RPG line Hardcover books: What's next / left after Paizocon and Gencon announcements?


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I think there have been some similar threads before on this topic, but with the announcement of Ultimate Intrigue and Horror Adventures, what niches/tropes/etc are left to explore in the main hardcover line (i.e. campaign neutral books)

Ultimate Intrigue and Horror Adventures were for me were obvious sources of material to explore. And to some extent Occult Adventures...although that went in a direction I didn't expect both in class design as well theme compared to 3.5/Dreamscarred Press's Psionic rules

So...what do you think is missing or needed?, and what books might be on the slate post Horror Adventures.

Bestiaries and NPC codexes are obvious...to quote Kthulhu, you always need MOAR MONSTERS, and we have yet to have a codex that covered "allied races" in detail, nor any classes from APG on. A book focused on environmental hazards (traps, haunts, etc) as well as a book of templates could also be useful.

A GM book along the lines of Ultimate Worldbuilding, Advanced Gamemastery, or something similar could be fun and useful. So would a high level gameplay focused book, with advice for running campaigns. (Or you could probably combine all those ideas into one book).

Others niches left to explore would be an Ultimate Technology...the Tech Guide was popular and a whole hardcover devote to that material I think would sell. Something like Ultimate Wilderness/Ultimate Nature would also probably be useful. Maybe something like Ultimate Evil, a sort of Paizo version of the Book of Vile Darkness, although a bit more PG-13.

In the adventures line, I could also see Space Adventures, Steampunk Adventures, Stone Age Adventures, and similar books. Military Adventures, A War book that saw more development of mass combat rules/related rules, troops, and related stuff would also be cool.

Anyway what niches do you think are out there to support future gamebooks?


I can think of two main ideas. One, is a series of books that focus on the myths of different cultures. Two, is something for dark and gritty game play. Another idea that suddenly popped into my head is something like Ultimate Planets which would explore the rest of the solar system in detail.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber

We don't really need a book of templates that badly. There's already the PfRPG version of Green Ronin's Advanced Bestiary. I mean, more would always be nice, but we do have the one. (No, it's not actual Paizo-published, but the original d20 version was the single most used OGL book in the history of the APs, AFAIK.)

NPC Codex 2 would be nice, just for stat blocks for higher level Unchained Summoners and their eidolons.

Ultimate Planets I think can wait until we get a hardback at least touching on the other continents of Golarion, at least a little. Maybe 64 pages each for Garund, Casmaron, and Arcadia, then 32 pages each on the ruins of Azlant and Sarusan, making for a 256 page hardback.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Ultimate Genre: From Stone Age to Sci-Fi, classes, rules, equipment and adventure building advice for GMs who want to go beyond sword and sorcery, or who want to mix chocolate, peanut butter AND icecream.

Liberty's Edge

Ultimate Cultures -- how to run Asian, American, African etc campaigns. The best bits of Nyambe/Oriental Adventures/Maztica and so on.

Ultimate Environments -- how to make forests, swamps, mountains, jungles, volcanoes, archipelagoes etc all feel unique and different from each other.

I think "Spelljammer" (planets) and "Planescape" (planes) hardcovers would be better served by being in the Campaign Setting line.


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Timespace Adventures would cover time travel and space travel. A major artifact that is a somewhat-large blue wooden box which contains a demiplane within would ABSOLUTELY need to be included in there.

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Planar/Multiverse Adventures could be something like Spelljammer for Pathfinder - a book about traveling between different planes or even different universes (probably more Planes, since, unlike D&D, Pathfinder has 1 Universe instead of 6+ separate universes and campaign settings).

Still, though, a book that fairly extensively details the planes of Air, Earth, Water, Fire, Shadow, the Astral and Ethereal Planes, and the various Heavens and Hells that exist. Or, better yet, a fairly-modular system for creating cosmoses other than the typical Golarion/D&D cosmology, with lesser or fewer planes, etc.

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Wilderness Adventures could be based around running adventures in exotic locales like jungles, deserts, tundras, ... the default game sort of assumes that you're going to be in a fairly temperate climate, either in a settlement or in a temperate forest.

There's a lot that can be for campaign settings in non-standard climates, including new materials, lots of weather effects, etc.

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Urban Adventures. The theme may or may not be covered by Ultimate Intrigue, but there is a LOT that can be done about massive cities.

Cities are, after all, giant ecosystems unto themselves, and, as a counterpart to the Wilderness Adventures, are so diverse and expansive enough that an entire campaign can take place almost solely in a city.

Think about Florence during the Renaissance - it was such a gigantic epicenter of science, the arts, commerce, religion, etc., that you could have a very long and involved campaign set in it or a fantasy equivalent.

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High-Seas Adventures - everybody love pirates. Paizo even did a whole Adventure Path about a sea-fairing setting. And yet there is still so, so, SO much room for rules concerning Naval combat, ship construction, porting, naval storms & encounters, etc.

People. LOVE. Pirates. Make a book about that genre, that lets people play anything from Treasure Island to Pirates of the Caribbean to The Pirates of Dark Water, and Paizo'd have trouble counting all the money they'd have thrown at 'em.

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Ultimate Dungeon. I mean, honestly - for a game that's ostensibly based around dungeon-crawling, there's been actually very, very little material on actual DUNGEONS. And by that, I mean dungeons in the traditional D&D sense.

There are rules for building traps, controlling monsters, creating Haunts... but there's never really been a terribly in-depth system in place for building honest-to-god RPG-style Dungeons.

No multi-level underground Tombs, no winding caverns & pathways, no antipaladin's keeps. Nothing for really building and fleshing out giant labyrinths of deathtraps and misdirections... and certainly no variant rules for creating such places.

The Gamemastery Guide spends 9 pages on dungeons, yes, but (true to its name), it's far less a book of options and rules for building a dungeon in-depth, and more a GUIDE to the philosophy of dungeon creation and addressing common tropes, while also presenting some tables to help you build a dungeon along the way.

Most of the GMG and Ultimate Campaign are spent addressing adventuring OUTSIDE of a dungeon - on the battlefield, in cities, in the wilderness, etc. Which is fine, since that's where Parties will probably be more often than not due to the influence of things like LOTR and A Song of Ice and Fire.

But there's still some room to address, expand, and add unique rules for possibly the most iconic aspect of the whole Fantasy TRPG genre: Dungeon Crawling.

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DRAGON CODEX because I want it, I need it, I will do horrible, UNSPEAKABLE THINGS to have it...


I excluded Distant Worlds/The Great Beyond/X Continent books from consideration, because I really think those need to be campaign setting, not the main RPG line. I just don't know how you could do a IP neutral planes book.

High Sea Adventures is such an obvious choice that I can't believe I missed. Maybe included with it or separate could be Underwater Adventures.


Besides Ultimate Intrigue and Horror Adventures what else was announced?


Noir...something along those lines.

Or perhaps a setting of modern PF like set in the 1940s, or pulp adventuers.

Another, though some would say it's already represented in PF, Superheroes. As in things like Batman and Superman (not like the vigilante type...but gosh darn REAL superheroes). Probably something similar to mythic, but more towards what some people who didn't think mythic was balanced would see as balanced, and in making superheroes.

As has been mentioned above...

Time/Space

and

Space/planar adventures (though strange Aeons may cover this as an AP).

Of just more generic straightforward fantasy...

A land of Knighthoods...with multiple types of knighthoods. Or something about multiple types of knighthoods and knights.

Dragon culture and a hardback devoted to Dragons.

Something purely focused on the mythical features (not like mythic, we're talking Greek and Roman Myths) which have ways to incorporate Greek, Roman, Egyptian, Norse, and other types of Pantheons and myths into your Pathfinder Campaign.

Something else that might work...Ultimate Rogue. Think rogues are underpowered...here's a hardback of new Rogue classes, archetypes, and powers/alternatives that will make any Rogue so overpowered as to challenge the mightiest spellcasters of the Realm!


Bestiary 5 I think is the only other hardcover book that has been announced that has not also already come out


I like the Ultimate Dungeon idea, however I question of it needs a full hardcover devoted to it.

My choice would be NPC Codex II (and even III)
So many more classes to work with.
All the classes in APG, UM, UC, Occult adventures, ACG....
I would love to see a MASSIVE core rule book for NPC Codex II
They would need SO many pages to get in so many class options

Changing the direction of this thread slightly:
Some of the latter books of the 3.5 era really lacked much quality info.
How can Paizo continue to release QUALITY books and continue to give fresh ideas, and useful content.
Does the "well" run dry at some point?


DeathBecomesus wrote:

Changing the direction of this thread slightly:

Some of the latter books of the 3.5 era really lacked much quality info.
How can Paizo continue to release QUALITY books and continue to give fresh ideas, and useful content.
Does the "well" run dry at some point?

As I said, I think "Ultimate Dungeon" is very possible, as it's a major aspect of the game that hasn't actually been covered extensively yet, despite being such an iconic piece (meanwhile Ultimate Campaign handled non-Dungeon stuff).

Eventually the well might "run dry" as far as basic game rules are concerned (Pathfinder has been handled almost exactly the opposite of 2nd Edition - while Player's Options came out in the twilight years of 2nd Ed, the first few years of PF's run has been adding lots of "player's options" in the form of the APG, UC, UM, UE, ARG, ACG, and now the UI, leaving not a ton of room left for player-based systems). But the Adventures line has opened up a pretty wide door for them by allowing them to focus on specific genres.

As has been shown, there are a LOT of fantasy-related genres that can be or have been touched upon for an "Adventures" book:

Mythic Adventures touched on "Epic" fantasy (think Herakles et all)
Occult Adventures was very much an Urban/Pulp/Noir Fantasy book.
Horror Adventures will be Lovecraftian and Gothic Horror.

Beyond those, you still have, off the top of my head:

Wild/Weird West
Time/Space
Planar/Multiverse
Clockpunk/Steampunk/Dieselpunk/Dungeonpunk/Gas-Lamp Fantasy (i.e. Jules Verne with Magic)
High-Seas/Pirate
Eastern/Wuxia
Middle-Eastern/1001 Arabian Nights
Jungle/Native (think Rudyard Kipling with Wizards, and Tarzan)
Post-Apocalyptic (Dark Sun, baby! with rules for Mutants)
Dragons (think Dragonriders of Pern)
War (Mass Combat has been discussed, but not in-the-midst-of-battle adventures & encounters, nor things like espionage/sabotage therein - though UI may cover some of that)
Mercantilism (before you say "bullshit," I suggest you watch/read Spice & Wolf - the entire idea is infinitely more awesome than it first sounds).

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There can always be a second ACG book, or maybe something called Ultimate Hybrids or whatnot, that introduces another round of 6 Hybrid classes that weren't covered the last time - things like a Barbarian-Oracle, etc.

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And then there's the various Codexes that can come up:

NPC Codex 2 (covering the Base, Hyrbid, Psychic, and APG Prestige Classes)

Monster Codex 2-through-whatever (monsters like Catfolk, Tengu, Greys/Anunnaki, etc.)

Specific-Monster-type Codex (Dragon Codex, etc.)

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You also have the possibility of further "Guide" books like the Strategy Guide (maybe a Strategy Guide 2 for the Base and Psychic Classes, and a Strategy Guide 3 for the Hybrid Classes), and others.

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Plus, of course, to say nothing of Big-Books of the Golarion things.

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Basically, Paizo can put out 2 new PRD books every year for almost a decade before "running out" of stuff to put out, at least as far as Genres, and that's only my personal estimation.


To me, this thread exposes the unfortunate problem Paizo is facing...many of these ideas, while not bad, seem increasingly narrow and specialized in terms of interest. I am at the point where I don't feel I need any more Pathfinder books and have more material and options than I could ever possibly use. I think people like me dropping out (in terms of purchases) because they are already overwhelmed with options and the new stuff is increasingly narrow will eventually have an impact on Paizo's bottom line. They are very smart people, and I hope they can figure out how to deal with this issue--which seems to afflict most mature RPG games. WotC's response has always been to just create a new edition at this point. I am curious what Paizo will do as they run out of "broad appeal" design space.


Horror Adventures will come with six new classes/paths/something new?

Also there will be a Bestiary 6 with the horror theme?

I can't avoid to notice a pattern

MA - Six Path and Bestiary 4 (Mythic)
OA - Six Classes and Bestiary 5 (Occult)


I doubt we will get Bestiary 6 next year...so far they have spaced the bestiaries out, and its not like all the bestiaries don't already have plenty of horror friendly monsters.

Also I think they mentioned that Horror Adventures will not have new classes, but as far as players options goes I guess corruptions and such , which allow you to slowly change into a monster, might be player friendly?

We got 5 mythic paths because each corresponds to a stat (Strength, Dex, Constitution, Wisdom, Intelligence. I don't know where you get 6 mythic paths from.


edduardco wrote:

Horror Adventures will come with six new classes/paths/something new?

Also there will be a Bestiary 6 with the horror theme?

I can't avoid to notice a pattern

MA - Six Path and Bestiary 4 (Mythic)
OA - Six Classes and Bestiary 5 (Occult)

There was no mention of new classes at all for Horror Adventures, but there are rules for "Corruption" - something that slowly changes you, until you completely transform into something entirely new (Vampires and Werewolves have been teased)

Corruption will most likely take the form of something like Mythic Paths, or perhaps even more modular.

The thing is, with the Inquisitor, the Psychic classes, the Witch, and a whole host of other Classes, "Horror" is already covered quite expertly; a dedicated Neromancer class might be in order, but that theme can be applied to at least a half-dozen Classes already with Archetypes (in particular, the Wizard, Arcanist, Cleric, and Alchemist are sorta begging for it, and the Alchemist already has the Reanimator, but it can go much, MUCH further). So you don't really NEED to have classes be added to a book about general Horror.

Part of the reason that Occult Adventures had Classes over other options is that much of the genre required the inclusion of specific "Psychic" material, and basically required radically-new Classes as a result (it was also a chance for Paizo to port over the Warlock and Binder in the form of the Kineticist and Medium).

Really, the book had 3 new classes and 3 Not-Alternate Classes: Kineticist, Medium, and Occultist were brand-new to Pathfinder, and the Mesmerist, Spiritualist, and Psychic are just Alternate Classes of the Bard, Summoner, and Sorcerer that don't have the "can't be taken with their parent class" clause.

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Ultimate Intrigue is set to be the final piece of the Ultimate Combat/Magic/??? trilogy, so the Vigilante is the signature class of the book - whether it comes out as a Master Spy in a Base Class body or whether it's... whatever the playtest is, that's yet to be seen.

Almost everything else wouldn't really NEED more Base Classes, or might add 1 Base Class to the mix (the Steam/Clock/Diesel/Dungeonpunk one, for example, could add a new Alchemist-style class to the game - maybe an Alchemist Summoner with a Construct as your battle buddy, like how the Spiritualist is a Psychic Summoner).


MMCJawa wrote:

I doubt we will get Bestiary 6 next year...so far they have spaced the bestiaries out, and its not like all the bestiaries don't already have plenty of horror friendly monsters.

Also I think they mentioned that Horror Adventures will not have new classes, but as far as players options goes I guess corruptions and such , which allow you to slowly change into a monster, might be player friendly?

We got 5 mythic paths because each corresponds to a stat (Strength, Dex, Constitution, Wisdom, Intelligence. I don't know where you get 6 mythic paths from.

There are 6 Mythic Paths, dude:

Champion - Strength
Trickster - Dexterity
Guardian - Constitution
Archmage - Intelligence
Heirophant - Wisdom
Marshall - Charisma

They were alluded to with the Medium, which is why the Spirits have the same names and shticks.


I think an "Ultimate Adventure" book would be a good companion to "Ultimate Campaign". Expanding rules for the adventuring (rather than the downtime) portion of the game. Rules for environments and dungeons. Planes. Whatever. It's a wide topic that could certainly use some love. Maybe even some expansion to the hex crawling rules.

Other than that, I expect genre theming to be in Pathfinder's future.


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Albatoonoe wrote:

I think an "Ultimate Adventure" book would be a good companion to "Ultimate Campaign". Expanding rules for the adventuring (rather than the downtime) portion of the game. Rules for environments and dungeons. Planes. Whatever. It's a wide topic that could certainly use some love. Maybe even some expansion to the hex crawling rules.

Other than that, I expect genre theming to be in Pathfinder's future.

Yeah. Not sure if "Ultimate Dungeon" would be a separate book from that, or if Ultimate Adventure would be part exploration & wilderness, part castles & keeps, and part traditional Dungeons.

Technotrooper wrote:
To me, this thread exposes the unfortunate problem Paizo is facing...many of these ideas, while not bad, seem increasingly narrow and specialized in terms of interest. I am at the point where I don't feel I need any more Pathfinder books and have more material and options than I could ever possibly use. I think people like me dropping out (in terms of purchases) because they are already overwhelmed with options and the new stuff is increasingly narrow will eventually have an impact on Paizo's bottom line. They are very smart people, and I hope they can figure out how to deal with this issue--which seems to afflict most mature RPG games. WotC's response has always been to just create a new edition at this point. I am curious what Paizo will do as they run out of "broad appeal" design space.

Well, there's only so much you can really touch on expanding and supplementing basic aspects of the game.

Combat, Magic, Equipment, and Skills have been/are being covered. "Campaign," being general aspects of a Game have been covered in both Ultimate Campaign an in Pathfinder Unchained (Campaign flushes out campaigns, PFU is all about adding MASSIVE rules variants to games).

Adventuring, and by that I mean "see above," plus Dungeon-Diving & building are effectively the only mechanical things that can be messed with without being redundant, and those aspects fall heavily under the DM-focused crowd like Ultimate Campaign was.

Expanding to Genres makes sense. And there's nothing to say that they HAVE to print large quantities of books, either. Paizo's been getting better at printing just enough books, and "Adventures" books will probably be printed in smaller quantities to compensate for the fact that they're much-more niche books.

Between Bestiaries/Codex books, Adventures books, and a third hard-back book each year, I think there's more than enough material to last them for a long time.

After all THAT is done - who knows. Probably a move more towards focusing entirely on Golarion, with Adventure Paths, Player's Companions, etc., and less emphasis on Big Books.


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I would love to see Paizo's take on a Planescape type game. Ultimate Planes?


chbgraphicarts wrote:

There was no mention of new classes at all for Horror Adventures, but there are rules for "Corruption" - something that slowly changes you, until you completely transform into something entirely new (Vampires and Werewolves have been teased)

Corruption will most likely take the form of something like Mythic Paths, or perhaps even more modular.

I agree, six more classes would be too much for now, a modular approach for corruption like mythic paths seems pretty cool to me. I really hope one of those makes you a lich. There will be a playtest?

Also a Bestiary 6 seem like to close in time, I only mention it because that is how work in previous years. A NPC Codex or a Monster Codex will be most than fine.


Samy wrote:

Ultimate Cultures -- how to run Asian, American, African etc campaigns. The best bits of Nyambe/Oriental Adventures/Maztica and so on.

Ultimate Environments -- how to make forests, swamps, mountains, jungles, volcanoes, archipelagoes etc all feel unique and different from each other.

Yes, I very much want to buy these.


chbgraphicarts wrote:
MMCJawa wrote:

I doubt we will get Bestiary 6 next year...so far they have spaced the bestiaries out, and its not like all the bestiaries don't already have plenty of horror friendly monsters.

Also I think they mentioned that Horror Adventures will not have new classes, but as far as players options goes I guess corruptions and such , which allow you to slowly change into a monster, might be player friendly?

We got 5 mythic paths because each corresponds to a stat (Strength, Dex, Constitution, Wisdom, Intelligence. I don't know where you get 6 mythic paths from.

There are 6 Mythic Paths, dude:

Champion - Strength
Trickster - Dexterity
Guardian - Constitution
Archmage - Intelligence
Heirophant - Wisdom
Marshall - Charisma

They were alluded to with the Medium, which is why the Spirits have the same names and shticks.

blanked out on Charisma for some reason when I was thinking of stats...


edduardco wrote:
chbgraphicarts wrote:

There was no mention of new classes at all for Horror Adventures, but there are rules for "Corruption" - something that slowly changes you, until you completely transform into something entirely new (Vampires and Werewolves have been teased)

Corruption will most likely take the form of something like Mythic Paths, or perhaps even more modular.

I agree, six more classes would be too much for now, a modular approach for corruption like mythic paths seems pretty cool to me. I really hope one of those makes you a lich. There will be a playtest?

Also a Bestiary 6 seem like to close in time, I only mention it because that is how work in previous years. A NPC Codex or a Monster Codex will be most than fine.

There is room for an "Inhuman Codex" based around:

NATIVE OUTSIDERS
Aasimars
Tieflings
Fetchlings
Ifrits
Samsarans
Suli
Sylphs
Oreads
Undines

BEAST-MEN
Catfolk
Grippli
Kitsune
Nagaji
Ratfolk
Strix
Syrinx
Tengu
Vanara

DEMI-HUMANS
Half-Elves
Half-Orcs
Dhampir
Gillmen

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I've also been wanting a Dragon Codex for the longest time.

Something that gives you stats and Alternate Racial Traits for every one of the True Dragons (at every age category as well), plus several "archetypes" of how those True Dragons can be run (mastermind/chessmaster, slave-lord, brute, spellcasters, etc.), plus stuff for Kobolds and Wyvarans


Also, if there IS a High Seas Codex in the future, there might actually be room for a new Class there:

Buccaneer

Think a Swashbuckler/Brawler/Gunslinger Hybrid class, which could potentially be a sort of Battle-Herald-turned-Base-Class build (focusing on gaining & granting Teamwork Feats on-the-fly to call out commands, while Flurrying unarmed with sword & pistol, and pulling off Deeds with "Luck").

Shadow Lodge

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Pathfinder Unchained 2 - The Un-Nerfing

Scarab Sages

Inner Sea Guide - Casmaron.... that is what is left dangit!


Planar/Multiverse Adventures: Could be a good idea (setting Neutral), with a Campaign Setting book to supplement it.

Wilderness Adventures: that too, and Nature themed Archetypes for the non Nature Themed Classes.

High-Seas Adventures: Kinda wanted by many as well.

Ultimate Dungeons: Very needed, and not just by the customers.

(X Creatures) Codices: Hopefully with some "Good" (in quality, not Alignment) Player/PC options, Templates adjustements/Clarifications, etc...

Clockpunk/Steampunk/Dieselpunk/Dungeonpunk/Gas-Lamp Fantasy:


redcelt32 wrote:
Inner Sea Guide - Casmaron.... that is what is left dangit!

Dood, this thread is meant for setting neutral books, that would be in the Campaign Setting line.


Epic Level Pathfinder


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Kthulhu wrote:
Pathfinder Unchained 2 - The Un-Nerfing

An Advanced Unchained would be pretty cool too. As far as I can remember apart from bestiaries none other book have a number in the name :)


DaveMage wrote:
Epic Level Pathfinder

That already exists, both in the core rule book and mythic adventures.


Milo v3 wrote:
DaveMage wrote:
Epic Level Pathfinder
That already exists, both in the core rule book and mythic adventures.

He/She meant getting past Level 20 and probably "none of that Mythic crap" (A complain by some people here), or maybe in addition to Mythic Adventure.


edduardco wrote:
Kthulhu wrote:
Pathfinder Unchained 2 - The Un-Nerfing
An Advanced Unchained would be pretty cool too. As far as I can remember apart from bestiaries none other book have a number in the name :)

Paizo seems to be actively avoiding the "[insert name] Hanbook II, III, IV, etc." that 4th Edition had before it.

People accept that Bestiaries and Monster Manuals are going to have multiple Volumes by their nature alone.

And it seems pretty much everyone is fine with Codex books have multiple volumes as well - there's been plenty of mention of an NPC Codex 2, and even a Monster Codex 2, since they're just more-specialized Bestiaries in effect.


Gars DarkLover wrote:
Milo v3 wrote:
DaveMage wrote:
Epic Level Pathfinder
That already exists, both in the core rule book and mythic adventures.
He/She meant getting past Level 20 and probably "none of that Mythic crap" (A complain by some people here), or maybe in addition to Mythic Adventure.

Core rule book has rules for past 20th level without mythic. That's why I mentioned both.


Milo v3 wrote:
Gars DarkLover wrote:
Milo v3 wrote:
DaveMage wrote:
Epic Level Pathfinder
That already exists, both in the core rule book and mythic adventures.
He/She meant getting past Level 20 and probably "none of that Mythic crap" (A complain by some people here), or maybe in addition to Mythic Adventure.
Core rule book has rules for past 20th level without mythic. That's why I mentioned both.

But not a lot of them, and they don't please most of the 3.5 Epic Levels Handbook fans.


Gars DarkLover wrote:
But not a lot of them, and they don't plaese most of the 3.5 Epic Levels Handbook fans.

Do they want epic level rules from 3.5e were just number increases, epic feats, epic spells, and epic monsters. If you want number increases mythic & CRB cover that. If you want epic feats, mythic covers that, if you want epic spells CRB, mythic and occult rituals covers that. If you want epic monsters, bestiaries cover that. There is nothing in general from the Epic Level Handbook that isn't already covered.


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Gars DarkLover wrote:
Milo v3 wrote:
DaveMage wrote:
Epic Level Pathfinder
That already exists, both in the core rule book and mythic adventures.
He/She meant getting past Level 20 and probably "none of that Mythic crap" (A complain by some people here), or maybe in addition to Mythic Adventure.

The problem with differentiating between lv1-20 and lv21+ adventuring MECHANICALLY is that every time "epic" rules are added, things just get absolutely ridiculous, even more than before.

A Party of 6 Lv20 Characters can already take on a Battalion (which is, individually, 256 lv6 Fighters, i.e. 4 CR17 Colossal Troops, for a CR21 Encounter) as an even fight, so adding in things like the 3.5 Epic Rules just makes the whole matter really, really dumb (and is pretty redundant with the Mythic rules, in all honesty).

What I WOULDN'T mind seeing is not so much a hard-and-fast Rulebook, but an Epic Adventures Guide - something like the GameMastery Guide that covers theories, tips, and very-minor rules for playing HD21+ games (as for Rules, mostly in the realm of templates for LV20+ monsters, lv20+ treasure, etc.).


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chbgraphicarts wrote:
What I WOULDN'T mind seeing is not so much a hard-and-fast Rulebook, but an Epic Adventures Guide - something like the GameMastery Guide that covers theories, tips, and very-minor rules for playing HD21+ games (as for Rules, mostly in the realm of templates for LV20+ monsters, lv20+ treasure, etc.).

I think a lot of people would really want one of these that covered HD 15+ rather than just 20+ considering all the complaints I've heard over the years about not being sure how to run high level games.


Milo v3 wrote:
chbgraphicarts wrote:
What I WOULDN'T mind seeing is not so much a hard-and-fast Rulebook, but an Epic Adventures Guide - something like the GameMastery Guide that covers theories, tips, and very-minor rules for playing HD21+ games (as for Rules, mostly in the realm of templates for LV20+ monsters, lv20+ treasure, etc.).
I think a lot of people would really want one of these that covered HD 15+ rather than just 20+ considering all the complaints I've heard over the years about not being sure how to run high level games.

That too.

And I would say "raise the (level) ceiling", not remove it entirely.


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Ultimate Romance

No, not kidding. There were a number of people interested in this on other threads.

Ultimate Culture
Ultimate Worldbuilding


I still want Ultimate Commoner.


Milo v3 wrote:
I still want Ultimate Commoner.

You remind me I want to know the alternate XP mechaniques NPC tend to use.


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Ultimate Errata.

Contributor

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I would murder for a planar hardcover book. :D


Milo v3 wrote:
DaveMage wrote:
Epic Level Pathfinder
That already exists, both in the core rule book and mythic adventures.

Nope.


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Todd Stewart wrote:
I would murder for a planar hardcover book. :D

You just want to write it. :)


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Ultimate Faith- I would love a list pantheons from real cultures such as Greek, Norse, Japanese, etc. with the domains, favored weapons, etc. of each deity.

Ultimate Tech- Different levels of tech from primitive to super science.

Advanced Races Guide 2- now with more races and evenly divided so no race gets more pages then the other.

Steam Punk Adventures- Like Occult/Horror Adventure books but for Steam Punk.

Primitive Adventures- Rules for primitive settings such as cavemen/dinosaurs, Tarzan, Jungle Book, etc.

More hardcover campaign setting books such as Distant Worlds, Planar Guide, Arcadia, Tian Xia, Garund, Azlant, Sarusan, Casmeron, Seas of Golarion, etc.


Planar/Dimensional Adventures & Ultimate Planes
Wilderness Adventures & Ultimate Environments
Urban Adventures @ Ultimate City
High Seas/Space Adventures & Ultimate Badasses
Underground/Undersea Adventures
Steampunk Adventures
ARG2


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Gars DarkLover wrote:
Clockpunk/Steampunk/Dieselpunk/Dungeonpunk/Gas-Lamp Fantasy:

I actually think I might like that idea better than having Steampunk Adventures.

Not that I wouldn't buy Steampunk Adventures, because I would.

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