Gathering Feedback that matters


Advanced Race Guide Playtest


I think this answers might make a good feedback for the developers

1 - How often do you thing you will use it in your campaigns?

2 - Do you expect to use it as a player os just as a DM?

3 - What makes you positively review a new rule? the number of options it offers? how balanced it is? the inspiring descriptions? how strong your characters will be? how often do you expect to use it in your campaign? (you may choose more than one)

4 - Does this rule inspire you to buy this book? (quite the contrary, not really, a little, a lot)

In my case:

1 - Maybe once in one campaign

2 - As a DM

3 - how often I expect to use it in my campaign plus a mix of inspiring description + balance

5 - not really, but other rules might inspire me to buy it... just not this one


1. I'll probably use them quite a bit; I have lots of half-done races lying about for whom these rules would be a welcome addition.

2. Only as a DM.

3. Number of options, balance, and inspiration.

4. That depends on how good it ends up being. If it's good, then it would be a reason for me to purchase the book.


Pathfinder Rulebook Subscriber

1- I am already planning to use them quite extensively, both for brand new races and for variants on standard races.

2- I expect I'll only use it as a GM and a world-builder.

3- Number of options, balance, inspiration, how often I expect to use it.

4- Yes, because while I'm willing to stand rules on their head and make do without, I prefer a set of guidelines to fall back on and to build on. Even if this isn't perfect to me, I can use it as a building block.


I think this answers might make a good feedback for the developers

1 - How often do you thing you will use it in your campaigns?
As I am building my own Campaign Setting I will get extensive use of this.

2 - Do you expect to use it as a player os just as a DM?
I plan on using it as a DM, and designer and I'll be open to having my players use this as well.

3 - What makes you positively review a new rule? the number of options it offers? how balanced it is? the inspiring descriptions? how strong your characters will be? how often do you expect to use it in your campaign? (you may choose more than one)
The options the rules offer. how well it will merge with what I already use, Character strength means nothing to me what matters is how well this will positively effect my campaign.

4 - Does this rule inspire you to buy this book? (quite the contrary, not really, a little, a lot)
I see that this rule set will see a lot of use in my game. It will be one of the major reasons for buying this book.


1 - How often do you thing you will use it in your campaigns?
Rarely. I have made races by my own judgement for balance and suitability long before this arrived and I am unlikely to adopt this ruleset for balancing my races. I may pick a few ideas from it, but I won't use it in its entirety.

2 - Do you expect to use it as a player os just as a DM?
I doubt I would ever let players in my campaign make their own race.

3 - What makes you positively review a new rule? the number of options it offers? how balanced it is? the inspiring descriptions? how strong your characters will be? how often do you expect to use it in your campaign? (you may choose more than one)
Balance is my primary concern. Roleplaying and fun can stem from how well it works. The more smoothly it operates, the fewer mechanical gripes punch through the surface layer of roleplay and break immersion.

4 - Does this rule inspire you to buy this book? (quite the contrary, not really, a little, a lot)
Not at all. I can see how others might find use for it, but I don't need it.

Silver Crusade

1 - How often do you thing you will use it in your campaigns?

I would like to get a LOT of use out of it. But as it currently stands I literally cannot use it for my homebrew setting without wrecking it.

2 - Do you expect to use it as a player os just as a DM?

I expect I'll just be using it as a GM, though I have a campaign concept that would involve all of the players taking a crack at it, depending on how it turns out in the end.

3 - What makes you positively review a new rule? the number of options it offers? how balanced it is? the inspiring descriptions? how strong your characters will be? how often do you expect to use it in your campaign? (you may choose more than one)

Reasonable balance is important. So is opening up possibilities rather than locking them out. Whenever an ability is arbitrarily locked away with pre-reqs or to a specific tier that I can see working for races outside that exclusive range, I'm seriously disappointed. New abilities that aren't shackled to flavor or setting expectations of the developers(either consciously or unconsciously) are what I'm really looking for.

Strength isn't the big thing I'm looking for for these races and the characters made from them, though I do want them to be viable. What I really want is for them to be able to live up to their own flavor, and not be bound to limiting expectations born out of LotR/Standard Western Fantasy/humanocentric settings.

4 - Does this rule inspire you to buy this book? (quite the contrary, not really, a little, a lot)

Right now, I'm trying to stay optimistic. A lot of the stuff in the initial document was really discouraging, but the quick turnaround on one of the most problematic matters tying into balance has me hopeful that variety and support for races outside the "strictly human shaped" norm will get similar attention.

Jon Brazer Enterprises

1 - How often do you thing you will use it in your campaigns?

I haven't used the core races as presented since I starting DMing for 3.x, and I don't intend to now. My hope is that I'll be able to use the Race Builder to comfortably balance races I've used for years with only a gut sense that they were balanced.

That being said, once the initial work is done, I don't know that I would use it again, unless I started a new setting (which isn't likely).

2 - Do you expect to use it as a player os just as a DM?

I have a feeling the DM of our Saturday group may allow it for players. His world allows any race you can find somewhere in a 3.x or Pathfinder book because of some pretty weird planar physics. I won't allow it for players in my own game, though.

3 - What makes you positively review a new rule? the number of options it offers? how balanced it is? the inspiring descriptions? how strong your characters will be? how often do you expect to use it in your campaign? (you may choose more than one)

My largest concern is how useful a book is to me as a DM, and that tends to require options as well as a general sense of balance in the product. Flavor and player concerns are generally secondary for me, though they're still important.

4 - Does this rule inspire you to buy this book? (quite the contrary, not really, a little, a lot)

So far, no. What little we know about what's being included in the rest of the book probably won't be much use to me excepting some cherry-picking here and there, since I don't use the core races. Consequently, I want the Race Builder to be really solid and useful for my game, and right now, it needs a lot of work.

We'll see what it looks like if we get a Round Two Playtest for it.


1- Probably every game.

2- The race builder? Only as a GM. Other content? Probably every game.

3- Balance, and inspiring descriptions. I've used rules with not much support because I thought they were awesome. I shy away from rules that can be abused.

4- Yes. Actually, my roommate probably more-so. He loves exotic creatures and monsters, preferably playable.

Other thoughts: The race builder, as it is, can be used to make lots of things, but the final one should have more options.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

1 - How often do you thing you will use it in your campaigns?
As much as every other campaign.

2 - Do you expect to use it as a player os just as a DM?
As a DM, though as a player I would expect the GM to listen to and seriously consider my character ideas, whether or not they are from a homebrew race or not.

3 - What makes you positively review a new rule? the number of options it offers? how balanced it is? the inspiring descriptions? how strong your characters will be? how often do you expect to use it in your campaign? (you may choose more than one)
All of the above. The more positive traits they have, the more I like new rules.

4 - Does this rule inspire you to buy this book? (quite the contrary, not really, a little, a lot)
A lot I guess. Still needs some minor tweaking though (and a lot more options).


pontoark wrote:
1 - How often do you thing you will use it in your campaigns?

Depends on what you consider to be "How often." I have three or four homebrew races in my campaign, and I'd like to use the rules to build them.

Quote:
2 - Do you expect to use it as a player os just as a DM?

Even if a player is building their own race, I see this as GM rules. GMs have total say over what goes into their game, and unless I was doing a campaign where the players were mutated humanoids / Experimented beasts trying to escape from their creators, then I can't say that I would let my players build their own races. Even if I did, there would be limits and restrictions.

Quote:
3 - What makes you positively review a new rule? the number of options it offers? how balanced it is? the inspiring descriptions? how strong your characters will be? how often do you expect to use it in your campaign? (you may choose more than one)

A positive review is going to differ depending on a multitude of variables. For example, who is the rule for? What is the rule's intended purpose? How easy is the rule to understand and use? How hard is it to integrate into a game? Etc.

In the case of this particular set of rules, I'd give them a lukewarm review. I think the rules aren't too hard to understand or use. There's good examples in the text, and the rules are clearly for the GM, which means there is less of a concern for "breaking the system," so to speak.

However, where the rules fall flat for me is in the fact that the point values aren't consistent between one another. This is something that has been brought up before in many threads and I am not going to elaborate on it.

Quote:
4 - Does this rule inspire you to buy this book? (quite the contrary, not really, a little, a lot)

This rule was the selling point for me. I want to see what other cool things are in the book, but the race generation rules are my primary interest so far.


1: Depends on the campaign really but in a standard homebrew the frequency in which i use it would increase the farther my players travel from the known world.

2: Primarily DM but would I use it as a player, absolutely.

3: Balance and completeness/options, if I run into problems with knowing what I actually can and can't do then it will just get ignored everytime.

4: This is nice, and the more flushed out it is the more enticing it will become but not the primary thing I'm looking for in this book.

Grand Lodge

1 - Probably once or twice per campaign setting, not for every campaign/adventure path

2 - Both, I tend to do a fair bit of world-building and proposing of homebrews even as a player

3 - If it offers both inspiring ideas and easy integration with existing material (in which technical soundness plays a big part), otherwise, I have to ask how my purchase actually helps me.

4 - As it stands - not really, it doesn't fit easily in the book and seems like it would take up space that could be used for more material on known races. If it looks considerably better in a hypothetical round 2 - a little.

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