Jason Bulmahn
Director of Games
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This is your 2 hour warning mark.
The Beta Playtest of the Pathfinder RPG closes in just two short hours, at 11:59 am PST. If you have any last minute comments, now is the time to make them. All of the Playtest Forums will close at that time (but the Announcements, Playtest Report, and General Discussion Forums will remain open).
Thanks again
Jason Bulmahn
Lead Designer
Paizo Publishing
Dragnmoon
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If you have any last minute comments, now is the time to make them.
My last Suggestion for the game....
Print it already!!!!!!
That is all..
;-)
| Anry RPG Superstar 2011 Top 16 |
I have enjoyed participating in the playtest.
So for last things...
- Refine the CMB just a bit more (lower the base DC)
- Make Paladin any good with a sidebar for conversion to Blackguard (if not a whole Blackguard class)
- LOVE LOVE LOVE what you've done with wizards and socrs!! (Anry's wife here). I no longer loathe the wizard class. Thank you! It's been an honour to be allowed to help create the next edition of real D&D flavoured games. <3
And so the keyboard was hijacked. Now back to the regularly scheduled program. . .
| Eric Tillemans |
I'm unsure if you've made any tweaks to the Beta Druid, but I'm concerned it is turning into one of the least desirable classes. First, cleric healing far outshines druids with the option to use channel energy to heal. I would give druids something like this:
Nature’s LifeBlood: A druid has the power to call upon the life giving powers of nature to heal living creatures in the area around the druid. Nature’s Lifeblood is a supernatural ability you can perform as a standard action which does not provoke attacks of opportunity. When you call upon this power, all living creatures in a 30-foot burst gain Fast Healing 1 for 3 rounds plus 1 round per druid level. A druid may call upon nature’s lifeblood a number of times per day equal to 1 + her wisdom modifier.
Second, the Beta rules for wild shape is a very poor option for combat for the druid. This was discussed in some recent threads on the classes forums, and it's pretty obvious a druid in wild shape form trying to enter melee combat is going to be ineffective. The forms for a druid needs something: a size bonus to stats or some inherent druid bonus for fighting in wild shape form.
| Major_Tom |
Just recently found out about Pathfinder. Initial read, wow. What a job you guys have done. Love everything. Well almost everything. I know it's too late now, you are committed, but two points, one serious, one not.
1. Experience point chart --- WHAT ON EARTH WERE YOU THINKING!!!!??!?!?!?!?!?!
They had finally come up with the perfect chart, you did not need to check the book to know what you needed to move up to the next level, everyone knew. Now this. I've been through the rules pretty thorougly, and I like everything I see except that. You definitely screwed the pooch on that one. And even if you try to justify it with the slow/medium/fast advancement, something could have been done to keep it simple.
2. Adventure paths - very cool. Where's the rest of them? Doing the runelords, and #6 stops at 14-15th level? Where is the rest (to take the PCs to 20th, at least). It was just getting good, players finally moving to high level, and it's done. My players will not like that, I'll have to come up with something to continue the adventure for a few levels, at least. And looking, I see the 2nd adventure path ends at 16th level - you're a whole module short, at least.
I know it's too late, but a late 2 cents worth.
Jason Beardsley
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Just recently found out about Pathfinder. Initial read, wow. What a job you guys have done. Love everything. Well almost everything. I know it's too late now, you are committed, but two points, one serious, one not.
1. Experience point chart --- WHAT ON EARTH WERE YOU THINKING!!!!??!?!?!?!?!?!
They had finally come up with the perfect chart, you did not need to check the book to know what you needed to move up to the next level, everyone knew. Now this. I've been through the rules pretty thorougly, and I like everything I see except that. You definitely screwed the pooch on that one. And even if you try to justify it with the slow/medium/fast advancement, something could have been done to keep it simple.2. Adventure paths - very cool. Where's the rest of them? Doing the runelords, and #6 stops at 14-15th level? Where is the rest (to take the PCs to 20th, at least). It was just getting good, players finally moving to high level, and it's done. My players will not like that, I'll have to come up with something to continue the adventure for a few levels, at least. And looking, I see the 2nd adventure path ends at 16th level - you're a whole module short, at least.
I know it's too late, but a late 2 cents worth.
Well, about the XP chart thing.. they couldn't very well take the xp chart in the phb because that's a no no. So, they had to make their own. If i'm not mistaken, the fast xp chart is roughly the same as the one in the phb, in that, it takes the same number of encounters to level up..
Dragnmoon
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Just recently found out about Pathfinder. Initial read, wow. What a job you guys have done. Love everything. Well almost everything. I know it's too late now, you are committed, but two points, one serious, one not.
1. Experience point chart --- WHAT ON EARTH WERE YOU THINKING!!!!??!?!?!?!?!?!
They had finally come up with the perfect chart, you did not need to check the book to know what you needed to move up to the next level, everyone knew. Now this. I've been through the rules pretty thorougly, and I like everything I see except that. You definitely screwed the pooch on that one. And even if you try to justify it with the slow/medium/fast advancement, something could have been done to keep it simple.2. Adventure paths - very cool. Where's the rest of them? Doing the runelords, and #6 stops at 14-15th level? Where is the rest (to take the PCs to 20th, at least). It was just getting good, players finally moving to high level, and it's done. My players will not like that, I'll have to come up with something to continue the adventure for a few levels, at least. And looking, I see the 2nd adventure path ends at 16th level - you're a whole module short, at least.
I know it's too late, but a late 2 cents worth.
To answer some of your stuff..
1. They had to change the experince charts.. The experience charts in D&D 3.5 where not open content, they had to make up there own, ofcourse that does not stop you from using the ones from the 3.5 PhB
2. They made the decision to stop the AP at 16th level. In the future they may have unrelated High level Modules, but I don't think they have any plans to have the APs go past 14-16 level.
| Major_Tom |
Thanks for the explanation. I hadn't realized that the EP chart was not open content. And right after I posted the rant, I realized that as long as they keep using CR and EPLs, we can continue to use the easy-to-use chart.
Too bad about no High level adventures for the AP, but I would be glad to see unrelated ones as well.
James Jacobs
Creative Director
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Thanks for the explanation. I hadn't realized that the EP chart was not open content. And right after I posted the rant, I realized that as long as they keep using CR and EPLs, we can continue to use the easy-to-use chart.
Too bad about no High level adventures for the AP, but I would be glad to see unrelated ones as well.
We've done a lot of Adventure Paths, and every time, in every case, sales start to drop off once we get up in high level. We also really wanted to offer two adventure paths a year, and since the higher level installments end up being long and complex, we wouldn't be able to do a full 1st to 20th AP twice a year. You can even see the lack of interest in high level play by looking at the playtest forums; the high level play forum is tiny compared to most other forums.
We DO hope to do some high level stuff now and then, though. And one day, hopefully, I'd love to start an AP at, say, 7th level and go to 20th. We'll see...