Lord Gadigan
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I'm interested in speaking out in favor of some of my favorite mechanical subsystems in Pathfinder (discounting class features, which I think would deserve their own separate thing) and invite others to do the same. Here are the ones I'd most like to see more content for:
1. Haunts/Loci Spirits/Manifestations-
Haunts are a fantastic addition to the game. When they appeared, they felt like a piece that had been missing in from old D&D editions and ought to have been baked-in for as long as traps. They still feel this way to me. They're atmospheric, and I think Paizo has been doing a very good job of inserting them into adventures where appropriate. I'd like to continue seeing them. I think Loci Spirits and (particularly) Manifestations add even more flavor, and I'd like to see more of them as well (and I'm particularly glad that Manifestations have creation requirements; it adds flavor and usability to them).
2. Dynamic Alchemy-
The Dynamic Alchemy system was fantastic! It placed the Alchemy Manual as one of my favorite Player Companions. I'd really like to see more done with it, with additional ingredients and Dynamic Alchemy Formulas for the large piles of alchemical items and poisons that don't have them.
3. Ultimate Campaign Stronghold Building System-
My players and I like creating nifty strongholds/bases. More rooms / teams / structures for this system are appreciated, particularly exotic/weird ones.
4. Divine Obediences/Boons-
These were an excellent way to add character to various religions/deities. They now seem to be standard-practice, which is something I support. I'd like to keep seeing them for various deities, demigods, and quasi-deities.
5. Technological Items-
They were implemented really well, particularly in terms of how they work alongside magic items. I'd love to see more of them.
6. Library Stat Blocks-
The Library Stat Blocks were a great innovation in Mummy's Mask. I'd like to continue seeing them for future libraries.
7. Kingdom Building/Hex System-
Kingdom Building and the attendant hex-exploration system were a standout development in Kingmaker. I'd like to see another Adventure Path take advantage of them sometime.
8. Occult Rituals-
I think there's room for interesting expansion here. I like the idea behind special ritual spells with potent/unique effects. There's some mechanical weirdness happening with the success-odds, but I'd still like to see more rituals.
9. Factions-
I kind of liked the various faction-boons in the faction guide. Some of the actual point-gain systems (particularly the maintain-membership skill-rolls that scaled weirdly) had issues, but the backbone of giving characters in factions unique rewards is something I liked and would like to see for more groups.
10. Traits-
I feel obligated to add Traits in here. They're a great addition to Pathfinder like Haunts were. There's enough of them now that I don't hunger for more of them like I do with the other mechanics systems here, but I extend a general compliment to their presence as a thing in the game.
| Xexyz |
8. Occult Rituals-
I think there's room for interesting expansion here. I like the idea behind special ritual spells with potent/unique effects. There's some mechanical weirdness happening with the success-odds, but I'd still like to see more rituals
This. I've been wishing for a system for ritual spellcasting for as long as 3.x has been around.
Headfirst
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I kind of wish they would put the whole prestige class thing out to pasture already. Archetypes are vastly superior, though they're getting kind of splat-y lately. The whole "wait until X level until your character can be what you really want them to be" has always been really lame.
As for other sub-systems, I wish the designers would explore class abilities that worked like toggles and triggers instead of X/day systems. For example, what if barbarian rage had more penalties, but could just be turned on and off as a move action and wasn't restricted to a set number of rounds per day?
They touched on this kind of design with the witch and slayer, now they just need to figure out how to apply it to the other classes.
| UnArcaneElection |
I kind of wish they would put the whole prestige class thing out to pasture already. Archetypes are vastly superior, though they're getting kind of splat-y lately. The whole "wait until X level until your character can be what you really want them to be" has always been really lame.
{. . .}
I partially agree and partially disagree: I would like to see the more generic prestige classes (that somebody can get into just by training themselves the right way and/or having the right inherent characteristics) made into archetypes, but I would also like to see prestige classes with prestige in them (that are connected to membership and/or demonstration of commitment that goes beyond your own personal advancement, whether for Good, Evil, or something in between).
Examples (not exhaustive) of prestige classes that should become archetypes (or in some cases alternate classes or even whole base classes, or for really short prestige classes, feat chains):
Arcane Archer (the upcoming Eldritch Archer Magus archetype in Heroes of the Streets just might do this)
Arcane Trickster (Greensting Slayer Magus DOESN'T cut it)
Assassin (the generic one, not the Red Mantis Assassin)
Chevalier (should become a feat chain)
Daivrat (probably archetypes of several spellcasting classes)
Dragon Disciple (eed a Bloodrager archetype)
Duelist (Swashbuckler basically does this)
Eldritch Knight (Myrmidarch Magus tried this and reportedly could work if you're really careful with your build and DON'T try to be an Arcane Archer -- need more study post-errata to see how this works out; some people on these boards have expressed interest in trying out builds)
Genie Binder (probably archetypes of several spellcasting classes)
Halfling Opportunist (actually should become Rogue Talents available to Halfling Rogues)
Harrower (partly done with the Harrower archetypes of several classes in the Harrow Handbook)
Inheritor's Crusader (actually should become a chain of feats for Clerics and Paladins of Iomedae, independently of whether Paladin is made into a prestige class as recommended below also needs redesign so that the capstone ability is not so over the top)
Jisticiar (should become a feat chain, but be redesigned so as not to have some abilities that are so over the top)
Master Spy (possibly as an archetype of the upcoming Vigilante)
Mystic Theurge (probably can't really do it with an archetype of any existing class -- need an alternate class or maybe even a whole base class)
Noble Scion (upgrade Aristocrat into a PC class)
Rage Prophet (actually need a new hybrid class for this)
Shadowdancer (should become feats and archetypes for various classes, but this prestige class just seems fairly anemic as it is)
Stalwart Defender (already partly folded into Stonelord Paladin; should also become a Fighter archetype or alternate class)
Note that I named nearly all of the Core Rulebook prestige classes above. Some of the other prestige classes could have this done for them as well.
Examples (not exhaustive) of base classes that should become prestige classes and prestige classes that should stay prestige classes (even if they have a base class archetype to supprt them):
Agent of the Grave
Aldori Swordlord (also has a supporting Fighter archetype -- this is a good idea, but needs some tweaking to make the archetype and prestige class work together better)
All of the Andoran Eagle knight prestige classes
All of the Aspis Consortium prestige classes
All of the Iroran prestige classes (however, Champion of Irori needs tweaking so that an Iroran Paladin can qualify without having to go through more hoops than a normal Paladin, independently of whether Paladin is bumped to a prestige class as recommended below)
All of the Pathfinder Society prestige classes
All of the prestige classes that require a divine/outsider obedience feat
Arclord of Nex
Antipaladin/Paladin (base classes that should become prestige classes -- should be versions for all aligmnments and all interested religions; besides, what religion in its right mind is going to trust some random worshipper off the street to become a Holy Warrior with a strict code, when they haven't yet demonstrated commitment through a personality growth processe?; note that Kirthfinder does this, as did D&D 3.5 Unearthed Arcana, althogh I wouldn't recommend doing it exactly the way they did, but instead use Hellknight as a model)
Battle Herald (but this should also have a supporting Cavalier archetype)
Bellflower Tiller
Blackfire Adept
Both Pirate prestige classes
Cyphermage
Dawnflower Dissident
Envoy of Balance
Green Faith Acolyte
Grey Gardener
Hellknight (both types -- actually should have both archetypes for the pre-initiation Hellknights, and then a more fleshed-out prestige classes, which should be used as the basis for designing a whole set of Holy Warrior and Inquisitor prestige classes of various alignments, philosophies, and religions -- see above and below)
Inquisitor (base class that should become a prestige class somewhat like Hellknight Signifer -- don't get me wrong -- I like the Inquisitor base class chassis and would readily use it along with some Warpriest material for a rebuild of the d8 3/4 BAB Cleric, but what religion in its right mind lets just any random worshipper off the street become a behind-the-scenes and above-the-law enforcer?)
Lantern Bearer
Loremaster (however, this needs an update to flesh it out, since as it is it was pretty good for D&D 3.5 but is somewhat lackluster for Pathfinder, since it was not updated when ported)
Prophet of Kalistrade (needs a rebuild to make it work right, though)
Purity Legion Enforcer
Razmiran Priest (has both archetype and prestige class, and should stay that way)
Red Mantis Assassin (unlike the generic Assassin, this is tied to a specific organization)
Riftwarden
Shieldmarshal
Technomancer
Umbral Agent
| Nox Aeterna |
Ok i will admit i have a weak spot for the downtime system of creating buildings and organizations as well as for the reputation and fame system same with the faction system that works similar to it.
I know there is plenty , but more ways to get followers or familiars/AC are always something i welcome also.
| Crimeo |
Not really a rules subsystem, but a subsystem nonetheless, a GMing one:
I'd like to see way more extensive tables of generating random encounters and such. For example, page 224 in the gamemastery guide "Things found on the roadside" -- "A coin, a covered well, a smashed hedgehog" etc. then another table "types of weather" "types of scenic spots" "reminder of terrain features"
That is gold. Obviously I can come up with this stuff by myself, but it takes a very long time and sometimes I have very little free time during the week or need to improv something in the middle of a session.
I would pay twice the normal book cost hands down for just a book full of tables like this, except 5x longer and way more of them.
Some more already on page 210, 216, city decorations and island features. Add on "village details" "spooky/horror location details" "forest features" "polar features" "stuff you might see in XYZ planes" etc. etc. Add on "puzzles (just quick english descriptions in a few words, not predesigned DCs and mechanics)" in various locales and flavors, and "Traps" and inspiring one liner concepts for curses, etc.
If there are already a concentration of this sort of thing in other books please let me know (not NPCs or monster combos. Those are fine too but already way more than enough covered by bestiaries and NPC codex. I mean events and scenery starters/inspirations)