Pathfinder RPG Alpha Release 1.1 - Development Notes #1


Alpha Release 1 General Discussion

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Paizo Employee Director of Games

Hey there all,

Just in case you did not see it on the main page, the first round of development notes is now available for the Alpha Release 1 of the Pathfinder RPG. These updates have been made to the base release 1 pdf (now called release 1.1). You can also download these changes as a standalone 4 page PDF. The document can be downloaded here.

This first round of updates takes into account a number of the suggestions from you, the playtesters. Check them out!

Jason Bulmahn
Lead Designer

Liberty's Edge

Hi Jason,
to me page two and the column on the right of page four is completely blank in both versions of the pdf?

Does anyone else experience the same thing?


Mine looks good, I am about to go get it reprinted at staples.


Thanks so much jason. gonna go read thought this now


Stegger wrote:

Hi Jason,

to me page two and the column on the right of page four is completely blank in both versions of the pdf?

Does anyone else experience the same thing?

That's odd I don't seem to have that problem. Try deleting it and redownloading.


Let me be the first to thank you for the printer-friendly version. Now my wife won't complain about me emptying the ink cartridges.


Can I just ask: are these based on actual play-testing or on people not liking the look of them and voicing concern without use in play?

Paizo Employee Director of Games

FabesMinis wrote:
Can I just ask: are these based on actual play-testing or on people not liking the look of them and voicing concern without use in play?

Both. Although I personally weigh playtest feedback a bit more heavily. Some of these were simple changes to make based on obvious problems, where others were more a matter of style and general rules tweeking.

Jason Bulmahn
Lead Designer
Paizo Publishing


:D Thank you for your prompt answer! That is very helpful.

Paizo Employee Director of Games

FabesMinis wrote:
:D Thank you for your prompt answer! That is very helpful.

No problem.

Jason Bulmahn
Lead Designer
Paizo Publishing

Dark Archive

Jason Bulmahn wrote:
FabesMinis wrote:


Both. Although I personally weigh playtest feedback a bit more heavily.

Jason,

I'm curious. Was 3P Alpha based off material from your campaign? Someone elses? Or the krew over there in the offices?


Great. Pathfinder feels more and more like the "People's RPG". Enthusiasm just went up another notch.

I recognise at least one thing from my personal rules (the human weapon thing). Not that I'm the only one with that rule.

Paizo Employee Director of Games

The Alpha came from a number of sources, including some house rules. Some of it came from focus groups we had here in office to work around certain problems. Others came from the back of my twisted mind.

Jason Bulmahn
Lead Designer
Paizo Publishing

Silver Crusade

I'm getting the blank page #2 & column on page #4 blank as well. There is something there as the text capture shows blocks of text.

looks good thou, what I can read thou.

EDIT-
works just fine in Adobe thou, problem was related to Foxit.

RM

Paizo Employee Director of Games

If you are having troubles reading it, make sure you have the most recent update of Adobe Acrobat. Beyond that, you might just have a bad download. I would recommend grabbing it again.

Jason Bulmahn
Lead Designer
Paizo Publishing

Silver Crusade

Jason

I downloaded it 3 times before downloading Adobe again (ugh 22mb vs 3mb foxit), oh well at least it's working.

Again, thanks for the letting us see the developmental notes. Anther reason why Paizo is my favorite rpg company!!

RM


KaeYoss wrote:
Great. Pathfinder feels more and more like the "People's RPG". Enthusiasm just went up another notch.

Agreed - for the first time in a long time I'm really excited about the hobby, not just my group's games.

Go! Paizo!


Yeah... Foxit isn't working for me, though I think I can piece together the changes by looking at the updated A1 release. Can't wait to see what Jason has cooking up for the skills... I didn't seem to find any changes to them in 1.1.

Liberty's Edge

Evil Genius wrote:
Can't wait to see what Jason has cooking up for the skills... I didn't seem to find any changes to them in 1.1.

The Dev Notes say to keep your eyes open for Release 2, because the skills are getting a serious overhaul.


Thanks so much Mr. Bulmahn.


Shisumo wrote:
Evil Genius wrote:
Can't wait to see what Jason has cooking up for the skills... I didn't seem to find any changes to them in 1.1.
The Dev Notes say to keep your eyes open for Release 2, because the skills are getting a serious overhaul.

Ah, good news! Thanks.

Liberty's Edge

Evil Genius wrote:
Yeah... Foxit isn't working for me.....

I was using Foxit as well. Will try Adobe then....


I haven't had any problems with reading either the DevNotes, or the 1.1 Alpha with Foxit. I am using Foxit 2.1 build 2023 for reference.


I love the way this is turning out! about 1.1....
fighter looks great and strong, love it alot
humans getting the weapon prof is good (I would like for them to have the option to have a prof OR a Weapon focus in a already proficient weapon)

Half Elves, on the other hand, are still better than the humans. by giving them the weapon prof, you have once agian placed them above the human. Id advise loosing the half elven weapon prof

most importantly, the Evoker. I like the fact that you gave them versatility with their energy ray, but I dont think it would be unbalanced to have them add their Specialty bonus to their ray ( really, a evoker should have a better at will in regard to damage than, say a cleric with the fire domain.)

and clerics should probably not have as good of a at will ranged attack as a wizard. Its REALLY the role of the wizard (give them an augment on their melee weapons to do element damage)

Gnomes need to not be favored class bard

If anyone agrees with me on any of these points, please post. I dont expect for changes to be made just because I alone think them.


Regarding the PDFs opening in Adobe, instead of as a generic file, is that intentional? I ask because I'm a Mac guy and prefer to use their Preview program. It's not a big deal, since I just have to change the settings under file information, but I am curious.


SneaksyDragon wrote:

I love the way this is turning out! about 1.1....

fighter looks great and strong, love it alot
humans getting the weapon prof is good (I would like for them to have the option to have a prof OR a Weapon focus in a already proficient weapon)

yes thats not a bad ideal

SneaksyDragon wrote:
Half Elves, on the other hand, are still better than the humans. by giving them the weapon prof, you have once agian placed them above the human. Id advise loosing the half elven weapon prof

Well they did lose that go reread it man.it's gone and i like it much better gone.

SneaksyDragon wrote:


most importantly, the Evoker. I like the fact that you gave them versatility with their energy ray, but I dont think it would be unbalanced to have them add their Specialty bonus to their ray ( really, a evoker should have a better at will in regard to damage than, say a cleric with the fire domain.)

and clerics should probably not have as good of a at will ranged attack as a wizard. Its REALLY the role of the wizard (give them an augment on their melee weapons to do element damage)

both are good points

over all I loved the changes unchaining the feats are great I thing dodge still needs the be a normal feat an was glad to see skills left alone for now.Very nice work guys


Billzabub wrote:
Regarding the PDFs opening in Adobe, instead of as a generic file, is that intentional? I ask because I'm a Mac guy and prefer to use their Preview program. It's not a big deal, since I just have to change the settings under file information, but I am curious.

It works fine for me in both Preview and Quick-Look, so you should be good to go.

Also, good show, Jason! I wasn't expecting to see notable changes so soon!

The Exchange

Jason, Can we please get text only versions of the PDFs. This would make it easier to update myself on what has changed. Reprinting the PDF every few weeks will get mighty expensive and formated text will help reduce costs for man players. A printer friendly webpage would be awesome!

Dark Archive

@Weaponbreaker: There already are printer-friendly versions, both of the developers notes and the alpha-release on your download-page.

So, the Alpha that I can currently download from my downloads-page is the updated version and includes the changes from the developers notes?


Looking good. I'm liking the further streamlining. Oh, and fighters. Really liking those plate-monsters!

The Exchange

We are doing the playtest as an online playtest and the players are building characters this week. one player built a cool half-elf fighter but now it is back to the drawing board.

I have never really chosen to play a half-elf, but the Adaptability bonus raised them to their own niche and gave me a reason to play one.

Now that's gone again and human's have all the advantage in that they can take any weapon, including exotics, and have a bonus feat on top.

Half-elves need something to make them stand out, otherwise why not play an elf or a human.

Cheers


Yes, I was overjoyed (ok that's too strong a word), 'mildly pleased' perhaps to see that half-elves were a valid choice of race again from their 2E glory days. But now they seem to be sliding back down to uselessness.

Liberty's Edge

I'm shocked! A game company actually listened to player feedback and made changes! You guys rock!

Good changes for the fighter especially, and backing off of the combat feat chains is also a good move.

Awesomeness!

RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32

Glad to see the combat feat chains removed. Nothing else really jumps out at me, which is probably a good thing.

Scarab Sages

SneaksyDragon wrote:
Gnomes need to not be favored class bard

I don't have a problem with Bard being Gnome's favored class, as long as the Bard plays to the Gnome's strengths and is balanced against the other classes so you don't feel like a fourth or fifth wheel in the party. I'd prefer to see each race's favored class be a base core class, rather than Gnomes (or any other race) having a favored class that is a variant of a core class (such as Illusionist).

Liberty's Edge

This is great. I really like some of the changes.

Seeing the notes really helped solidify in my mind how much you guys listen to customer feedback.

Dark Archive

French Wolf wrote:

I have never really chosen to play a half-elf, but the Adaptability bonus raised them to their own niche and gave me a reason to play one.

Now that's gone again and human's have all the advantage in that they can take any weapon, including exotics, and have a bonus feat on top.

I have to agree with French Wolf.

Half-elves were fine with a free proficiency, as long as it was limited to say, one-handed, light, or missile weapons. That would avoid the munchkin half-elf rogues with greatswords.

But now we can have human wizards with greatswords. Given that humans are already well-balanced with the bonus skill points, feats, and favored class, giving them an extra proficiency really renders weapon proficiency limitations of existing classes moot, as you can use any one other weapon any way.

Can this change please be reconsidered?

Liberty's Edge

I must say thanks to Paizo, I love everything so far. I agree with the changes in 1.1, though I was ok with feat chains for everything except spring attack. I kinda liked the two handed weapon chain, the medusa chain, and the wind/lightning chain, but they are also ok separate.

There was only one thing I didn't like, the change to Lightning Stance. Not sure if it was a balance issue, but I REALLY loved Lightning Stance the way it was! I couldn't wait to make a lightning fast monk and flow from wind stance to lightning and back. I find the new lightning stance very disappointing and somewhat less useful.

Any chance it will revert? What does eveyone else think?


French Wolf wrote:

We are doing the playtest as an online playtest and the players are building characters this week. one player built a cool half-elf fighter but now it is back to the drawing board.

I have never really chosen to play a half-elf, but the Adaptability bonus raised them to their own niche and gave me a reason to play one.

Now that's gone again and human's have all the advantage in that they can take any weapon, including exotics, and have a bonus feat on top.

Half-elves need something to make them stand out, otherwise why not play an elf or a human.

Cheers

Originally I liked humans having a bonus weapon proficiency. I have to admit that after some though, I don't think this is the way to go.

It effectively gives humans a second feat (Exotic Weapon Proficiency). If limited to a martial weapon, then the martial classes would gain no benefit. This arguement holds true for half-elves as well.

Sovereign Court

For those interested in the half-elf vs. human debate, I started a new thread for discussion of the 1.1 changes to half-elves and humans here: Half-elves vs. Humans - 1.1 update.


Thraxus wrote:
It effectively gives humans a second feat (Exotic Weapon Proficiency). If limited to a martial weapon, then the martial classes would gain no benefit. This arguement holds true for half-elves as well.

I see your point there. Maybe the benefit could be limited so that it depended on the weapons available to your 1st level class. So if your class gets martial, then you can grab an exotic. If you're a 1st level human wizard, the list of weapon choices would be narrow, while rogues and bards would have a slightly wider range of choices.

The problem with a solution like this is that it's a bit too complicated.

Acquisitives

I will reserve my comments for the second release, I like the rogue class as is. I hope you add the psionic classes (psion, psychic warrior, soulknife and wilder) some time in the future.

Dark Archive

Absinth wrote:
So, the Alpha that I can currently download from my downloads-page is the updated version and includes the changes from the developers notes?

Sorry if I post this again, but there wasn't an answer yet...

And I'm still confused! :)


The version in your downloads is updated. The PDF at the top of your downloads page just summarizes the changes made in the update.


Absinth wrote:
Absinth wrote:
So, the Alpha that I can currently download from my downloads-page is the updated version and includes the changes from the developers notes?

Sorry if I post this again, but there wasn't an answer yet...

And I'm still confused! :)

I downloaded the rules today and the 1.1 developer notes are included in the new download of the alpa rules.

Dark Archive

Cool, thanks for the clarification! :)

Scarab Sages

I just wanted to say "Thanks" to Jason for the update, and also for making the new version more printer friendly. That's the kind of customer service which makes me prefer to give Paizo my business, instead of giving it to other companies.


I'd also like to add my thanks for the new printer friendly version. Also for folding in the 1.1 changes with the download.

Dark Archive

Jason Bulmahn wrote:

The Alpha came from a number of sources, including some house rules. Some of it came from focus groups we had here in office to work around certain problems. Others came from the back of my twisted mind.

Jason Bulmahn
Lead Designer
Paizo Publishing

Coolio!

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