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Pathfinder Rulebook Subscriber

I'd like to see a version of Mindshadows updated for Pathfinder.
Some of the material in there for both setting and mechanics (like the juggernauts) was fascinating.
Also, a pathfinderized Basiran Dancer from Kalamar ;)


I would like to see more, 'fluff' type articles, ones that don't necessarily have to be rules heavy, but can be jumping points for campaigns or character back stories for campaigns.

And while there seem to be a lot of them out there, I would like to see imaginative and NEW traits, not just a rehash of old traits already available.

The Baba Yaga AP is coming soon, it would be great to have support material and character class archetypes for that AP.

Scarab Sages Contributor; Developer, Super Genius Games

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It looks like the whole "Talk to us and we'll give you free stuff" idea is catching on! The folks at Adventure-A-Week have their own feedback thread, which you can speak up in over here.

Also, thanks to those folks for their nice shout out to this thread!


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I'd love some setting help. Not like major world rebuilding, change the names of continents and gods, but just tourist traps and little towns. There are so many towns and villages you can take your parties through, and after a point, they can all start to run together as there are only so many ways you can say "you enter a small fishing/farming/mining town where everyone knows each other and is welcoming of you but clearly suspicious of these newcomers." A table with the chance of a random celebration festival, local tradition or landmark, random event, heck, even just random NPC event to help set it apart from the other twelve towns you've passed through while looking for the bad guy's minions for information.


So, some of this will sound familiar, but:

  • A non-spellcasting shapechanging class/archetype, more 3.x Master-of-Many-Forms than Pathfinder druid.
  • Ideas/rules for better GMing/playing non-standard races (goblinoids and weirder), especially when the races are described as "universally evil"
  • Sanity-destroying and/or nihilistic monsters
  • Body-horror monsters
  • Fey from deep within the Plane of Faery... creatures truly alien to Prime Material beings
  • As tieflings are to half-fiends, a standard/advanced augmented (uplifted?) race that is similarly related to half-constructs. (Must be raise-able/resurrect-able, or it's a non-starter)
  • Anything psionic, especially dragons
  • Bullet Points of names for people & places


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What I'd like to see? My name in the writing credits of one of your products. Barring that, how about a collection of unique cursed magic items?


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Owen K. C. Stephens wrote:
Distant Scholar wrote:
Here's a big project: I'd like someone to take on the Words of Power system and modify it into something that feels more robust and complete. I don't think it's necessary for the system to simulate every Pathfinder spell, or even all the core spells, but I think it needs some re-tuning.

A lot of folks seem to like this idea, and I think the system is a cool concept. So, let me ask you, exactly where do you feel the current system falls down? What does it need to handle, that it currently can't, that would increase its robustness?

Also, are you only interested in an expansion of the existing system, or would a top-down reworking of the same basic idea appeal to you, if it covered your concerns and needs better?

I'm interested in everyone's opinion on this, btw. :)

Hopefully, lots of other people will give their opinion on this. I, unfortunately, haven't had any chance to actually use Words of Power in an actual game.

An expansion of the existing system, with perhaps some tweaks where needed, is what I was thinking of. If you feel it needs more than that, that would be fine, too.

Some examples of words that I think are missing:
* Words that can create items (temporary or permanent)
* Words that can modify items (improve weapons, lower hardness, etc.)
* Words that add a condition to the target.
* Words that remove a condition from a target.
* Short-range teleport words.


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Ambrosia Slaad wrote:

So, some of this will sound familiar, but:

  • A non-spellcasting shapechanging class/archetype, more 3.x Master-of-Many-Forms than Pathfinder druid.
  • Ideas/rules for better GMing/playing non-standard races (goblinoids and weirder), especially when the races are described as "universally evil"
  • Sanity-destroying and/or nihilistic monsters
  • Body-horror monsters
  • Fey from deep within the Plane of Faery... creatures truly alien to Prime Material beings
  • As tieflings are to half-fiends, a standard/advanced augmented (uplifted?) race that is similarly related to half-constructs. (Must be raise-able/resurrect-able, or it's a non-starter)
  • Anything psionic, especially dragons
  • Bullet Points of names for people & places
  • Monsters/humanoids of Leng
  • A rapier and main gauche archetype for rogues (and maybe fighters)


Some Ideas I would like to see:

A Knife Throwing build thats not Master Thrower from 3.5, that could be utilized.

that Spellcasting practioner trait that gives +4 to class level, to help make Mystic Theurge viable. Or maybe even just looking at altering the mystic Theurge in general that its viable with Oracle/Sorcerer.

I know a friend of mine wanted a Rogue/Bard kind of character, but the only real one of interest is the Deadly Courtisan which is a race specific archtype. Something along those lines. Maybe a Gypsy-esque kind of Fire Dancer archtype. With some aspects of the Shadow Dancer like hide in plain site, but involving hiding within 10 feet of fire. That would be something I think people would be interested in playing.

Sai's currently get no love in this game, neither do Battlefans it seems. Having a look at those would be cool.

Sorry I am kind of all over the place, and relatively new to Pathfinder, these are just some things I have seen.


I've picked up a few of the Bullet Point products before and really enjoyed them. With the slew of releases this year, a compilation is in order. There's also been only scattered love for the gunslinger for equipment. How about a Loot 4 Less for them?


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-Symbionts. Perfect for a Mythic Menagerie. Just their stats for combat/encounter, how to join with them and more importantly their gp value cause they are items down the end.

-Grafts/implants. Plant, aberration, undead, fiendish, what ever. They were cool and their gp value was useful.

-Artifact spells. Like in Secrets of Xen'drik. Unique super spells. What was missing was the fluff and originality. Places where each of these spells can be found, their history, and use beyond combat.

-Magical locations. Locations as treasure, like in 3.5's DMG 2. Maybe call them eldritch sites? But they were a neat idea that could have been expended a pund.

-Battle suits. Not necessareely mechas that require their own rules, just suits that give certain abilities. An armor forr fighters, an organic three for druids, shadow stuff for rogues, a ice suit for wizards, etc.

Thanks.

Silver Crusade

I never bought one of your products before.

I'm not sure what I want to see in your style, but I would really like to see a Savage Lands themed mini campaign.

Scarab Sages Contributor; Developer, Super Genius Games

Callous Jack wrote:
I would love some rules for haggling or maybe even a haggling skill.

I would *think* haggling could be handled by Bluff, Diplomacy, or Profession (merchant), if you had one set of rules with tweaks for using different skills.

Does anyone know offhand if it was covered in Rite Publishing's 101 New Skill Uses?

Otherwise it seems like a BP could handle it. Although I do have these unfinished notes for rules about PC run businesses, caravans, and merchant guilds...

Scarab Sages Contributor; Developer, Super Genius Games

victor08 wrote:
better guide to creating of vechile in pathfinder

Out of curiosity, did you see our (admittedly brief) rules for vehicles in Anachronistic Adventurers: The Tough?

And if those don't do it for you, what kinds of other rules are you looking for.

Scarab Sages Contributor; Developer, Super Genius Games

BluePigeon wrote:
Hmmm, A Genius Guide to Constructs and Artificers is something I would die to see published, especially for the Pathfinder Rules Set.

I presume you've seen Mythic Menagerie: Engines of Destruction?

It's admittedly just a construct-focused monster book (though i think the author did a great job with it!) What other kinds of stuff would you like to see in The Genius Guide to Constructs and Artificers?

Scarab Sages Contributor; Developer, Super Genius Games

xorial wrote:
I would like to see a product of some kind expanding your product Houserule Handbooks: Spell Points. Something like feats that deal with Spell Points specifically.

Currently in playtesting!

These rules need a LOT of playtesting, since the Spell Points system I created doesn't have the thousands of play-hours behind them like Vancian magic does. But I hope to have the follow-up book out soon.

Interestingly, Houserule Handbooks: Spell Points is currently the most-requested free PDF from people who have chimed in on this thread. :)

Scarab Sages Contributor; Developer, Super Genius Games

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Rokku wrote:
I'd like to see new Godling material, as well as the existing material gone over with a fine-toothed comb and rereleased in one package after a fresh edit.

That's absolutely a plan. The reworking is proceeding apace, and we still don't have a print solution we like, but we're not giving up on this idea.

Dark Archive

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Generic support for multi-classing, such as the Unearthed Arcana 'Magic Rating' and 'Fractional BAB' options.

Something that would allow someone to be a little bit Monk and a little bit Rogue, or a level of Cleric and a level of Sorcerer, without terribly sucking at both (or taking a specific Prestige Class, like Mystic Theurge, five-ish levels later, so that, by 7th level, you finally don't suck quite as much as you have for six long levels...).

Something that would allow a Monk 2 / Rogue 3 who Prestige Classes into Shadowdancer 1 or Red Mantis Assassin 1 to not be a second tier combat character with the same +3 BAB as a 6th level Wizard.

An option (or options) that don't require a bunch of feats, or a specialized archetype, might be ideal, but short of just saying 'use Magic Rating and Fractional BAB' I have no idea how exactly to do that sort of thing...


Owen K. C. Stephens wrote:
Callous Jack wrote:
I would love some rules for haggling or maybe even a haggling skill.

I would *think* haggling could be handled by Bluff, Diplomacy, or Profession (merchant), if you had one set of rules with tweaks for using different skills.

Does anyone know offhand if it was covered in Rite Publishing's 101 New Skill Uses?

Otherwise it seems like a BP could handle it. Although I do have these unfinished notes for rules about PC run businesses, caravans, and merchant guilds...

Just pulled it up and under Diplomacy they have an item called Negotiations. Negotiations: When bargaining with others, your Diplomacy skill allows you to negotiate a better deal or bargain.

Under Intimidate they have an item called Forced Discount. You can force a merchant to ‘offer’ a 10% discount on all purchases. Of course there are some after effects,in that dealing with that merchant again results in the merchant starting off hostile to you.


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Owen K. C. Stephens wrote:
Interestingly, Houserule Handbooks: Spell Points is currently the most-requested free PDF from people who have chimed in on this thread. :)

That's cause it's really cool!!!

Scarab Sages Contributor; Developer, Super Genius Games

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GM Elton wrote:

I never bought one of your products before.

I'm not sure what I want to see in your style, but I would really like to see a Savage Lands themed mini campaign.

Well now you can send an email to get one for free and try us out!


I'd be up for more time-focussed classes, and mor Anachronistic Adventurers.
Would also like to see a supers book and if that meant buying a modern book then so be it.


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I like the idea of having a number of gambling type games all in one print as well as a more in depth, flushed out method of using gambling as a skill.

Dark Archive

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The Time Thief has a lot of fun with the mechanics of rounds and duration and whatnot. A class that manipulated space and spatial relationships in a similar manner, and messed with people's physical positions on the map, as well as spatial properties like reach, size and flanking, etc. could be interesting.

Distorting spatial distances in the area so that enemies find it difficult to approach them or their allies (doubling movement costs to cross 'stretched' space) while shortening spaces so that allies *appear* to be able to 'dash' forward at incredible speed (over the compressed space) could be a fun tactic, for example.


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Set wrote:

The Time Thief has a lot of fun with the mechanics of rounds and duration and whatnot. A class that manipulated space and spatial relationships in a similar manner, and messed with people's physical positions on the map, properties like reach and flanking, etc. could be interesting.

Distorting spatial distances in the area so that enemies find it difficult to approach them or their allies (doubling movement costs to cross 'stretched' space) while shortening spaces so that allies *appear* to be able to 'dash' forward at incredible speed (over the compressed space) could be a fun tactic, for example.

Brilliant! I love that idea!

Silver Crusade

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Set wrote:

The Time Thief has a lot of fun with the mechanics of rounds and duration and whatnot. A class that manipulated space and spatial relationships in a similar manner, and messed with people's physical positions on the map, as well as spatial properties like reach, size and flanking, etc. could be interesting.

Distorting spatial distances in the area so that enemies find it difficult to approach them or their allies (doubling movement costs to cross 'stretched' space) while shortening spaces so that allies *appear* to be able to 'dash' forward at incredible speed (over the compressed space) could be a fun tactic, for example.

Since learning about time, it seems that anti-matter moves backward in time. :)

Scarab Sages

I'd like to see more in the "House Rules" area, variations on the standard rules that others have used to enhance their roleplaying experience.

Words of Power is a great idea; I'd also like to see some sort of spell weaving rules.

Bloat mages, blood mages.

Also, I've seen systems that use a progressive learning system for spells, i.e., you would have to learn Spark before you could learn Burning Hands, and then you could learn Burning Arc or Flaming Ball. Maybe that's too close to the various schools of magic, but just a thought.

I'd also like to see some campaign specific material for Osirion adventures, quests, various themes for a phaoric setting.

I haven't had a chance to completely go through the vast amount of SGG material out there, so if I mention something already available, sorry.


AinvarG wrote:
Set wrote:

The Time Thief has a lot of fun with the mechanics of rounds and duration and whatnot. A class that manipulated space and spatial relationships in a similar manner, and messed with people's physical positions on the map, properties like reach and flanking, etc. could be interesting.

Distorting spatial distances in the area so that enemies find it difficult to approach them or their allies (doubling movement costs to cross 'stretched' space) while shortening spaces so that allies *appear* to be able to 'dash' forward at incredible speed (over the compressed space) could be a fun tactic, for example.

Brilliant! I love that idea!

I'd love to see this too. There are precious few ways to do this with straight spells in pathfinder. There were a few more in 3.5, but certainly not with this flavor. I would love to see a chessmasters style character who is focused on literal battlefield control.


long john silver wrote:
-Symbionts. Perfect for a Mythic Menagerie. Just their stats for combat/encounter, how to join with them and more importantly their gp value cause they are items down the end.

No offense to the fine folks at Super Genius, but... I haven't seen any details yet, but Dreamscarred did tease they are working on a symbiont race for their upcoming Ultimate Psionics hardcover. (I don't know any more about it than that though.)

long john silver wrote:
-Grafts/implants. Plant, aberration, undead, fiendish, what ever. They were cool and their gp value was useful.

Rite does offer #30 Fleshgrafts full of grafts and implants.

long john silver wrote:
-Battle suits. Not necessareely mechas that require their own rules, just suits that give certain abilities. An armor forr fighters, an organic three for druids, shadow stuff for rogues, a ice suit for wizards, etc.

Dreamscarred also has a "suit" class, the aegis, in their Psionics Expanded book (it'll also be in the UltPsi too). It is a class ability though, not just an independent suit or armor.

That said, I'll still love to see Super Genius develop these too, either building on the other publisher's work (and they've worked well with Rite and Dreamscarred before) or as their own independent (and awesome) take.


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Also, +1ing Set's "spatial controller" idea (now you're thinking with portals?).

And a request for more Races Revisited, especially lizardfolk.

And fleshing out the curse spell and witch hex... beyond just debuffing/penalties mechanics, but weird and evocative curses, especially if they present hooks for the GM and roleplaying players.


Ambrosia Slaad wrote:

Also, +1ing Set's "spatial controller" idea (now you're thinking with portals?).

And a request for more Races Revisited, especially lizardfolk.

And fleshing out the curse spell and witch hex... beyond just debuffing/penalties mechanics, but weird and evocative curses, especially if they present hooks for the GM and roleplaying players.

I would like to see death curses. Espcially ones that allow all of those NPCs who have been wronged by overzealous PC to exact a measure of revenge.

Liberty's Edge

Set wrote:

Support for multi-classing ...

Something that would allow someone to be a little bit Monk and a little bit Rogue, or a level of Cleric and a level of Sorcerer, without terribly sucking at both (or taking a specific Prestige Class, like Mystic Theurge, five-ish levels later, so that, by 7th level, you finally don't suck quite as much as you have for six long levels...)

Interesting! I've been working a new method of multi-classing that addresses pretty much exactly this! I'm pretty happy with it so far ...

If I can just find some time in my freelance schedule to finish it, maybe I'll shoot Owen and company an e-mail query ;)


Ambrosia Slaad wrote:
long john silver wrote:
-Symbionts. Perfect for a Mythic Menagerie. Just their stats for combat/encounter, how to join with them and more importantly their gp value cause they are items down the end.

No offense to the fine folks at Super Genius, but... I haven't seen any details yet, but Dreamscarred did tease they are working on a symbiont race for their upcoming Ultimate Psionics hardcover. (I don't know any more about it than that though.)

long john silver wrote:
-Grafts/implants. Plant, aberration, undead, fiendish, what ever. They were cool and their gp value was useful.

Rite does offer #30 Fleshgrafts full of grafts and implants.

long john silver wrote:
-Battle suits. Not necessareely mechas that require their own rules, just suits that give certain abilities. An armor forr fighters, an organic three for druids, shadow stuff for rogues, a ice suit for wizards, etc.

Dreamscarred also has a "suit" class, the aegis, in their Psionics Expanded book (it'll also be in the UltPsi too). It is a class ability though, not just an independent suit or armor.

That said, I'll still love to see Super Genius develop these too, either building on the other publisher's work (and they've worked well with Rite and Dreamscarred before) or as their own independent (and awesome) take.

I know this isn't about SGG, but what are the differences between Psionics Expended and Ultimate Psionics?


long john silver wrote:
I know this isn't about SGG, but what are the differences between Psionics Expended and Ultimate Psionics?

Psionics Expanded is like an Advanced Player's Guide follow-up to the core Psionics Unleashed book. Ultimate Psionics compiles PsiUn, PsiExp, and extra stuff into a single hardcover/PDF.

Silver Crusade

Owen K. C. Stephens wrote:
GM Elton wrote:

I never bought one of your products before.

I'm not sure what I want to see in your style, but I would really like to see a Savage Lands themed mini campaign.

Well now you can send an email to get one for free and try us out!

Sent.

Liberty's Edge

I'd like to see more races, especially alien races, preferably in the Genius Guide to Races format instead of the #1 With a Bullet Point. Stuff that's not from any place the PCs will know about. Stuff like the jyoti or some of the better Traveller races, where the psychology is actually alien.


I would like to see more stuff on unarmed combat, like feats and archetypes or even a new take on the Midnight setting.

Dark Archive

Ambrosia Slaad wrote:
Also, +1ing Set's "spatial controller" idea (now you're thinking with portals?).

Not so much, just sliding around the battlefield, with some options being slow enough to allow AoOs for the movement (best used on enemies) and better options moving so fast that the movement doesn't provoke (best used on self or allies). At least, that was my first notion. Possibly a better idea involving portals could work too. (I like a portal idea for a long-distance sword attack effect, you opening a mini--portal right in front of you, and the other end appearing 20 ft. away, allowing you to stab someone 20 ft. away with the sword in your hand. Then again, just 'stretching space' could be a unique visual for that, too, with the sword suddenly stretching across the intervening four squares to poke the dude who thought he was safely out of melee range...)

Quote:

And a request for more Races Revisited, especially lizardfolk.

And fleshing out the curse spell and witch hex... beyond just debuffing/penalties mechanics, but weird and evocative curses, especially if they present hooks for the GM and roleplaying players.

+1 to more curses. That could be a good Bullet Point, or longer product, with a dozen (or more) 'custom' curse options.


OK, so far lots of folks have hit my ideas as well.

Hm. Gestalt!

Modern/supers/Anachronistic stuff

A few of Ambrosia Slaad's suggestions:

The non-spellcasting shapechanging class/archetype, more 3.x Master-of-Many-Forms than Pathfinder druid.

A standard/advanced augmented (uplifted?) race that related to half-constructs. (Must be raise-able/resurrect-able, or it's a non-starter)

Anything psionic, especially dragons

Bullet Points of names for people & places


Quote:
... trained monster-hunters who fight secret wars of brutal simplicity against werewolves and psychics for the mysterious Department 7.

Just this one tantalising piece of fluff from the 'Enforcer' pdf was enough to make me echo the previous calls for more in the way of 'Anachronistic' material: more classes; settings and scenarios; more on the vehicle rules; basically, anything you've got for the AA series, like Doc Outlands said. If the AA line ends up being expanded into a full-scale 'P20 Modern' rules-set and/or campaign-setting, I'll be more than happy to see it. :drool:

One specific idea that just occurred to me is the need for 'Anachronistic Traits'. The flavour-text and bonuses inherent to many of the traits in the PF-APG are, unfortunately, too specific to a fantasy setting (skills with bladed weapons, magic being commonplace and openly studied, etc.). What I'd like to have are some traits that are flavoured towards designing and refining characters born and raised in a 'modern' setting (say, from the American Civil War forward to today). Naturally, the more such traits we got, the better - I'd love to see four or five categories of Anachronistic traits, with eight or ten choices to each, like we saw in the APG - but even a 'starter list' of ten to twenty traits would be ace.

I'll also second the request for 'SGG Codices' of the various new classes at various stages of their careers. Naturally, making up the first one of Anachronistic Adventurers would be the best way to hook me into buying such compilations; including the Time Thief, Time Warden, and the formerly Con-exclusive material about the 'Time War' in the second such 'SGG Codex' would almost guarantee you yet more of my money. ;D

Other than these? IMO, Owen, you and the SGG crew are kind of like MacGyver: not knowing what we're going to see you do next is actually part of the fun. :D

Scarab Sages Contributor; Developer, Super Genius Games

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Set wrote:
Ambrosia Slaad wrote:
Also, +1ing Set's "spatial controller" idea (now you're thinking with portals?).
Not so much, just sliding around the battlefield,

Just for note, at least some of that will be present in the Warp Warden, a time warden archetype in the sometime-soon-upcoming Genius Options: Masters of Time (title subject to change).


Other than the Magister update (wanna play the class...don't wanna cry six levels in because now a bunch of cool new options appear) or more Multiclass Feats (because my spellcaster now has an Eidolon Bodyguard and likes it) I'd like to see a couple of different bits and pieces.

- Steampunk themed gear. I'm sure I'm not the only person who'd like to see a giant hammer with a rocket booster to add damage, a tiny robot companion dragging a great sword or magically enhanced robo-limbs allowing the rogue to leap tall buildings (and possibly explode on landing - steampunk does carry a certain risk/reward element). And Reaper is sending me a Clockwork Dragon soon...

- More Archetypes, especially for your own classes. I know you guys did the Godling Archetypes with the Blacksnake and Spellhammer and co, and I would love to see some more 'one Archetype fits all classes' style ones, but some specific ones for your own classes (and the Paizo ones) would be awesome too.

- Is there a 'Coming Soon' section for SGG stuff? I know sometimes products do get pushed back and such, but it would be nice to be able to see if you're coming out with anything cool that month or if I can safely blow my money on pizza and snacks.


Quote:
or if I can safely blow my money on pizza and snacks.

... or the light bill...


...well, yeah, I COULD pay that, but then where would I get the money for new games?

Scarab Sages Contributor; Developer, Super Genius Games

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JonGarrett wrote:
Other than the Magister update (wanna play the class...don't wanna cry six levels in because now a bunch of cool new options appear)

The magister rewrite of the magus should be ready in 3... 2...

But in any case, anyone who bought The Genius Guide to the Magus will get the new Genius Guide to the Magister as an update.

JonGarrett wrote:
or more Multiclass Feats

In playtesting. :D

JonGarrett wrote:
- Steampunk themed gear.

That seems likely an inevitable, if eventual, supplement for whatever I end up doing with the Anachronistic Adventurers classes.

JonGarrett wrote:
And Reaper is sending me a Clockwork Dragon soon...

Yup, me too!

JonGarrett wrote:
- More Archetypes, especially for your own classes. I know you guys did the Godling Archetypes with the Blacksnake and Spellhammer and co, and I would love to see some more 'one Archetype fits all classes' style ones, but some specific ones for your own classes (and the Paizo ones) would be awesome too.

I'm certainly open to the idea. I have at least one SGG-class archetype coming in Genius Options: Master of TIme (the warp warden). But the time classes and godlings have always been very popular, so giving them extra support is an easy decision. I don't know if anyone is comping at the bit for armiger, shaman, and witch hunter archetypes.

GENERAL QUESTION: Overall, how many people would like to see APG-style archetypes for more SGG classes?

JonGarrett wrote:
- Is there a 'Coming Soon' section for SGG stuff?

Currently there is not. A big part of that is that we have up to two dozen products in various states of readiness and with different authors, editors, and playtest groups at any given time. Some get released promptly. Others are two years late. Some are conceived, written, playtested, and edited in-between company meetings. So we often don't have a firm grasp of what is coming out when. We made a few announcements early on when I came aboard SGG, and then my process failed to get them out (sometimes they still aren't out). So, rather than tantalizingly annoy people, we stuck with things we have in-the-can, generally announcing them at most a week in advance.

Now that was the easy solution, but it's not the only possibility. If people really thought that knowing what we had coming would not only be nice and fun, but make it easier to buy our stuff (theoretically resulting in higher sales), we could look at putting a Coming Soon page together -- but that might mean we release fewer products overall, or more shorter products.

GENERAL QUESTION: Overall,what are the odds people would buy more SGG products if they knew about them in advance as a result of a Coming Soon page? How much lead time would be useful?

Dark Archive

More universal archetypes please. :D


I'd love to see some archetypes for the shadow assassin don't know if anyone has noticed I really like the shadow assassin

So yes to and APG style archetypes for SGG classes.

A coming soon section would be cool...not sure how much lead time though..


I'd love to see more APG style archetypes, possibly bundled in with the classes themselves, and then the universal archetypes in there own documents. Then again, I'm still trying to make a Spellhammer Synthesist Summoner work...(no healing for the Eidolon suit).

For 'coming soon' just a 'what's new this month' would be nice for me. Obviously, this is just me, but I tend to hunt around at the end of each month/start of the next, budgeting for what games and goodies are released in that upcoming four weeks. A 'Coming This Month', even if it doesn't list when in the month things are actually coming, would be nice. It's not exactly a huge issue, though - if I've already blown all my slush money of skittles and...well, sour skittles I can always pick up cool PDF's the next month.


Owen K. C. Stephens wrote:

GENERAL QUESTION: Overall,what are the odds people would buy more SGG products if they knew about them in advance as a result of a Coming Soon page? How much lead time would be useful?

For me I think it would increase future purchases. Getting a chance to get excited about something and maybe even ask questions about it before its released would increase my incentive to buy it when it comes out. It would also let me plan to use the product. A thought process along the lines of 'SGG is comming out with the dragonmancer next month, maybe i want a prominent npc to be that in my next campaign.'


Pathfinder LO Special Edition Subscriber
havoc xiii wrote:
I'd love to see some archetypes for the shadow assassin don't know if anyone has noticed I really like the shadow assassin

Have to second this. Just recently was reading through this class and saw a lot of potential in it.

Additionally, just got my copy of the spell-point rulebook last night and it is absolutely awesome! I will be using this in an upcoming campaign, it is just too cool to not!

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