Laschoni |
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-Ultimate Skillz.
A retool of the Skill system maybe?
Crafting
Stealth
Professions
Feats, focuses, skillcentric archetypes.
-Ultimate Tome
all the books in one volume that Atlas couldn't shoulder.
-Varisia: The Hardback
-New Core Rulebook
Revised presentation, updated with references to new books. Replaces Seltyiel as the Eldritch Knight. (Or a compendium I guess)
-NPC Codex 2
-Bestiary 5
-Pathfinder and the Purple Crayon
A GM design playground
Jester David |
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There's no shortage of big book ideas. I can easily think of three or four I'd like to see and are just too big for a small softcover release.
Ultimate Intrigue, a big book on nobility, social conflict, spying, feuding houses, and more. For campaigns where the *only* thing you kill is someone's reputation.
Ultimate Technology. With a wide variety of weapons from Stone Age to far future for Spelljamming, Numeria, or Expedition to Barrier Peaks.
Ultimate Environment. Deserts, glaciers, underwater, and so much more including new weather options.
Ultimate Darkness. The big book of evil PC options.
Feros |
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My thoughts?
Advanced Character Guide: Options to help GMs build their own classes or modify existing ones to suit personal styles through alternate class and archetype creation.
Ultimate Psychic: Psychic Magic covered using an alternate class of sorceror and archetypes.
Auxmaulous |
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Ultimate Monster/Challenge/Threat:
- Breaks down monster abilities and scores value so you can calculate all creature aspects into CR when designing or modifying creatures.
- Breaks down and scores templates so you can alter or swap out features
- New Templates (basic, complex and specific)
- New Creature specific feats
- Alternate Creature designs: rules for making singular Boss/lead henchmen encounters that take into account action economy, incoming damage round over round, features that help creatures handing multiple PCs, etc
- Alternate rules and custom built-in advancement rules based on creature type: assigning creature specific abilities instead of just increasing scores as their HD advances: instead of Skill points or adding feats they get creature type or sub-type related abilities - ex: ambush ability for a variant advanced HD scorpion or another ability from the vermin or hunter ability list.
- Also HD progression/creature type built-in advancement charts for certain creature types: Dragon, Elemental,Spider type vermin,Social Type vermin. More fine tuned abilities that enhance creature power vs. generic feat progression (optimized creatures). Creature Archtypes, HD based abilities as you advance HD.
- Quick re-skinning rules for monsters and swap out abilities that can be pulled from a CR appropriate creature type or encounter role function chart.
also..
- New Hazards, diseases, traps and magical threats. Interactive or reactive Hazards or traps (teamwork traps, multi-phase/step or changing trap, etc).
- Creating enemy organizations and equipping and ranking them en mass. Instead of creating individual encounters making a whole group of foes as a team top down, and the rules and features to drop them out in a base + combining traps and threats to make a whole dungeon. Also so notes on enemy group organization: their group/encounter CR can go up or down based on operational effectiveness and training.
- Redesigned encounter rules: encounter setup choices, integrated encounter challenges, alt CR rules to help designed encounters for optimized or novice players (same character level, but different player skill set).
- Alternate level/xp advancement rules and all considerations (lower or greater treasure considerations), sweet spot encounters and sweet spot gear. Retaining same gear over levels, i.e. the slow progression campaign and equipment and treasure considerations.
Maybe I can write the book myself since this will never come out?
edduardco |
My thoughts?
Advanced Character Guide: Options to help GMs build their own classes or modify existing ones to suit personal styles through alternate class and archetype creation.
Ultimate Psychic: Psychic Magic covered using an alternate class of sorceror and archetypes.
+1000 to this. I've always wanted a class builder and I have been intrigued by Psychic Magic.
Auxmaulous |
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I'm not so big on another class/player book but I would 100% back and buy a forensic class builder guide. This would be a fantastic resource book for player and DMs alike and could be used by players who want customized PC classes, DM who want to make limited or specialized NPCs or even poached to add into creature abilities. Ultimate Class Builder (as Feros suggested) + Ultimate Monster and I would be a very happy DM.
Also Yora's idea - basically another installment of the Advanced Gamemastery Guide.
Enlight_Bystand |
I know i've seen posts from James Jacobs that indicates that he thinks Pschic Magic wouldn't take an entire book. I wouldn't be surprised if we get a book of alternative systems- Psychic Magic, Numeria style weird science, and a few others.
Yora |
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I think Ultimate Campaign could have provided a lot more in that respect. That was actually one of the main things I wanted from it (other than getting Kingdom and Army rules into the SRD). I'm already working out honor codes for my campaign and people have been quite excited about retraining and magic item crafting (for better or worse).
I would love to see a real Unearthed Arcana for Pathfinder. For example with some system for corruption like Taint or the Dark Side. Or magic that harms spellcaster every time they use it.
And please! Give us finally some book that has Allegiance (and adds it to the SRD). Allegiance is the greatest alignment system ever yet I've seen it used only in a single d20 game ever since its creation.
Jabberwonky |
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I know i've seen posts from James Jacobs that indicates that he thinks Pschic Magic wouldn't take an entire book. I wouldn't be surprised if we get a book of alternative systems- Psychic Magic, Numeria style weird science, and a few others.
Kelly LeBrock in Pathfinder? Yes, statblock Please!
PathlessBeth |
Here's what I want:
Ultimate Epic (pathfinderization of the epic level handbook)--The biggest issue with most epic campaigns is the lack of support. There's basically been one sorcebook for epic games ever, and that was in 3.0...and occasional monsters with CR>20.
this goes hand and hand with
Ultimate Deities: (WotC normally tried to avoid assuming that you had specific sourcebooks other than the one you were reading and the core rules. While I think this made sense in general, it got really awkward when they assumed throughout deities & demigods that people would be running campaigns where they could fight outsiders with 15+ divine ranks, 20 racial hit-dice, and 30-50 class levels and for some reason not have access to epic rules. Granted, at that time, they didn't know that a substantial portion of both books would become available through d20.org. Paizo, on the other hand, is in a position to correct that problem).
Ultimate Monsters--
something in the vain of Savage Species from 3.0.
Ultimate Intrigue--other people have mentioned it already on this thread. It could really be helpful in an Eberron-style campaign (and, incidentally, intrigue is something that scales well across all levels, even epic, so hurray for people who like high-powered games!)
Ultimate Scoundrel: We have a supplement for magic-users, and one for fighter-types, but what about rogues?
And last but not least,
Ultimate Ultimate: the guide to homebrewing your own (ultimate) content!
Yora |
Ultimate Intrigue--other people have mentioned it already on this thread. It could really be helpful in an Eberron-style campaign (and, incidentally, intrigue is something that scales well across all levels, even epic, so hurray for people who like high-powered games!)
Ultimate Scoundrel: We have a supplement for magic-users, and one for fighter-types, but what about rogues?
I have to say Complete Adventurer was the only Complete book that I really liked, so anything like that for Pathfinder could be very interesting ideed.
Lightminder |
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What about a gm guidebook 2 with different cultural frameworks and how they influence design, like a hierarchical punitive legal consequence vs. a egalitarian transformative legal consequence, or how visitors are received/perceived, or architecture as reflective of cultures druidic elves choices of wether to build and materials processes and placement usage different than a military fascist or mercantile slavery based culture,
Perceptions of time and division of labour, how animals and monsters, differing races fit into everyday life, relationships and rituals, ideas of what or who is ownable, or how connection to others is shown. City design guides and templates, development stages, levels of health within alignment like the enneagram levels and numbers, or looking at individual or societal moral development, maslows hierarchy of needs influencing bargaining, kohlberg gilligan stages etc...
Might be cool to see systems theory stuff too like down river impacts of mountain giants or large cities.
Public health events and how major events change culture... Like if your graveyard came up zombies one year would you really keep burying the dead or would you adapt.
What monsters are remoras on other monsters, what does a minotaur do to affect a local eco system. What are the rules around cross breeding races which can successfully mix and which wont work.
Inter party play, party dynamics and how to character generate balanced parties, thematic parties, more of how to make doing an adventure make sense.
How to do play by post games, how to do a short event campaign,
What about selecting food and music and props for various AP,s.
Yora |
What about a gm guidebook 2 with different cultural frameworks and how they influence design, like a hierarchical punitive legal consequence vs. a egalitarian transformative legal consequence, or how visitors are received/perceived, or architecture as reflective of cultures druidic elves choices of wether to build and materials processes and placement usage different than a military fascist or mercantile slavery based culture
In that case, also more honor codes for the Honor system.
Jim Groves Contributor, RPG Superstar 2010 Top 4 |
Jim Groves Contributor, RPG Superstar 2010 Top 4 |
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How would psychic magic be different from psionics?
It would be Paizo's interpretation of psionics. For that very reason, I'm not sure I am the best one to describe what that would look like.
On the other hand, it is possible no one else will reply, so I will answer—but take what I say with a grain of salt. I'm not in the office, and I'm not participating in any hypothetical internal meetings about it. And this does not indicate that they're even considering doing it at this time.
(Only that I would like them to)
Psychic magic is an approach to psionics where they treat it like other arcane and divine magic. The practitioners of psychic magic would have base classes, but would probably resemble sorcerers over prepared casters. They would use their powers as "slots" and uses per day, rather than driven by points.
The concept behind that is having a "power" system that works like other systems which already work within the game now. This, opposed to having an entirely different mechanic. This has the advantage of internally consistent rules and GMs don't have to integrate radically different subsystems in what is arguably an already complex game.
Chernobyl |
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Still holding a candle for the Tian Xia World Guide. Long shot, sure, but I can dream.
I like the idea of an Ultimate Rogue/Ultimate Scoundrel book - nice companion to Combat and Magic.
I'd like to see some effort on updating PDFs and books that have need of heavy errata...Ultimate Equipment anybody?
and a new idea...how about Ultimate Society...collect a full season of PFS releases in a single tome...
Doggan |
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I'd like to see NPC Codex 2 with all the APG/UM/UC classes. After that, I'd love to see another setting hardcover. I know the player companion Faith books were released, but I'd really like to see something more complete that actually has the structure of each deities church and the like.
Also, this may just be me and would probably fit better in the Campaign Setting line, but I'd love a huge book of city/town maps. I don't have the patience to make my own, but hate not having a city map to show my players. I usually end up borrowing maps from APs or random setting books.
Auxmaulous |
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I think a city builder book with tons of sample communities and map would be a pretty decent book.
NPC codex 2 is sort of a no-brainer in the next year or so, just by virtue of all the player splats and new core classes and archetypes (I would like to see some solid archetype statted NPCs, picking the top used ones as threat/support ones as needed by DMs)
I still think we need an Ultimate Monster/Threat book more than anything else (as a DM at least).
Besides the semi-annual bestiaries, creature design and support is not getting much love. Over the last few years Paizo has released very few creature templates and unlike the diluting/distracting features of prestige classes and the problems they caused in 3.5, templates actually help the DM design or easily modify creatures quickly to suit scenario needs.
I mean c'mon, in the early days of PF Adventure Paths they were using templates from Green Ronin's Advanced Bestiary left and right. Less so since Paizo has released their own bestiary books over the years, but a solid monster/threat template resource guide and forensic monster/ability/template break down book is sorely needed on the DM side of the table.
To me the order of importance would be:
- Ultimate Monster (Monster/threat design, ability breakdown and build tool-kit, alternate monster progression, abilities based on role function, monster specific feats, non-template tweaking, etc, etc)
- Advance GMG II or Campaign Builder (not what was in ultimate campaign)
- Ultimate Class (As Ultimate Monster, just for classes - class, class ability design and scoring and a feat designing and building tool-kit)
- Alternate spell systems book (this could be psychic powers coupled with an alternate spell system for faith based magic and maybe a spell point system guide for general magic as a variant systems book).
- World Book (community resource book, nation builders guide, several sample villages, towns and cities + maps, plus separate large map book).
Odraude |
They've gone pretty ultimate and mythic so far, so the obvious solution is that they're going to push back hard in the opposite direction soon.
Introducing "Meager Peasantry" and the expanded PC Commoner class.
Would be cool to see an Ultimate Adventure where it gives options for low-magic gaming. That way, GMs around the world can screw over their players... I mean, run a gritty, realistic E6 campaign ;)
I kid on that, but low-magic campaign rules and advice would be great. Roll that in with psychic magic and spellpoints (not for myself, since I hate spellpoints) and you've got a good book coming up. I'd love to see expanded Words of Power, but I feel that will never get supported :(.
Wrath |
I'd like to see a book that helps folk design adventures. Not just standard types, but ones that take into account the way power shifts in he game based on level.
Something with mistakes GMs should avoid in their games at higher levels. Ways to use creatures constructively and interestingly so they can't be just bypassed.
How to adapt your game world for low/ mid and high level play without necessarily resorting to planar travel
The APs are great for this, but a book that trains people how to do their own and provides guidance that helps them house rule or make decisions onowerful effects would be invaluable.
Cheers
Dragon78 |
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I am hoping for the next hardcover to be...
Psychic Magic(with no psionic points)
Psion(int based spellcaster who memerizes his "spells")
Esper(cha based spontaneous caster)
Psychic warrior type(uses mind to enhance physical abilities like running, jumping, maybe some telekinesis, mid/high level ability to use Int or Cha to replace strength score)
Distant Worlds Hardcover
Tian Xia World Guide
Arcadia World Guide
Garund world Guide
Sarusan World Guide
Casmaron World Guide(after Psychic Magic book)
Ultimate Feats(and Traits)
The Great Beyond Guide(outer planes, inner planes, demi planes, etc.)
A hardcover book that gives us some new classes like a...
Shaman-spontaneous cha based spellcaster that uses the druid spell list and has a totem animal theme.
Swashbuckler-a dex based fighter class.
Wildborn-an unarmored fighter class raised in the wild, has monk like ac bonus based of cha mod, more powerful in it's home terrain(Tarzan/Jungle Girl like class)
Shapechanger-a non-spellcaster based class that can turn into any creature and gain special abilities/defenses that are still active regardless of form.
Beastmaster- a class focused on a animal companion(can also gain magical beast companions or it's animal companion becomes a magical beast), also a cha based ac bonus, wild empathy, gains monster traits itself.
Lightminder |
How about taking the intrigue and politics theme into subtle campaigns, diplomacy strategies, or looking at waging non violent struggle campaigns, protest and regime change. Like the stuff from the albert einstein institute! Info gathering, strategy design and implimentation. My group of campaigners would looooove that.
Another angle could be running parallel games of player teams that interact doing sub missions in the same adventure, either as operation cell groups running in the same city, or as opposing groups interfering with eachother,s agendas.
It would also always be nice that after every ten books get the material sorted into a master tome, takes all the spells and puts them together, all the classes together, with some deeper discussion of what the comparative strengths and weaknesses of each are and how they fit into a party, all the equipment, etc. or even to reorganize the ref doc online.
How about the book of many Feats with a millipede on the cover?
Muer ras!
feytharn |
As much as I like the Idea of another World Guide, it is mentioned so much in this thread that I thought I would post a short remainder that the RPG (aka Hardcover) line has nothing to to with the setting. The three setting hardcovers were published in addition to the rules hardcovers, so they won't be what comes after Mythic Adventures.
My guess would be another NPC Guide, then perhaps psionics/skills/technology.
Feng Taldis |
For my two cents: Ultimate Cosmology. I know they've already published "Gods and Magic" and "The Great Beyond", but I really enjoy the extended entries they've been pinning into the adventure paths. Gods in G&M have two pages average and in the adventure paths they get 4-6 pages. Most of the writing is already done for such a project. More of a compendium really, with additions.