Things that might be cool to see in Pathfinder Unchained


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It seems like this is where they are heading - to allow people to create their own archetypes, which is an attempt to allow a workable multi-class option in the system. The current archetypes can serve as models or templates upon which to devise your own, though -of course - this requires advanced players who won't try to abuse the system. (And that is completely out of Paizo's hands.)

Coming up with a new system of character class creation could be very worthwhile, and may be something like the race creation guide - you get a certain # of points to use to buy abilities. Certain class Feats cost more than others, etc.

Grand Lodge

Kthulhu wrote:
Product Description wrote:
The Pathfinder Roleplaying Game contains numerous rules considered sacred by players and GMs alike. Since the system itself was based upon RPG "technology" already more than 20 years old, "backwards compatibility" often meant sticking with the familiar, even if tradition was filled with cobwebs and decades-old assumptions.Pathfinder Unchained dares to take a fresh look at the system itself, altering some of the fundamentals of the game and giving fresh optional takes on classic rules. Inside this collection of alternate rules and options you'll find completely redesigned versions of the barbarian, monk, rogue, and summoner classes. Delve into a new system for resolving player actions designed to speed play and dispel confusion. Many of the new systems (such as the revised classes) work seamlessly with the existing Pathfinder rules. Even the most staunchly traditionalist player will appreciate the book's math-lite system for on-the-fly monster creation and the new system for generating dynamic magic items that go far beyond a simple +1 to add lore and interest to the campaign. Players will love the book's new resource pool for martial characters, allowing for exciting new tactical options, as well as the robust new system that allows spellcasters to modify their spells with powerful spell components. This 256 page hardcover addition to the Pathfinder Roleplaying Game is designed to be used by GMs and players that want to change the way their game is played. You can pick and choose the systems you want to change or you can adopt a number of them for a truly new play experience. With Pathfinder Unchained, you can have the game you want to play!

From my read of this were not going to see that large of a departure...

Like the old saying goes..."I don't think it means what you think it means..."

Paizo Glitterati Robot

Removed a baiting post.


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Guy St-Amant wrote:


IMHO, Vancian Spellcasting is one of the main problem with class balance/imbalance.

How? I mean, I understand how some people like spell points or just unlimited use (like the 3.5 warlock). But in some cases, spell points can lead to even more Novaing and 5 minute adventuring days. (Depends on the system, of course).

I get that some peoples tables/games have issues with casters vs martials.

But I cant see how Vancian makes the difference.


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DrDeth wrote:
Guy St-Amant wrote:


IMHO, Vancian Spellcasting is one of the main problem with class balance/imbalance.

How? I mean, I understand how some people like spell points or just unlimited use (like the 3.5 warlock). But in some cases, spell points can lead to even more Novaing and 5 minute adventuring days. (Depends on the system, of course).

I get that some peoples tables/games have issues with casters vs martials.

But I cant see how Vancian makes the difference.

I'm with DrDeth. I have problems with Vancian casting being unintuitive but that goes away when you get used to it. But I don't think that it contributes to magic's power level.


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Vancian casting is unbalanced because of the breadth of solutions it grants, not because of the capacity to nova, which has a downside built in(you run out of the potential to contribute).

Designer

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I'm glad to see everyone's hopes here! As mentioned by some posters, Unchained is going to be a grab-bag of awesome optional rules that can change your game in a variety of ways, but of course it won't have all the options that everyone wants. I encourage everyone to adopt the attitude of an explorer, wandering into unknown lands to find anything cool, exciting, and unexpected. That way, you'll be more likely to get benefit from the cool things you do find, rather than focusing on looking for one particular thing. And if you do find exactly what you had most hoped for? Well that's like a cherry on top!


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A while ago I saw a product where the caster had the wizard's spell list and spell level progression and could cast prepare an infinite amount of spells per day but could only have one spell prepared at a time and it took up to a full round action to prepare a spell. I decided not to use this class ever because casting infinite spells out of combat is still broken fast but I thought the idea was amazing. I wonder what magic would be like if it were designed around that parameter rather than balanced around limited magic resources vs infinite martial resources.


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Trogdar wrote:
Vancian casting is unbalanced because of the breadth of solutions it grants, not because of the capacity to nova, which has a downside built in(you run out of the potential to contribute).

And other spellcasting systems dont have "breadth of solutions"? Have you played Tunnels and Trolls? Chivalry and Sorcery?

The downside is minor since you nova, Tport back home, rest, go back out, wash rinse repeat. Thus you never "run out of the potential to contribute" until you run out of days.


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DrDeth wrote:
Guy St-Amant wrote:


IMHO, Vancian Spellcasting is one of the main problem with class balance/imbalance.

How? I mean, I understand how some people like spell points or just unlimited use (like the 3.5 warlock). But in some cases, spell points can lead to even more Novaing and 5 minute adventuring days. (Depends on the system, of course).

I get that some peoples tables/games have issues with casters vs martials.

But I cant see how Vancian makes the difference.

"Linear Warrior, Quadratic Wizard"

Vancian usually start "weak", but get ridiculously strong at later levels; so maybe if the classes were balanced with each others level by level...

Spell/Magic Points: Work like Hit Points? (throw a dice each level, apply stat modifier.) Spells have a Minimum Caster Level to learn/access them... Group casting? (multiple people combining their powers for more powerful effects.) etc...


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Guy St-Amant wrote:


"Linear Warrior, Quadratic Wizard"

Vancian usually start "weak", but get ridiculously strong at later levels; so maybe if the classes were balanced with each others level by level...

I'd rather start adequate and become capable. That's just me.


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Mark Seifter wrote:
I'm glad to see everyone's hopes here! As mentioned by some posters, Unchained is going to be a grab-bag of awesome optional rules that can change your game in a variety of ways, but of course it won't have all the options that everyone wants. I encourage everyone to adopt the attitude of an explorer, wandering into unknown lands to find anything cool, exciting, and unexpected. That way, you'll be more likely to get benefit from the cool things you do find, rather than focusing on looking for one particular thing. And if you do find exactly what you had most hoped for? Well that's like a cherry on top!

I just hope that innovation is high on the agenda regarding the content going into Pathfinder Unchained.

All our hopes lie in the ability of the designers to make Pathfinder a progressive medium as well as correct the issues of the legacy problems that Pathfinder was burdened with (from D&D 3.5).


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scary harpy wrote:
Guy St-Amant wrote:


"Linear Warrior, Quadratic Wizard"

Vancian usually start "weak", but get ridiculously strong at later levels; so maybe if the classes were balanced with each others level by level...

I'd rather start adequate and become capable. That's just me.

Kinda what I meant, just applied to all Base Classes (not counting NPC classes). And then maybe do something similar to Prestige Classes.

I do understand that the mechanics and book keeping risk becoming heavier.

Designer

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Morzadian wrote:
Mark Seifter wrote:
I'm glad to see everyone's hopes here! As mentioned by some posters, Unchained is going to be a grab-bag of awesome optional rules that can change your game in a variety of ways, but of course it won't have all the options that everyone wants. I encourage everyone to adopt the attitude of an explorer, wandering into unknown lands to find anything cool, exciting, and unexpected. That way, you'll be more likely to get benefit from the cool things you do find, rather than focusing on looking for one particular thing. And if you do find exactly what you had most hoped for? Well that's like a cherry on top!

I just hope that innovation is high on the agenda regarding the content going into Pathfinder Unchained.

All our hopes lie in the ability of the designers to make Pathfinder a progressive medium as well as correct the issues of the legacy problems that Pathfinder was burdened with (from D&D 3.5).

All I can say is that the Design Team has several times chosen the option to not include material we already had turned over that we felt wasn't innovative enough in favor of spending more of our time to produce something more innovative for you. However, the definition of innovative will vary from person to person. At the end of the day, we want these systems to be unburdened and unchained and innovative but also not drastic. Something that we hope people will find cool and useful in many games when they have a particular desired atmosphere or change they wish to make to adjust their game in a certain way. However, some people would only see something that others see as drastic to be innovative, and others would see what some would consider innovative to be drastic, if you see what I mean. So I have no doubt that certain options will be seen as too drastic or not innovative by some people (maybe even the same option will be seen as both by different people!). It's sort of a guarantee that things work out that way, given the subjectivity.


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I think part of the high expectations for every PF hardcover is that the Paizo designers do a great job, so we assume (probably rightfully so) that they could do a great job with a specific thing we'd like to see. If the things we would like to see are not in a book and things we feel 'meh' about are instead, there can be some disappointment.

We kind of have two different discussions going, with some overlap- what we would like to see, and what we expect to see in PF Unchained. I expect to see (imo) cool options that some people will love and a few people will be disappointed by. I also expect (and look forward to) an AP taking advantage of optional new material. I'd like to see options for different action resolution mechanics, alignments, and vancian casting. There have been threads on what are the sacred cows, and there tend to be a diversity of opinions. Most rpg players like some sacred cows and would like to see some replaced.

Martial vs. caster is a topic with a lot of opinions. A fair number of players would like to see an overhaul, but any overhaul would likely appeal to some and alienate others. Imo one of the larger issues is that martials mostly have abilities that are limited to the part of the game that takes place on a grid with minis, while casters have spells that affect the combat part of the game and also have greater options for affecting storytelling. I have high hopes for PF Unchained providing more options for martials, and providing options for spell mechanics. Imo PF improved on 3E mechanics, and some of the imbalances result from changes that benefit some classes more than others. The improvements to skills make it so any class can be good at stealth (or any skill). Rogues no longer have the near-monopoly on skills they once had. The improvements to base class features mean prestige classes are no longer 'cooler' by comparison.

Thanks for reading my ramble. I'm enjoying the discussions on what we'd like to see and what we expect to see.


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Will the new systems in PF require the character to sacrifice something to use them or will they just be pure additions?

e.g.: Let's say there a system that allows characters to move and full attack... Will it be

A- Using this system you move and full attack.

or

B- Using this system you move and full attack, but you can only make 2 attacks per turn and only add half your strength modifier.

Because it they lean towards B, I fear the weak/boring aspects of the game go on being too weak/boring...

Also, can we expect to have continuing support for these system after PF:U or will they be promptly abandoned and never mentioned again like Words of Power?

Designer

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Lemmy wrote:

Will the new systems in PF require the character to sacrifice something to use them or will they just be pure additions?

e.g.: Let's say there a system that allows characters to move and full attack... Will it be

A- Using this system you move and full attack.

or

B- Using this system you move and full attack, but you can only make 2 attacks per turn and only add half your strength modifier.

Because it they lean towards B, I fear the weak/boring aspects of the game go on being too weak/boring...

Also, can we expect to have continuing support for these system after PF:U or will they be promptly abandoned and never mentioned again like Words of Power?

In many cases, we offer you the tools to decide how to use them, presenting several compelling options for how to incorporate the new elements, even including making it a complete freebie.

Since these are alternate options that we don't expect everyone will use, my gut suspicion (which is wholly a personal suspicion but seems to make sense to me) is that it wouldn't make much sense to publish more about these systems ourselves, given the way our product lines work. That said, I can easily see some of the 3pp expanding on some of these. For a few of them, anyway, they lend themselves really easily to expansion.


2 people marked this as a favorite.
Guy St-Amant wrote:
DrDeth wrote:
Guy St-Amant wrote:


IMHO, Vancian Spellcasting is one of the main problem with class balance/imbalance.

How? I mean, I understand how some people like spell points or just unlimited use (like the 3.5 warlock). But in some cases, spell points can lead to even more Novaing and 5 minute adventuring days. (Depends on the system, of course).

I get that some peoples tables/games have issues with casters vs martials.

But I cant see how Vancian makes the difference.

"Linear Warrior, Quadratic Wizard"

Vancian usually start "weak", but get ridiculously strong at later levels; so maybe if the classes were balanced with each others level by level...

Yes, "Linear Warrior, Quadratic Wizard" is a meme and does occur in D&D, especially at the very highest levels. It also occurred in T&T, Runequest, Fantasy Hero, C&S and pretty much every Fantasy RP game I have played.

Vancian casting has nothing whatsoever to do with "Linear Warrior, Quadratic Wizard" . It occurs equally in Vancian games, and Non-Vancian games. Not to mention, not all magic in D&D is Vancian.

Dont get the "Linear Warrior, Quadratic Wizard" issue mixed up with the system of magic itself. They are entirely and completely independent.


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Mark Seifter wrote:
Since these are alternate options that we don't expect everyone will use, my gut suspicion (which is wholly a personal suspicion but seems to make sense to me) is that it wouldn't make much sense to publish more about these systems ourselves, given the way our product lines work. That said, I can easily see some of the 3pp expanding on some of these. For a few of them, anyway, they lend themselves really easily to expansion.

This part worries me... For some systems, it might not be a problem (things like the "Armor as DR" system don't need expansion to keep functional, since they affect game-wide rules), but for some of them (like Words of Power) not having continuing support makes them basically pointless and dooms them to be forgotten/ignored... I've seen this happen to way too many "alternate rules" for 3.5/PF.


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Mark Seifter wrote:
Lemmy wrote:

Will the new systems in PF require the character to sacrifice something to use them or will they just be pure additions?

e.g.: Let's say there a system that allows characters to move and full attack... Will it be

A- Using this system you move and full attack.

or

B- Using this system you move and full attack, but you can only make 2 attacks per turn and only add half your strength modifier.

Because it they lean towards B, I fear the weak/boring aspects of the game go on being too weak/boring...

Also, can we expect to have continuing support for these system after PF:U or will they be promptly abandoned and never mentioned again like Words of Power?

In many cases, we offer you the tools to decide how to use them, presenting several compelling options for how to incorporate the new elements, even including making it a complete freebie.

Since these are alternate options that we don't expect everyone will use, my gut suspicion (which is wholly a personal suspicion but seems to make sense to me) is that it wouldn't make much sense to publish more about these systems ourselves, given the way our product lines work. That said, I can easily see some of the 3pp expanding on some of these. For a few of them, anyway, they lend themselves really easily to expansion.

This might be an unpopular opinion but I like that this product may give 3pp some business by potentially being left open for a third party publishers to support for the parts that become popular.

Sovereign Court

Malwing wrote:
This might be an unpopular opinion but I like that this product may give 3pp some business by potentially being left open for a third party publishers to support for the parts that become popular.

If it becomes popular enough - why would Paizo leave all that $ on the table for 3pp companies? Why wouldn't they just do it themselves?

Designer

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Charon's Little Helper wrote:
Malwing wrote:
This might be an unpopular opinion but I like that this product may give 3pp some business by potentially being left open for a third party publishers to support for the parts that become popular.
If it becomes popular enough - why would Paizo leave all that $ on the table for 3pp companies? Why wouldn't they just do it themselves?

Well, for one thing, as a personal guess, I think we love our 3pps and the symbiotic relationship between ourselves and them. It's the perfect niche for them, and it allows us not to lose focus by branching off with products that people would only need if they're using a particular variant.


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Mark Seifter wrote:
Charon's Little Helper wrote:
Malwing wrote:
This might be an unpopular opinion but I like that this product may give 3pp some business by potentially being left open for a third party publishers to support for the parts that become popular.
If it becomes popular enough - why would Paizo leave all that $ on the table for 3pp companies? Why wouldn't they just do it themselves?
Well, for one thing, as a personal guess, I think we love our 3pps and the symbiotic relationship between ourselves and them. It's the perfect niche for them, and it allows us not to lose focus by branching off with products that people would only need if they're using a particular variant.

What I was going to say.

One reason why I fell into Pathfinder as opposed to other games my friends were playing is that if something doesn't work, there's a third party thing for it. I want space ships, there's a thing for it. I want magical robots that combine together to form a bigger robot that's powered by hope, there's a thing for that. I think that showing love to 3rd parties by opening design space is beneficial for everyone, especially when it comes to products that are potentially too extreme or too far beyond the normal scope of the game to be more than a variant optional rule.


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Lemmy wrote:
Mark Seifter wrote:
Since these are alternate options that we don't expect everyone will use, my gut suspicion (which is wholly a personal suspicion but seems to make sense to me) is that it wouldn't make much sense to publish more about these systems ourselves, given the way our product lines work. That said, I can easily see some of the 3pp expanding on some of these. For a few of them, anyway, they lend themselves really easily to expansion.
This part worries me... For some systems, it might not be a problem (things like the "Armor as DR" system don't need expansion to keep functional, since they affect game-wide rules), but for some of them (like Words of Power) not having continuing support makes them basically pointless and dooms them to be forgotten/ignored... I've seen this happen to way too many "alternate rules" for 3.5/PF.

I fear the same. That and that a lot of tables shun 3PP products.


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Insain Dragoon wrote:
Lemmy wrote:
Mark Seifter wrote:
Since these are alternate options that we don't expect everyone will use, my gut suspicion (which is wholly a personal suspicion but seems to make sense to me) is that it wouldn't make much sense to publish more about these systems ourselves, given the way our product lines work. That said, I can easily see some of the 3pp expanding on some of these. For a few of them, anyway, they lend themselves really easily to expansion.
This part worries me... For some systems, it might not be a problem (things like the "Armor as DR" system don't need expansion to keep functional, since they affect game-wide rules), but for some of them (like Words of Power) not having continuing support makes them basically pointless and dooms them to be forgotten/ignored... I've seen this happen to way too many "alternate rules" for 3.5/PF.
I fear the same. That and that a lot of tables shun 3PP products.

Sadly true... There is a lot of good 3pp stuff for PF. I'd buy even more of them if they had HeroLab data packs.


I think one reason to leave $ on the table for 3rd party material (besides the symbiotic relationship) is that PF supports a range of play, from what I would consider medium-low fantasy to medium-high fantasy and the option of mixing sci-fi, horror, comedy, etc. into the mix. A 3pp line could support gritty low-fantasy options (if there are action pools for martials, there could be a set of low or high fantasy actions) or high fantasy or steampunk or what have you. The Paizo guys could make any number of cool settings and sourcebooks, but there are only 24 hours in a day and a limited number of product releases each year.

I'm hoping to see options in PF Unchained that help customize the setting (which every GM does already to a certain extent) and maybe a race builder type guide for action pools.


DrDeth wrote:
Guy St-Amant wrote:
DrDeth wrote:
Guy St-Amant wrote:


IMHO, Vancian Spellcasting is one of the main problem with class balance/imbalance.

How? I mean, I understand how some people like spell points or just unlimited use (like the 3.5 warlock). But in some cases, spell points can lead to even more Novaing and 5 minute adventuring days. (Depends on the system, of course).

I get that some peoples tables/games have issues with casters vs martials.

But I cant see how Vancian makes the difference.

"Linear Warrior, Quadratic Wizard"

Vancian usually start "weak", but get ridiculously strong at later levels; so maybe if the classes were balanced with each others level by level...

Yes, "Linear Warrior, Quadratic Wizard" is a meme and does occur in D&D, especially at the very highest levels. It also occurred in T&T, Runequest, Fantasy Hero, C&S and pretty much every Fantasy RP game I have played.

Vancian casting has nothing whatsoever to do with "Linear Warrior, Quadratic Wizard" . It occurs equally in Vancian games, and Non-Vancian games. Not to mention, not all magic in D&D is Vancian.

Dont get the "Linear Warrior, Quadratic Wizard" issue mixed up with the system of magic itself. They are entirely and completely independent.

Then compare Tabletop with Video Games, where the "Badassness" of the classes are more balanced to each others level by level.


To be fair, the problem with caster is more often than not caused by problematic spells. Not the spell system.

Vancian, spontaneous-vancian, power-point, mana... None of those would be too unbalanced if we didn't have stuff like skill-obsoleting spells and stuff like teleport, scrying, simulacrum, maze, summon monster, etc... Now, IMO, those effects are iconic to fantasy stories, so they should stay, but they could use a balance tweak.


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I just came from reddit and there I felt like I go the tone that 3rd party is either assumed to be unbalanced, causing inbalances or accelerating bloat. I'm a little disappointed because all the problems about the system that people complain about on the boards disappeared in my games due to third party support. Also I've been able to realize concepts that I previously was not able to do with third party options. One product alone made Monk go from lackluster shirtless facepuncher that I got to a the Street Fighter character that I wanted to make.


Lemmy wrote:

To be fair, the problem with caster is more often than not caused by problematic spells. Not the spell system.

Vancian, spontaneous-vancian, power-point, mana... None of those would be too unbalanced if we didn't have stuff like skill-obsoleting spells and stuff like teleport, scrying, simulacrum, maze, summon monster, etc... Now, IMO, those effects are iconic to fantasy stories, so they should stay, but they could use a balance tweak.

Those as well, and they do come into play before the "Going Nova" spells.


Mark Seifter wrote:
Morzadian wrote:
Mark Seifter wrote:
I'm glad to see everyone's hopes here! As mentioned by some posters, Unchained is going to be a grab-bag of awesome optional rules that can change your game in a variety of ways, but of course it won't have all the options that everyone wants. I encourage everyone to adopt the attitude of an explorer, wandering into unknown lands to find anything cool, exciting, and unexpected. That way, you'll be more likely to get benefit from the cool things you do find, rather than focusing on looking for one particular thing. And if you do find exactly what you had most hoped for? Well that's like a cherry on top!

I just hope that innovation is high on the agenda regarding the content going into Pathfinder Unchained.

All our hopes lie in the ability of the designers to make Pathfinder a progressive medium as well as correct the issues of the legacy problems that Pathfinder was burdened with (from D&D 3.5).

All I can say is that the Design Team has several times chosen the option to not include material we already had turned over that we felt wasn't innovative enough in favor of spending more of our time to produce something more innovative for you. However, the definition of innovative will vary from person to person. At the end of the day, we want these systems to be unburdened and unchained and innovative but also not drastic. Something that we hope people will find cool and useful in many games when they have a particular desired atmosphere or change they wish to make to adjust their game in a certain way. However, some people would only see something that others see as drastic to be innovative, and others would see what some would consider innovative to be drastic, if you see what I mean. So I have no doubt that certain options will be seen as too drastic or not innovative by some people (maybe even the same option will be seen as both by different people!). It's sort of a guarantee that things work out that way, given the subjectivity.

Thanks...that's great news.

I agree, 3.5 legacy (or 30 years+ history) is a grand tradition and it's only expected that some innovative changes could be interpreted as drastic.

Although, great innovative design has a way of capturing people's imagination. The mechanical changes inspire new characters and new paths in storytelling. The Magus class (with it's bladebound archetype aka Elric and stormbringer) and the Bloodrager class are pertinent examples of new game mechanics rich with roleplaying hooks.

It's something more than just new rules...something more intangible...a world of new possibilities.


@DrDeth - Perhaps I'm conflating the two things, but I think that the current magic system is a problem because casters have a literal garbage bag of options by mid level and the theoretical limit of those options keeps expanding with every new book WITHOUT any significant additional opportunity cost.

When I think of mana or spell point based systems, I think of systems that grant scaling spell effects with far far far fewer spells known.


3E's Unearthed Arcana had an optional spell point system that improved the caster/martial disparity a bit, if I remember spells cast the lowest possible sp cost for that level of spell had a weaker effect. Casting a spell with the core rulebook effect cost more, and spells could be boosted beyond that for a cost. It gave casting a little more flexibility for spell effect but limited spells per day a fair amount.

To be honest, I'm hoping the Paizo devs release their ideas that don't make it into PF unchained as 3pp material. I would guess they've got at least two or three possibilities for revamping casting, and I doubt they'll all make it into the book.


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Will Django be in it?


Trogdar wrote:

@DrDeth - Perhaps I'm conflating the two things, but I think that the current magic system is a problem because casters have a literal garbage bag of options by mid level and the theoretical limit of those options keeps expanding with every new book WITHOUT any significant additional opportunity cost.

When I think of mana or spell point based systems, I think of systems that grant scaling spell effects with far far far fewer spells known.

It's true, Mana point systems can work that way, but not always* and the same with Vancian. It's not the system at all.

* T&T is one example.


DrDeth wrote:
Trogdar wrote:

@DrDeth - Perhaps I'm conflating the two things, but I think that the current magic system is a problem because casters have a literal garbage bag of options by mid level and the theoretical limit of those options keeps expanding with every new book WITHOUT any significant additional opportunity cost.

When I think of mana or spell point based systems, I think of systems that grant scaling spell effects with far far far fewer spells known.

It's true, Mana point systems can work that way, but not always* and the same with Vancian. It's not the system at all.

* T&T is one example.

I would say both the Vancian casting and the Interplanetary load of options are part of the problem.


It is true that with more options there are more chances someone find an unexpected combo that is OP, but there are some things that are just plain OP/powercreep. IMHO, it does nto take too much thinking to realize that dazing metamagic feat/rod is absurly strong.

I do agree that the problematic part is not vancian casting but the spells.


Something that would be really REALLY cool is a refined maneuver systems. And I'm not talking about CMB/CMD, that is relatively fine. I'm talking about pointless restriction (I can grapple the terrasque but not trip him), trip is completely useless against flying enemies, Reposition can't be used to move a foe into a dangerous space...

And, last definitely not least, combat expertise as prerequisite for so many feat (including maneuver feats) has to die in fire, nuclear fire preferably.

RPG Superstar 2008 Top 32

Trogdar wrote:
WITHOUT any significant additional opportunity cost.

Spontaneous casters have an opportunity cost here, because they have a tightly limited spells known list. Sure, scrolls are still cheap, but non-scaling DCs on scrolls helps keep that aspect in check. And wizards have to pay SOMETHING. Clerics and druids are the WORST for this. I wish they had something like a 'prayer book' mechanic for clerics and let Druids store spells in their animal companion the same way witches do in their familiars.

YMMV, of course.


I don't disagree Ross, but when I think about significant opportunity cost and spells at the same time I am unable to ignore the vast gulf that separates them from feats.

RPG Superstar 2008 Top 32

Fair enough. Even removing scrolls/wands/other spells-in-a-can, a Sorcerer gets more spells than a Fighter does feats. (But neither gets free access to every new book: anything new they want displaces something old.)


There is also pages of spell knowledge. High level ones are expensive, but low level ones are not, and some low level spells are alwyas good to have at all levels (Like liberating command)


There is also a feat in some PFS book taht let sorcerer to have a spellcasting book (or something like that)


Ross Byers wrote:
Fair enough. Even removing scrolls/wands/other spells-in-a-can, a Sorcerer gets more spells than a Fighter does feats. (But neither gets free access to every new book: anything new they want displaces something old.)

Dood, The Fighter needs 10 levels of Feats chaining to do things that either shouldn't require Feat at all, or maybe 1 or 2 Feats.

Scaling Feats (Feats who abilities increase with levels) might help with balance (way more than Feat chains).


Yeah, combat and skill based feats ought to scale off of base attack and skill ranks respectively. Magic related feats should remain singular in their modifications due to the nature of spell scaling.


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MMCJawa wrote:
Malwing wrote:
I'm a little concerned. I've seen videos of convention panels and Dev chatter about what will be in Unchained, and I feel like some expectations on what it is is wildly beyond the scope of the product.

Unfortunately that has been happening with hardcovers a lot lately. Anytime you give people time to speculate or think about something that covers a broad area but has little information, people start making decisions on what HAS to be in the book, and thus get mad when something isn't in the book (or worse, Paizo does the opposite).

It's even worse for this book, since all the talk of killing sacred cows has let people's imaginations going crazy on what is in the book...

I think we're just going to get a book with optional rules, very much like the Arcana Unearthed books.


Kamicosmos wrote:
MMCJawa wrote:
Malwing wrote:
I'm a little concerned. I've seen videos of convention panels and Dev chatter about what will be in Unchained, and I feel like some expectations on what it is is wildly beyond the scope of the product.

Unfortunately that has been happening with hardcovers a lot lately. Anytime you give people time to speculate or think about something that covers a broad area but has little information, people start making decisions on what HAS to be in the book, and thus get mad when something isn't in the book (or worse, Paizo does the opposite).

It's even worse for this book, since all the talk of killing sacred cows has let people's imaginations going crazy on what is in the book...

I think we're just going to get a book with optional rules, very much like the Arcana Unearthed books.

You mean Unearthed Arcana? Arcana Unearthed is something else entirely (but can still give good ideas and inspirations).


Guy St-Amant wrote:
Kamicosmos wrote:


I think we're just going to get a book with optional rules, very much like the Arcana Unearthed books.

You mean Unearthed Arcana? Arcana Unearthed is something else entirely (but can still give good ideas and inspirations).

I got more for my games from Arana Unearthed then I did from Unearthed Arcana. I mostly pulled Gestalt and few minor things from the WoTC book - I stole races, classes and the concept of weaker and strong spells from Monte's book. :D


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Cool things to hope for:

- A Full BAB, non-alignment-restricted, ki-using (preferably with qinggong still available) Monk

- A Paladin (or insert alternative name here) for all deities. As in, all alignments including True Neutral, Full BAB, with a bare modicum of spellcasting.

(For those saying that the above two items violate some kind of sacred definition of what Monks and Paladins are, ya'll already have the classes that operate according to your perceptions of what those two concepts should be. You need do nothing more than continue using what already exists. Let us enjoy the game, too.)

- Less need for wealth-by-level. Heroes in fantasy do deal with magic items but nowhere approaching the cornucopia of items that characters in this game have to have. The usual assumption is "IF you have A magic item", which would get Pathfinder characters killed. Except we even see characters in Pathfinder novels and comics go through whole adventures without seeing a single magic item. It'd be neat to be able to do that in-game.

- If this book is supposed to be alternate gaming options, I'd like a reversal of how AC and hit points work. At low levels, your AC keeps you from getting hit and your hit points are your health. But at higher levels, the assumption becomes your AC keeping you from getting hit by the second and third iterative attacks and your hit points representing dodging and blocking (until you're at low hp, when it becomes your health again). Touch attacks get relegated to your saves, or SR.

Your attack roll keeps getting better, but your AC barely budges. It's like your character only learns to duck his whole adventuring career. An alternative combat system where your attack and defense go up, where these values represent at high levels the same things they represented when you started playing the game would be cool.


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Guy St-Amant wrote:
Kamicosmos wrote:
MMCJawa wrote:
Malwing wrote:
I'm a little concerned. I've seen videos of convention panels and Dev chatter about what will be in Unchained, and I feel like some expectations on what it is is wildly beyond the scope of the product.

Unfortunately that has been happening with hardcovers a lot lately. Anytime you give people time to speculate or think about something that covers a broad area but has little information, people start making decisions on what HAS to be in the book, and thus get mad when something isn't in the book (or worse, Paizo does the opposite).

It's even worse for this book, since all the talk of killing sacred cows has let people's imaginations going crazy on what is in the book...

I think we're just going to get a book with optional rules, very much like the Arcana Unearthed books.

You mean Unearthed Arcana? Arcana Unearthed is something else entirely (but can still give good ideas and inspirations).

There are two Unearthed Arcana books. Present in D&D (1e) and D&D (3.5).

The first Unearthed Arcana (1e) expanded the fantasy milieu, introducing the barbarian, cavalier and thief-acrobat classes. Similar to Pathfinder's APG.

The second Unearthed Arcana (3.5) is about options, gestalt characters and so forth.

I think Pathfinder Unchained will be options plus class re-writes, monk, rogue and summoner. And add-ons like rules for expensive material components.

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