. – which is per se neat. I do have one concern with the feat, though: It lets you convert power points into charges on a 5:1 ratio, which, while not exactly game-breaking, can be a pretty strong delimiter in games, considering how batteries, per the default rules, have a serious chance of going kaput. Lacing traps into targets? Nice. As a whole, I consider this archetype to be solid. The Eclipse archetype for the dread class is, unfortunately, not as well-considered. We have a fleet-scenario that sports much of the same issues of the fleet commander, but add to that the ability to execute ranged untyped damage causing touch attacks; that wasn’t good design for the dread, and it’s still not good design when it can be executed at range and via proxies, particularly since it can also channel terrors at range. At this point, the archetype is already disqualified for me. The mecha sentinel aegis is interesting: Instead of the astral suit, we get an astral mecha, including 3-point customizations for mech enhancements and 4-point customization for size increases, with cannibalize suit replaced with the ability to shake off some negative conditions at higher levels. The medimechanic vitalist can add objects and constructs to their collective, and get a modified powers-list instead of medic powers…oh, and they can exchange repair and healing through their collective. And here we have the HP-with-construct-exchange issue I warned of above.</p>
<p>The overcharger wilder gets a variant surge and three exclusive surge bonds to choose from: Armsmaster, Malfunction and Pilot. No surprise: The pilot surge, which nets you a bonded mech or companion vehicle at full CL is by far the best one. The latter should cost the archetype more. The squad leader tactician has a slightly better ratio there, losing coordinated strike and lesser strategies. As a nitpick, his collective erroneously refers to him as mech pilot, but on the plus-side, the feature is modified to lose the range upgrades, but allow for temporary teamwork feat sharing. Using the collective engine to remotely steer unpiloted mecha is also a neat angle, though I am very weary of the fact that this action tree actually is reduced at higher levels, particularly since there is RAW no limit to the number of collectives you can theoretically be a part of at the same time, which could result in some ridiculous scenes regarding the action economy of the faithful mech servants of a ton of tacticians. There are also two non-psionic archetypes: The cyborg engineer vizier may invest essence in technological items, which allows them to consume fewer charges -1 fewer per essence invested. And with the aforementioned hypoguns, that’d mean infinite healing…and the archetype’s out. (As an aside, combine that with the vitalist, and we have infinite mech healing…) The road warrior fighter is straight-forward, a vehicle companion fighter. No complaints here.</p>
<p>The pdf also features class templates and features, which include blade skills for the soulknife that allow for the emulation of technological melee and ranged weapons. The psionic formulist is a class template that removes the extracts mechanic in favor of psionic extracts; these do tend to be more powerful than regular extracts, but the per se solid implementation, comprehensive lists and considering the theme, I’d very much let those guys into my game. The powerful cerebremancer also gets an archetype, the metaforge is essentially a tweak that is based on the variant rule that treats psionics as advanced tech according to the old adage.</p>
<p>The supplement contains a 10-level PrC, the psiborg adept, who gets ¾ BAB-progfression, d8 HD, ½ Fort-and Will-save progression 8/10ths manifesting progression, and 4 + Int skills per level. Bonded mecha, astral suit, mindblade etc. are also advanced; the archetype suspends the draining of charges of technological items while psionic focus is maintained, and they have a higher implantation threshold, gaining progressively more construct-like abilities. The 8th level ability of the PrC is super strong, auto-regaining psionic focus when manifesting a power, provided you didn’t expend it while manifesting that power. The character may also use charges as power points at higher levels – you get the idea.</p>
<p>Rather cool: The book contains a couple of psicrystal archetypes: The Informant, the OS, and the targeting array – and I genuinely love these. The targeting array gets Int-based aid another, including follow-up feats; the OS gets holographic projections and can hijack robots – and we also get a synthetic animal companion archetype. Kudos for this entire section – apart from a few formal hiccups (ability score reference or size not capitalized, etc.), this section really knocks it out of the park! It’s evocative, balanced and creative and shows what the authors can do.</p>
<p>We also get racial variants, 2 for androids, 2 for forgeborn, 1 for the noral (essentially an akashic variant); Skills are not properly capitalized, bonuses are untyped when they should be racial, and they are lopsided, including ability scores on one side of the mental/physical divide, and one of them nets +4 to Intelligence. . Apart from the champion forgeborn, against whom I can field no nitpicks or gripes, I wouldn’t use them. The book also contains 7+ pages of feats, reprinting the required ones like the Craft feats and Technologist, etc. These also include Craft Companion Vehicle and Craft Mech. As a note: The rules for non-companion vehicles to which they refer point to “pieces” instead of gp. We have feats for having the mech integrated into a set of body armor, the usual class feature enhancers for extra hypercharge, enhancements, etc., replace animal companions with a mech, metapsionic means to cause irradiation with powers based on power points expended. Oh yeah, and then there is that feat that lets you always ignore temporary hit points. Always on. Prerequisite: Psionic Weapon or Fist. That’s it. WTF. Kill it with fire.</p>
<p>The book also has an array of over 20 new psionic powers, and the list includes the voyager class and the gambler among the lists provided. These psionic powers need to be vetted VERY CAREFULLY. Assimilate function, for example, is a costly level 8 power that targets an AI: The AI gets one save, and if failing that, it is instantly destroyed and you get all of its knowledge and special abilities. No duration, mind you. You literally get all of it permanently. Do I even need to explain that this can be an issue? Okay, what if I told you that there are powers that make targets resurrect or incarnate as AIs? Ton of narrative potential, but also a high potential for some logic bugs on why bad guys aren’t nigh-unstoppable.On the plus side, we have astral swarms with the robot subtype and cool augmentation options that include instead making gray goo. Weird, beyond the rather prevalent formatting issues: Even if a power has only one augment option, it lists its augmentation as “1.”, which makes quite a few powers look as though something was cut, when cut copy paste was a more likely culprit. We have rather powerful and flexible terraforming-themed powers, including wide-range weather control, but also changes of gravity, fauna, etc.; while I don’t agree with the cost of all of them, I found myself genuinely appreciating these powers, the formatting snafus here and there notwithstanding; for a scifi or science-fantasy campaign, these certainly are cool and appreciated. Quite a few of these are modeled after comparable spells, expanding the range of psionics while retaining a distinct flavor. I also rather appreciated the complex holographic projections, the power-based piloting, interplanetary movement via psionics, etc. – this kind of stuff. High-level tech-wrecking is cool. Not so cool: One augmentation of a power that lets you recharge tech via psionics lets you multiply the charges by recharging multiple items at once. Still, as a whole, one of the strongest chapters of the book.</p>
<p>The final section includes notes to reflavor both akasha and psionics as cybertech; in the case of the former, we get 4 veils: hover boots, H.U.D., micro-missile gauntlet and nanite cloud. The former being e.g. a variant of lavawalker’s boots that instead of resistances grants you an enhanced speed; H.U.D. is a reflavored sentinel’s helmet – you get the gist. The take on akasha is clever, in that it focuses on flavor; the one on psionics goes a different route, and recommends making them no longer susceptible to dispel magic etc. – essentially, it’s a re-establishing of the psionics-are-different paradigm, with the caveat that effects that affect technology now also affect psionics. Provided your campaign sports enough tech-related materials and effects/spells, this works – if not, be very careful, as psionics already are pretty potent. The section also presents three variants of psionic item creation feats for this context, and adds spells as powers to some class lists.</p>
<p>Conclusion:</p>
<p>Editing and formatting are not even close up to the standards of Legendary Games; beyond the rather copious deviations in formatting I noticed, the supplement unfortunately also suffers from several issues on the rules-language level, which include ones that wreck the functionality of otherwise cool concepts. Beyond that, the balancing of quite a few options, internal and external, is dubious. This feels like an excellent first draft; not like a finished book. Layout adheres to the series’ two-column full-color standard that LG-fans may also know from Starfinder supplements. The supplement sports quite a bunch of full-color artworks. The pdf comes fully bookmarked for your convenience.</p>
<p>Matt Daley and Michael Sayre are both talented designers, but the long and painful genesis of this book is readily apparent. The core engine presented is an interesting one that succeeds at its intended goal of depicting rules for a game alike e.g. Gundam SEED, but it is also one that would have benefited from not trying to fuse all those sub-systems – in many ways, one of the things that undo parts of this book, is that it loses track of all the moving parts of the systems it taps into, misses balancing caveats that were clearly intended to be there, misses internal level prerequisites for some ability arrays, etc.</p>
<p>This is particularly evident, as the book does e.g. show a cognizance of balancing caveats regarding e.g. threat range limitations and similar fine details that often are overlooked. The intent is here, the execution falls a bit short. As a consequence, the power-levels fluctuate starkly between OP and “I’d use and allow that without missing a heartbeat!” regarding quite a few pieces of content, and the issues are never there out of necessity for a vision, they are there because of what feels like refinement missing.</p>
<p>Again: The core of Arcforge’s engine does its job in a solid manner, though expansion of it instead of the inclusion of the archetypes might have been the more prudent strategy. In many ways, this feels like one of the most rushed books I’ve seen by Legendary Games so far.</p>
<p>After I had perused the mecha-engine, I was excited to see whether the classes and class features would offset some of its potential rough spots, but instead, they went the other way, exacerbating some flaws with numerous exploits, a ton of glitches, problems in functionality, etc. In many instances, supplemental materials with the proper focus could have rendered the engine a Top Ten-level masterstroke – the potential is here. Still, this does leave me hopeful for future installments!</p>
<p>And yet, while this book is deeply flawed, and while I’d advise extreme caution when implementing it in your campaign, it is also a book that is genuinely inspiring, that has its moments of brilliance, and that, if you can get your players to agree to refraining from gaming the system in its plentiful available ways, can make it a compelling cornerstone for entire campaigns. I just wished this had received the control, clean-up and refinement it needed. As provided, I can only recommend this with some serious reservations, and can’t go higher than 3 stars, consisting of a median of some components in the lower rating echelons, and some in the higher ones.</p>
<p>Endzeitgeist out.</p>Part II of my review:
Personally, I think that focusing more on breadth of options rather than a deepening of numerical boosts would have been a more rewarding route – more customization for the mech, less static boosts – or, you know, make the static boosts for Strength etc. cost BP. Instead of the nigh impossible to control and balance wide open transparency the system offers, a more controlled system with select exceptions would have probably been the more elegant and robust solution that...Endzeitgeist2020-05-20T12:42:35ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFthe xiaohttps://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#142019-05-11T12:19:05Z2019-05-11T12:19:05Z<p>The book reminded me of an old Dragon Magazine article about adding mechs to d20 Modern :D</p>The book reminded me of an old Dragon Magazine article about adding mechs to d20 Modern :Dthe xiao2019-05-11T12:19:05ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFthe xiaohttps://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#132019-05-11T12:16:43Z2019-05-11T12:16:43Z<p>(Review continued)
<br />
Anything wrong?: The Experimental Engineer feels unnecessary, as I mentioned, since all helmsmen could take the archetype, and the Temistoclien is the most essence-starved akashic option ever. And the mech rules need some clarifications to some “what if” situations. Also, the legal section is like 4 pages long, which would be understandable when taking into account it deals with Dreamscarred Press stuff. However, a quick glance made me notice that two pages are just from monsters from the tomb of horrors, just like in a previous akashic release (not by Legendary Games but…)</p>
<p>What I want: Nothing, these release feels so complete and self-sustained that I just want to read the rest of the material in the product line! Maybe rules for enchanting vehicles and mechs, plus special material-made ones. Mithral motorcycle? Adamantite mech? Yeah!</p>
<p>What cool things did this inspire?: Old-school anime reinterpretations. Guyver? Escaflowne? Fantasy mechs rule!</p>
<p>Do I recommend it?: Yes. This is an inspired book. Legendary games really knows how to pimp a text into an amazing-looking book, and adding the quality of the rules in here make for an outstanding release! Even with the small “problems” I mentioned, this book gets 5 super-novas from me!</p>(Review continued)
Anything wrong?: The Experimental Engineer feels unnecessary, as I mentioned, since all helmsmen could take the archetype, and the Temistoclien is the most essence-starved akashic option ever. And the mech rules need some clarifications to some “what if” situations. Also, the legal section is like 4 pages long, which would be understandable when taking into account it deals with Dreamscarred Press stuff. However, a quick glance made me notice that two pages are just from...the xiao2019-05-11T12:16:43ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFStSwordhttps://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#122019-05-11T12:18:06Z2019-02-02T00:14:55Z<div class="messageboard-quotee">the xiao wrote:</div><blockquote> Is this the first in a series? do you need any other book to use this? </blockquote><p>The other books in the series are-
<p>Arcforge: Psibertech, covering psionicist stuff as the name implies. </p>
<p>Arcforge: Star•path which covers starfinder to pathfinder and vice versa conversion and includes Path of War archetypes for the Solarian, Envoy, Soldier, and Operative.</p>the xiao wrote:Is this the first in a series? do you need any other book to use this?
The other books in the series are- Arcforge: Psibertech, covering psionicist stuff as the name implies.
Arcforge: Star*path which covers starfinder to pathfinder and vice versa conversion and includes Path of War archetypes for the Solarian, Envoy, Soldier, and Operative.StSword2019-02-02T00:14:55ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFMichael Sayre (Design Manager)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#112019-02-01T20:36:16Z2019-02-01T20:36:16Z<div class="messageboard-quotee">the xiao wrote:</div><blockquote> Is this the first in a series? do you need any other book to use this? </blockquote><p>This is book one, yeah. You don't need any other books to use it, but you'll benefit from having Akashic Mysteries and the Pathfinder Technology Guide.the xiao wrote:Is this the first in a series? do you need any other book to use this?
This is book one, yeah. You don't need any other books to use it, but you'll benefit from having Akashic Mysteries and the Pathfinder Technology Guide.Michael Sayre (Design Manager)2019-02-01T20:36:16ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFthe xiaohttps://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#102019-02-01T19:30:33Z2019-02-01T19:30:33Z<p>Is this the first in a series? do you need any other book to use this?</p>Is this the first in a series? do you need any other book to use this?the xiao2019-02-01T19:30:33ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFJason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#92019-01-24T07:54:58Z2019-01-24T07:54:58Z<p>Psibertech is already here, and now <b>Arcforge: Star•Path</b> is coming up next on Friday! </p>
<p>Except on it's already here at the <b><a href="http://www.makeyourgamelegendary.com/products-page/aliens-space/arcforge-starpath/" target="_blank" rel="nofollow">Legendary Games webstore!</b></a></p>Psibertech is already here, and now Arcforge: Star*Path is coming up next on Friday!
Except on it's already here at the Legendary Games webstore!Jason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)2019-01-24T07:54:58ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFJason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#82019-01-15T23:33:02Z2019-01-15T23:33:02Z<p>The sequel is coming soon! <b>Arcforge: Psibertech</b> is uploading to the Paizo store as we speak and will debut on Friday!</p>The sequel is coming soon! Arcforge: Psibertech is uploading to the Paizo store as we speak and will debut on Friday!Jason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)2019-01-15T23:33:02ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFBrother Fenhttps://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#72019-01-20T06:54:26Z2018-12-31T00:59:05Z<p>Nice to see another technology expansion from Legendary!</p>Nice to see another technology expansion from Legendary!Brother Fen2018-12-31T00:59:05ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFMichael Sayre (Design Manager)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#62018-12-30T04:25:57Z2018-12-30T04:25:57Z<div class="messageboard-quotee">d20pfsrd.com wrote:</div><blockquote> <div class="messageboard-quotee">Michael Sayre wrote:</div><blockquote>...but my favorite is still the Road Warrior fighter archetype...</blockquote>You mean <a href="https://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/legendary-games-fighter-archetypes/road-warrior-fighter-archetype/" target="_blank" rel="nofollow">THIS one?</a> </blockquote><p>That'd be the one!d20pfsrd.com wrote:Michael Sayre wrote:...but my favorite is still the Road Warrior fighter archetype...
You mean THIS one? That'd be the one!Michael Sayre (Design Manager)2018-12-30T04:25:57ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFd20pfsrd.com (alias of jreyst)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#52018-12-30T03:37:36Z2018-12-30T03:37:36Z<div class="messageboard-quotee">Michael Sayre wrote:</div><blockquote>...but my favorite is still the Road Warrior fighter archetype...</blockquote><p>You mean <a href="https://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/legendary-games-fighter-archetypes/road-warrior-fighter-archetype/" target="_blank" rel="nofollow">THIS one?</a>Michael Sayre wrote:...but my favorite is still the Road Warrior fighter archetype...
You mean THIS one?d20pfsrd.com (alias of jreyst)2018-12-30T03:37:36ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFJason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#42018-12-30T01:03:28Z2018-12-30T00:15:24Z<div class="messageboard-quotee">Michael Sayre wrote:</div><blockquote> Lots of fun goodies, but my favorite is still the Road Warrior fighter archetype. Something about the simple wholesomeness of a fighter with spiked chains and a motorcycle... </blockquote><p>IKNOWRIGHT? :)
<p>Stop Sign Shield FTW!</p>Michael Sayre wrote:Lots of fun goodies, but my favorite is still the Road Warrior fighter archetype. Something about the simple wholesomeness of a fighter with spiked chains and a motorcycle...
IKNOWRIGHT? :) Stop Sign Shield FTW!Jason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)2018-12-30T00:15:24ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFMichael Sayre (Design Manager)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#32018-12-29T20:42:07Z2018-12-29T17:06:54Z<p>Lots of fun goodies, but my favorite is still the Road Warrior fighter archetype. Something about the simple wholesomeness of a fighter with spiked chains and a motorcycle...</p>Lots of fun goodies, but my favorite is still the Road Warrior fighter archetype. Something about the simple wholesomeness of a fighter with spiked chains and a motorcycle...Michael Sayre (Design Manager)2018-12-29T17:06:54ZRe: Forums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFJason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#22018-12-29T20:44:19Z2018-12-29T06:59:19Z<p><b>SO.
<br />
MUCH.
<br />
TECH!!!</b></p>SO.
MUCH.
TECH!!!Jason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)2018-12-29T06:59:19ZForums: Product Discussion: Arcforge: Technology Expanded (PFRPG) PDFJason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)https://paizo.com/products/btq01wrw/discuss?Arcforge-Technology-Expanded#12018-12-23T22:41:24Z2018-12-23T02:06:01Z<p>Bring an incredible new sci-fi experience to your <i>Pathfinder</i> game today and grab this killer new book!</p>Bring an incredible new sci-fi experience to your Pathfinder game today and grab this killer new book!Jason Nelson (Contributor, RPG Superstar 2008 Top 4, Legendary Games)2018-12-23T02:06:01Z