[Unchained] What are YOUR "always on" unchained rules going to be in your games?


Pathfinder First Edition General Discussion

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What are you talking about re the Monk? (Or has the monk's saves changed in unchained?)

The core rules monk gets evenly advancing saves - all "good" the monk has no saves that advance faster or slower than any other. It is part of why a dip in monk is so strong - you get +2 to +3 if you go two levels to every save for a 2 level dip. Which is very good for many builds.

Silver Crusade

Rycaut wrote:

What are you talking about re the Monk? (Or has the monk's saves changed in unchained?)

The core rules monk gets evenly advancing saves - all "good" the monk has no saves that advance faster or slower than any other. It is part of why a dip in monk is so strong - you get +2 to +3 if you go two levels to every save for a 2 level dip. Which is very good for many builds.

From several posts in the product thread, the Unchained Monk now has a poor Will save.

Scarab Sages

Some of the subsystems I've seen mentioned here but not elsewhere yet:
Spell attack rolls
Staggered progression
Wild magic

Any tidbits while I wait for the 29th?


B. A. Robards-Debardot wrote:

Some of the subsystems I've seen mentioned here but not elsewhere yet:

Spell attack rolls
Staggered progression
Wild magic

Any tidbits while I wait for the 29th?

Spell Attack Rolls don't change the math of the game, but instead of targets rolling saving throws spellcasters roll 1d20+caster stat+spell level vs 10+save bonus. The idea is that spellcasters get to feel more involved by rolling instead of the GM rolling for them.

Staggered progression lets you get some of the benefits of your next level early. You get 1 of the BAB increase/save increase/ 50% hp boost at 25/50/75% exp for each level, your choice. You get half the skill points at 50%. Class features/rest of hp and skills (and FCB boosts I would think) at 100%.

Wild magic causes random effects(good/bad/weird) when you fail a concentration check, gets dispelled/counterspelled and a couple other instances.


I am dotting this. I don't have the book so I can't answer yet.


For me:

The unchained rogue and sorcerer (replacement)
The unchained monk and barbarian (options)
Background skills
The new Craft and Profession skills
Skill unlocks (probably for rogues only)
I'm prepared to use variant multiclassing if my players want to try it
Stamina (I can't decide whether to give it to fighters for free, only to fighters, or make it available to anyone who spends the feat)
Diseases and poisons
Automatic bonus progression instead of the Big 6 items
Limited magic
Esoteric magic

I'm really excited about the Unchained Rogue, diseases and poisons and automatic bonus progression. The diseases and poisons and the new Craft rules are exactly the sort of thing that makes sense to me, and I didn't really know I was missing until I saw the new versions.

Limited and esoteric magic are both going to be great for low-magic horror campaigns.


Schadenfreude wrote:

For me:

The unchained rogue and sorcerer (replacement)

Woah, woah, wait a minute. They did the freaking SORCERER?


how the wounds threshold works? we wanted to try the wounds and vigor system but in the end it dindt satisfy us, this new system is similar?


Zolanoteph wrote:
Schadenfreude wrote:

For me:

The unchained rogue and sorcerer (replacement)

Woah, woah, wait a minute. They did the freaking SORCERER?

Sorry; brain fade: I meant summoner.

alexander leah wrote:
how the wounds threshold works? we wanted to try the wounds and vigor system but in the end it dindt satisfy us, this new system is similar?

You get an increasing penalty for every 25% of your hit points you lose. More or less like a negative level (without the hp loss) per 25%.


How does the new poison and disease rules work?

Scarab Sages

Zolanoteph wrote:
Schadenfreude wrote:

For me:

The unchained rogue and sorcerer (replacement)

Woah, woah, wait a minute. They did the freaking SORCERER?

No.


Rycaut wrote:

What are you talking about re the Monk? (Or has the monk's saves changed in unchained?)

The core rules monk gets evenly advancing saves - all "good" the monk has no saves that advance faster or slower than any other. It is part of why a dip in monk is so strong - you get +2 to +3 if you go two levels to every save for a 2 level dip. Which is very good for many builds.

Sorry, I was thinking you knew about the poor Will save. I was just trying to answer your question about tracking the Monk's save progression versus other classes.


Jucassaba wrote:
How does the new poison and disease rules work?

Basically, there are 6 (poison) or 8 (disease) states of health from Healthy to dead for several different types of Affliction (Str, Dex, etc. poison; Physical and Mental disease). Instead of taking ability damage, victims travel on this health state progression track. Each affliction type has different states and effects of those states.

It's pretty cool. Makes affliction effects more "fair". For instance, Strength damage to a Wizard normally doesn't affect them in combat until the fall down, helpless, at 0. In this system, even if you don't need your Strength for combat, and you have an unusually high score for a Wizard, you still become Weakened, Impaired, Staggered, and Immobile on your way to Dead.

That's the other important difference, all the tracks end in Dead. Any poison or disease can kill.


Can'tFindthePath wrote:
Jucassaba wrote:
How does the new poison and disease rules work?

Basically, there are 6 (poison) or 8 (disease) states of health from Healthy to dead for several different types of Affliction (Str, Dex, etc. poison; Physical and Mental disease). Instead of taking ability damage, victims travel on this health state progression track. Each affliction type has different states and effects of those states.

It's pretty cool. Makes affliction effects more "fair". For instance, Strength damage to a Wizard normally doesn't affect them in combat until the fall down, helpless, at 0. In this system, even if you don't need your Strength for combat, and you have an unusually high score for a Wizard, you still become Weakened, Impaired, Staggered, and Immobile on your way to Dead.

That's the other important difference, all the tracks end in Dead. Any poison or disease can kill.

My bad...just re-read it, and it does say that some afflictions may stop short of Dead.

Designer

Can'tFindthePath wrote:
Can'tFindthePath wrote:
Jucassaba wrote:
How does the new poison and disease rules work?

Basically, there are 6 (poison) or 8 (disease) states of health from Healthy to dead for several different types of Affliction (Str, Dex, etc. poison; Physical and Mental disease). Instead of taking ability damage, victims travel on this health state progression track. Each affliction type has different states and effects of those states.

It's pretty cool. Makes affliction effects more "fair". For instance, Strength damage to a Wizard normally doesn't affect them in combat until the fall down, helpless, at 0. In this system, even if you don't need your Strength for combat, and you have an unusually high score for a Wizard, you still become Weakened, Impaired, Staggered, and Immobile on your way to Dead.

That's the other important difference, all the tracks end in Dead. Any poison or disease can kill.

My bad...just re-read it, and it does say that some afflictions may stop short of Dead.

Glad there's some love for the poison and disease system! I was hoping, but didn't expect, that so many people would like it.

As for stopping short of dead, you can decide whether being stuck in Pliable forever, rather than dead, is a kindness...


Mark Seifter wrote:

Glad there's some love for the poison and disease system! I was hoping, but didn't expect, that so many people would like it.

As for stopping short of dead, you can decide whether being stuck in Pliable forever, rather than dead, is a kindness...

My GM's eyes lit up and he let out an evil villain laugh when he read them. On an unrelated note, we're starting Mummy's Mask in a few weeks. I'm sure there won't be any poisonous traps or diseased undead there, right?

...Right?


I'm currently working on hybridizing the unchained summoner and normal summoner.

Unchained has a lot of good tweaks, but eidolon packaging is an awful thing so I'm working on integrating the normal eidolon with some tweaks into the unchained summoner.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber

I'm liking a great deal in this book. I really like the new poison and disease rule BUT the DCs are still so unmanageable. They are average to hard at low level, then they are sooooo low that they become totally useless. In my current game, at 12th level, there are maybe 1-2 poisons that might work on the witch, forget about the rest of the party. I'm thinking I might make the save a simple CON check rather than a fort save, certainly need some way to up the ante.


Mark Seifter wrote:
Can'tFindthePath wrote:
Can'tFindthePath wrote:
Jucassaba wrote:
How does the new poison and disease rules work?

Basically, there are 6 (poison) or 8 (disease) states of health from Healthy to dead for several different types of Affliction (Str, Dex, etc. poison; Physical and Mental disease). Instead of taking ability damage, victims travel on this health state progression track. Each affliction type has different states and effects of those states.

It's pretty cool. Makes affliction effects more "fair". For instance, Strength damage to a Wizard normally doesn't affect them in combat until the fall down, helpless, at 0. In this system, even if you don't need your Strength for combat, and you have an unusually high score for a Wizard, you still become Weakened, Impaired, Staggered, and Immobile on your way to Dead.

That's the other important difference, all the tracks end in Dead. Any poison or disease can kill.

My bad...just re-read it, and it does say that some afflictions may stop short of Dead.

Glad there's some love for the poison and disease system! I was hoping, but didn't expect, that so many people would like it.

As for stopping short of dead, you can decide whether being stuck in Pliable forever, rather than dead, is a kindness...

I think I like this new poison better.


Cat-thulhu wrote:
I'm liking a great deal in this book. I really like the new poison and disease rule BUT the DCs are still so unmanageable. They are average to hard at low level, then they are sooooo low that they become totally useless. In my current game, at 12th level, there are maybe 1-2 poisons that might work on the witch, forget about the rest of the party. I'm thinking I might make the save a simple CON check rather than a fort save, certainly need some way to up the ante.

Are these the same poisons in the CRB, just redone or entirely new poisons?

Grand Lodge

Can somebody spoil how Variant Multiclassing works? PDF isn't available for another 9 days and I'd like to run a few things by my GM before next session.

Liberty's Edge

Oncoming_Storm wrote:
Can somebody spoil how Variant Multiclassing works? PDF isn't available for another 9 days and I'd like to run a few things by my GM before next session.

I don't have the book, but from what others have said:

You give up your 3rd, 7th, 11th, 15th, and 19th level Feats to get a selection of Class Abilities from the Class you VMC into.

These abilities are pre-chosen and do not include spells. Details obviously vary per class (VMC Rogue apparently gives Evasion, Uncanny dodge, and later up to 4d6 Sneak Attack, VMC Paladin gives Lay on Hands among other things, VMC Wizard gives School abilities and an Arcane Discovery or bonus Feat among other things, etc.)

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Rulebook Subscriber
wraithstrike wrote:
Cat-thulhu wrote:
I'm liking a great deal in this book. I really like the new poison and disease rule BUT the DCs are still so unmanageable. They are average to hard at low level, then they are sooooo low that they become totally useless. In my current game, at 12th level, there are maybe 1-2 poisons that might work on the witch, forget about the rest of the party. I'm thinking I might make the save a simple CON check rather than a fort save, certainly need some way to up the ante.
Are these the same poisons in the CRB, just redone or entirely new poisons?

I believe they're the same just adjusted to the new system. The DCs are still in the 14-20 range. The idea is so much better than the standard ability damage and is deify steely one of the rules that will become a main stay of our games.

Grand Lodge

Deadmanwalking wrote:
Oncoming_Storm wrote:
Can somebody spoil how Variant Multiclassing works? PDF isn't available for another 9 days and I'd like to run a few things by my GM before next session.

I don't have the book, but from what others have said:

You give up your 3rd, 7th, 11th, 15th, and 19th level Feats to get a selection of Class Abilities from the Class you VMC into.

These abilities are pre-chosen and do not include spells. Details obviously vary per class (VMC Rogue apparently gives Evasion, Uncanny dodge, and later up to 4d6 Sneak Attack, VMC Paladin gives Lay on Hands among other things, VMC Wizard gives School abilities and an Arcane Discovery or bonus Feat among other things, etc.)

Do you have to give up every feat? What if I only want one or two class features? I'm trying to gauge if VMC or just straight dipping into Oracle would be better for my Paladin character.

Liberty's Edge

Oncoming_Storm wrote:
Do you have to give up every feat? What if I only want one or two class features? I'm trying to gauge if VMC or just straight dipping into Oracle would be better for my Paladin character.

It's all or nothing. If you do it, you give up all five Feats.

That said, I recall Oracle sounding pretty worth it, with, eventually, two Revelations you can use at full level, among other things (and some restrictions on which Revelations, like no Dex-replacing ones...but not ones that restrict the classic Oradin build).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
chbgraphicarts wrote:
Threeshades wrote:

I just checked i actually have almost four weeks still to go before i can get the book.

Paizo y u no accept paypal?

Because Paypal won't accept Paizo.

Paizo'd actually LOVE to accept Paypal, but Paypal has very tight restrictions on what a business can do in order to qualify for using it.

I think there's something with the Subscriptions deal that makes Paypal flip out and makes Paizo ineligible for its services.

That seems silly. I've hired people who work out of their basements/garages through Pay Pal. A reputable company such as Paizo totally shouldn't be turned away.

Sovereign Court

Ravingdork wrote:


That seems silly. I've hired people who work out of their basements/garages through Pay Pal. A reputable company such as Paizo totally shouldn't be turned away.

Paypal has no minimum size of the companies they work with - but they do have a few limitations on the type of transactions they'll do. I don't know the specifics of any issues Paypal may or may not have with Paizo's business model, but it is possible.


Subscriptions were mentioned as the issue. I can't confirm the truth of that but it sounds plausible to me.


Charon's Little Helper wrote:
Ravingdork wrote:


That seems silly. I've hired people who work out of their basements/garages through Pay Pal. A reputable company such as Paizo totally shouldn't be turned away.
Paypal has no minimum size of the companies they work with - but they do have a few limitations on the type of transactions they'll do. I don't know the specifics of any issues Paypal may or may not have with Paizo's business model, but it is possible.

It basically boils down to this: Paypal doesn't do Subscriptions.

Paizo has subscriptions.

Amazon is a direct competitor to eBay, who owns/owned PayPal - there could potentially be sensitive information that ebay would get access to that could create problems. Merchants selling on Amazon would also get double-dipped each sale - once by PayPal, and once by Amazon.

Barnes & Noble is a competitor to Amazon, but uses a different model in how it sells things from third-party merchants, and doesn't have subscriptions, so that's why B&N gets the paypal love that Amazon does not (that, plus the 10% membership discount is why I get my books from B&N).


chbgraphicarts wrote:


It basically boils down to this: Paypal doesn't do Subscriptions.

Oh, yes they do. I used to have six subscriptions through PayPal, now I have three.

Now, there may very well be something about Paizo's subscription model that makes it a no go. Perhaps it is the variable amount of the subscriptions for the RPG line. You would think they could handle that in this day and age...


For my upcoming Eberron campaign, I'm planning to get the pdf as soon as it is available. I have yet to read first-hand what it offers, but for what others revealed...

- Unchained barbarian, rogue and monk. These will replace the older classes. I always banned the summoner, so I'll have to look into the new class before relieving the ban hammer.
- Fractional bab/saves ala unearhted arcana will be used if someone multiclasses (I don't expect this will actually be used)
- Variant Multiclassing will be available for everyone.
- Stamina. Free for fighters, others can use it for a feat.
- Skill Unlocks. Free for rogues, others can use them for a feat.
- Background Skills. Yes for everyone.
- Alignment. Eberron already has a different take on alignment, so I'll have to read if any of the new alignment takes are fitting.
- Action Economy. We are going to give a shot to the new act system.
- Wounds. I think I'll use this as well if what I understood is true (roughly a negative level per 25% health loss)
- Disease/Poison. Sure thing!

I'll have to read what the other rules are, like dynamic item creation, simplified spellcasting and other spellcasting related stuff.
Certainly I won't use the automatic bonus progression or innate item bonuses, because the existence of many lesser magic items fit Eberron lore.


Krinn wrote:

For my upcoming Eberron campaign, I'm planning to get the pdf as soon as it is available. I have yet to read first-hand what it offers, but for what others revealed...

- Unchained barbarian, rogue and monk. These will replace the older classes. I always banned the summoner, so I'll have to look into the new class before relieving the ban hammer.
- Fractional bab/saves ala unearhted arcana will be used if someone multiclasses (I don't expect this will actually be used)
- Variant Multiclassing will be available for everyone.
- Stamina. Free for fighters, others can use it for a feat.
- Skill Unlocks. Free for rogues, others can use them for a feat.
- Background Skills. Yes for everyone.
- Alignment. Eberron already has a different take on alignment, so I'll have to read if any of the new alignment takes are fitting.
- Action Economy. We are going to give a shot to the new act system.
- Wounds. I think I'll use this as well if what I understood is true (roughly a negative level per 25% health loss)
- Disease/Poison. Sure thing!

I'll have to read what the other rules are, like dynamic item creation, simplified spellcasting and other spellcasting related stuff.
Certainly I won't use the automatic bonus progression or innate item bonuses, because the existence of many lesser magic items fit Eberron lore.

Regarding alignment, I think an Eberron campaign would benefit from dropping PC alignment. The discussion about which in Unchained is a total removal. I prefer a system where normal mortals have no alignment, but alignment subtypes are retained. The book talks a bit about solutions for spells that depend on AL, and that could be useful. I wouldn't get rid of all such spells, but keep some for use against the subtyped enemies....although, in the true spirit of Eberron, total removal works well too.

Simplified Spellcasting has great merit, but I think it needs tweaking to make it both fair and satisfying for PCs.

And, finally, the beauty of automatic bonus progression systems is that they make room for those interesting magic items, both minor and major. Otherwise, you just end up feeding the PC big six magic item creation/commission industry. "Oh, that is a cool item....how much is it worth?....excellent!, now I can afford another +2 stat enhancement!" Cha-ching!


Can'tFindthePath wrote:
And, finally, the beauty of automatic bonus progression systems is that they make room for those interesting magic items, both minor and major. Otherwise, you just end up feeding the PC big six magic item creation/commission industry. "Oh, that is a cool item....how much is it worth?....excellent!, now I can afford another +2 stat enhancement!" Cha-ching!

Now THAT sounds cool. There are a BUNCH of different items that are unique and interesting. I wonder if I can talk any of my local GM's into going for this subsystem. It'd be pretty cool to spend money on the wild stuff instead of the basics.

(Plus, sometimes in AP's you can't get the basics...)


Can'tFindthePath wrote:
Krinn wrote:

For my upcoming Eberron campaign, I'm planning to get the pdf as soon as it is available. I have yet to read first-hand what it offers, but for what others revealed...

- Unchained barbarian, rogue and monk. These will replace the older classes. I always banned the summoner, so I'll have to look into the new class before relieving the ban hammer.
- Fractional bab/saves ala unearhted arcana will be used if someone multiclasses (I don't expect this will actually be used)
- Variant Multiclassing will be available for everyone.
- Stamina. Free for fighters, others can use it for a feat.
- Skill Unlocks. Free for rogues, others can use them for a feat.
- Background Skills. Yes for everyone.
- Alignment. Eberron already has a different take on alignment, so I'll have to read if any of the new alignment takes are fitting.
- Action Economy. We are going to give a shot to the new act system.
- Wounds. I think I'll use this as well if what I understood is true (roughly a negative level per 25% health loss)
- Disease/Poison. Sure thing!

I'll have to read what the other rules are, like dynamic item creation, simplified spellcasting and other spellcasting related stuff.
Certainly I won't use the automatic bonus progression or innate item bonuses, because the existence of many lesser magic items fit Eberron lore.

Regarding alignment, I think an Eberron campaign would benefit from dropping PC alignment. The discussion about which in Unchained is a total removal. I prefer a system where normal mortals have no alignment, but alignment subtypes are retained. The book talks a bit about solutions for spells that depend on AL, and that could be useful. I wouldn't get rid of all such spells, but keep some for use against the subtyped enemies....although, in the true spirit of Eberron, total removal works well too.

Simplified Spellcasting has great merit, but I think it needs tweaking to make it both fair and satisfying for PCs.

And, finally, the beauty of automatic bonus progression...

Thanks for the heads up!

I'll have to read about alignment removing... for example, how would a lawful evil priest of the Silver Flame (lawful good deity) behave under that system? Which auras would he have, if any?

I don't know how simplified spellcasting works yet, I may be wrong but isn't it the rule where all DCs and variables are set as if the spell was being cast from a scroll? that would only make the no-save spells even more broken, and nobody would ever use other spells since pretty much everybody will succeed. Seriously, DC 14 for a fireball and DC 23 for a wail of the banshee? That's really too low for my tastes.
Or was it the rule about granting a common spontaneous pool for lower level spells? I think I'd rather leave spontaneous casting to sorcerers and the like, not give that stuff to the wizards, regardless of the few spontaneous slots thew would have for the day.
However, I'll have to read all these options in a week before having a final opinion on the matter.

Automatic bonus progression might be the only big 6-less option I'd consider when I get the chance to actually read the book... assuming that a) you still need to wear a magic item to benefit from an automatic bonus, b) the price of that magic item is at least equal to the sum of the base item plus the automatic bonus cost (like, a 3500 cloak of elvenkind and resistance +1), and c) there are some limits to it so you can't wear a 27500 cloak of elvenkind and resistance +5.
Also, there seem to be very few major belts and headbands (in ultimate equipment, at least) if baseline enhancers are "removed". Where would you put that +4 str/dex/con enhancer you need as a monk?
Perhaps the easiest way is to treat the big 6 enhancers like "magic item compendium common item effects" so you can add deflection/natural/stats/resistance without the 50% increase.

Sovereign Court

Mystically Inclined wrote:
Can'tFindthePath wrote:
And, finally, the beauty of automatic bonus progression systems is that they make room for those interesting magic items, both minor and major. Otherwise, you just end up feeding the PC big six magic item creation/commission industry. "Oh, that is a cool item....how much is it worth?....excellent!, now I can afford another +2 stat enhancement!" Cha-ching!

Now THAT sounds cool. There are a BUNCH of different items that are unique and interesting. I wonder if I can talk any of my local GM's into going for this subsystem. It'd be pretty cool to spend money on the wild stuff instead of the basics.

(Plus, sometimes in AP's you can't get the basics...)

I don't think it'd work in an AP. You'd end up with far too much wealth since you wouldn't be using most of it on the Big 6/7. Not unless you have to ingest equivelent gold to make it work.

Plus - APs are full of items which are amongst the Big 6/7. Do they not work?

Though I will say - my group often keeps the utility items so long as they don't fill one of the Big 6 slots. They're generally not worth paying full price for - but often worth the 1/2 price you could get out of them. (besides - you can always sell them for that much later if you decide they're not worth keeping)


It can work in an AP, though it does create extra work for the GM. He'll need to rejig loot found to match the new WBL expectations and remove items that are covered by the big 6, and occasionally check the character WBL to make sure they're on roughly the right track.

Sovereign Court

Kudaku wrote:
It can work in an AP, though it does create extra work for the GM. He'll need to rejig loot found to match the new WBL expectations and remove items that are covered by the big 6, and occasionally check the character WBL to make sure they're on roughly the right track.

Well - yes. But in large part that would defeat the purpose of an AP instead of just running your own campaign.


In my experience a good GM will check WBL and alter loot to make sure that everyone gets something that's useful for their character, anyway. Spending an extra five minutes looking over treasure isn't quite the same time investment as that needed to write your own 1-18 campaign.

Yes, we're talking about some extra homework for the GM. It's hardly a monumental task.


I will be running Mummy's Mask starting next week and here are the systems we will be using:


  • Unchained Rogue, Barbarian, Monk, Summoner.
  • Fractional Base Bonuses.
  • Background Skills.
  • Skill Unlocks. With the feat.
  • Variant Multiclassing. Normal multiclassing is still allowed.
  • Stamina and Combat Tricks. With the feat.
  • Wound Thresholds. But only the -0 and -2 part, I don't like the severeness for casters to be dependent on the level they're add.
  • Diseases and Poisons. licks lips.
  • Wild Magic.
  • Esoteric Material Components. Rare but optional.
  • Automatic Bonus Progression. With the +2 levels variant to align more with the ACTUAL levels you would get those things.

The work that this requires from is not that big:


  • Remove the big-6 items. And occasionally add in some extra gold to keep WBL on track.
  • Convert the poisons not listed in unchained to the unchained form, not that hard luckily.
  • I have houseruled that the bladebound kensai magus can ignore the weapon bonus part of the automatic bonus progression, and instead gets the value of that bonus in gold magically.
  • The titular item of the AP has now become more powerful, because it doesn't "only" give a bonus to stats, it can be used to get +6/+4/+4 or +6/+6/+2 to mental stats before others can.

Also, hey Eivind. Don't you worry about the poisons, it'll be alright :)


Charon's Little Helper wrote:
Kudaku wrote:
It can work in an AP, though it does create extra work for the GM. He'll need to rejig loot found to match the new WBL expectations and remove items that are covered by the big 6, and occasionally check the character WBL to make sure they're on roughly the right track.
Well - yes. But in large part that would defeat the purpose of an AP instead of just running your own campaign.

My personal challenges in homebrew gaming are creating adventures, namely setting and plot. I am great at filling in NPCs, critters, and adjusting on the fly. So, for me, if all I have to do is manage the loot of an AP, that's be awesome.


Consolidated skills and the new act system are going to never change for me.

Fractional progressions for BAB and saves is something I always used anyway so it's nice to have it in print.


villadelfia wrote:
Also, hey Eivind. Don't you worry about the poisons, it'll be alright :)

That's what you said about the Vargouille. :(


Not sure about my group as a whole, but when I'm the GM I plan on using:
Unchained versions of Rogue and Summoner, with Barbarian and Monk as options.
Fractional BAB progression.
Variant Multiclass
Stamina (Free for Fighters, feat for everyone else)

And maybe:
The wound system.

I really need to look at this book, though. Haha.

Sovereign Court

Using same format as villadelfia, here's what our group has agreed so far: (subject to change since not everyone has seen the book)


  • Unchained Rogue, Barbarian, Monk, Summoner.
  • Background Skills (bonus 2 ranks per level; everything else stays as before)
  • Skill Unlocks. With the feat (free for rogues via Rogue's Edge of course)
  • Stamina and Combat Tricks. Free for fighters. Exclusive to fighters.

Sovereign Court

Curious - with barbarians getting a bonus to hit/damage instead of a strength boost, will TWF barbarians be top tier for the unchained varient? (Orc barbarians will have a good reason to use their proficiency with the orc double-axe?)


Natural attacks should work better.

Scarab Sages

villadelfia wrote:


The work that this requires from is not that big:

  • I have houseruled that the bladebound kensai magus can ignore the weapon bonus part of the automatic bonus progression, and instead gets the value of that bonus in gold magically.

You may want to think about doing something like that for the Monk's Armor bonus. Sadly I won't get the book until next week, but in the discussions it seems that the Monk is unable to use the armor bonus on Bracers of Armor.

Mark Seifter wrote:
B. A. Robards-Debardot wrote:
On another note: Of all the classes, the inherent scaling items rules help the Monk the most, I think. It reduces his need for AoMF, and the enhancement bonus to armor should stack with Mage Armor/Bracers of Armor.
You can't enhance mage armor or bracers, but even so, you gain enough ground on the weapon front to more than make up for that, absolutely!

Designer

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B. A. Robards-Debardot wrote:
villadelfia wrote:


The work that this requires from is not that big:

  • I have houseruled that the bladebound kensai magus can ignore the weapon bonus part of the automatic bonus progression, and instead gets the value of that bonus in gold magically.

You may want to think about doing something like that for the Monk's Armor bonus. Sadly I won't get the book until next week, but in the discussions it seems that the Monk is unable to use the armor bonus on Bracers of Armor.

Mark Seifter wrote:
B. A. Robards-Debardot wrote:
On another note: Of all the classes, the inherent scaling items rules help the Monk the most, I think. It reduces his need for AoMF, and the enhancement bonus to armor should stack with Mage Armor/Bracers of Armor.
You can't enhance mage armor or bracers, but even so, you gain enough ground on the weapon front to more than make up for that, absolutely!

It's a little different; monks can use the freebie increase on their clothing, and bracers of armor and the like don't carry +armor, but special abilities instead. The idea of automatic progression is that the way to get those kinds of bonuses is from the auto progression, not from items.

EDIT: There was a weird paragraph down here for a while that was meant to be appended to another of my posts.


So I don't want to create a new thread for this, can someone please explain how exactly that new Stamina system works?

I'm really curious about that one.


Threeshades wrote:

So I don't want to create a new thread for this, can someone please explain how exactly that new Stamina system works?

I'm really curious about that one.

short of it is; Every Combat Feat has a Stamina option. Spend Stamina to get a little extra oomph out of it. Each feat has it's own thing so not really possible to tell you everything. In a few cases, mostly with the Int required feats having Stamina lets you ignore the prerequisit for getting the feat.

Thus a 8Int Fighter could still take Improved Feint and so on.

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