Pathfinder: Kingmaker Announced!


Licensed Products General Discussion

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Sovereign Court

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Ye olde d20 SRD FAQ includes this useful bit:

Q: Why are some monsters missing from this site?
A:

The following monsters are considered "Product Identity" by Wizards of the Coast and are therefore not part of the SRD:

beholder
gauth
carrion crawler
displacer beast
githyanki
githzerai
kuo-toa
mind flayer
slaad
umber hulk
yuan-ti

... though this list might have changed with 5e.

EDIT: Ah yes, here's the list from SRD5:
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever‑Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan‑ti.

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Owlcat's Posted a Video Regarding their Kingdom Building Rules for the game.

EDIT: Apparently this was an error and the video has been set to private until it is fully approved.


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Alright everyone, I'm getting even more excited the more I see and learn! Hopefully they upload the kingdom video again real soon.

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Artem Lebeda wrote:
Alright everyone, I'm getting even more excited the more I see and learn! Hopefully they upload the kingdom video again real soon.

It was extremely interesting. Would have been nice had they covered Roles though. Kingdom events are randomized (which we already knew thanks to IGN).

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Update #3! The Kingdom Building System! Warning, Alexander Mishulin is slightly hard to understand. This is the same video leaked earlier.


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Why do people say it's hard to understand him? I actually was able to listen to him quite nicely while doing other things on the computer. Sure, he has an accent and all but he's understandable...

Grand Lodge

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I actually think his accent is very understandable.

Grand Lodge

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Listened to the kingdom building update. Pledged my $28, hope it gets funded.

Paizo Employee Chief Technical Officer

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Jesse Heinig wrote:
The following monsters are considered "Product Identity" by Wizards of the Coast and are therefore not part of the SRD:

It seems like you might be under the impression that that's a complete list of the things we cannot use in Pathfinder: Kingmaker, but that isn't the case.

Let me try to clarify:

* First, any content can be divided into IP and non-IP:

IP: Wizards has published a lot of material that is their intellectual property (that is, material that is protected by copyright, trademark, or patent). We can't use their IP without a license, whether that's in the Pathfinder RPG, Pathfinder: Kingmaker, the Pathfinder Adventure Card Game, or anything else.

Non-IP: Wizards has also published a lot of material that is not *anyone's* intellectual property, including things that are in the public domain, and things that are not protected by copyright, trademark, or patent, such as game mechanics.

* Second, any content can be divided into OGC and PI:

OGC: Wizards has designated certain things as Open Game Content under the OGL. OGC can be used in any OGL product.

PI: Wizards has designated certain things as PI under the OGL. PI cannot be used in any OGL product.

* Combining these, any content can be thus divided into 4 potential categories:

IP that is OGC: A good example of this is the grippli, or the exact text that describes the fireball spell. We can use this content in an OGL product such as the Pathfinder RPG, but we cannot use it in a non-OGL product such as Pathfinder: Kingmaker.

IP that is PI: A good example of this is the list you quoted. We cannot use this content in any circumstance.

Non-IP that is OGC: A good example of this is the concept of the fireball spell. We can use this content in any circumstance.

Non-IP that is PI: I can't immediately think of any examples of this, though it could technically exist. We would not be able to use this content in an OGL product such as the Pathfinder RPG, but we would be able to use it in a non-OGL product such as Pathfinder: Kingmaker.

Paizo Employee CEO

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Raynor Cordite wrote:

Made the 95$ pledge! :)

Will the "King" handle be added on the Paizo boards? :)

Nope, all handles are only on the Owlcat forums.

-Lisa

Sovereign Court

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Vic Wertz wrote:
Jesse Heinig wrote:
The following monsters are considered "Product Identity" by Wizards of the Coast and are therefore not part of the SRD:

It seems like you might be under the impression that that's a complete list of the things we cannot use in Pathfinder: Kingmaker, but that isn't the case.

Let me try to clarify:

* First, any content can be divided into IP and non-IP:

IP: Wizards has published a lot of material that is their intellectual property (that is, material that is protected by copyright, trademark, or patent). We can't use their IP without a license, whether that's in the Pathfinder RPG, Pathfinder: Kingmaker, the Pathfinder Adventure Card Game, or anything else.

Non-IP: Wizards has also published a lot of material that is not *anyone's* intellectual property, including things that are in the public domain, and things that are not protected by copyright, trademark, or patent, such as game mechanics.

* Second, any content can be divided into OGC and PI:

OGC: Wizards has designated certain things as Open Game Content under the OGL. OGC can be used in any OGL product.

PI: Wizards has designated certain things as PI under the OGL. PI cannot be used in any OGL product.

* Combining these, any content can be thus divided into 4 potential categories:

IP that is OGC: A good example of this is the grippli, or the exact text that describes the fireball spell. We can use this content in an OGL product such as the Pathfinder RPG, but we cannot use it in a non-OGL product such as Pathfinder: Kingmaker.

IP that is PI: A good example of this is the list you quoted. We cannot use this content in any circumstance.

Non-IP that is OGC: A good example of this is the concept of the fireball spell. We can use this content in any circumstance.

Non-IP that is PI: I can't immediately think of any examples of this, though it could technically exist. We would not be able to use this content in an OGL product such as the Pathfinder RPG, but we would be able to...

I am not under any such impression, but found it useful to have the actual enumerated list of Product Identity from WotC, as people were asking about it.


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Vic wrote:

Jesse Heinig wrote:

The following monsters are considered "Product Identity" by Wizards of the Coast and are therefore not part of the SRD:
It seems like you might be under the impression that that's a complete list of the things we cannot use in Pathfinder: Kingmaker, but that isn't the case.

Let me try to clarify:

* First, any content can be divided into IP and non-IP:

IP: Wizards has published a lot of material that is their intellectual property (that is, material that is protected by copyright, trademark, or patent). We can't use their IP without a license, whether that's in the Pathfinder RPG, Pathfinder: Kingmaker, the Pathfinder Adventure Card Game, or anything else.

Non-IP: Wizards has also published a lot of material that is not *anyone's* intellectual property, including things that are in the public domain, and things that are not protected by copyright, trademark, or patent, such as game mechanics.

* Second, any content can be divided into OGC and PI:

OGC: Wizards has designated certain things as Open Game Content under the OGL. OGC can be used in any OGL product.

PI: Wizards has designated certain things as PI under the OGL. PI cannot be used in any OGL product.

* Combining these, any content can be thus divided into 4 potential categories:

IP that is OGC: A good example of this is the grippli, or the exact text that describes the fireball spell. We can use this content in an OGL product such as the Pathfinder RPG, but we cannot use it in a non-OGL product such as Pathfinder: Kingmaker.

IP that is PI: A good example of this is the list you quoted. We cannot use this content in any circumstance.

Non-IP that is OGC: A good example of this is the concept of the fireball spell. We can use this content in any circumstance.

Non-IP that is PI: I can't immediately think of any examples of this, though it could technically exist. We would not be able to use this content in an OGL product such as the Pathfinder RPG, but we would be able to use it in a non-OGL product such as Pathfinder: Kingmaker.

This is a phenomenally awesome post.

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Right! New List Time!
As Always New Things we know are in Bold.

Regarding the Kickstarter:
-The game will be published in 2018 regardless whether the Kickstarter is successful or not.
-The Kickstarter is Live and can be found Here: https://www.kickstarter.com/projects/owlcatgames/pathfinder-kingmaker/
-The kickstarter is an attempt to add "more companions, more depth to the companions, more dungeons and wilderness to explore, … and more new quests and content by famous Pathfinder authors and RPG authors." also more original music, and more voiceover. Basically it exists solely to fund extra cool stuff for the game.
-Mass combat is a late kickstarter stretch goal since it requires a lot of assets.
-To make up for Mass Combat's absence the PCs get to do cool stuff like infiltrate behind enemy lines. Making alliances is expected to give you different army options if they are able to implement mass combat.
- Rest is the first planned Kickstarter stretch Goal. During rest periods, players will be able to send companions out to hunt, thus reducing the need to buy rations, and will be able to set traps and alarms. They'll also be able to assign companions to guard against random attack.
-Both OS X and Linux Releases are Kickstarter stretch Goals.
-Additional Classes and Races from other sourcebooks will be revealed in the Kickstarter and in the form of stretch goals.
-The Initial goal of the Kickstarter is to make the Kingdom system more awesome. See Kingdom section for more details.
-Archetypes are a stretch Goal.
-New Locations are a Stretch goal.
-An epic Dungeon is a stretch goal.
-Custom companions (like in pillars of Eternity) may be a stretch goal if there's interest in it from backers.

Regarding the Base Game:
-The game is Single Player only. Multiplayer and DM tools are being looked at as late game stretch Goals.
-The base game (un-kickstarted) is both mostly complete and includes all 6 AP Modules. The whole story is there with details being Fleshed out by Chris Avellone.
-A capstone is planned possibly taking characters to level 20. We do not know if this is a kickstarter plan, or a base game plan.
-You can build and develop a kingdom of our own, this is in the base game. The Kickstarter will make this better. From people who played the Demo, There are already some cool kingdom events.
-The game will include diplomats from neighbors, including Brevoy and Irrisen (and possibly Mendev?). If you make alliances, that could unlock different buildings for your kingdom. There will be allies available for every alignment.
-The game is run on an engine developed using the Unity engine. It is Isometric in look and feel.
-There will be plenty of side-quests.
-You will be able to be evil, but it will be a cruel and cunning "smart evil" such as talking two enemies into killing each other, rather than just asking for more money as a quest reward.
-The base game includes a forty hour main storyline, and forty to eighty to forty hours of fun side content.
-There will be a lot of new content unique to this version of the Stolen Lands -- just like it would be in any DM's version.
-The game "will have a certain degree of linearity: just like in the table-top game, some challenges will arise, and it would be up to you how you'll tackle them. You can't avoid being the baron(ess), then the king/queen, since it's the premise of the game. However, you'll be free to explore the Stolen Lands, find lots of events unrelated to the main course of events, and choose how to act there. So, you're guaranteed to meet the persons you can see on the covers of the Adventure Path books, but you'll meet them inside a large sandbox."
-Game spans Levels 1 - 20.
-All 20 Core Deities are in.

Character Creation:
-The Game includes all the races and Classes from the Core Rulebook. It also includes Alchemist and Inquisitor. The Rogue is from Pathfinder Unchained, the Barbarian unchained but can choose between normal and Unchained Rage, the Monk is as yet undecided.
-Arcane Trickster is in the game already, other Prestige classes are planned as well.
-There are already more than 15 spells to choose from for each of the three first spell levels, with more to come. There will be over 300 spells total by the time the game is launched.
-Bardic masterpieces are in.
-There are around 10 Animal Companions in the base game.
-There are around 10 Familiars in the base game. No word either way on Red Pandas. I remain hopeful.
-There will be more than 300 feats.
-There will be NO Grippli, not even as a stretch goal, due to licensing issues since Grippli are WotC IP.
-Since there is no mounted combat, Cavaliers seem vanishingly unlikely. Similarly, Paladin Mount bonds.
-There are pregenerated builds and recommendations for all the choices and options.

Multiplayer and Modding:
-Base game is Single Player only currently,
-Dev comments on the Kickstarter message board hint at the possibility of Multiplayer and DM Tools as as stretch goals. Multiplayer and DM Tools are merely Possible Late Stretch Goals, they are not planned for at this time. The Devs want to focus on making a good Single Player game first and foremost.

Regarding Companions:
-There are either 10 or 11 Companions in the Base Game.
-Companion characters are a mix of New characters, iconic Pathfinder characters, and characters already existing in the AP.
-Amiri, the Iconic Barbarian, is a companion with a lot of backstory and events happening around her throughout the game.
-Jubilost Narthropple is a companion. He a cantankerous gnome, is kind of a jerk, and you can fail to recruit him if you screw up your attempt to help him out with his wagon. He's also a character from the original AP.
-Octavia is a blonde haired possibly Taldan Human Woman. She is also a Fighter who Worships Gorum.
-A halfling that looks suspiciously like Lem is a companion.
-A bard is a companion. He decides to join you because he wants to record your story. This companion has not been seen yet and may or may not be the halfling.
-Valerie is a female Half-Elf wizard/rogue/arcane trickster.
-There is a Blonde male who looks like an Elven inquisitor of Sarenrae.
-There is a Half-Orc who definitely looks like a Magus (or maybe he's the bard)?
- There is what looks like either a Taldan or Ulfen Human male Fighter.
-There is an either Garundi or Mwangi man in light armor.
-Finally, there is what I believe looks like a Tian Woman, but others tell me looks like Jiselle the iconic Swashbuckler.

-There will be companion Romance, but it isn't the only relationship option. This Includes LGBTQ romance options.
-Companions can disagree with you, leave you, and even turn on you if they don't like you. They do NOT need to be in your party for this to happen. Companions are living people and don't stop existing just because you leave them home.
-The story can change considerably depending on your party composition.
-Each companion has an expandable novel style bio that expands as you learn more about them and progress in the game.
-You can take 5 Companions with you in a party at one time.
-You can level up your companions based on your own preferences, even changing their classes if you wish, there is however a suggested path, and you can have them auto-level if you wish instead.
-You will also be able to choose from several AI behaviours for your party members, allowing them to use spells and abilities or spend resources on their own.

Mechanics:
-Combat format is Real Time with Pause. There's going to be an option for auto-pausing combat at the beginning of each "turn", essentially making it quasi-turn-based. "Turns" last approximately three seconds.
-The character sheet is mostly the same, with the same ability scores and skills (though they lumped together some less-used skills to avoid ranks waste).
-Combat includes: initiative, attacks of opportunity, sneak attacks, Trip, Power Attack (as a toggle), Fighting Defensively, Spontaneous casting of heal spells, and Channeling positive energy.
-Feats include many books beyond core, and include Elemental Spell Focus, and Evocation Spell Focus.
-Perception is a Skill in this game and allows you to spot Loot.
-The game currently includes a comprehensive Alignment meter which plays a significant role in the game. There are a lot of choices that shift your alignment towards one of the nine possible, and your current alignment sometimes affects the way NPC react to you.
-There is No Crafting, instead there's a Royal Artisans system that will make magic items (and even Artifacts) for you.
-you can either auto-select the best party member for a skill check, or manually select who you want to attempt it.
-Difficulty levels are: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits).
-The level up screen will suggest options to you sort of like Amazon's "If you liked X you might also like Y."
-Wings will be in the system, and they will do something cool "we instead may, for example, give a sorcerer an ability to create strong winds and push the enemies away with a flap of his wings or will allow him to reposition himself on the battlefield by flying up and landing elsewhere."
-The AI can help you control the characters in battle.
-There will be no Flying in Combat or Mounted Combat.
-Alpha gameplay videos show a "Thievery" Skill.
-This update can tell you more.

The Kingdom:
-There are playable companions as well as NPCs you can assign to kingdom roles (from Ultimate Campaign), with enough choices for 2-3 options for each role.
-Advisers will give advice based on their personality. this may not be the best advice. You will have to interpret it.
-Expanding The Kingdom is the initial goal of the Kickstarter.
-You can add more than 14 regions to your kingdom.
-There are 300 Kingdom Events and 100 Kingdom Projects.
-You can ally with outside Factions, there are 9 allies currently, one for each alignment. these include the Witches of Irrisen. They'll be walking around the streets of your capitol.
-The Kickstarter aims to:
--Make the Kingdom's appearance reflect your alignment and choices.
--Let you recruit royal artisans to your kingdom that make you cool stuff (including Artifacts).
--Add more responsiveness to your choices (for example saving a troll family could let you unlock a Troll Bridge building and a Legendary club they make for you, and how you solve problems would unlock different rewards for them).
--Add randomized Kingdom events that make your kingdom different in every playthrough.
-This Update can tell you more.

Miscellaneous Stuff:
-Owlcat is in close contact with Paizo in developing this. They're also running 4 simultaneous Kingmaker campaigns.
-Character sheet screens are super detailed.
-Tooltips exist which provide Golarion and Pathfinder-based lore.
-Settings will include "Story Mode," "Core Rules," and something similar to Iron Man Mode (which will only have one save).
-Initial languages for Localization are: English, German, French, and Russian. More may be available as Stretch goals based on popular demand.
-Digital Release is planned for GOG and Steam.
-No matter what Race you play you can choose your Gender and Skin tone.
-The premium digital version includes some backer-only in-game items (a special cloak, a helmet and a ring, as well as one unique and quirky spell). The regular digital edition comes with a cloak.
-No news As of yet whether Owlcats (or Kittens) will be a thing in the game. But I hold out hope for a cool Owlkitten pet.

System Requirements:
Minimal system requirements
Video: Intel HD Graphics 3000
CPU: Intel Celeron 1037U @ 1.80GHz
RAM: 4 Gb
OS: Win 7
Resolution: 1366 x 768

Recommended system requirements
Video: ATI Radeon HD 5770/GeForce GTX 960M
CPU: Intel Core i7 CPU 920 @ 2.67GHz
RAM: 8 Gb
OS: Win 7
Resolution: 1920 x 1080


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Rysky wrote:

Sweeeeeeeet!!!

Edit: This post was in response to Stratagemini's update, not to the loss of the grippli.

Admit it...there was a little bit in that about the grippli...

>:)

Scarab Sages

4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Master Pugwampi wrote:
Rysky wrote:

Sweeeeeeeet!!!

Edit: This post was in response to Stratagemini's update, not to the loss of the grippli.

Admit it...there was a little bit in that about the grippli...

>:)

You sir are a terrible Pugwampus.


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Stratagemini wrote:
Master Pugwampi wrote:
Rysky wrote:

Sweeeeeeeet!!!

Edit: This post was in response to Stratagemini's update, not to the loss of the grippli.

Admit it...there was a little bit in that about the grippli...

>:)

You sir are a terrible Pugwampus.

Thanks! I do what I can!

>:)


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Stratagemini wrote:
Kingmaker isn't a Chris Avellone style story. It isn't about tough subjects to the same degree. it's about Killing the hell out of Jabberwocks and stealing gold mines from Kobolds.

I would trust Avellone to turn the kobold issue into a matter of genocide and consequences.

I think he'll do fine, writing for this video game.

Silver Crusade

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Master Pugwampi wrote:
Rysky wrote:

Sweeeeeeeet!!!

Edit: This post was in response to Stratagemini's update, not to the loss of the grippli.

Admit it...there was a little bit in that about the grippli...

>:)

Seeing as how Muppet Treasure Island is one of my most favourite movies of all time? No.

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So update to the whole Multiplayer and DM tools thing. Here's the current Dev stance from the Kickstarter:

Berserkerkitten wrote:
Regarding the conflicting information about multiplayer and DM tools - right now, the official stance is no to both. Originally, back when the Kickstarter had just launched, there were internal discussions about this. You know, whether it might be possible. But in the end, the decision is to go with no, as to not raise any hopes and expectations for something we ultimately cannot deliver. We don't want people to feel disappointed if we get their hopes up for something we may not have the time and resources for. The thing we can absolutely deliver is a great singleplayer experience, so that's what we focus on.

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Apparently I mixed up Valerie and Octavia. Here's more on valerie, The fighter.

Silver Crusade

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I like Valerie.


Damn, Valerie must have done something really messed up to piss off Shelyn whose practically a better redemption goddess than Sarenrae.

Silver Crusade

They said she's a Fighter?

... OOOOO!!!! Something that just occurred to me, has there been any thought into giving out tabletop Pathfinder stuff if they get certain stretch goals, like Archetypes?

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Rysky wrote:

They said she's a Fighter?

... OOOOO!!!! Something that just occurred to me, has there been any thought into giving out tabletop Pathfinder stuff if they get certain stretch goals, like Archetypes?

Archetypes are stated to be a stretch goal, as are races and classes (Magus especially)

Silver Crusade

Yay!

Silver Crusade

Stratagemini wrote:
Rysky wrote:

They said she's a Fighter?

... OOOOO!!!! Something that just occurred to me, has there been any thought into giving out tabletop Pathfinder stuff if they get certain stretch goals, like Archetypes?

Archetypes are stated to be a stretch goal, as are races and classes (Magus especially)

Er, I meant like Archetypes for the tabletop version to use, not the video game, like how PO had the Emerald Spire?


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I had a couple thoughts:

It made me sad that the gameplay is "real time, with pauses!". This has another name: Press spacebar 500,000 times in a run. I don't think a human could do pathfinder micro in real time, it probably should be real time (and designed specifically for real time) or turn based, not in between.

Feat chains is F-. they suck in pathfinder and will suck here.

300 feats is probably too many. 300 spells is probably too many. Its good that you can curate all the garbage and broken ones though, that will be nice.

No flying: A+

Apparently going to level 20: u guys are brave. I guess if you ban stuff like geas/quest miracle and wish it will be fine.

Consolidated skills: A+

Comprehensive Alignment Meter: Uh, this is not going to go well imo, considering current alignment. I'll give this a preemptive D but I'm thinking it will go down.

Linear: A. If you want to tell a cool story you should have a linear game.

40-80 hours of sidequests: This could range from F to B. My experience playing rpgs is the developers have two sliders for quest design. On the main quest they max quality, and on the sidequests they max quantity. If this will be 80 hours of cool stuff, great, but i expect 80 hours of killing boars

I'm excited too see how this turns out!

Scarab Sages

3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
CWheezy wrote:

I had a couple thoughts:

It made me sad that the gameplay is "real time, with pauses!". This has another name: Press spacebar 500,000 times in a run. I don't think a human could do pathfinder micro in real time, it probably should be real time (and designed specifically for real time) or turn based, not in between.

Feat chains is F-. they suck in pathfinder and will suck here.

300 feats is probably too many. 300 spells is probably too many. Its good that you can curate all the garbage and broken ones though, that will be nice.

No flying: A+

Apparently going to level 20: u guys are brave. I guess if you ban stuff like geas/quest miracle and wish it will be fine.

Consolidated skills: A+

Comprehensive Alignment Meter: Uh, this is not going to go well imo, considering current alignment. I'll give this a preemptive D but I'm thinking it will go down.

Linear: A. If you want to tell a cool story you should have a linear game.

40-80 hours of sidequests: This could range from F to B. My experience playing rpgs is the developers have two sliders for quest design. On the main quest they max quality, and on the sidequests they max quantity. If this will be 80 hours of cool stuff, great, but i expect 80 hours of killing boars

I'm excited too see how this turns out!

It seems like you don't actually want to play a game in the pathfinder system, you are looking forward to an extremely heavily house ruled game. I'm not sure you'll like this.


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I dont know how you managed to come to that conclusion. Unless you think feat chains are intrinsic to pathfinder(???)

Scarab Sages

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
CWheezy wrote:
I dont know how you managed to come to that conclusion. Unless you think feat chains are intrinsic to pathfinder(???)

That and the alignment system (The entire cosmology's literally founded on it), and Lots of Choice in Spells and feats, and High level spells like Wish and Miracle. Flight's pretty intrinsic too especially when you have classes that grant flight. And you seem incredibly enthusiastic about consolidating skills (which I'm personally not a huge fan of since the current system for skills works really well, I don't want points in knowledge meaning "you know everything" and Points in Disable device meaning you can pick pockets).

In fact most of the things you rate highly are where Owlcat deviates from core rules. and you rate lowly where they don't.


2 people marked this as a favorite.
Rysky wrote:
Stratagemini wrote:
Rysky wrote:

They said she's a Fighter?

... OOOOO!!!! Something that just occurred to me, has there been any thought into giving out tabletop Pathfinder stuff if they get certain stretch goals, like Archetypes?

Archetypes are stated to be a stretch goal, as are races and classes (Magus especially)
Er, I meant like Archetypes for the tabletop version to use, not the video game, like how PO had the Emerald Spire?

I hope not, to be frank. I may be misremembering, but I seem to recall the fulfilment of the PFO stuff really impacting on the staff and the usual release schedule for the next year or so.

Silver Crusade

Steve Geddes wrote:
Rysky wrote:
Stratagemini wrote:
Rysky wrote:

They said she's a Fighter?

... OOOOO!!!! Something that just occurred to me, has there been any thought into giving out tabletop Pathfinder stuff if they get certain stretch goals, like Archetypes?

Archetypes are stated to be a stretch goal, as are races and classes (Magus especially)
Er, I meant like Archetypes for the tabletop version to use, not the video game, like how PO had the Emerald Spire?
I hope not, to be frank. I may be misremembering, but I seem to recall the fulfilment of the PFO stuff really impacting on the staff and the usual release schedule for the next year or so.

Ah, good point, but then it was a whole megadungeon.

Silver Crusade

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Also all the Pathfinder Tabletop goodies I think really skewed the PFO Kickstarter. In that, I know many people who backed it for the tabletop goodies with ZERO intention of ever playing a PvP MMO.

I'm glad that the tabletop goodies in this kickstarter are directly in-line here with the core experiences that Pathfinder as a tabletop RPG and Kingmaker as a narrative represent.

The Exchange

Rysky wrote:
I like Valerie.

Yeah, though I have to say that If I read something about "flawless, almost supernatural beauty", I don't expect to see a Brienne of Tarth double.

And just for the record, I like Brienne immensely.

Silver Crusade

WormysQueue wrote:
Rysky wrote:
I like Valerie.

Yeah, though I have to say that If I read something about "flawless, almost supernatural beauty", I don't expect to see a Brienne of Tarth double.

And just for the record, I like Brienne immensely.

Something something eye of the beholder...

Well flawless and supernatural could mean a couple of different things, and note this was back when she was being raised by her family to be a Paladin of Shelyn.


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WormysQueue wrote:
Rysky wrote:
I like Valerie.

Yeah, though I have to say that If I read something about "flawless, almost supernatural beauty", I don't expect to see a Brienne of Tarth double.

And just for the record, I like Brienne immensely.

In Brevoy a women with a lot of muscle is seen as the height of beauty.

It is known.

The Exchange

Rysky wrote:
Something something eye of the beholder...

Well, a new Galadrial, she certainly isn't.

Delightful wrote:
In Brevoy a women with a lot of muscle is seen as the height of beauty.

And a new Amiri, she isn't either.

Doesn't matter though, as I'm more critizising the choice of words. Valeria looks perfectly fine, but the description doesn't fit the looks, that's all.

Silver Crusade

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75% percent funded!

Scarab Sages

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Rysky wrote:
Something something eye of the beholder...

Not in Pathfinder! Those are Wizards of the Coast IP and PI.

WormysQueue wrote:


And a new Amiri, she isn't either.

Doesn't matter though, as I'm more critizising the choice of words. Valeria looks perfectly fine, but the description doesn't fit the looks, that's all.

Amiri is her own companion for this.

Scarab Sages

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They plan on adding a Colorblind option.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

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I was thinking Valerie's "almost supernatural beauty" could be a hint of a fey/nymph bloodline in her lineage and connect her to the plot as a bit of foreshadowing if there's evidence that comes up about her past.


Rysky wrote:
75% percent funded!

Soon...

Soon...


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According to Kicktraq, PF:KM is on course to make over $2 million.

http://www.kicktraq.com/projects/owlcatgames/pathfinder-kingmaker/

Silver Crusade

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Linkified


Rysky wrote:
75% percent funded!

I don't believe that 500k number. Their team is like 12 (?) people.

They probably want 2 mill to not be a disaster

Grand Lodge

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CWheezy wrote:
Rysky wrote:
75% percent funded!

I don't believe that 500k number. Their team is like 12 (?) people.

They probably want 2 mill to not be a disaster

They already have non-kickstarter funding, and have a schedule and a budget to finish the game with the like 12 people. The Kickstarter lets them hire more to add more.

AND, the game I demoed at PaizoCon was very function, combat worked great, there was an extensive character building screen... and according to them four hours of finished content and many more hours of partially completed content.


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Here is a video on how much it costs to make games.

https://www.youtube.com/watch?v=vfFq2OcHTJw

The dev was asking for 1.5 million, which was less than half of what he actually needed. What you played at paizocon was specially curated to be used there to advertise the game.

Making a videogame costs a lot. Its also a well known kickstarter strategy to make the funding goal way less than what you actually need (I forget why this works but it does work)

Grand Lodge

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CWheezy wrote:

Here is a video on how much it costs to make games.

https://www.youtube.com/watch?v=vfFq2OcHTJw

The dev was asking for 1.5 million, which was less than half of what he actually needed. What you played at paizocon was specially curated to be used there to advertise the game.

Making a videogame costs a lot. Its also a well known kickstarter strategy to make the funding goal way less than what you actually need (I forget why this works but it does work)

Again... the Kickstarter is extra. They already HAVE funding to make the game... could be a bazillion dollars. No one has said what has already been invested.

They are not funding the game with Kickstarter. They have said multiple times that the game releases August 2018 even if the Kickstarter fails (which as said earlier, Kicktraq shows the Kickstarter heading to 2 million... which, again, we add on top of whatever private funding they already have.)

Scarab Sages

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Slow weekend, but there was Some new news!

As Always New Things we know are in Bold.

Regarding the Kickstarter:
-The game will be published in 2018 regardless whether the Kickstarter is successful or not.
-The Kickstarter is Live and can be found Here: https://www.kickstarter.com/projects/owlcatgames/pathfinder-kingmaker/
-The kickstarter is an attempt to add "more companions, more depth to the companions, more dungeons and wilderness to explore, … and more new quests and content by famous Pathfinder authors and RPG authors." also more original music, and more voiceover. Basically it exists solely to fund extra cool stuff for the game.
-Mass combat is a late kickstarter stretch goal since it requires a lot of assets.
-To make up for Mass Combat's absence the PCs get to do cool stuff like infiltrate behind enemy lines. Making alliances is expected to give you different army options if they are able to implement mass combat.
- Rest is the first planned Kickstarter stretch Goal. During rest periods, players will be able to send companions out to hunt, thus reducing the need to buy rations, and will be able to set traps and alarms. They'll also be able to assign companions to guard against random attack.
-Both OS X and Linux Releases are Kickstarter stretch Goals.
-Additional Classes and Races from other sourcebooks will be revealed in the Kickstarter and in the form of stretch goals.
-The Initial goal of the Kickstarter is to make the Kingdom system more awesome. See Kingdom section for more details.
-Archetypes are a stretch Goal.
-New Locations are a Stretch goal.
-An epic Dungeon is a stretch goal.
-Custom companions (like in pillars of Eternity) may be a stretch goal if there's interest in it from backers.

Regarding the Base Game:
-The game is Single Player only. Multiplayer and DM tools are being looked at as late game stretch Goals.
-The base game (un-kickstarted) is both mostly complete and includes all 6 AP Modules. The whole story is there with details being Fleshed out by Chris Avellone.
-A capstone is planned possibly taking characters to level 20. We do not know if this is a kickstarter plan, or a base game plan.
-You can build and develop a kingdom of our own, this is in the base game. The Kickstarter will make this better. From people who played the Demo, There are already some cool kingdom events.
-The game will include diplomats from neighbors, including Brevoy and Irrisen (and possibly Mendev?). If you make alliances, that could unlock different buildings for your kingdom. There will be allies available for every alignment.
-The game is run on an engine developed using the Unity engine. It is Isometric in look and feel.
-There will be plenty of side-quests.
-You will be able to be evil, but it will be a cruel and cunning "smart evil" such as talking two enemies into killing each other, rather than just asking for more money as a quest reward.
-The base game includes a forty hour main storyline, and forty to eighty to forty hours of fun side content.
-There will be a lot of new content unique to this version of the Stolen Lands -- just like it would be in any DM's version.
-The game "will have a certain degree of linearity: just like in the table-top game, some challenges will arise, and it would be up to you how you'll tackle them. You can't avoid being the baron(ess), then the king/queen, since it's the premise of the game. However, you'll be free to explore the Stolen Lands, find lots of events unrelated to the main course of events, and choose how to act there. So, you're guaranteed to meet the persons you can see on the covers of the Adventure Path books, but you'll meet them inside a large sandbox."
-Game spans Levels 1 - 20.
-All 20 Core Deities are in.

Character Creation:
-The Game includes all the races and Classes from the Core Rulebook. It also includes Alchemist and Inquisitor. The Rogue is from Pathfinder Unchained, the Barbarian unchained but can choose between normal and Unchained Rage, the Monk is as yet undecided.
-Arcane Trickster is in the game already, other Prestige classes are planned as well.
-There are already more than 15 spells to choose from for each of the three first spell levels, with more to come. There will be over 300 spells total by the time the game is launched.
-Bardic masterpieces are in.
-There are around 10 Animal Companions in the base game.
-There are around 10 Familiars in the base game. No word either way on Red Pandas. I remain hopeful.
-There will be more than 300 feats.
-There will be NO Grippli, not even as a stretch goal, due to licensing issues since Grippli are WotC IP.
-Since there is no mounted combat, Cavaliers seem vanishingly unlikely. Similarly, Paladin Mount bonds.
-There are pregenerated builds and recommendations for all the choices and options.
-The current plan for Character Creation is point buy. The Devs have stated that they may also consider rolling characters as an optional alternative.

Multiplayer and Modding:
-Base game is Single Player only.
-While DM Tools and Multiplayer were floated as possible stretch goals early on, the Devs want to focus on making a good Single Player game first and foremost and so they don't want to promise that they will be available.

Regarding Companions:
-There are either 10 or 11 Companions in the Base Game.
-Companion characters are a mix of New characters, iconic Pathfinder characters, and characters already existing in the AP.
-Amiri, the Iconic Barbarian, is a companion with a lot of backstory and events happening around her throughout the game.
-Jubilost Narthropple is a companion. He a cantankerous gnome, is kind of a jerk, and you can fail to recruit him if you screw up your attempt to help him out with his wagon. He's also a character from the original AP.
-Valerie is a blonde haired Human Woman from Brevoy. She is also a Fighter who Worships Gorum, and a failed Paladin of Shelyn.
-A halfling that looks suspiciously like Lem is a companion.
-A bard is a companion. He decides to join you because he wants to record your story. This companion has not been seen yet and may or may not be the halfling.
-Octavia is a female Half-Elf wizard/rogue/arcane trickster.
-There is a Blonde male who looks like an Elven inquisitor of Sarenrae.
-There is a Half-Orc who definitely looks like a Magus (or maybe he's the bard)?
- There is what looks like either a Taldan or Ulfen Human male Fighter.
-There is an either Garundi or Mwangi man in light armor.
-Finally, there is what I believe looks like a Tian Woman, but others tell me looks like Jiselle the iconic Swashbuckler.
-There will be companion Romance, but it isn't the only relationship option. This Includes LGBTQ romance options.
-Companions can disagree with you, leave you, and even turn on you if they don't like you. They do NOT need to be in your party for this to happen. Companions are living people and don't stop existing just because you leave them home.
-The story can change considerably depending on your party composition.
-Each companion has an expandable novel style bio that expands as you learn more about them and progress in the game.
-You can take 5 Companions with you in a party at one time.
-You can level up your companions based on your own preferences, even changing their classes if you wish, there is however a suggested path, and you can have them auto-level if you wish instead.
-You will also be able to choose from several AI behaviours for your party members, allowing them to use spells and abilities or spend resources on their own.
-Each companion will have one or several levels in a predetermined class when you meet them. You can level them any way you wish from there on out, but their "starting class" is preset.

Mechanics:
-Combat format is Real Time with Pause. There's going to be an option for auto-pausing combat at the beginning of each "turn", essentially making it quasi-turn-based. "Turns" last approximately three seconds.
-The character sheet is mostly the same, with the same ability scores and skills (though they lumped together some less-used skills to avoid ranks waste).
-Combat includes: initiative, attacks of opportunity, sneak attacks, Trip, Power Attack (as a toggle), Fighting Defensively, Spontaneous casting of heal spells, and Channeling positive energy.
-Feats include many books beyond core, and include Elemental Spell Focus, and Evocation Spell Focus.
-Perception is a Skill in this game and allows you to spot Loot.
-The game currently includes a comprehensive Alignment meter which plays a significant role in the game. There are a lot of choices that shift your alignment towards one of the nine possible, and your current alignment sometimes affects the way NPC react to you.
-There is No Crafting, instead there's a Royal Artisans system that will make magic items (and even Artifacts) for you.
-you can either auto-select the best party member for a skill check, or manually select who you want to attempt it.
-Difficulty levels are: Core Rules (similar to tabletop Pathfinder but real time, not turn based), adapted rules (less deadly for less experienced, crits deadliness reduced), story mode (really simple combat), Iron man (tougher monsters, just one save that overwrites itself so accept your mistakes), and custom (for example, core rules with reduced crits).
-The level up screen will suggest options to you sort of like Amazon's "If you liked X you might also like Y."
-Wings will be in the system, and they will do something cool "we instead may, for example, give a sorcerer an ability to create strong winds and push the enemies away with a flap of his wings or will allow him to reposition himself on the battlefield by flying up and landing elsewhere."
-The AI can help you control the characters in battle.
-There will be no Flying in Combat or Mounted Combat.
-This update can tell you more.

The Kingdom:
-There are playable companions as well as NPCs you can assign to kingdom roles (from Ultimate Campaign), with enough choices for 2-3 options for each role.
-Advisers will give advice based on their personality. this may not be the best advice. You will have to interpret it.
-Expanding The Kingdom is the initial goal of the Kickstarter.
-You can add more than 14 regions to your kingdom.
-There are 300 Kingdom Events and 100 Kingdom Projects.
-You can ally with outside Factions, there are 9 allies currently, one for each alignment. these include the Witches of Irrisen. They'll be walking around the streets of your capitol.
-The Kickstarter aims to:
--Make the Kingdom's appearance reflect your alignment and choices.
--Let you recruit royal artisans to your kingdom that make you cool stuff (including Artifacts).
--Add more responsiveness to your choices (for example saving a troll family could let you unlock a Troll Bridge building and a Legendary club they make for you, and how you solve problems would unlock different rewards for them).
--Add randomized Kingdom events that make your kingdom different in every playthrough.
-This Update can tell you more.
-Kingdom Roles will be similar to Ultimate campaign, but with fewer roles for less redundancy.
-Your state is a barony at first with some of the roles absent, but they will become available as your state upgades to a kingdom.

Miscellaneous Stuff:
-Owlcat is in close contact with Paizo in developing this. They're also running 4 simultaneous Kingmaker campaigns.
-Character sheet screens are super detailed.
-Tooltips exist which provide Golarion and Pathfinder-based lore.
-Settings will include "Story Mode," "Core Rules," and something similar to Iron Man Mode (which will only have one save).
-Initial languages for Localization are: English, German, French, and Russian. More may be available as Stretch goals based on popular demand.
-Digital Release is planned for GOG and Steam.
-No matter what Race you play you can choose your Gender and Skin tone.
-The premium digital version includes some backer-only in-game items (a special cloak, a helmet and a ring, as well as one unique and quirky spell). The regular digital edition comes with a cloak.
-No news As of yet whether Owlcats (or Kittens) will be a thing in the game. But I hold out hope for a cool Owlkitten pet.
-There will be an option for the colorblind, and all spoken text will be available in written form (wither in interactions or in logs) for the hearing impaired.
-Beta is scheduled for the first quarter of 2018.
-The alpha is planned for fall this year (2017).

System Requirements:
Minimal system requirements
Video: Intel HD Graphics 3000
CPU: Intel Celeron 1037U @ 1.80GHz
RAM: 4 Gb
OS: Win 7
Resolution: 1366 x 768
Recommended system requirements
Video: ATI Radeon HD 5770/GeForce GTX 960M
CPU: Intel Core i7 CPU 920 @ 2.67GHz
RAM: 8 Gb
OS: Win 7
Resolution: 1920 x 1080


I got to say I'm real happy their cutting down on the Kingdom roles. Some of them like Warden and Royal Enforcer just so redundant.

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