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Best Of Pathfinder Roleplaying Game-compatible 3PP products for 2011. Have non-Paizo staff (e.g., Monte Cook, Clark Peterson, etc.) do the judging and Paizo publish the runner-ups and winners.
An Unearthed Arcana-esque type book but virtually all the rules based on the Paizo staff (and friends) home campaigns ala Monte Cook's Books of Experimental Might. I would love to see Jason Bulhman's rulings (especially those that didn't make it into the game) or Sean K. Reynolds' rules for his high level games, for example.
Stats of the main and major characters (protags, antags, etc.) from the Pathfinder Tales. Also include rulings of the odd magics found within the books and how to (near) duplicate them in one's game.

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The Tome of Thrones
This book would include:
- Kingdom Management rules for both Players and GMs
This will be the be all and end all for Kingdom managment, expanding DRAMATICALLY the rules for kingdom management in Kingmaker. almost every facet of kingdom managment will be revised and expanded geometrically.
- Armies of Golarion
Rules for recruiting, training, equipping and managing an army, navy and even an air force in Golarion. With and without gunpowder. If you are looking at creating an organizing an army? This will tell you EXACTLY how to do it. Again, the rules will be targeted at both players and GMs alike.
- Mass Combat
This aspect of the book will handle mass combat in Pathfinder at two or three levels of detail. Those who wish to resolve combat quickly can do so with this book at a cursory level of detail. The rules will also support additional level of detail and granularity for those that want it.
Again, GMs and players alike.
- Courtiers and Retainers
These rules will examine in greater detail and expand on the Leadership feat, add new feat trees relevant to the command of retainers, and deal with and expand on themes of courtly intrigue.
Again, targeted at GMs and players alike.
Put all of that together in a meaty 320 page tome which vastly expends upon the Kingdom Management rules presented in Kingmaker: Rivers Run Red and upon the Mass Combat Rules presented in Kingmaker: War of the River Kings.
At or about the same time, I'd LOVE to see an August 2012 Adventure Path will feature an all new AP with a Kingmaker Mk II theme.
More exploration, more kingdom building, more epic glory.
Players and GMs alike will purchase the Tome of Thrones to assist them in playing this new AP. The two are intended to go together and support one another. The module authors (and most definitely the AP Developer) must have access to most of the manuscript of at least the core rules of this book as the AP is written.
This books and the AP need to reinforce one another.
The Seas of Fate
A naval and sea-based adventure book. This book will deal with ships, ship designs, adventuring at sea and combat at sea - and below it. Stormwrack on steroids with FAR more of a naval feel. Gunpowder based ships and TONS more ship designs, rules for multiple ships in combat and LOTS and LOTS of piratey goodness. And more rules for rapiers, powder and ball, too.
And when that book is released or shortly thereafter, give us an AP with even MORE Piratey goodness. BETTER, way better, than Savage Tide and with far more emphasis on pirates, canons, gunpowder, ships and naval combat.
I know that some of you don't like guns and gunpowder in your standard FRPG. I get that. But that's why the flavour of this AP should be distinctly Pirates of the Carribean. Keep the gunpowder flavor where the gunpowdery flavor tastes best. Give us something NEW.
That's what I want to see. Something NEW. Not a Pathfinderized version of some book I already have in my 3.5 library, thanks-very-much. Not some damn "Races of..." book or some other Class splat book that is going to power creep my Pathfinder game all to hell.
I want something that introduces new modes of gameplay, opens up new campaign possibilities and reinforces -- for both Payers and GMs -- the kind of stunningly entertaining campaigns that Paizo does so well in their Adventure Paths. Have these hardcovers reinforce the APs and vice versa.
That's what I want to see in 2012.

Mairkurion {tm} |

The Tome of Thrones
This book would include:
- Kingdom Management rules for both Players and GMs
This will be the be all and end all for Kingdom managment, expanding DRAMATICALLY the rules for kingdom management in Kingmaker. almost every facet of kingdom managment will be revised and expanded geometrically.
- Armies of Golarion
Rules for recruiting, training, equipping and managing an army, navy and even an air force in Golarion. With and without gunpowder. If you are looking at creating an organizing an army? This will tell you EXACTLY how to do it. Again, the rules will be targeted at both players and GMs alike.
- Mass Combat
This aspect of the book will handle mass combat in Pathfinder at two or three levels of detail. Those who wish to resolve combat quickly can do so with this book at a cursory level of detail. The rules will also support additional level of detail and granularity for those that want it.
Again, GMs and players alike.
- Courtiers and Retainers
These rules will examine in greater detail and expand on the Leadership featm, add new feat trees relevant to the command of retainers, and deal with and expand on themes of court intrigue.
Again, GMs and players alike.
Put all of that together in a meaty 320 page tome which vastly expends upon the Kingdom Management rules presented in Kingmaker: Rivers Run Red and upon the Mass Combat Rules presented in Kingmaker: War of the River Kings.
At or about the same time, I'd LOVE to see an August 2012 Adventure Path will feature an all new AP with a Kingmaker Mk II theme.
More exploration, more kingdom building, more epic glory.
Players and GMs alike will purchase the Tome of Thrones to assist them in playing this new AP. The two are intended to go together and support one another. The module authors (and most definitely the AP Developer) must have access to most of the manuscript of at least the core rules of this book as the AP is written.
NICE, Steel Wind.

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By Jove, the bull's got himself by the horns. Dare I say I do like the tome and AP integration idea. Would work well to test out some of those maps of sea-faring trade routes that Jeff de Luna have been doing in another thread and the effects that piracy and/or naval armadas are affected by them.
Well, you need to be a little careful here.
The hardcovers are Pathfinder Rule Books. They stand on their own.
The Golarion specific stuff needs to be in the Adventure Paths books themselves. And I think you need to make a determination that to get the most out of them, these Adventure Path books (in terms of rules) probably don't truly stand on their own to get the most out of them. But the rules in the hardcovers would end up in the SRD if you don't want to cough up for the book but want the AP. (My guess is that the broad-mass of Paizo's customers will HAPPILY do both when they see what the expanded options permit).
What the books should do, imo, is reinforce one-another. To use the new rules to make for new types of Adventure Paths -- or at least -- new variants of gameplay within the well-known and very popular Adventure Path line.
I see the Rules of the game as the hardware -- the "console" of this game system. The APs is the game software that runs on the hardware.
To get new TYPES of games (software), we need new TYPES of hardware (rules). I'm much more interested in NEW games, rather than the same old, same old games with bigger booms and flashier flashes (aka, Power Creep).
It's a fine line to break new ground without screwing up a winning formula like the AP. I appreciate that. Still, I'm certain that is within the diabolical capabilities of James Jacobs & Co..
What I don't want to see is full-throated power gallop. To the extent we are already going to see *some* power creep by reason of the themes of Ultimate Combat and Ultimate Magic, well...
Doesn't mean we need MORE power creep. Paizo is sensitive to the issue, but once you start down a path that ends in "more spells, more options, more magical feats" or the same recipe for non-casters, then that is where that path leads, however good the intentions.
I'm okay with that -- to a point. I'd rather that there were other less power creepy options, however, that permit COOL new adventures.

Mairkurion {tm} |

Besides the great ideas, I like that I have listened to Steel Wind enough now that I can hear how he says some of these things as I read them. "Well, you need to be a little careful here." Heh. Actually, in Urizen's case, this statement can be completely abstracted from this context and applied to almost any situation. Allowing, of course, for "little" to be purposeful understatement.

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Do we even know what book number three for 2011 is yet? Are we all just assuming it's Bestiary 3? I'd like to see:
1) Ultimate Skills
2) Magic Item Guide
3) Advanced Player's Guide 2
4) Race Guide
5) Mass Combat Guide
6) Bestiary 3 or 4
And above all, I'd like to see some new base classes that are based around interesting mechanics that don't involve spellcasting. Not every class needs to be a fighter type or a spellcaster. We could use some classes that do interesting and previously unavailable things in the game without necessarily filling one of those two niches.

Urizen |

Besides the great ideas, I like that I have listened to Steel Wind enough now that I can hear how he says some of these things as I read them. "Well, you need to be a little careful here." Heh. Actually, in Urizen's case, this statement can be completely abstracted from this context and applied to almost any situation. Allowing, of course, for "little" to be purposeful understatement.
Ouch. Were you smiling when you feinted me with that sucker punch? Even with some concealment, I'm pretty sure I see one veiled behind the mystax diabolus. ;-<D

Grey Lensman |
The Seas of Fate
A naval and sea-based adventure book. This book will deal with ships, ship designs, adventuring at sea and combat at sea - and below it. Stormwrack on steroids with FAR more of a naval feel. Gunpowder based ships and TONS more ship designs, rules for multiple ships in combat and LOTS and LOTS of piratey goodness. And more rules for rapiers, powder and ball, too.
And when that book is released or shortly thereafter, give us an AP with even MORE Piratey goodness. BETTER, way better, than Savage Tide and with far more emphasis on pirates, canons, gunpowder, ships and naval combat.
I know that some of you don't like guns and gunpowder in your standard FRPG. I get that. But that's why the flavour of this AP should be distinctly Pirates of the Carribean. Keep the gunpowder flavor where the gunpowdery flavor tastes best. Give us something NEW.
I'd say divide this into sections.
Section 1: Player Options. Pirate and Swashbuckler archetypes for multiple classes, an undersea race or two, new equipment for the "age of sail" feel.
Section 2: Ships and more. Rules for ships, shipbuilding, cannons, and related stuff.
Section 3: Underseas. It's a part of the game, but give t a section, not the majority of the book.
Section 4: Running a game at sea. The GM section; 'nuff said.
And a section or two for spells and magic items that fit the theme.

Jeffrey Sinclair |
Alkenstar/Mana wastes for sure!
More Cities, Lost Cities, and Darklands locations!
Book of new Artifacts specific to Golarion.
Sourcebooks for Numeria, The Worldwound, The Sodden Lands, and Geb.
More fiction!
A book about Golarion's minor cults, dead gods, etc. which contains lots of pregenerated stat-block humanoid enemies and a few new summonable monsters.
A book detailing one or more other planets in the solar system, perhaps in conjunction with a module or adventure path involving the witchwyrds and inspired by the old "Expedition to the barrier peaks" adventure. Could have tie-in sourcebook for whatever passes as sci-fi in Pathfinder.
Perhaps psionics if done well. But I cast my vote against any of the nonsense that is epic. Oh, and I'd be extremely happy to NOT see a pathfinder 1.5 or line of "essentials" books in 2012 (or actually ever).
I'm sure whatever Paizo does for 2012 will inspire many great gaming sessions at my table.
Also, a comment - Paizo products are generally great. (I hope that any rules issues/ errata are addressed - I chose Pathfinder over <<another similar game>> in part because there were less rules problems, tighter editing, and beautiful print quality. would like to see this continue, no matter what products Paizo offers in 2012.

DaveMage |

With all the cheesecake threads. I would like to see a Paizo art book of cheesecake. Some of the old art and some new very cheese cake art. Mostly iconics but anyone is fair game.
Thats right i said it.
A P P R O V E D!
As for me, an epic-level book. The game won't feel complete to me until this is out.

Jeffrey Sinclair |
What I don't want to see is full-throated power gallop. To the extent we are already going to see *some* power creep by reason of the themes of Ultimate Combat and Ultimate Magic, well...
I'm not sure why these must entail power creep. Ultimate means "final/furthest in order", not "most powerful" Of course there's always that risk.

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What Pathfinder needs is a book of "anti-feats" and "anti-traits", i.e. disadvantages you can take which then allow you to take additional advantages. Lots of games with point-buy systems have this idea. Adding disadvantageous feats and traits would bring a whole new dimension for character customization and roleplay. Characters could take one negative feat to get one positive feat or two positive traits, one negative trait for one positive one, etc.
New dimension... Translation: Because the present available methods of min-maxing aren't cheesy enough.

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Pathfinder meets The Black Company
Playing on the idea of cross-pollination between new rules and new Adventure Path ideas, there is another possibility which plays on the Kingmaker theme, but at a less grandiose level.
This is the worm's eye view of the soldier.
One of the best and most original books of the 3.5 era was David Noonan's "Heroes of Battle". If you missed this one (and most D&D fans did as it was a relatively late in the 3.5 hardcover cycle), the central idea of the book was how to use a D&D campaign as a backdrop to a larger military campaign.
Rather than go the route of mass combat, the greatest idea in Noonan's Heroes of Battle was how to use the idea of combat missions within the narrative context of a larger war. The book presented mission building and campaign creation ideas where the PCs were essentially special ops forces.
One section of the book dealt with the idea of campaigns where these battles were linked in a flowchart and the success (or failure) of these special mission had consequences on the overall success or failure of the larger military campaign.
So the PCs had a mission to take or hold a bridge and then the outcome of that mission in terms of a flowchart would impact on the overall success of forces and the next battle, etc..
This core idea was BRILLIANT and well done. It stood out from most of the 3.5 late cycle pack in the sense that it was truly original. We had a vast number of power creep option books and books that dealt with environmental themes that has been visited in previous iterations of the game. But nothing like Heroes of Battle had ever been done before for D&D.
The book was channelling The Black Company, big time. That was the promise of the book and it was awesome sauce.
Take the best elements of Heroes of Battle and expand upon it for Pathfinder. And then, most importantly, close the deal with a corresponding Adventure Path.
Where the book failed, or better said, where the great promise hinted at by Heroes of Battle failed to materialize, was the lack of published Adventures to take advantage of this core theme and premise, crafted and written by brilliant adventure designers.
So imagine a Pathfinder book which expands upon the idea of the military campaign and the command of mercenary forces. A book where the players can become the officers of a military force like the Black Company. The level of detail here is not focused on command of a great army, but in addition to normal Pathfinder adventuring, would include the command of skirmish level of detail beyond the actual PCs themselves. So there is *some* wargamey aspects of the rules for those that want that, but not at a massive level. We are talking mass combat where if you REALLY wanted to play it out using normal Pathfinder rules, you could do it. Battles involving dozens of combatants to maybe a few hundred. That far; no further.
But the real idea is how to use the same combat feel that all of us know and love from FRPGs and put those combat missions, infiltration, espionage, intrigue and yes - roleplaying -- and weave that into a context where there is a sweeping story of WAR being told. A story where the PCs' actions have a great impact upon the overall campaign.
In a corresponding Adventure Path, the "war book" is leveraged to tell a tale of which uses a combination of exploration, standard dungeon crawling, linked combat missions, and espionage and intrigue to tell a tale of a WAR in Golarion. An AP where the role the PCs will play will determine the success or failure of the overall war. Not only that, but a tale where perhaps the PCs may choose to switch sides in the war.
The combatants of this war need not be some nameless fledgling principalities in the River Kingdoms, but Cheliax, Galt, Andoran or Molthune. Whatever. The point is, Something Big. And the PCs are in the middle of it. As the AP progresses, the PCs become more important within the context of that war, where their actions matter. The context and how it emerges and develops is, overall, a believable one.
An AP where the PCs are Croaker, One-Eye and Goblin; Not Superman, Dr. Strange and Wolverine.
The PCs essentially become the officers of the Black Company in that AP. They have control of that force and they will have commanders / employers. There may be assignments and specific missions, and there may be sandboxy elements of play as well. All in the context of a greater war and an epic story where the PCs end up playing an important role in a somewhat realistic manner. Not as pure adventurers, but as military officers within the context of that greater story.

Justin Franklin |

Besides the great ideas, I like that I have listened to Steel Wind enough now that I can hear how he says some of these things as I read them. "Well, you need to be a little careful here." Heh. Actually, in Urizen's case, this statement can be completely abstracted from this context and applied to almost any situation. Allowing, of course, for "little" to be purposeful understatement.
Yea it's weird now that I have heard the podcasts I can hear Steel Wind talking when I read his posts. And +1 to Steel's ideas. I would buy both of those next year, and then hopefully they can ramp up to do Epic in 2013.

Sissyl |

Hmmm... a wish list:
1) ANYTHING written by Nick Logue. Yeah, I know it's unlikely. I still want it.
2) An Arcane Age-style setting in ancient Thassilon. That would be fifty-eight shades of awesome.
3) A book detailing a little more of the wizard community found throughout Golarion. This always becomes good info, especially the parts not directly pertaining to adventuring. Spellcasters of Golarion?
4) A book about warfare in Golarion. Warrior colleges, campaigns, mercenaries, rules of engagement, and so on. This would help me, anyway.

Heine Stick |

Take the best elements of Heroes of Battle and expand upon it for Pathfinder. And then, most importantly, close the deal with a corresponding Adventure Path.
Wonderful idea! I really liked Heroes of Battle and to see Paizo expand on that would be pure awesome.
Might I suggest Mendev/the Worldwound as the setting for such an adventure path?

Fnipernackle |

Hmmm... a wish list:
1) ANYTHING written by Nick Logue. Yeah, I know it's unlikely. I still want it.
2) An Arcane Age-style setting in ancient Thassilon. That would be fifty-eight shades of awesome.
3) A book detailing a little more of the wizard community found throughout Golarion. This always becomes good info, especially the parts not directly pertaining to adventuring. Spellcasters of Golarion?
4) A book about warfare in Golarion. Warrior colleges, campaigns, mercenaries, rules of engagement, and so on. This would help me, anyway.
i would love to see a line of either chronicles or companions like this.
spellcasters of golarion
warriors of golarion
etc.

Dr. Mairkenstein |

Mairkurion {tm} wrote:Besides the great ideas, I like that I have listened to Steel Wind enough now that I can hear how he says some of these things as I read them. "Well, you need to be a little careful here." Heh. Actually, in Urizen's case, this statement can be completely abstracted from this context and applied to almost any situation. Allowing, of course, for "little" to be purposeful understatement.Ouch. Were you smiling when you feinted me with that sucker punch? Even with some concealment, I'm pretty sure I see one veiled behind the mystax diabolus. ;-<D
I was hiding my smile behind my black cape with the red silk lining. MUAHAHAHA!

Mairkurion {tm} |

Mairkurion {tm} wrote:Besides the great ideas, I like that I have listened to Steel Wind enough now that I can hear how he says some of these things as I read them. "Well, you need to be a little careful here." Heh. Actually, in Urizen's case, this statement can be completely abstracted from this context and applied to almost any situation. Allowing, of course, for "little" to be purposeful understatement.Yea it's weird now that I have heard the podcasts I can hear Steel Wind talking when I read his posts. And +1 to Steel's ideas. I would buy both of those next year, and then hopefully they can ramp up to do Epic in 2013.
The Tome of Thrones...I wouldn't just buy. I'd take it everywhere and do impromptu public readings from it.

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Capt. D wrote:mdt wrote:A) Monstrous PCs book.I'd like this but not a "here is how to run any monster as a PC" like Savage Species for 3e. I'd rather it be limited to certain non-standard races that seem to be popular in home games.
There are certain "monsters" that nearly every group I have ever gamed with seem to like running as PCs. Drow (pretty much any "dark"/alternate version of the standard races is popular), Goblins, some type of winged humanoid (usually a fairy or elf), intelligent undead, werewolves, demon/devil ancestry, reptilian/draconic humanoids, aquatic humanoids(usually elves) and most 1/2 races.
I don't know if the alternate PCs my group(s) like are actually the most common, but I'd imagine at least a few of them would be well received in an alternate race as PC book.
I'd also like a some kind of planar HC.
Detailed books about specific countries/regions would also be great.
Personally,
I'd like this kind of book to be broken down like so :Chapter 1 : 2-5 new races balanced for PC use at 1st level
Chapter 2 : Guidelines for building your own races that are balanced (using Chapter 1 races as guidelines).
Chapter 3 : Guidelines for using sentient monstrous races that are CR 1/4 to CR 4, with specific examples on the most popular (Centaur, Minotaur, Drow, Drown Noble, Tiefling, Aesimar, Duerger, etc).
Chapter 4 : Guidelines for GMs on how to incorporate monstrous PCs of CR 5 or higher into the campaign without overbalancing it.
Chapter 5 : Racial feats/favored class bonuses/traits for races in Chapter 1, 3, and 4.
Chapter 6 : Guidelines for GMs on creating racial feats, favored class bonuses, and traits for races not covered in Chapter 5.
Chapter 7 : Tips, Tricks and hints for GMs to run campaigns where monstrous PCs are either not uncommon, or are the norm.
+1

Cerealkiller |

The Tome of Thrones
This book would include:
- Kingdom Management rules for both Players and GMs
This will be the be all and end all for Kingdom managment, expanding DRAMATICALLY the rules for kingdom management in Kingmaker. almost every facet of kingdom managment will be revised and expanded geometrically.
- Armies of Golarion
Rules for recruiting, training, equipping and managing an army, navy and even an air force in Golarion. With and without gunpowder. If you are looking at creating an organizing an army? This will tell you EXACTLY how to do it. Again, the rules will be targeted at both players and GMs alike.
- Mass Combat
This aspect of the book will handle mass combat in Pathfinder at two or three levels of detail. Those who wish to resolve combat quickly can do so with this book at a cursory level of detail. The rules will also support additional level of detail and granularity for those that want it.
Again, GMs and players alike.
- Courtiers and Retainers
These rules will examine in greater detail and expand on the Leadership feat, add new feat trees relevant to the command of retainers, and deal with and expand on themes of courtly intrigue.
Again, targeted at GMs and players alike.
Put all of that together in a meaty 320 page tome which vastly expends upon the Kingdom Management rules presented in Kingmaker: Rivers Run Red and upon the Mass Combat Rules presented in Kingmaker: War of the River Kings.
At or about the same time, I'd LOVE to see an August 2012 Adventure Path will feature an all new AP with a Kingmaker Mk II theme.
More exploration, more kingdom building, more epic glory.
Players and GMs alike will purchase the Tome of Thrones to assist them in playing this new AP. The two are intended to go together and support one another. The module authors (and most definitely the AP Developer) must have access to most of the manuscript of at least the core rules of this book as the AP is...
+1 I think that is an awesome idea

Cerealkiller |

Steel_Wind wrote:The Seas of Fate
A naval and sea-based adventure book. This book will deal with ships, ship designs, adventuring at sea and combat at sea - and below it. Stormwrack on steroids with FAR more of a naval feel. Gunpowder based ships and TONS more ship designs, rules for multiple ships in combat and LOTS and LOTS of piratey goodness. And more rules for rapiers, powder and ball, too.
And when that book is released or shortly thereafter, give us an AP with even MORE Piratey goodness. BETTER, way better, than Savage Tide and with far more emphasis on pirates, canons, gunpowder, ships and naval combat.
I know that some of you don't like guns and gunpowder in your standard FRPG. I get that. But that's why the flavour of this AP should be distinctly Pirates of the Carribean. Keep the gunpowder flavor where the gunpowdery flavor tastes best. Give us something NEW.
I'd say divide this into sections.
Section 1: Player Options. Pirate and Swashbuckler archetypes for multiple classes, an undersea race or two, new equipment for the "age of sail" feel.
Section 2: Ships and more. Rules for ships, shipbuilding, cannons, and related stuff.
Section 3: Underseas. It's a part of the game, but give t a section, not the majority of the book.
Section 4: Running a game at sea. The GM section; 'nuff said.
And a section or two for spells and magic items that fit the theme.
I think a navel book would be of good use I made an excel sheet for ship creation. I treat ships like player classes that ship gains level by spending gold to level them up.

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B) Magic/Mundane Item Book (Complete with FIXED crafting rules, rules for things like building ships, buildings, castles, bridges, etc), low level magic items (stuff for the 4th to 10th levels), and such as that.
To build off what mdt said, I would personally like to see a book with ALL mundane magic items. Even "extraordinary" items that are special just by sheer virtue of the skill of their crafter. This gives people more things to play with that run low magic campaigns. You can even create world-reknown NPCs (or build off of NPCs that have already been created in past supplements) that have crafted legendary items such as these.
I'm all for a book that gives the PF planar structure an identity. Planescape did that, and while I will ALWAYS be in love with that campaign, it's certainly time for Paizo to create something new around that concept.
I've been impressed overall with the new core classes but I'm starting to feel that in the future Paizo may be getting a little TOO crazy with the "more core classes" thing. I can see it turning into what 3.5 did with Prestige Classes...just WAY too many. Myself and a lot of friends are concerned about the amount coming out in the future and basically doing what some of the 3.5 "Complete series" did, create more core classes that dwarfed the original core classes. A few classes in the APG teeter on the edge of doing just that.
Releasing maps being sold with hexes instead of squares. Hehe.... :D I know I'm in the minority with this one. I just love hexes (I actually switched over for my Kingmaker Campaign) :D
Someone mentioned a book with JUST magic items in it. That would be fantastic but as long as the items where created with maximum flexibility and creativity. I think that person said, "don't just put a ring of blagidy-blah +10 in there".
More Beastiaries as long as they remain inventive.
Please keep pushing Lovecraft in your products. I love to see him so liberally borrowed from.
Please keep pushing the limits with your APs. I've found almost EVERY AP to be fantastic in it's own way. As a GM, I don't want to lose that.
I think that's all I've got so far. This thread is great!

Cerealkiller |

mdt wrote:B) Magic/Mundane Item Book (Complete with FIXED crafting rules, rules for things like building ships, buildings, castles, bridges, etc), low level magic items (stuff for the 4th to 10th levels), and such as that.To build off what mdt said, I would personally like to see a book with ALL mundane magic items. Even "extraordinary" items that are special just by sheer virtue of the skill of their crafter. This gives people more things to play with that run low magic campaigns. You can even create world-reknown NPCs (or build off of NPCs that have already been created in past supplements) that have crafted legendary items such as these.
I'm all for a book that gives the PF planar structure an identity. Planescape did that, and while I will ALWAYS be in love with that campaign, it's certainly time for Paizo to create something new around that concept.
I've been impressed overall with the new core classes but I'm starting to feel that in the future Paizo may be getting a little TOO crazy with the "more core classes" thing. I can see it turning into what 3.5 did with Prestige Classes...just WAY too many. Myself and a lot of friends are concerned about the amount coming out in the future and basically doing what some of the 3.5 "Complete series" did, create more core classes that dwarfed the original core classes. A few classes in the APG teeter on the edge of doing just that.
Releasing maps being sold with hexes instead of squares. Hehe.... :D I know I'm in the minority with this one. I just love hexes (I actually switched over for my Kingmaker Campaign) :D
Someone mentioned a book with JUST magic items in it. That would be fantastic but as long as the items where created with maximum flexibility and creativity. I think that person said, "don't just put a ring of blagidy-blah +10 in there".
More Beastiaries as long as they remain inventive.
Please keep pushing Lovecraft in your products. I love to see him so liberally borrowed from.
Please...
You mentioned magic items and their flexibility and creativity. You might want to check out the gaming system midnight. Their covenant items are really cool and a great idea.

Cerealkiller |

You know we fight monsters a lot in many gaming systems, however it seems that their are things that do not get explained in great depth or at all.
I would like to see a Monster book that would cover the following.
1) The proper way to pronounce their names.
2) Monster tactics and strategies. Does their intelligence and/or wisdom score determine their combat knowledge or is it really the GM using his/her personal knowledge on how the monster would act which I think would be the wrong choice. You assume that they would act like this or that but you really do not know. So there should be a section on how they act in and out of combat and, what other monsters they might work with . An example would be; a troll and some goblins working together, and randomly a troll grabs a goblin in the middle of a fight and eats him. Things like that would be nice to know when it come to the monsters personality.
3) Their society (i.e. social structure, living conditions, and hierarchy). Do they make plans to go out and adventure or hunt for food.
4) Monster food chain (i.e. in a dungeon their are 4 groups of monsters [goblins, rats, giant spiders, and a beholder] explain why they might be there. Who would eat whom because monsters have to eat as well. Territories what areas do the control. Do they fight amongst each other.
You know there are a lot of really good suggestion on books that could be put together and published in 2012. It might be nice to really focus on the core mechanics of many RPG's. Which is monsters. A book like this would help both new and seasoned GM's alike.

Evil Lincoln |

Honestly, I hope to see hardcover rulebooks drop off drastically. I know there are not many now compared to WotC era, but even so.
The great appeal of Pathfinder for me was that I got small "chunks" of sourcebooks that were tied into written modules and a campaign. Before APs, I would end up buying a monster book, a setting book where I would get my adventures and setting, and whatever rulebooks came out for magic or whatever. I would buy three or four products, and use less than a third of the material in each.
The Pathfinder AP was like getting those usable bits from each book, compiled in a small volume on a theme each month. That's awesome.
It was also a place for Paizo to test out new rule modules, a format I vastly prefer to having to digest an entire book of new rules at once. A new feat here, a new scenario system there, a new item.
Since the RPG came out, things have changed, albeit subtly.
Developer attention is clearly divided, and it seems that the designers focus more on the hardcover books. To take one example, I was VERY excited for the mass combat rules in Kingmaker, and they came out underdone — I speculate this was because of the massive attention turned to the APG at the time. I know there were other factors, there always are in publishing, and I'm just speculating anyhow.
If I could choose between the Rules Hardbacks and the AP, it would be the AP. But my financial situation favors the Hardbacks, and my players want to use hardback material (since they get nothing from the APs if they're players!) So personally, I'm feeling a little forced into signing on for more rulebooks that I don't really want or need.
We needed to fill the void on rulebooks. It's filled. I wish we could bring the focus back to the Adventures. As a last word, I want to say, the adventures have stayed good, but I wish the rule development in the APs were getting more attention.

mdt |

Honestly, I hope to see hardcover rulebooks drop off drastically. I know there are not many now compared to WotC era, but even so.
I don't. A drastic drop in hardcover rulebooks would mean a corresponding drastic drop in $$$ going to Paizo, which would in turn mean a drastic drop in the number of people employed by Paizo.
The fact they have expanded in this economy is a testament to how good a job they are doing. Let's let them reap those rewards.

mdt |

We needed to fill the void on rulebooks. It's filled. I wish we could bring the focus back to the Adventures. As a last word, I want to say, the adventures have stayed good, but I wish the rule development in the APs were getting more attention.
As a follow up, the customer base of Paizo has radically changed. Prior to PF coming out, 90% of it's customer base was AP purchasers (the rest were buying maps and such, or just buying things off the website).
That is no longer the demographic. In fact, many of their new customers don't buy APs. It's bad business to put rules in the APs instead of rulebooks. It alienates the new customer base, and devalues the rulebooks with the existing customer base.
Devs have said repeatedly that core rulebooks should be setting neutral, and system rules should be in them. Golarian specific rules belong in the APs, per the devs. I agree with both sentiments. I don't buy the APs, don't particularly intend to start. I'm old school. I might buy kingmaker some time soon to get the rules on kingdom building, although I'm holding off hoping they'll flesh those out in a GMG2 or World Building rulebook (hardcover).
At this point, culling things out of hardcovers and going back to only APs would be a serious hit to their bottom line, and would alienate a large chunk of their paying customer base. Not something that any company does if they want to keep being a going concern.

Sketchpad |

Hmm ... I'd like to see:
For Pathfinder
• Races of Wonder: A collection of new races that expand past the fantasy staples. Maybe one race/designer in an attempt for new options.
• Mad Merkel's Guidebook & Catalog: Think Aurora's Whole Realms Catalog for Pathfinder. Includes standard gear, special gear and a guidebook from a traveler's perspective.
• Campaign Option Guides: Think of this as alternatives that could be added to a campaign if the GM wanted. For example: Steampunk, Different Magic systems, Low Magic, etc.
• Guide to the Far Realms: Guides on the other planets near Golarion with rules on how to travel to them and back again.
• Madness Revisited: New monsters in the vein of the Cthuhlu Mythos! More rules for madness! New NPCs! Alternate magic system!
Other Books
• Post-Apocalyptic RPG: There's been some talk that if Paizo did another RPG, this would be one they'd look into. I'd love to see it :)
• Pathfinder Modern RPG: The other genre that's been spoke about. Again, I'd love to see a well done modern game, especially if it was more in the vein of horror/conspiracy ala Dark•Matter or such.
• Pathfinder IN SPAAAAACE! I know this one's not on the docket, but it be pretty sweet! ;)

Evil Lincoln |

Evil Lincoln wrote:
We needed to fill the void on rulebooks. It's filled. I wish we could bring the focus back to the Adventures. As a last word, I want to say, the adventures have stayed good, but I wish the rule development in the APs were getting more attention.As a follow up, the customer base of Paizo has radically changed. Prior to PF coming out, 90% of it's customer base was AP purchasers (the rest were buying maps and such, or just buying things off the website).
That is no longer the demographic. In fact, many of their new customers don't buy APs. It's bad business to put rules in the APs instead of rulebooks. It alienates the new customer base, and devalues the rulebooks with the existing customer base.
Devs have said repeatedly that core rulebooks should be setting neutral, and system rules should be in them. Golarian specific rules belong in the APs, per the devs. I agree with both sentiments. I don't buy the APs, don't particularly intend to start. I'm old school. I might buy kingmaker some time soon to get the rules on kingdom building, although I'm holding off hoping they'll flesh those out in a GMG2 or World Building rulebook (hardcover).
At this point, culling things out of hardcovers and going back to only APs would be a serious hit to their bottom line, and would alienate a large chunk of their paying customer base. Not something that any company does if they want to keep being a going concern.
MDT, everything you say there makes sense to me, or seems plausible, anyway. I can accept the demographic has changed, and yet, when asked what I want, my earlier comments still hold.

Doc_Outlands |

Tome of Thrones - yes, please! Mass combat, stronghold building rules (inc. how Wizards can influence strongholds *as the builders*!), etc. Heroes of Battle is one of our favorite books from 3.5 and our group was saddened to see so little love for it in later products!
Pathfinder in SPAAAAAAAAAAACE! - ok, Avalon Games is taking a shot at this and is pretty well invested in it. In fact, depending on how easily d20 Modern can be "uplifted" to PFRPG status, there's a LOT of 3PP Space Opera out there already - and of varying quality. Paizo quality, however, is the industry *leader* and anything done to that standard is peachy. This would necessitate an entire new line of products, not just one semi-new rulebook.
Psionics - ties into Space Opera, obviously. Haven't looked at the Dreamscarred material yet.
I think this year is likely to be the "Year of the Stars" for my group, as we are looking at starting a space-opera campaign in conjunction with my recent fiction-writing activity. Heck, I may write a game-setting based on my fictional universe for public consumption, since I'll basically be doing for my campaign at home. Ah, big plans!

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Hmm ... I'd like to see:
For Pathfinder
• Races of Wonder: A collection of new races that expand past the fantasy staples. Maybe one race/designer in an attempt for new options.
• Mad Merkel's Guidebook & Catalog: Think Aurora's Whole Realms Catalog for Pathfinder. Includes standard gear, special gear and a guidebook from a traveler's perspective.
• Campaign Option Guides: Think of this as alternatives that could be added to a campaign if the GM wanted. For example: Steampunk, Different Magic systems, Low Magic, etc.
• Guide to the Far Realms: Guides on the other planets near Golarion with rules on how to travel to them and back again.
• Madness Revisited: New monsters in the vein of the Cthuhlu Mythos! More rules for madness! New NPCs! Alternate magic system!Other Books
• Post-Apocalyptic RPG: There's been some talk that if Paizo did another RPG, this would be one they'd look into. I'd love to see it :)
• Pathfinder Modern RPG: The other genre that's been spoke about. Again, I'd love to see a well done modern game, especially if it was more in the vein of horror/conspiracy ala Dark•Matter or such.
• Pathfinder IN SPAAAAACE! I know this one's not on the docket, but it be pretty sweet! ;)
+1 for Alternate magic systems (although I know you guys are working on some in UM), Steampunk, Low Magic alternate setting, Post-Apocolyptic, and Pathfinder Modern RPG.

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I think this year is likely to be the "Year of the Stars" for my group, as we are looking at starting a space-opera campaign in conjunction with my recent fiction-writing activity. Heck, I may write a game-setting based on my fictional universe for public consumption, since I'll basically be doing for my campaign at home. Ah, big plans!
Doc Outlands...check out the RPG Eclipse Phase. Played that for about a year with some friends and we loved it!
Sorry about the off topicness of that comment :D

bugleyman |

I'd love to see all the articles on the gods of Golarion from Pathfinder compiled into a single book -- I know about Gods and Magic, but the individual articles are still the most comprehensive. But I can see why that probably won't happen...

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Paizo said something about going to the other planets around Golorian, yes?
I'd like an AP that did that.
• Guide to the Far Realms: Guides on the other planets near Golarion with rules on how to travel to them and back again.
• Pathfinder IN SPAAAAACE! I know this one's not on the docket, but it be pretty sweet! ;)
EDIT: I see I am not the only one...

Urizen |

Paizo said something about going to the other planets around Golorian, yes?
I'd like an AP that did that.
Sketchpad wrote:EDIT: I see I am not the only one...• Guide to the Far Realms: Guides on the other planets near Golarion with rules on how to travel to them and back again.
• Pathfinder IN SPAAAAACE! I know this one's not on the docket, but it be pretty sweet! ;)
There's more of us than meets the eye.

gbonehead Owner - House of Books and Games LLC |

Sad to say it, but at some point some sort of Spell Compendium and even better a Feat and Trait Compendium would be beyond awesome. With all the Action Paths and Player's Guides and Companions and Chronicles and sourcebooks there's a million feats and spells scattered out there. I had a huge issue with that in 3.5e due to the ever expanding number of splatbooks, and Pathfinder is the same way, if you count *all* the stuff that's out there.
As for what I'd like to see, there's a lot of stuff I'd like to see. Some of these would be partly Golarion centric, I'm sure, but that's never stopped me from using them, and I'm also sure there's years of material in here. I'm taking it as a given that we'll continue to see Bestiary 3, 4, etc..
- Monster books - I don't mean bestiaries, and I'm not talking about XYZ Revisited (though I'm a huge fan of those) - I'm talking about more in-depth coverage along the lines of Libris Mortis, Lords of Madness, Savage Species, and Drow of the Underdark.
- Epic Level Pathfinder This should be late in 2012, however, if it makes it into 2012 at all. I want to be sure that we've got all the Ultimate Combat and Ultimate Magic stuff settled before we go shooting for the heavens.
- Environmental books - Frostburn, Sandstorm and Stormwrack were really cool, and I'd like more of the same.
- Planar material - It would be especially cool to have in-depth coverage of the inner planes, and I wouldn't kick an outer planes hardcover off the shelf either.