
Watcher |

I'm not trying to be impatient, but curiosity has gotten the best of me.
What parts of the first release are likely to see another overhaul, if any, based upon testing and feedback?
Just to be clear, I am not asking what new content is in the next release, or when it's coming out.. just what sections of Alpha 1 are likely to be in the bone pile soon.

![]() |

I'm not trying to be impatient, but curiosity has gotten the best of me.
What parts of the first release are likely to see another overhaul, if any, based upon testing and feedback?
Just to be clear, I am not asking what new content is in the next release, or when it's coming out.. just what sections of Alpha 1 are likely to be in the bone pile soon.
My impression was that the main purpose of Alpha 2 was to release new material and revisions to what's already available would mostly come out in 1.x releases.

![]() |

There is a new skill system in Alpha release 2 (which is now in layout). I think a lot of the qualities of the release 1 skill rules are reflected in the new version, and I personally think it's also more backward compatible, which addresses a lot of people's reservations with the release 1 system. We'll see what people think of it shortly.
Mostly it's new ground. Tons more spells (including real thorns like polymorph and find the path), lots of magic items, and rules for creating and pricing magic items without relying on XP costs.
And lots of other stuff coming your way soon.

Pathos |

*snip*
Mostly it's new ground. Tons more spells (including real thorns like polymorph and find the path), lots of magic items, and rules for creating and pricing magic items without relying on XP costs.
And lots of other stuff coming your way soon.
XP being dropped as a resource to be spent for magic item creation? Great news!!
Looking forward to PFRPG 2.

![]() |

Mostly it's new ground. Tons more spells (including real thorns like polymorph and find the path), lots of magic items, and rules for creating and pricing magic items without relying on XP costs.
Huh? What? There's a revised skill system? More classes? Uh, I'll check them out later after I've read all these new spells and magic item rules.
For the hundredth time....

![]() |

Mostly it's new ground. Tons more spells (including real thorns like polymorph and find the path), lots of magic items, and rules for creating and pricing magic items without relying on XP costs.
Are rules for enchanting going to be in there? I'm very interested in seeing how a Wizard can "enchant" his Bonded Item at 1/2 cost. And I'm assuming this means that you make a regular item a +1 item.

Psychic_Robot |

LOL. Isn't that a bit like saying "here's hoping combat gets fixed" or "here's hoping they fixed levels"?
Here's hoping that spellcasters get fixed in a manner that is altogether similar to but not quite exactly an overhaul of spells in such a fashion that it does not garner extensive nerd-rage.

Viktor_Von_Doom |

Erik Mona wrote:Here's hoping that spellcasters get fixed in a manner that is altogether similar to but not quite exactly an overhaul of spells in such a fashion that it does not garner extensive nerd-rage.LOL. Isn't that a bit like saying "here's hoping combat gets fixed" or "here's hoping they fixed levels"?
I think thats impossible at this point. I think I'll just go back to my plan of getting rid of most spells above Seventh level then weeding out a little bit of the lower level stuff. Oi this is going to be a head ache.

Watcher |

There is a new skill system in Alpha release 2 (which is now in layout). I think a lot of the qualities of the release 1 skill rules are reflected in the new version, and I personally think it's also more backward compatible, which addresses a lot of people's reservations with the release 1 system. We'll see what people think of it shortly.
Mostly it's new ground. Tons more spells (including real thorns like polymorph and find the path), lots of magic items, and rules for creating and pricing magic items without relying on XP costs.
And lots of other stuff coming your way soon.
Thanks for the reply Erik! Hapy about the magic item crafting, looking forward to seeing that.

![]() |

Here's hoping this means XP as an expendible resource is on its way out the door... It's always bugged me that so many things reply on using up something only PCs are supposed to have.
Jason has indicated in other threads that, like many of us, he thinks the XP resource cost mechanic makes the baby Jesus cry. And we don't want to make the baby Jesus cry.

Pneumonica |
Shisumo wrote:Here's hoping this means XP as an expendible resource is on its way out the door... It's always bugged me that so many things reply on using up something only PCs are supposed to have.Jason has indicated in other threads that, like many of us, he thinks the XP resource cost mechanic makes the baby Jesus cry. And we don't want to make the baby Jesus cry.
Personally, I'm just hoping they don't throw the baby out with the bathwater. (Sorry, couldn't resist.) Converting XP loss to XP debt would settle all the problems I have with the system (that being backwards progress, which has always bugged me, especially when you're leveling down due to a fight with a vampire).

![]() |

Plognark wrote:Personally, I'm just hoping they don't throw the baby out with the bathwater. (Sorry, couldn't resist.) Converting XP loss to XP debt would settle all the problems I have with the system (that being backwards progress, which has always bugged me, especially when you're leveling down due to a fight with a vampire).Shisumo wrote:Here's hoping this means XP as an expendible resource is on its way out the door... It's always bugged me that so many things reply on using up something only PCs are supposed to have.Jason has indicated in other threads that, like many of us, he thinks the XP resource cost mechanic makes the baby Jesus cry. And we don't want to make the baby Jesus cry.
That wouldn't help my issues at all, because it still doesn't answer how all those NPCs can cast wish or enchant magical items when to do so requires something they aren't supposed to have. XP expenditure makes no sense as an in-game concept, and too many other in-game items - spells and item creation feats - require it as is.

![]() |

I never saw a problem with XP cost from that angle. Why shouldnt NPCs have experience points. Commoners get xp for brining in the harvest. Experts get XP for running their shops and making profit. Aristocrats get XP for every day they spend not doing any work, as parasites on the rest of humanity. The game rules are detailed enough that you COULD run, as a game, the adventures of NPCs. It'd just be very boring. but the rules are there. NPCs do get xp, but just not hearly as much as monster-killing PCs do. Thats one of the things I loveed about 3rd, and now that 4th seems to have tossed it, I appreciate it even more.
But yeah, XP costs can take a running jump, if there's a better option. something like the artificier?

Thomas Mack 727 |
I have heard that 4th ED has a system of non xp related magic item creation, something involving rituals.
Then again, it being 4th ed, magic items arent really a dominant force anymore.
I have always thought that charging XP to make magic items was a bit pathetic. I mean you have to spend some of your resources (a feat) to gain the ability to SPEND MORE RESOURCES on something. True some of the rewards are worth it, my wizard makes a lot of wands and scroll, but it is still sad that I have to end up a level or so behind my peers during the late game in order to fulfil my role in the party. :P

Gurubabaramalamaswami |

I wouldn't mind having the XP cost disappear at all. In my homebrew I've developed a sort of ritual of magic item creation that allows the XP cost to be shared by both the person wanting the item created and the one doing the creating.
Which of course totally breaks down if you're making goodies for yourself and not other party members. >(