Malefactor |
Ultimate Spell Compendium*, like UE, except for spells! No longer do you have to go through half a dozen hardcovers and 15 player companions every time you want to play a 9th any level spell caster. Hopefully would also add some spells and fill up some spell lists (i.e. the witches 7-9 level spells are particularly barren), but just having them together would be a fine start.
*Working Title
Gorbacz |
1 person marked this as a favorite. |
Ultimate Spell Compendium*, like UE, except for spells! No longer do you have to go through half a dozen hardcovers and 15 player companions every time you want to play a
9thany level spell caster. Hopefully would also add some spells and fill up some spell lists (i.e. the witches 7-9 level spells are particularly barren), but just having them together would be a fine start.*Working Title
I too agree that Pathfinder 2.0 should come soon.
Malefactor |
Malefactor wrote:I too agree that Pathfinder 2.0 should come soon.Ultimate Spell Compendium*, like UE, except for spells! No longer do you have to go through half a dozen hardcovers and 15 player companions every time you want to play a
9thany level spell caster. Hopefully would also add some spells and fill up some spell lists (i.e. the witches 7-9 level spells are particularly barren), but just having them together would be a fine start.*Working Title
Hush, rabble rouser. ;)
MMCJawa |
1 person marked this as a favorite. |
There was a survey?
Yep...big 10 minutes or so long survey asking what products and such you like, opinions on subscriptions, society, etc. a lot of general fact gathering. But there were several mechanics related issues that came up, such as whether you liked speed of combat, low vs high level, satisfaction with time/complexity to build a character and level up, and customization of characters.
Marco Massoudi |
DungeonmasterCal wrote:There was a survey?Yep...big 10 minutes or so long survey asking what products and such you like, opinions on subscriptions, society, etc. a lot of general fact gathering. But there were several mechanics related issues that came up, such as whether you liked speed of combat, low vs high level, satisfaction with time/complexity to build a character and level up, and customization of characters.
Interesting.
I wonder if everyone registered on paizo.com will get it or only a percentage.
Marc Radle |
1 person marked this as FAQ candidate. |
MMCJawa wrote:DungeonmasterCal wrote:There was a survey?Yep...big 10 minutes or so long survey asking what products and such you like, opinions on subscriptions, society, etc. a lot of general fact gathering. But there were several mechanics related issues that came up, such as whether you liked speed of combat, low vs high level, satisfaction with time/complexity to build a character and level up, and customization of characters.Interesting.
I wonder if everyone registered on paizo.com will get it or only a percentage.
Agreed! When did this e-mail go out? I'm kind of surprised only some people got this ...
Steve Geddes |
I don't know the parameters which determined who got the email, but there is a selection one makes on your "My Account" page, bottom left. A checkbox next to:
"Paizo may send me marketing information about Paizo products, services or events"
I suspect if you have that unchecked you wouldn't be sent stuff like the survey currently being undertaken.
I seem to remember that last time they did a survey they followed up a few days later with a link to it in the Customer Service forum (although from memory that was a survey about...Customer Service). Perhaps a link will soon show up in the various subforums shortly?
Steve Geddes |
Not sure if this will work, but here is the link from the email.
I’ve flagged my post, just in case it wasn’t supposed to be disseminated via other channels.
DungeonmasterCal |
1 person marked this as a favorite. |
There's this 3PP from the guy who created the Call of Cthulhu Game. It's not out yet as they're adding more to it (total count may end up being 500 pages).
Sandy Peterson's "Cthulhu Mythos"
I certainly plan to get it. I do use 3PP products at my table, and if this is good as I hope it will be it'll definitely see use in my games.
Dragon78 |
2 people marked this as a favorite. |
A hardcover book of artifacts with both stats for artifacts, their history, role in the campaign, etc. Maybe include artifacts from real world myth like Excalibur, Thor's Hammer, Aegis, Golden Fleece, etc.
A hardcover book for stats for CR20+ monsters, demi-gods, heroes, and villains. Basically a hero, demi-god, legendary monster codex.
Dragon78 |
Bestiary/Monsters Unchained- Book with alternate versions of existing monsters like fey versions of centaurs, goblins, hags, willow wisp, etc. Humanoid (maybe 0HD) versions of medusa, lamia, minotaur, yuki-onna, etc. The real world myth version of kobolds, nagas, tarasque and other classic D&D creatures that are nothing like their real world mythical counterparts.
master_marshmallow |
Ultimate Spell Compendium*, like UE, except for spells! No longer do you have to go through half a dozen hardcovers and 15 player companions every time you want to play a
9thany level spell caster. Hopefully would also add some spells and fill up some spell lists (i.e. the witches 7-9 level spells are particularly barren), but just having them together would be a fine start.*Working Title
Spell Codex
they'll call it Spell Codex
(Paizo give me money)
Dragon78 |
Not a request for a specific book but would love it if they start having more sorcerer bloodlines in a single book(both new and reprints) like at least 5 per book. It would also be cool to get reprints of the bloodlines from the various softcover books especially ones that are really old like the pestilence bloodline. This would also apply to oracle mysteries and similar class features. Obviously not every book but ones that would and should get such options.
master_marshmallow |
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
Bringing this back up because in my idea for Advanced Multiclassing guide should have also included the fighter rewrite/compilation. Same with the others, making this stuff OGL will get them my money.
*cough* Erik Mona *cough*
Samy |
I find that I'm mostly drowning in player options (feats, archetypes, classes et al) and statblocks (Bestiaries, NPC Codex, Monster Codex...). I have tons of player options and statblocks but they're not doing me any good when I don't have enough tools to build adventures to use them in. So I'm generally focused on material that allows adventure-building. I was really looking forward to Encounter Codex as something akin to 1e/2e Book of Lairs that would allow me to pick out suitable mini-encounters to string out into a campaign of my own design. Similarly, any books that give me fleshed out NPCs (I don't mean statblocks, I mean personalities, backstories, mysteries) or settlements would be great.
I would love a book of material like NPC Galleries at the end of Adventure Paths -- not like NPC Codex, which omits the characters' story entirely. I'd even buy a book that just collected all NPC Galleries from the end of every AP issue. I'd buy a book that collected all settlement gazetteers from APs.
I would also buy that book that people mentioned that had puzzles and traps. Those would also serve as building blocks for my own adventures.
One of the things I'm hoping that Ultimate Wilderness has (and why I've been asking for an Ultimate Environment book for years) is encounter seeds for different terrains... I'd like to see a two-page spread where the left page is a battlemap for a fight amidst lava flows and the right page has special rules that make that fight exciting... A two-page spread where the left page is a battlemap for a treetop fight and the right page has special rules for swinging on vines to make that fight exciting... A two-page spread where the left page is a swamp battlemap and the right page has special rules for wading in, getting stuck, sinking... A book that was filled with stuff like that would be a dream come true... prebuilt encounter sites... just pick a monster of your choice, drop it in, and enter the party for a fight. You could even have prebuilt encounters just with the environment, the right side page could have challenges that would be challenging enough by themselves without the need to even drop in a monster.
So... wilderness encounter sites. Traps and puzzles. NPCs (WITH BACKSTORY) and settlements. That's the sort of modular stuff that I'm interested in. Pieces for the DM toolbox.
I have one exception to the "I already have enough player options" and that's races. There are so many under-covered races and I would buy an Advanced Race Guide 2 in a heartbeat if it focused on non-Core races. I would like to see an ARG2 that keeps the structure of ARG1 but bumps every race category up by one. Exit core races. Featured races get coverage like core races did in ARG1. Uncommon races get coverage like featured races did in ARG1. And races that didn't get covered in ARG1 (like shabti, ganzi etc) get coverage like uncommon races did in ARG1.
master_marshmallow |