
RicoDetroit |
4 people marked this as a favorite. |

While a lot of attention has been poured on Starfinder lately, and deservedly, it's big sister still has a lot of life left in it. Here is my wishlist of 10 books I'd like to see Paizo announce for the Pathfinder RPG:
Advanced Character Guide - the next phase of background and archetype options
Bestiary 7 - natch (and don't stop there...)
Challenge Codex - puzzles, traps, skill challenges
Chronicles of the Righteous - the ying to the Book of the Damned's yang
Darklands Adventures - so much left to be explored
Legendary Adventures - blow open new fantasy worlds and scenarios that Golarion doesn't explore (was going to call this "Ultimate Fantasy," but think of the Google results - oh my!)
Nemesis Codex - boss battles and their minions! (an ancient dragon, a vampire lord, etc.)
Ultimate Arcana - alternate magic systems and guidelines for no-magic and low-magic campaigns
Ultimate Conflict - alternate combat systems and new ways to battle
Ultimate Technology - steam punk, diesel punk and more, plus Pathfinder versions of the Solarian, Technomancer, etc.

Dragon78 |
1 person marked this as a favorite. |

I would love a Chronicles of the Righteous type hardcover book.
I also agree about Bestiary 7+, Legendary Adventures, and Ultimate Technology.
I would also like to see...
Ultimate Psychic- New psychic base classes plus a lot more for the first 6 psychic classes.
Advanced Races 2- As the first book but all races get the same amount of love(page count).
Ultimate Equipment 2- As the first book including how it was organized.
Golarion World Guide- A hardcover book that covers everything outside the Inner Sea.
Primitive Adventures- A book about low or no technology with ancient weapons, armor, magic, and other class options.
Monster Adventures- Playable race stats (and more) for 80+ monsters such as centaur, nixie, minotaur, harpy, satyr, griffin, etc.
Ultimate Dungeons- The dungeon version of ultimate wilderness.

MMCJawa |

You know I was thinking actually that, even though we have had past wishlists threads, the removal of the informal rule that setting content could not be in the RPG line I think does actually open up a range of hardcovers that would be a lot harder to pull off.
For instance, I think the odds of getting a Tian Xia hardcover have (slightly) improved, since now you can make half of the book a player splat, with support for new archetypes and campaign specific prestige classes.
A Subterranean adventures book also becomes more probable, now that you can also update and expand on the old Darklands gazetteer. or Ultimate Divine, which can freely reference Inner sea gods and philosophies.
As for other future hardcover ideas, I do want them to tackle specific themes or niches. I personally, other than the Bestiary and maybe Ultimate Equipment, don't really want to see much sequels that are just "Hey look...here are some new options". The last book that kind of was like that was the ACG, which I always felt was a weaker release that lacked a bit of creative magic that books such as Occult Adventures had. I would say of the listed ideas, I like the following:
Challenge Codex (although I think this would be a slim book...)
Darklands (cough Subterranean cough) adventures
Ultimate Dungeon
I'll add in....
Nautical Adventures. Compile the recent Underwater adventures with some content focused on ship to ship combat (maybe adapting over Starfinder rules), and general stuff for GM and players who are adventuring on the high seas.
Advanced Combat (Expansion of combat focused classes and perhaps a few new classes (Psychic Fighter type class) and incorporation of some of the more recent combat focused companions)
Chronicles of the Righteous Hardcover
Eastern Adventures: Tian Xia gazetteer, with Tian Xia specific prestige classes, archetypes and characters drawn from martial art, Kaiju, Asian Horror, and anime influences and advice on how to run games with those elements

The Gold Sovereign |

Chronicles of the Righteous Hardcover is my greatest wish for the RPG line right now.
Planar Adventures was something I was wishing for a long time, so I hope that the book ends up being something close to what I was expecting.
I would like to see a Races Codex - a NPC Codex focused in the many playable races in the game, or at least those at the ARG.

Milo v3 |
1 person marked this as a favorite. |

I don't know how many remember 1e or even this from 1e but I would love a revamp of the old follower/ henchman rules with estates and upkeep that was simply part of the leveling experience in 1e.
Does Pathfinder have anything like that?
Ultimate Campaign has this. Whether it's getting people to run an inn for you, running a wizards tower, or running a country.

Dragon78 |

Ultimate Faith- Book that focuses on different religions including rules for real world pantheons like Greek, Egyptian(reprint), Japanese, Native American, Norse, etc.
Historic Adventures- Book that gives gaming rules for different cultures and time periods like 1800's Paris, ancient Greece, 1920's New York, etc.
Modern Adventures- Book that gives rules for the modern age with cars, trains, planes, modern guns/weapons, modern technology, etc.

SheepishEidolon |

Bestiaries: I agree with RicoDetroit - bring them on. As long as there are ideas to be added.
Ultimate Combat II: Honestly, that's basically what I hope to find in every new hardcover (beside bestiaries): Another big package of options for martial characters.
Advanced Race Guide II: Loved the original (huge pile of innovative and interesting options), wasn't happy with Inner Sea Races (too much old content, overly cautious with power level of character options). Maybe it should focus in the less-explored races.
Unchained II: The system could still use under- or overcasting for any caster, a revision of the grapple rules, some general-purpose prestige classes (such as mystic theurge) being turned into archetypes or classes, a simplification of conditions etc. etc..
Ultimate Dungeon: While such books exist already for older versions and from 3pp, it would still be nice to get a huge compilation. Given that game design changed since the 80s, the book could cover both the traditional way (merciless deathtrap) and the modern way (supposedly balanced challenges).
Ultimate Map Collection: Take all the maps you barely sell anymore anyway, remove the markers and names from them and compile them into a big book. If all these colors become too expensive for a printed book, consider a PDF only release.
Finally, personally I am happier with 128 pages of good content sold as RPG line book than with 192 pages where a third feels like fillers.

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How about a book or at least a companion supplement about how to run a mystery game?
That would be a rather short book, because it amounts to:
1. Remove all divination spells from the game (as well as any Su/SLAs that emulate them or spell-in-a-can items).
2. Run a mystery.

Albatoonoe |

I wouldn't mind another book for Mythic, which could fix some of the rough edges around the system.
Also, I think at this point, there is enough item related rules (like equipment tricks and customization), that a non-catalog item book could be cool. Something to expand and reprint stuff from "____ Master's Handbook" lines and what not.
I have an itch for more codices, as well. I'd like to have some ready NPCs for more classes.

nobody74 |
While a lot of attention has been poured on Starfinder lately, and deservedly, it's big sister still has a lot of life left in it. Here is my wishlist of 10 books I'd like to see Paizo announce for the Pathfinder RPG:
Advanced Character Guide - the next phase of background and archetype options
Bestiary 7 - natch (and don't stop there...)
Challenge Codex - puzzles, traps, skill challenges
Chronicles of the Righteous - the ying to the Book of the Damned's yang
Darklands Adventures - so much left to be explored
Legendary Adventures - blow open new fantasy worlds and scenarios that Golarion doesn't explore (was going to call this "Ultimate Fantasy," but think of the Google results - oh my!)
Nemesis Codex - boss battles and their minions! (an ancient dragon, a vampire lord, etc.)
Ultimate Arcana - alternate magic systems and guidelines for no-magic and low-magic campaigns
Ultimate Conflict - alternate combat systems and new ways to battle
Ultimate Technology - steam punk, diesel punk and more, plus Pathfinder versions of the Solarian, Technomancer, etc.
These are all good choices, but I would like to add an "Eras of Golarian" Hardcover to the list. Players can have campaigns set in Thassilon, The Age of Serpents, or whatever tickles their fancy. Most of Golarian's history is still lost/unknown, so time paradoxes should not be a problem. One can also tie in Epic Level gameplay and fix some of the broken archetypes that have cropped up over the years. (Some are explicitly based on ancient or incomplete history). The opportunities are endless.

The Gold Sovereign |

A collection of the "Blood of" series of player companion, with options and traits for the many different lineages of the numerous races of pathfinder. Maybe even adding some of the rules from Legacy of Dragons and Legacy of the First World.
I would love to have the Blood of Angels, Blood of Fiends, Blood of the Night, Blood of the Moon and Blood of the Elements books all in one beautiful hardcover.

master_marshmallow |
1 person marked this as a favorite. |

I want to see some more books that follow the business models of Adventurer's Guide and start including fixed versions of old content that isn't OGL.
Advanced Multiclassing Guide: class guide supplement, with a focus on a more fleshed out options for Variant Multiclassing, and include newer options for base classes like Advanced Weapon/Armor Training, Druidic Herbalism, Bloodline Mutations, and other alternate class features; include hard rules on how these interact with variant multiclassing; and introduce a few classes and archetypes to round out the mechanical niches and gaps. Bring in feats that make multiclassing better like in 3.x where there existed feats that allowed one to stack class levels for specific class features.
Ultimate Exploration: Dungeons, Traps, Hazards, crazy structural puzzles, etc. I would love a codified dungeon builder that used rules to determine CRs of different dungeons and include rules for dungeons with different ecologies, themes, environmental hazards, mechanical hazards, and make the rules for creating and implementing traps and setting encounters much easier. This could include CR trees predesignated for you to mix and match different predesignated challenges, or could even use a point like system to allocate the more difficult rooms. Include a base class of the Archaeologist bard, with it's own mechanics. I like a full BAB 4/9 arcane caster based on INT that gets trapfinding. Of course, dungeon crawling archetypes and new options. Jason Bulmahn wrote Dungeonscape didn't he?
Rules Codex/ Spell Codex/ Magic Item Codex: duh

LizardMage |

Ultimate Dragons: A pathfinder equivalent of the Draconomicon. It’s been long enough and Pathfinder has set itself far apart from the dragon heavy 3.X D&D that Paizo can finally do their own take on enhancing Dragons, Draconic pc options, Magic items with draconic themes, etc.
Ultimate Elements: Clearly they have lots of ideas for Elemental power and influence, why not go full force and do a hardback with plenty of room for their ideas.
Ultimate Fey
Dinosaurs Revisited
A book that provides lore, stat block, and options for Lizardfolk.

master_marshmallow |

Ultimate Dragons: A pathfinder equivalent of the Draconomicon. It’s been long enough and Pathfinder has set itself far apart from the dragon heavy 3.X D&D that Paizo can finally do their own take on enhancing Dragons, Draconic pc options, Magic items with draconic themes, etc.
Ultimate Elements: Clearly they have lots of ideas for Elemental power and influence, why not go full force and do a hardback with plenty of room for their ideas.
Ultimate Fey
Dinosaurs Revisited
A book that provides lore, stat block, and options for Lizardfolk.
They have closed content they can include, Legacy of Dragons had a lot that could be included and expanded upon.
I'd love to see the dragon soul as a full race.
As an ultimate book, it would need a class. A dragon themed class that creates dragon disciple as a base class could be profitable.

Golurkcanfly |
I want to see some more books that follow the business models of Adventurer's Guide and start including fixed versions of old content that isn't OGL.
Advanced Multiclassing Guide: class guide supplement, with a focus on a more fleshed out options for Variant Multiclassing, and include newer options for base classes like Advanced Weapon/Armor Training, Druidic Herbalism, Bloodline Mutations, and other alternate class features; include hard rules on how these interact with variant multiclassing; and introduce a few classes and archetypes to round out the mechanical niches and gaps. Bring in feats that make multiclassing better like in 3.x where there existed feats that allowed one to stack class levels for specific class features.
Ultimate Exploration: Dungeons, Traps, Hazards, crazy structural puzzles, etc. I would love a codified dungeon builder that used rules to determine CRs of different dungeons and include rules for dungeons with different ecologies, themes, environmental hazards, mechanical hazards, and make the rules for creating and implementing traps and setting encounters much easier. This could include CR trees predesignated for you to mix and match different predesignated challenges, or could even use a point like system to allocate the more difficult rooms. Include a base class of the Archaeologist bard, with it's own mechanics. I like a full BAB 4/9 arcane caster based on INT that gets trapfinding. Of course, dungeon crawling archetypes and new options. Jason Bulmahn wrote Dungeonscape didn't he?
Rules Codex/ Spell Codex/ Magic Item Codex: duh
I really like the Ultimate Exploration idea, but I think an archaeologist would work even better if instead of normal 4/9 casting, would instead sort of emulate the casting of other classes (but roughly with the power of a 4/9 spellcaster). Like a Factotum.
Or just give us a Factotum.

Dragon78 |

Ultimate Options- Rules for trading one or more class abilities for another, rules for adding spell casting to non caster classes, altering spell casting, lessening spell casting, and loosing spell casting and what can you get for those changes. Also a ton of optional rules including expanding on older ones like the alternate multi-classing rule.

BPorter |
1 person marked this as a favorite. |

Since Occult Adventures, Horror Adventures, and the upcoming Ultimate Wilderness hit my immediate-term asks, this list is less fully-formed than normal, but off the top of my head:
NPC Codex 2 focusing on classes that weren't covered in NPC Codex 1.
(Ultimate Campaign 2?) A significant expansion of the Downtime rules to encompass ideas or themes coming out of Ultimate Intrigue, Ultimate Wilderness, and Horror & Occult Adventures. While plenty of the existing stuff can be extrapolated, this seems like fertile ground. Examples include, greater flexibility & scaling of teams and team composition, new rooms, new event tables, etc. Marrying the Downtime rules to Ultimate Intrigue's Organizations and expanded guidelines for creating your own and how to evolve them over time. Rules to determine how an organization rises and falls, etc. Refinement of other organization subsystems like the rebellion in Hell's Rebels and the Militia system.
Advanced Warfare - a true build-your-own Troop subtypes system and rules for using them. While the current Mass Combat rules are serviceable, I find using the Troop subtypes superior as it doesn't require a different subsytem for the PCs to be shackled to or interact with. Sieges, naval combat, urban combat, etc. Merge it with Ultimate Campaign 2 if there's not enough for a standalone book. Professional soldier & mercenary company subsystems, perhaps?
Aquatic Adventures focused primarily on naval endeavors but also covering underwater adventuring.
Pathfinder Unchained! 2 Focusing less on re-worked class chassis and more on alternative subsystems. (I liked the re-worked classes in Unchained!, I just don't think every class needs that treatment.) I doubt we'd ever see it either of these options, but I'd like to see either an option for lower-capped magic ala Starfinder for Pathfinder, reassigned levels for certain spells. For example, I don't think Teleport should be a level 5 spell, etc.