[Drop Dead Studios] Spheres of Combat Kickstarter


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Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
jedi8187 wrote:
Ssalarn wrote:


Rysky wrote:
Ssalarn wrote:
Rysky wrote:

I'm liking em :3

Speaking and sniping and range, will there be specialized archetypes for for the Blacksmith, say like Fletcher for archery based stuff?

Very likely, yes. We've only kind of just started on the archetypes since they were stretch goal material we weren't sure we'd be using originally, so most archetypes are in the planning or early sketch phase right now, but a more ranged focused Blacksmith archetype is certainly something I've been mulling over.
Sweet!
I will say though, I was leaning more towards "Machinist" than "Fletcher". I kind of pictured a ranged blacksmith as an individual who likes building big ass crossbows, muskets, or even siege engines and then making those easier and more efficient to use. It's a little ridiculous, but I like picturing it in my head as a dwarf who starts by adding a hair trigger and a reloading mechanism to his heavy crossbow, and by 20th level is driving around in an adamantine steam powered ballista that uses the force of its own shots to auto load the next bolt.

Yes to all of this.

I do want to give the blaksmith a try, not sure where I want to go with it, but it's right up my alley as a support based martial tough guy. If we get the cross sphere archetype book I'm hoping to see a blacksmith with some destruction (fire) sphere abilities.

No, that's definitely cool too :3

I was just using "Fletcher" as an example of an alternate/specialized Blacksmith.

Paizo Employee Organized Play Developer

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jedi8187 wrote:


Yes to all of this.

I do want to give the blaksmith a try, not sure where I want to go with it, but it's right up my alley as a support based martial tough guy. If we get the cross sphere archetype book I'm hoping to see a blacksmith with some destruction (fire) sphere abilities.

Gonna be real, I would be super hard-pressed to give a Blacksmith with the Destruction sphere anything other than Con as his casting stat. A Hephaestian firesmith whose body burns with the heat of a mighty forge and who can rework steel with his bare hands.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Ssalarn wrote:
jedi8187 wrote:


Yes to all of this.

I do want to give the blaksmith a try, not sure where I want to go with it, but it's right up my alley as a support based martial tough guy. If we get the cross sphere archetype book I'm hoping to see a blacksmith with some destruction (fire) sphere abilities.

Gonna be real, I would be super hard-pressed to give a Blacksmith with the Destruction sphere anything other than Con as his casting stat. A Hephaestian firesmith whose body burns with the heat of a mighty forge and who can rework steel with his bare hands.

Azer Style feat chain!


Ssalarn wrote:
jedi8187 wrote:


Yes to all of this.

I do want to give the blaksmith a try, not sure where I want to go with it, but it's right up my alley as a support based martial tough guy. If we get the cross sphere archetype book I'm hoping to see a blacksmith with some destruction (fire) sphere abilities.

Gonna be real, I would be super hard-pressed to give a Blacksmith with the Destruction sphere anything other than Con as his casting stat. A Hephaestian firesmith whose body burns with the heat of a mighty forge and who can rework steel with his bare hands.

I'm ok with this.


Please please please make a tinkery and/or engineery archetype for the Blacksmith!

Silver Crusade

J4RH34D wrote:

Questions that I probably just missed the answer to.

How many tension techniques can a striker activate for say a single attack action? Specifically there are two techniques that both provide additional attacks when making an attack action. The one is a free to give 2 more and the other is a swift to give 2 more. If you had the tension could you burn to get 4 additional attacks?

Also, the striker doesn't seem to have many abilities that synchronize with counter punches even though they are given that for free?

I might change the wording, since it's ideally intended to only let you make 2 additional attacks to keep the class 'honest' as it were. As it's written now, yeah, you could burn 8 tension with speed pummeling to make 4 additional attacks.

The striker was originally only made with only unarmed strikes in mind, not the boxing sphere itself, which is why its abilities aren't as keyed into it. There is now a way to gain tension through preparing counter punches, and now that the two are integrated, there's a solid chance we'll be introducing more content that supports it.


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@Drop Dead Studios crew --

I'm probably about to drop a little chunk o' change in y'all's Kickstarter for this within the next 24 hours. I cannot express how much I appreciate the insights you've shared, just in your preview materials and declared design goals.

I'm a huge fan of the Spheres of Power work, and Spheres of Might looks to be at least as exciting.

Keep it up!

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

Have not read the second preview yet, but the exchanges on page 6 here after the first review made me think of adding to the Athletics Sphere an anti-caster ability based on unexpected movement. What came to my mind was the ability to ready an action as a swift, as long as the readied action is some kind of movement. Which could help against anything targeting you actually : too fast to be hit kind of thing

Some combo of bluff or stealth with movement could help too : having people misjudge your next move so that they target the wrong square, or ready the wrong action

Have to read all of the previews when I get some time (extra rare resource these days). Even only the comments here are already awesome (especially the designers' answers and insights)

Keep on the inspired designing :-)

Paizo Employee Organized Play Developer

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The Raven Black wrote:

Have not read the second preview yet, but the exchanges on page 6 here after the first review made me think of adding to the Athletics Sphere an anti-caster ability based on unexpected movement. What came to my mind was the ability to ready an action as a swift, as long as the readied action is some kind of movement. Which could help against anything targeting you actually : too fast to be hit kind of thing

I'll pass that along to Stack. He's working on some modifications to the Athletics sphere based on feedback, and I think that idea might appeal to him as a potential talent or ability.

Quote:


Some combo of bluff or stealth with movement could help too : having people misjudge your next move so that they target the wrong square, or ready the wrong action

We've actually got some Stealth stuff like this in the Scout sphere.

Quote:


Have to read all of the previews when I get some time (extra rare resource these days). Even only the comments here are already awesome (especially the designers' answers and insights)

Keep on the inspired designing :-)

Thanks!


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There it is. Backer #318. Woot!

Paizo Employee Organized Play Developer

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Syrus Terrigan wrote:
There it is. Backer #318. Woot!

Thank you for your patronage, from everyone on the Spheres of Might design team!

That goes to all our other backers as well. You guys are awesome.

Silver Crusade

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Hey, what up all? The SoM AMA is started over on reddit, so go check it out!

https://www.reddit.com/r/Pathfinder_RPG/comments/5os1v0/spheres_of_might_ki ckstarter_announcement_and_qa/

Paizo Employee Organized Play Developer

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N. Jolly wrote:

Hey, what up all? The SoM AMA is started over on reddit, so go check it out!

https://www.reddit.com/r/Pathfinder_RPG/comments/5os1v0/spheres_of_might_ki ckstarter_announcement_and_qa/

Reddit Q&A

Linkified.


Now, would Lightning from FFXIII be an Armiger? I can see so many things happening within the Spheres and her basic attack routine with Rapid Assault.

Deadly Shot via crossbow from a range, move closer, follow up with a reach weapon (I'm waiting to see what Sphere may be good there), Sucker Punch into Launching Counter with a free grapple, a dagger to the chest on the way up, and finally a set of bolas to keep him tripped up. Switch up to the Open Hand weapon and if he's prone when he comes back down, Axe Kick him.


CalethosVB wrote:

Now, would Lightning from FFXIII be an Armiger? I can see so many things happening within the Spheres and her basic attack routine with Rapid Assault.

Deadly Shot via crossbow from a range, move closer, follow up with a reach weapon (I'm waiting to see what Sphere may be good there), Sucker Punch into Launching Counter with a free grapple, a dagger to the chest on the way up, and finally a set of bolas to keep him tripped up. Switch up to the Open Hand weapon and if he's prone when he comes back down, Axe Kick him.

I'd argue that she's an Armorist that traded away her Low-casting for being Proficient(the SoM equivalent).


Hmm. Perhaps. But I'm seeing that Rapid Assault and thinking, yeah, this is how she plays. Lots of frenetic action. Moving between attacks. Not every attack is even alike in their delivery.

And the Paradigm System just calls out as everyone is an Armiger.

It may have had a weird, convoluted, "why do I even care?" plot, but at least the combat was fun to watch.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

This thread and the other thread should really be merged. They have different info and ideas that I would have easily missed had the other thread not been updated as I was browsing the boards

All this excellent info and ideas should be in a single place for greater ease of use and even greater marketing oomph :-)

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

I would love to pour even more cash in this by getting the SoP handbooks as add-ons :-)

Also getting handbook treatment for the Mighty Spheres as stretch goals would make me very happy ;-)


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I don't think that should be a stretch goal myself. I think handbook additions should be something they get to when they get the chance and not, "If you don't spend more money now, we won't do it later". I'm not saying that's how it is, but that's what it feels like.

How they have the Patreon set up for the SoP handbooks feels right for this sort off thing. And even if it's a little bit later, when they get there, they get there.

On a similar note, I think the gish book should be a separate thing from this kickstarter. You know there's a call for it already, just make it happen some time after this one is printed.

Liberty's Edge

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

I admit I am not familiar with the various shapes of crowdfunding.

I really do not wish stretch goals to become an impediment to the ETA of SoM.

But I also do not wish to jump through many hoops just to spend money on related products if all can be had through this here kickstarter :-)


A lot of it really depends on the product in question, but for something like this, there's a good chance they'd focus on the main book first, and then splatbook stuff afterwards. Mind you, there's a certain degree of practicality to consider here - nailing down SoM's mechanics first makes it a lot easier to properly balance and covert things like cross-system classes/archetypes/whatever.

You can see this with stuff like the Wizard's Academy adventure and the Spheres of Power Bestiary, which came out considerably after the main book.


Praise:
I am loving the Athletics, Boxing, and Guardian spheres. Sure they may need a tweak here and there, but overall they are looking damn solid.

Criticism:
The Open Hand sphere I feel needs some work. I understand that an underlying design axiom is "enable combos" (and consequently "weapon agnosticism") but it feels as though the Open Hand sphere has been hamstrung in order to try and meet that axiom. As a result it feels a little uninspired.

Suggestion:
This is a big suggestion, but, what if that instead of thinking of it as a sort of "destination sphere" (one in which characters with other weapons pick up special tricks from) - changing it to be primarily a "origin sphere" (one which modifies unarmed attacks in such a way as they can better pick up tricks from other spheres). Essentially, to reverse the polarity of it.

I dunno if that helps, but I've been wracking my mind to think of some kind of suggestion to accompany my criticism. Digging into the combat system this deeply causes some ugly inconsistencies to rear (like "hand of effort" and "natural vs unarmed attacks" and "unarmed size increase") while simultaneously creating opportunities to address some of those inconsistencies. Perhaps with some further development, the Open Hand sphere can be such an opportunity?


Woo-hoo, 2 more Master Generals on board! When do you guys think we'll be hearing more about the details of this tier's rewards? I don't expect anything solid till after the campaign has wrapped up, just curious.


The Guardian Sphere is exactly what my reach cleric ordered. Probably not to the point that I'd dedicate martial focus to it, since "Combat Reflexes" is all I really want, but having the options on the table is awesome.

I cannot wait to see the final version of the Blacksmith class -- it's already maxed out on flavor, and the mechanics are terrific. I'd love to playtest it.

A couple questions:
1) You'll be reaching out to your backers for info and playtest permissions after the Kickstarter is closed, correct?
2) How are the Paizo class conversion rules coming? If that's even being addressed, at this point.

More.

Seriously.

:)


In the AMA it was asked if you guys were doing anything with poisons, and the response was you might have to make your own poisons because core poisons are terrible.

Please dont do this. Too many other splat books and the like base their poisons power off cores poisons. No matter how many of your own poisons you make, you will never be able to make as many as every other poison ever made.

Silver Crusade

Baval wrote:

In the AMA it was asked if you guys were doing anything with poisons, and the response was you might have to make your own poisons because core poisons are terrible.

Please dont do this. Too many other splat books and the like base their poisons power off cores poisons. No matter how many of your own poisons you make, you will never be able to make as many as every other poison ever made.

If we do something with poisons, we have to base them off of core poisons, and core poisons are so terribly imbalanced and priced that building around them would be impossible. We've actually discussed this before in the group, with myself being the most vocal about making new poisons, although really it would be a new mechanic entirely. If someone else in the group wants to try to balance around core poisons, that's on them, but that's not something I see as viable myself.

As the author of the poison primer in my alchemist guide, I already know how best to break poisons, which is why for any enemy that can be put to sleep, using poison conversion and changing drow poison to inhaled, stacking that, and giving it a 50+ save is the best way of using poisons.

I can't think of any poison that's unique enough to be noted, although if there's some poison that you think is more noteworthy than others, please let me know. I'm just not seeing the value of core poisons myself; they're awful and incredibly easily broken by a character with the poison conversion discovery against any breathing enemy (outsiders can be tagged thanks to celestial poisons).


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I know I would personally like it if you guys did something with poisons somewhere down the line. Even if it meant making your own system for them. As much as it pains me for the plethora of poisons released by Paizo to go to waste, very few of them see use in actual play on the player side of things even if you base an entire character around them.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Hmm, not sure how I feel about active combat poisons for players.

As they are now they're practically an NPC option, what with time and cost, so not much use to PCs who defeat NPCs and then move on, whereas PCs that get poisoned have to deal with the effects and resources used to remedy it long after the encounter.

It currently can be a PC option though, you just can't really think of it as a in-combat option. Hit-and-run and sneaking up/sniping/trapping* have their uses.

*poisoned bear traps are my favourite :3

**barbed vest is nice against monsters that bite/swallow you since the damage is automatic.

Like to see what you come up with, just wary is all.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

In it's current form? It's true that you can't think of it as a combat option (poison conversion shenanigans not withstanding), but I would hope that any changes to how poisons work would rectify this to some degree. I would also hope that they would put these poisons within a more reasonable price range. Heck, even a Poison Sphere that doesn't use the system of buyable poisons could be cool.

Poisons that apply short term effects that wear off by themselves (maybe a duration of around 1 minute or so?) could be quite useful in combat.

Effects of such poisons could include::

1.Clouded vision like the Oracle curse where you can only see things within 60 feet. Maybe an even shorter distance, like 30 feet, for a more virulent poison
2. Tightening and cramping of muscles in a targeted area to halve their speeds. Legs would usually be targeted for landspeeds but wings and fins could be targeted for other movement mode.
3. Dizziness to reduce a target's CMD versus tripping and bullrushing. Maybe also add a penalty for acrobatics checks to balance for completeness sake?
4. Severe headaches that makes a target lose martial focus or concentration on a spell. A saving throw or concentration check would obviously be needed as a balancing factor.
5. Just about any condition in the game that you can think of.
6. Heck, maybe even introduce poison damage as a new damage type. Enemies who are immune to poison would naturally be immune to this damage. Those with a bonus to poison on saving throws could get a number equal to twice their bonus vs poison as their Resist Poison. For example, an Alchemist with a +4 bonus to saving throws against poison would have Resist Poison 8.

Those are a few off the top of my head. I'm sure the folks working on this could think of far better effects and make allowances for longer lasting, more traditional poisons for the classic "poison the wine to knock someone unconscious" scenario.


Jack of Dust wrote:

In it's current form? It's true that you can't think of it as a combat option (poison conversion shenanigans not withstanding), but I would hope that any changes to how poisons work would rectify this to some degree. I would also hope that they would put these poisons within a more reasonable price range. Heck, even a Poison Sphere that doesn't use the system of buyable poisons could be cool.

Poisons that apply short term effects that wear off by themselves (maybe a duration of around 1 minute or so?) could be quite useful in combat.

Effects of such poisons could include:: Hide
1.Clouded vision like the Oracle curse where you can only see things within 60 feet. Maybe an even shorter distance, like 30 feet, for a more virulent poison
2. Tightening and cramping of muscles in a targeted area to halve their speeds. Legs would usually be targeted for landspeeds but wings and fins could be targeted for other movement mode.
3. Dizziness to reduce a target's CMD versus tripping and bullrushing. Maybe also add a penalty for acrobatics checks to balance for completeness sake?
4. Severe headaches that makes a target lose martial focus or concentration on a spell. A saving throw or concentration check would obviously be needed as a balancing factor.
5. Just about any condition in the game that you can think of.
6. Heck, maybe even introduce poison damage as a new damage type. Enemies who are immune to poison would naturally be immune to this damage. Those with a bonus to poison on saving throws could get a number equal to twice their bonus vs poison as their Resist Poison. For example, an Alchemist with a +4 bonus to saving throws against poison would have Resist Poison 8.
Those are a few off the top of my head. I'm sure the folks working on this could think of far better effects and make allowances for longer lasting, more traditional poisons for the classic "poison the wine to knock someone unconscious" scenario.

4. one would be good but how about it lets casting hard enough were you have 60% or 70% chance that fizzle that spell additional to arcane spell failure check

or
7. posion acting like charm person


Currently the real point of Poisons is the same as that of consumables. You want to have a decently challenging encounter, but don't want to inflate the PCs wallets. So you have the NPCs spend their wealth on unlootable items.


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mentioned on the Kickstarter update, but wanted to post it here in case this has more visibility.

I want to request if possible a Gish archtype for the Commander as some sort of Deathknight, specifically one who can buff his undead minions effectively. Many large area buffs in the game are moral bonuses, which undead cannot benefit from, and there are very few ways to treat them as humanoid or allow them to benefit.

Silver Crusade

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What up all, it's preview number 3, the pre-alpha playtest!


Looking it over. First impression: Heck, yeah!!

Will post more informed assessment asap; probably two weeks away.


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I can't wait to play a sage.


Yay, another preview!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I'm a little confused about the wording of this part of the Scoundrel sphere

Scoundrel Sphere wrote:
Dedicate: While your martial focus is dedicated to the scoundrel sphere, you can attempt a dirty trick or steal combat maneuver as an attack action.

An attack action is a standard action but both the Dirty Trick and Steal maneuvers are already standard actions. Is there some benefit to having it classified as an attack action that I'm not aware of?


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Jack of Dust wrote:

I'm a little confused about the wording of this part of the Scoundrel sphere

Scoundrel Sphere wrote:
Dedicate: While your martial focus is dedicated to the scoundrel sphere, you can attempt a dirty trick or steal combat maneuver as an attack action.
An attack action is a standard action but both the Dirty Trick and Steal maneuvers are already standard actions. Is there some benefit to having it classified as an attack action that I'm not aware of?

There are a bunch of class features and other talents that trigger off of attack actions.

It allows you to trigger those features with those maneuvers instead.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Jack of Dust wrote:

I'm a little confused about the wording of this part of the Scoundrel sphere

Scoundrel Sphere wrote:
Dedicate: While your martial focus is dedicated to the scoundrel sphere, you can attempt a dirty trick or steal combat maneuver as an attack action.
An attack action is a standard action but both the Dirty Trick and Steal maneuvers are already standard actions. Is there some benefit to having it classified as an attack action that I'm not aware of?

I believe it means that, like disarm, sunder, and trip, you can replace one of your attacks in a full attack with a dirty trick or steal combat maneuver.


In other news it appears that some people have adopted "spheremighter" as the fan term for those that use this system.

I'd like to informally vote against that name as I think it sounds clunky.

Instead I'd propose "spherefighter": I find the "f" flows better.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
J4RH34D wrote:
Jack of Dust wrote:

I'm a little confused about the wording of this part of the Scoundrel sphere

Scoundrel Sphere wrote:
Dedicate: While your martial focus is dedicated to the scoundrel sphere, you can attempt a dirty trick or steal combat maneuver as an attack action.
An attack action is a standard action but both the Dirty Trick and Steal maneuvers are already standard actions. Is there some benefit to having it classified as an attack action that I'm not aware of?

There are a bunch of class features and other talents that trigger off of attack actions.

It allows you to trigger those features with those maneuvers instead.

Could you give examples? I'm struggling to find any save for the Armiger's Lightning Assault which doesn't come online until level 15.

Luthorne wrote:


I believe it means that, like disarm, sunder, and trip, you can replace one of your attacks in a full attack with a dirty trick or steal combat maneuver.

If that's what they meant they should really change it to something like this so it's more clear:

Proposed rewrite wrote:
While your martial focus is dedicated to the scoundrel sphere, you can attempt a dirty trick or steal combat maneuver in place of an attack as part of a full attack action


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Jack of Dust wrote:
Luthorne wrote:


I believe it means that, like disarm, sunder, and trip, you can replace one of your attacks in a full attack with a dirty trick or steal combat maneuver.

If that's what they meant they should really change it to something like this so it's more clear:

Proposed rewrite wrote:
While your martial focus is dedicated to the scoundrel sphere, you can attempt a dirty trick or steal combat maneuver in place of an attack as part of a full attack action

Well, here's what the helpful Melee Tactics Toolbox's combat options overview says about Attack Actions:

Melee Tactics Toolbox wrote:

Attack Action: An attack action is a type of standard action, as defined in Chapter 8 of the Core Rulebook. Some combat options can modify only this specific sort of action. When taking an attack action, you can apply all appropriation options that modify an attack action. Thus, you can apply both Greater Weapon of the Chosen and Vital Strike to the same attack, as both modify your attack action. You can apply these to any combat option that takes the place of a melee attack made using an attack action (such as the trip combat maneuver), though options that increase damage don't cause attacks to deal damage if they wouldn't otherwise do so (such as Vital Strike and trip).

You can't combine options that modify attack actions with standard actions that aren't attack actions, such as Cleave.

Paizo Employee Organized Play Developer

Jack of Dust wrote:
J4RH34D wrote:
Jack of Dust wrote:

I'm a little confused about the wording of this part of the Scoundrel sphere

Scoundrel Sphere wrote:
Dedicate: While your martial focus is dedicated to the scoundrel sphere, you can attempt a dirty trick or steal combat maneuver as an attack action.
An attack action is a standard action but both the Dirty Trick and Steal maneuvers are already standard actions. Is there some benefit to having it classified as an attack action that I'm not aware of?

There are a bunch of class features and other talents that trigger off of attack actions.

It allows you to trigger those features with those maneuvers instead.

Could you give examples? I'm struggling to find any save for the Armiger's Lightning Assault which doesn't come online until level 15.

Virtually every major ability in the book triggers off of using an attack action- the Lancer sphere's Impale, Boxing's Counter Punch, virtually all of the attack modifying Blacksmith options, the Armiger's 5th level Rapid Assault, etc. By keying the Scoundrel ability to the attack action, you can apply benefits that build off of attack actions to the action in a way that you would normally not be able to.

We use the attack action specifically because it's a specific type of standard action, not coincidentally the same action that allows you to use the Vital Strike feat, to help break martial characters away from the full attack action. We want you moving and attacking, not getting locked in one place while you fight.


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*Rubs chin* I might add something like that to the definition of Attack Actions in the Helpful Terminology section. Something as simple as "Many of the options in this book use this type of action" might help clarify how the system works.


Question on great focus.

The "You can dedicate focus to more than one sphere, but the benefits of
being focused in that sphere to not stack" Does that mean:

1) The second dedication doesn't help get normal dedication affects for the second sphere, other than to be able to expend focus while dedicated to the sphere.

or

2) If you have dedication twice on 1 sphere then you don't get extra bonus.

minor nitpick - the AC for Sage says "+1 for every 4 monk levels" - C/P error I assume.

thanks.

Paizo Employee Organized Play Developer

Lord Mhoram wrote:

Question on great focus.

The "You can dedicate focus to more than one sphere, but the benefits of
being focused in that sphere to not stack" Does that mean:

1) The second dedication doesn't help get normal dedication affects for the second sphere, other than to be able to expend focus while dedicated to the sphere.

or

2) If you have dedication twice on 1 sphere then you don't get extra bonus.

minor nitpick - the AC for Sage says "+1 for every 4 monk levels" - C/P error I assume.

thanks.

Number 2 I believe; you can't dedicate to the same sphere twice to double up on the benefit, but you can still dedicate twice so that you don't lose your dedication if you expend focus. I'll double-check with Stack and look at cleaning up that verbage so it's a little more precise and clear.

I'll pass the c/p error note along so we can fix Sage, thanks :)


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I'm really impressed with everything I've seen so far. I'm looking forward to seeing more of the Spheres.


I have been enjoying what I've been seeing so far. The Scoundrel sphere in particular is a very interesting one because it can turn Dirty Trick/Steal into an entire fighting style on its own whereas in the core system it just seems to be a decent debuff to avoid falling asleep from full attacking too much.

I have been noticing a lot of the spheres seem to play a bit oddly with feats, though. I gather part of that is from how you can trade out feats to get access, but I am curious if that causes any awkwardness with classes that have full feat and sphere progression. One of my friends has voiced some concerns about Basic Combat Training making it too easy for a normal class to buy into the system, although I'm not sure if I agree on the matter.

I will say, I've liked the Athletics sphere a lot because I love new ways to move around in combat, but I'm starting to feel like it asks for a rather steep talent investment. Not sure what the best approach is for that, but I do think the people mentioning the telekinesis sphere in the doc have a point. A telekinetic spherecaster can walk on and up walls with two protokinesis feats, and fly with a fairly modest investment. I like what the Athletics sphere is doing but I'm wondering if maybe some things should be consolidated.


I regret to inform that I have pulled my pledge.

This isn't because I think Spheres of Might is necessarily bad. I'm just not sure if it's worth backing when I'm starting to question if its design decisions are what I want out of a combat system. Plus other kickstarter issues like paying money for a book that's going to take months to come out when I could just wait till it does.

I still hope the project goes well.


Hmm... do we have, like, a 5th-level character sample or two yet we could show off, to explain how the system works as characters grow?

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