[Amora Game - Kickstarter] the Book of Collective Influence - LIVE


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Update #7 will be up on Sunday.


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Only $12 to go to reach the "archetypes for all classes" stretch goal!!!

@Greg, will this extra content necessarily make the book bigger?


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I pledged yesterday. Finally!


Oceanshieldwolf wrote:

Only $12 to go to reach the "archetypes for all classes" stretch goal!!!

@Greg, will this extra content necessarily make the book bigger?

No this I actually assumed we would hit this goal, and was factored in to the cost of the book already. I made a risky judgement, and it was the right one.

Once the goal is "officially" reached, the other stretch goals can make it a bigger book.
There is an internal discussion within AG to add a "bonus" rules section to make the book thicker. And potential PrCs. I have surprises.


Adaptive or adaptative?

*looks around*

Don't mind me folks... Just thinking loudly.


Drejk wrote:

Adaptive or adaptative?

*looks around*

Don't mind me folks... Just thinking loudly.

I don't mind.

Adaptive. Adapted, adaptation, adaptive.

Just like disorient, disorientation, disoriented. I *hate* seeing "disorientated". Almost as much as "agreeance".


nucular


[threadjack]

Hostible, chimbley, burgyular, amblyance.

Watch you don't career into the Medium strip.

And for the Australians among us:

miyons and miyons (millions and millions)

runeen (running)

Aks (ask)

[/threadjack]


Also:

Update #7!!!

Hope you don't mind Greg! ;)

Ooooh! Playtest document is being put together. I can't wait to see these early levels of each class!!!

Fantastic stretch goal for an adventure!!!


Talked with another a third party publisher to write the adventure. More to come.


And my class is submitted! Enjoy - it's a beast of an Incarnum rewrite.


Update #9 we announce Rocks Fall Games as a stretch goal, and preview the Mnemonic, Conduit, and Survivor.


Nice work on the preview. Thought I might throw some thoughts down after reading through it.

The Conduit feels kinda similar to the Direlock - d8 HD, light armor, spell absorption for pool points and mystical powers every three levels. But the conduit doesn't seem to be a caster at all, so that is different.

Having said that, I'm only looking at three levels - the warlockesque blast power is kinda cool (though I think the blast empowering needs play testing), and the hurt-self for pool points ("Desperate Measures) while it looks game able/a little OP, is interesting.

Too many of the abilities have Mystical in the name (Mystical - movement, weapons, protections, power, boost, fortune and Apotheosis). Mystical itself feels kinda bland.

At later levels I see some spell resistance and the intriguing Conduit Dissipation/Conduit Disruption/Conduit Redirection suite.

Feels like a blasty anti casty. Cool.

The Mnemonic feels a little complicated thematically - I see the links but they aren't all falling together for me -it seems to be a thought-monk crossed with Kobold Press Savant - he hits you and frazzles your brains and maybe steals your feats and skills.

Regardless of the complexity of the theme I think this will be a really fun class to play - there appear to be a bunch of on-theme powers (detect thoughts, perfect recall, spell theft, familiar foe) and the more monk/melee/scramblewarrior stuff (photographic reflexes, unarmed strike, throw anything) while confused in my mind, actually pull together in a zany and extremely versatile fashion. Nice one again Mike Myler!

Scott Gladstein's Survivor had me nonplussed at first, but the class is growing on me, particularly the not-yet detailed Safe Passage, Paranoia (sixth sense when being observed/watched - love it! and I can think of some ways of expanding on it) and the Thick Skin and Survival Talent suites.

A bunch of bonus feats, thematic later abilities (live off the land, stable, stalwart, light sleeper) and you really have the bones of the survivalist trope. I'd love to plug one of these into a Mutant that will apparently be described in Iron Gods - at last - the chance to play something like the Mutants in Genesis of the Daleks…

So this is starting to look like a really exciting bunch of new classes….


@Greg - I sent you an email...

RPG Superstar Season 9 Top 32

@Oceanshieldwolf: The mnemonic is cleaner than you might expect - and I'm the editor, so expect the rules-language to get cleaner still. By the way... expect some REALLY nifty archetypes for this one, also authored by yours truly. I'm eagerly awaiting a final draft, myself... [insert evil laughter, here]


It's not really the mechanics being messy, more that I'm kinda pulled in two complementary but divergent directions by the theme of the class - on throne hand the thought-stuff, and on the other the mental-powered melee stuff. As I said, I do like it!


Abandoned Arts wrote:
The mnemonic is cleaner than you might expect - and I'm the editor, so expect the rules-language to get cleaner still. By the way... expect some REALLY nifty archetypes for this one, also authored by yours truly. I'm eagerly awaiting a final draft, myself... [insert evil laughter, here]

AA you have mail, and you have been excited about this one from the get go, and that scares me!

Mike went through a number of revisions on this one. I felt really bad for him. (kind of) :)


Awww yins are sweet. Thank you.

I'm stoked to see the final results as well, and frankly, expect(ed) more revisions for both. Each kind of treads on the "Good Designing Taste" plateau by fuddling about mixing around class abilities and power dichotomies fundamental to the system.

They are also awesome, largely for that reason. :)


Survivor really plays with defensive augmentation of the party. Their "safe passage" class feature is essentially a pool of points that can be spent to give others (either all allies within 30 feet or single targets) their defensive talents for a bit.

It functions as a battlefield commander more than a front line fighter so it's a good alternative to playing like a bard. Feral fighting can give you a little boost in your combat prowess every now and again but you are still medium BAB. You also have stupid hit points and are a pain to take down so if you can direct attacks towards you- you've done your job.

Playtesters have said it invokes the same kind of feel/ vibe as a spelless ranger (though not 100%). It was designed with simplicity in mind, like a fighter, so you are not assaulted with 30 class features while not falling into being linear. The number of survivor talents really give it those options.

I wanted this to be a class people play and can just drop into any game. Not have to adapt lore to it.

Contributor

I guess I'll have to just sit and wait patiently for Greg to preview my class.

twiddles thumbs


-wraps an arm around- You aren't alone.


Huh, I think I'm the only one so far who hasn't really said much about my class.

Guess mine will be revealed last :)


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Will McCardell wrote:

Huh, I think I'm the only one so far who hasn't really said much about my class.

Guess mine will be revealed last :)

I haven't told much since the KS started...


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Oh. Sneaky drakes...


Update #10 - Haunts, Environmental Hazards, and Magical Contamination. OH MY!


Cheapy wrote:
Oh. Sneaky drakes...

Slithering even.

This reminds me that I might want to write an evolution in the future that replaces legs. But I think that I will keep it for the next book.


I wrote a new evolution and a feat today. Or were those two evolutions? I don't remember if one of the last two was added today or yesterday.

Contributor

Yeeeeeeees. Mystic preview AT LAST.

After reading that preview, I have to say, Greg, you have teasing down to an art form at this point.


You mean this sample?


I'm loving the way these classes are turning out. That being said, I have some comments and questions on the preview document.

Typo in the Mystic's Role section (should probably be 'skilled'):
Although skill martial combatants, a mystic's true strength...

What kind of action is an elemental strike, and what does it cost you? It is mentioned multiple times, and Fast Strikes mentions that it will make elemental strikes into a free action instead of a swift action, but I don't see anything pointing out exactly how it works at a basic level. I am assuming that it is a swift action and costs a ki point, but that's not actually specifically said anywhere.

The Mystic doesn't explain how its ki pool works. If we go off the monk's mechanics, that could give us ki point numbers, but do they also get the monk's AC bonus or extra attacks by spending ki points?

Missing comma in the Warloghe's Role section (needs a comma after the first 'Warloghes'):
Warloghes often known as oath-breakers, are shunned or hunted by civilized cultures...

Abuse of commas in the Role section here (I don't think there should be either of them around 'as necromancers', and it's missing one after 'spritiualists'):
A small number of warloghes are surprisingly civilized, blending in with the lowest dregs of society, as necromancers, or as charlatans and spiritualists preying on the grief of those who have lost loved ones.

Perhaps this would be smoother:
A small number of warloghes are surprisingly civilized, blending in with the lowest dregs of society as necromancers, charlatans, or spiritualists, preying on the grief of those who have lost loved ones.

Grasp of the dead doesn't explain what it takes to escape the grapple of the skeletal arms. Or is the intent that they they are grappled just for 1 round if they fail the Reflex save? Also, what is the calculation for the Reflex DC? I might have just missed a blanket statement that specified it, but I am not seeing it.

The last line of Spirit Strike uses both 'Alternatively' and 'instead' in one sentence, which sounds strange to my ears. Perhaps taking away the 'instead' would be better:
Alternatively, the warloghe can use this ability on himself, instead healing an equal amount of hit points.


All very good questions.

As stated on the "About this Document" it's the non edited preview and some mechanics are missing/purposely omitted. Those classes in preview #1 and preview #2 specifically had contents omitted and are not fully detailed :)

Part of why it is more of a teaser than a preview.

Give me an hour or two to finish a project and I can answer your questions directly.

On the grammatical end, the 5 classes that have been previewed are actually at the editor. So those issues are already underway to be fixed.


One thing that caught my eye in warloghe description - essence pool was used in Magic Of Incarnum as a resource (and Magic Of Incarnum is on a way to revamp by Dreamscarred Press) - maybe the name of the warlogh's feature/resource could be changed to something else?


Amora Game wrote:

All very good questions.

As stated on the "About this Document" it's the non edited preview and some mechanics are missing/purposely omitted. Those classes in preview #1 and preview #2 specifically had contents omitted and are not fully detailed :)

Part of why it is more of a teaser than a preview.

Give me an hour or two to finish a project and I can answer your questions directly.

On the grammatical end, the 5 classes that have been previewed are actually at the editor. So those issues are already underway to be fixed.

I understand. Thanks for the clarification. I'm not used to seeing works at this early of a stage, and I figured it would be better to give feedback as early as possible.

Thanks in advance for looking into my questions.


BetaSprite wrote:


I understand. Thanks for the clarification. I'm not used to seeing works at this early of a stage, and I figured it would be better to give feedback as early as possible.

Thanks in advance for looking into my questions.

We are making the annotations :) Every piece of feedback you are going is being noted. Keep it up. We are loving it!

Slight schedule change, it will be later this eve before I can fully respond to your questions. Hang in there with us.

@Drejk - Noted. We can update for the playtest.

Contributor

BetaSprite wrote:
What kind of action is an elemental strike, and what does it cost you? It is mentioned multiple times, and Fast Strikes mentions that it will make elemental strikes into a free action instead of a swift action, but I don't see anything pointing out exactly how it works at a basic level. I am assuming that it is a swift action and costs a ki point, but that's not actually specifically said anywhere.

Greg cut that explanation from the preview document.

Quote:
The Mystic doesn't explain how its ki pool works. If we go off the monk's mechanics, that could give us ki point numbers, but do they also get the monk's AC bonus or extra attacks by spending ki points?

Cut from the preview document.

Trust me when I say that you aren't looking at an eight of the Mystic class in that document, let alone its elemental paths. I think I submitted something crazy like 11,000 words to Greg when I was finished my Beta draft.


Alexander Augunas wrote:
BetaSprite wrote:
What kind of action is an elemental strike, and what does it cost you? It is mentioned multiple times, and Fast Strikes mentions that it will make elemental strikes into a free action instead of a swift action, but I don't see anything pointing out exactly how it works at a basic level. I am assuming that it is a swift action and costs a ki point, but that's not actually specifically said anywhere.

Greg cut that explanation from the preview document.

Quote:
The Mystic doesn't explain how its ki pool works. If we go off the monk's mechanics, that could give us ki point numbers, but do they also get the monk's AC bonus or extra attacks by spending ki points?

Cut from the preview document.

Trust me when I say that you aren't looking at an eight of the Mystic class in that document, let alone its elemental paths. I think I submitted something crazy like 11,000 words to Greg when I was finished my Beta draft.

That's good to hear. I just wasn't sure what to expect in the preview, and those seemed like some major things to miss out on.

Contributor

BetaSprite wrote:
That's good to hear. I just wasn't sure what to expect in the preview, and those seemed like some major things to miss out on.

If you back the project, you'll get to see fully what to expect before everyone else!

Hint Hint Nudge Nudge Peer Pressure


Alexander Augunas wrote:
BetaSprite wrote:
That's good to hear. I just wasn't sure what to expect in the preview, and those seemed like some major things to miss out on.

If you back the project, you'll get to see fully what to expect before everyone else!

Hint Hint Nudge Nudge Peer Pressure

Heh, I already did. I only found out about the preview PDFs through the e-mails they send out. =)


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Hi all, good luck with the project, but can I suggest that you rename the medium class? Purple Duck Games already has a published class called the medium. To potentially avoid confusion, it might be helpful to do so!


ericthecleric wrote:
Hi all, good luck with the project, but can I suggest that you rename the medium class? Purple Duck Games already has a published class called the medium. To potentially avoid confusion, it might be helpful to do so!

ericthecleric has emailed me and I have also responded, but I will also respond here.

The name will stay currently as the medium, as that is the theme and really goes with the class design. When time comes, it will be put to the kickstarter backers for a vote.

Just as we did for the warloghe(formally warlock) in update #2.

@BetaSprite, I know I still have to give you a glimmer to the questions you ask, I am working on this as well. I have been currently focused on getting more of the Prestigious Roles product line out before the get KS ends.


Amora Game wrote:
@BetaSprite, I know I still have to give you a glimmer to the questions you ask, I am working on this as well. I have been currently focused on getting more of the Prestigious Roles product line out before the get KS ends.

Thanks for the update. Don't stress about it. I'll be happy to get a response whenever you're ready.

RPG Superstar 2009 Top 16, 2012 Top 32

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ericthecleric wrote:
Hi all, good luck with the project, but can I suggest that you rename the medium class? Purple Duck Games already has a published class called the medium. To potentially avoid confusion, it might be helpful to do so!

Given the five (?) published archetypes and classes named "swashbuckler," including two swashbucklers from Paizo and one from WotC, I trust that the gaming public is savvy enough to distinguish between two classes that happen to have the same Real-World-inspired name.


^Agreed


I'm still convinced Greg's tinker is making my tinker money and vice versa.


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Interjection Games wrote:
I'm still convinced Greg's tinker is making my tinker money and vice versa.

I was actually going to use this as an example of the same name, and vastly different rules for each class.

Update #12


Aye, from what I gather, the classes behave as follows.

Amora: Dwarf's sappin' mah wall!

Interjection: Dwarf's kamikaze robots are sappin' mah wall!


*waits impatiently for...


Amora Game wrote:


Update #12

So the Iron Lord and Metapath sound like they share some thematic space - and that's why I think the communal theme of this project really works for me.

The Metapath, originally titled the Synergist (and variously titled the Echo and Catalyst, though I am saving those and Synergist for archetypes, and am open to backer feedback on the naming) is explained best by this bolded portion:

Update 12 wrote:
While not trained as front line warriors, metapaths commit themselves fully to battle, assisting their companions where possible, or drawing upon their allies’ success to boost their own prowess.

And further explained thus:

Metapath wrote:
These individuals act as a lodestone for the group, a catalyst for endeavors the group undertakes. Whether imbued with a spark of almost divine camaraderie, a giant dose of personality, or just plain luck, these individuals spur their companions to greater heights of success by producing synergies that create a feedback loop of success and acuity. Metapaths perform best in groups, utilizing the power of shared inspiration to create new legends and heroics.

Essentially, the golden one, the lucky guy, the totem or mascot. So while superficially filling the bard role metapaths are more than a supporter of a group, and more of an integral cog in a machine. The metapath's cast or bonded group (similar to the Group Leader PrC's close group) can, by their own successes charge the metapath's synergy. Each success, via an attack, save or possibly skill use, gives the metapath a synergy bonus (not a point in a distinct pool, see below) that the metapath can bestow to any member of the cast, including the metapath - these bonuses are currently hard coded to particular things, chosen like an inquisitor's judgments, attack, saves, damage etc but I'm open to these being floating bonuses. Playtesting will nut this out. ;)

I decided not to use a distinct pool mechanic for synergy, though I dearly wanted to at times in the design path - synergy I could see as thematically similar to either grit or ki. Elghinn Lightbringer, my collaborator on the Direlock base class was very helpful in the backing and forthing between pools, ki, grit or something completely new.

Again. playtesting will determine whether a pool is more in line with the desired effect or whether synergy should be able to be regained like grit - I'm very keen to have this happen as the whole point of personal synergy for me is that by success, you are energized toward creating more success. Mechanically though, it just seemed a little over the top with all the other things going on.

Essentially, the meta is a play on words - it describes the meta-communion of the party with a metapath in it, it also alludes to the metagame or "beyond the fourth wall" aspect of mechanical successes by a player character being applied to the other player characters.

Now if only I could get a sneak peak at the Iron Lord. Sounds completely dread, and I'd love to put an Iron Lord in a party with a Metapath. Or any of these new base classes.

Paizo Employee Design Manager

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The Iron Lord uses Auras and Drills to boost the party, and can select from military specialties to cover down in secondary roles. OSW, pop me a PM and I'll link you to the doc.


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1500 Stretch goal reached. Now in technicolor (well just color).

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