Urath DM |
As a nod to old school AD&D, there could be a short appendix with a few tables for generating random dungeon trappings.
Do you mean more than the ones in the GameMastery Guide's "Dungeon Toolbox" ?
Table 7-3: Dungeon Entrances (~50 entries)
Table 7-4: Dungeon Rooms (~50 entries)
Table 7-5: Mundane Room characteristics (~50 entries)
Table 7-6: Exotic Room chanateristics (~50 entries)
Table 7-7: 100 Pieces of Major and Minor Dungeon Dressing (100 of each)
Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Epic Meepo wrote:...tables for generating random dungeon trappings.Do you mean more than the ones in the GameMastery Guide's "Dungeon Toolbox" ?
Ah, somehow I missed those. No need to waste space on more of those, then.
Though I do agree with previous requests that mundane equipment be reprinted from other sources so we can have consolidated equipment lists.
EDIT: Just re-read all the suggestions on the previous page. Damn, this would make an awesome hardcover!
Raymond Lambert |
I firmly feel the MIC was the best support book of the 3.5 era. It had stuff for almost every class. the non class items saw use by many classes. Most importantly, it featured many exciting items for low and mid level play. It is crucial that we not be forced to use the same old boaring stuff all the time. i sincerly hope we do not have to wait too many years for this.
Jadeite |
The MIC also featured Augmentation Crystals and Belts of Battle. It was a nice book, but it had some serious balancing issues.
Adventurer's Armory, on the other hand, was full of editing errors, as well as strange stuff like field plates and stone plates. I'd like an equipment guide for the Pathfinder RPG, I just wish a little more care than what happened with Adventurer's Armory or Ultimate Magic.
Doc_Outlands |
Most importantly, it featured many exciting items for low and mid level play. It is crucial that we not be forced to use the same old boaring stuff all the time.
May I introduce you to the "Loot 4 Less" series by Super Genius Games? Definitely NOT boring and geared toward lower-level play...
MendedWall12 |
After looking through the thread I think the consensus here might really be for three different books. If I'm wrong correct me. :)
1 = Pathfinder Item Compendium: (something a la MIC, with 1/2 mundane, 1/2 magic items, full descriptions, and a generous section of random rolling tables that makes sense, including some sections of "boxed" (ranger kit, rogue kit, etc.) items. As I look at this I think it would be a book big enough to be a fat hardcover all it's own, and definitely something I would drop coin on.
2 = Pathfinder Rules Alternatives: This book would be (at least insofar as I can tell) 1/2 complete overhaul of the crafting rules from the ground up. Then 1/2 rules crunch for dialing up or down the level of magic in your campaign world. In addition this could be the book with the new artificer, tinkerer class option, which could just be included as an addendum to the Craft overhaul. Again this is a book I would buy as soon as possible.
3 = Pathfinder Guide to Masonry: This book would be the stronghold/kingdom building guide extraordinaire. Full of, not only, rules crunch for building strongholds, but also kingdoms (a la Kingmaker). This book also might (or should) include a guide to building guilds, cults, religious organizations. Much of this book could just be a collection or reprinting (in an organized fashion) of stuff from previously printed material (like GMG and Kingmaker) but the fact that it would be all in one book, with useful tables, would make it a must have for me as well.
Snorter |
I think that "CR++" is something that needs to be tried and tested in rulebooks long before Pathfinder 2nd Edition.
Is that a shout out to 1st Edition?
When creature HD had * and ** addended, to show that they were worth more xp than you'd expect, because they had game-changing abilities?There does seem to be a need for a quick summation of what a creature actually does in-game, rather than continuing to pretend that the current CR score serves anyone.
Evil Lincoln |
Evil Lincoln wrote:I think that "CR++" is something that needs to be tried and tested in rulebooks long before Pathfinder 2nd Edition.
Is that a shout out to 1st Edition?
When creature HD had * and ** addended, to show that they were worth more xp than you'd expect, because they had game-changing abilities?There does seem to be a need for a quick summation of what a creature actually does in-game, rather than continuing to pretend that the current CR score serves anyone.
No, more of a programming joke. C++ is thus named because it is a later iteration of C, and "++" is the notation for "add one" in many programming languages. I had figured this was more mainstream knowledge than it actually is.
Anyway, CR works well enough as a ballpark, but a lot of real problems stem from the finer points. It's okay to leave the system more art than science, but an attempt to reexamine and reconsolidate the base assumptions would be appreciated. By me.
gbonehead Owner - House of Books and Games LLC |
Snorter wrote:Evil Lincoln wrote:I think that "CR++" is something that needs to be tried and tested in rulebooks long before Pathfinder 2nd Edition.
Is that a shout out to 1st Edition?
When creature HD had * and ** addended, to show that they were worth more xp than you'd expect, because they had game-changing abilities?There does seem to be a need for a quick summation of what a creature actually does in-game, rather than continuing to pretend that the current CR score serves anyone.
No, more of a programming joke. C++ is thus named because it is a later iteration of C, and "++" is the notation for "add one" in many programming languages. I had figured this was more mainstream knowledge than it actually is.
Anyway, CR works well enough as a ballpark, but a lot of real problems stem from the finer points. It's okay to leave the system more art than science, but an attempt to reexamine and reconsolidate the base assumptions would be appreciated. By me.
I think the base assumption is that whoever is running the beastie needs to have the experience as a GM to properly adjust things on the fly, especially at higher CRs where things start to get wonky.
Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
After looking through the thread I think the consensus here might really be for three different books. If I'm wrong correct me. :)
In my opinion, no. I want this to be an Ultimate Treasure book that touches on everything equipment- and treasure-related, not another wimpy equipment compendium with no new rule subsystems, character class options, or world-building discussions. (Though I wouldn't object too strongly if the stronghold stuff got moved to another book.)
sunshadow21 |
MendedWall12 wrote:After looking through the thread I think the consensus here might really be for three different books. If I'm wrong correct me. :)In my opinion, no. I want this to be an Ultimate Treasure book that touches on everything equipment- and treasure-related, not another wimpy equipment compendium with no new rule subsystems, character class options, or world-building discussions. (Though I wouldn't object too strongly if the stronghold stuff got moved to another book.)
With all of the suggestions given, it would have to be at least 2 books, if not 3, in order to give all of them adequate room to be handled properly.
John Kretzer |
I could get behind a equipment book...with more mundane equipment, magical equipment, alternative rule for crafting mundane stuff( 1 simpler, and one more complex), alternative rules for crafting magic items...or atleas a expansion to include rare material components to lower the cost, building a stronghold rules would be a welcome addition also.
A system of feats for eachj exoctic weapon would also be nice as long as they are useful abilities for the cost of two + feats. I think that would be the best way to handle exotic weapons.
A random table to include all items from previous books though will be not useful as it will be out of date as soon as the next book comeas out. I sorta like the card solution that the new gama world came out with. As a deck of cards are easier to add too than say a printed table and easily adjusted to remove those items you don't want in your game...
Another solution would be a computer program that makes the table for you.
Foghammer |
I am a HUGE fan of wondrous items. Trinkets that grant the use of a single cantrip at will, figurines that animate, things like that... A book full of magic items would be well received by my group.
Edit: I would not want this theoretical book to be loaded with tons of stuff about trains and buildings. Just lots of magic items and a Rule Rebuild of Item Crafting would be the extent of my interests. Not to say that I wouldn't buy it if that stuff was in it, but it would cut down on printing costs and therefore how much I had to spend to get the material I want.
Mortagon |
I could get behind a equipment book...with more mundane equipment, magical equipment, alternative rule for crafting mundane stuff( 1 simpler, and one more complex), alternative rules for crafting magic items...or atleas a expansion to include rare material components to lower the cost, building a stronghold rules would be a welcome addition also.
A system of feats for eachj exoctic weapon would also be nice as long as they are useful abilities for the cost of two + feats. I think that would be the best way to handle exotic weapons.
A random table to include all items from previous books though will be not useful as it will be out of date as soon as the next book comeas out. I sorta like the card solution that the new gama world came out with. As a deck of cards are easier to add too than say a printed table and easily adjusted to remove those items you don't want in your game...
Another solution would be a computer program that makes the table for you.
+1 to the highlighted part
Hmm, maybe i finally found a use for all the magic item cards I have laying around.
Hama |
+1 From me too...i'd by that without a thought.
Also, it would be fun to add magical items that have no real use in combat, and do not provide real bonuses like:
- A pipe that magically fills and lights itself
- Boots that keep the feet clean and smell-free (more expensive version also clips nails)
- Hat that always keeps the face in the deep shadow
- Lenses that change the eye color at random
- Buttons that button themselves on command
- Scabbard that always keeps the sword sharp and fixes it a little
All of these items can be made with prestidigitation and mending...
Snorter |
Would town/stronghold building info get used?
The reasons that info was in the 1st-2nd Edition DMG, was that;
a) it was a requirement for level 9+ PCs to have a base to attract followers, and
b) the PCs didn't have the automatic assumption of a magicmart on every street corner to spend their loot in.
The PCs were expected to become pillars of the community by that level (or be posted to the frontier where they could do less damage), with ties to the world around them.
3rd Edition PCs are solipsistic homeless loners, who somehow attract followers that fall out of the sky, as soon as they spend a feat, with no legwork required.
They carry their entire wealth on their back, spending 23 hours of every day inside a pocket dimension, until it's time to leap out, kill something, take its stuff, before trading it on the 'no-questions-asked-buyers-always-available-no-matter-what-it-is' black market.
If you want PCs building castles, you have to either make it worth their while, via mechanical bonuses, or restrict the potential for blowing their wealth on other stuff. Otherwise, why build a second guard tower, when that money could be another plus on your weapon/armor/headband of Godwisdom?
Jikuu |
I agree with the general appeal of this thread and too would pay money for this. I felt a bit disappointed with the Adventurer's Armory when a lot of it reappeared in the APG. I would like to see more items, but I admit I want to see extra optional rules, like a different crafting system, a suggestion or two for folks who want a "poverty" option or otherwise not feel like they have to be decked out to play (and really this can boil down to "GMs: Avoid using these monsters"), and definitely options for vehicles, strongholds, and kingdom building if any can be added to the Kingmaker rules. Let's have more to do with material than just wearing it.
Coboney |
An artificer class would be awesome, yes. It's one of the few classes I think the game could really benefit from, (without adding in something huge like psionics, that is).
So, what we all seem to want is:
- All the magic items in one place
- expanded and/or reprinted mundane gear
- Improved and all-inclusive treasure generation tables
- Rewards that aren't exactly treasure, but work the same way, such as body parts or locations
- Base building stuff
- A variant for getting by without the vanilla bonus items
- An artificer-type class
is that about right?
Think that has most - but also - rules on redoing the craft system. Please. Pretty please with sugar on top. I have players who love that type of thing and it would be a great help to have actual functional indepth rules on that.
Also - not a huge fan on the artificer but some of that might be that I dislike the 3.5 and tome of secrets one so much because of its brokenness.
mdt |
Lots of good ideas, but too many mashed together into one book.
Ultimate Gear
1 : Mundane Gear
2 : Magical Gear/Artifacts
3 : Redone Crafting System
4 : Treasure Generation System
Ultimate World Building
1 : Kingmaker kingdom building rules
2 : Fortress creation rules
3 : Environment specifics (ALA Stormwrack)
4 : Low/Medium/Ultra-high Magic world construction
Evil Lincoln |
I am not a supporter of the "Ultimate" titles.
I'm not really a supporter of homogeneous prefix book lines anyway, but
"Ultimate" has to be my least favorite of all, because it simply reminds me of the marvel comics titles.
I think the Bestiary is my favorite title, and I would love to see Paizo continue finding existing words of pedigree for their big releases. I think "Treasury" would be classy.
I also though Ultimate Magic should have been the Pathfinder Grimoire, but it isn't. Oh well.
Snorter |
I am not a supporter of the "Ultimate" titles.
I'm not really a supporter of homogeneous prefix book lines anyway, but
"Ultimate" has to be my least favorite of all, because it simply reminds me of the marvel comics titles.
It also implies the book will be the final word on the subject, which we all know, won't be the case.
The Eel |
I think the Bestiary is my favorite title, and I would love to see Paizo continue finding existing words of pedigree for their big releases. I think "Treasury" would be classy.
I also though Ultimate Magic should have been the Pathfinder Grimoire, but it isn't. Oh well.
+1 to the bold. Classy, indeed. I, too, am not a fan of "Ultimate" or "Complete", etc.
Dragonsage47 |
+1
The 3.5 MIC is the 2nd most used book in our game library... So used we have 2 copies of it and the most used book... the Spell Compendium. I heartily agree that a comprehensive series of Tables for the generation of equipment and loot would be an invaluable asset to our group and to virtually any group.
We certainly would love to see additional mundane gear and vehicles as well and perhaps a good system for designing mundane equipment/weapons and vehicles. Good rules for vehicles in combat would be a plus.
Wouldn't object to strong hold rules as well and perhaps detailed list of hirelings and henchmen to populate said stronghold, maybe include some expanded cohorts list to ice the cake so to speak... Though this last topic may be easy to handle in a smaller form instead of adding it to a book about equipment...