
Cellion |
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There's a lot of properties and products already called "Legendary", as well as a couple of small RPGs with similar names. Seems like it wouldn't have good searchability. OTOH, it is their company name, so maybe it's a good match?
I would have expected Newfinder to be called Legendary RPG, if they want that to be their flagship. Meanwhile Corefinder would be called Corefinder.

Cellion |

Do you mean the Legendary Games Discord? If so yeah, it's a chatting tool far more than it is a long-form discussion solution. That's what forums are for (heck, even reddit would be a better way of letting people speculate and wishlist features). Discord is awful for compartmentalizing discussion and especially awful at retaining previous discussion. Scrolling up a channel's chat history to see what people were talking about two months ago is a nightmare.
They also have only a sole text channel for Corefinder discussion, which definitely doesn't help.

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After a hiatus for a hundred reasons, the previews once again MUST FLOW!
I've queued up five previews looking at skills and skill uses by the dynamic David N. Ross! Check out the first one right here for Sleight of Hand!
You never saw it coming... :)

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Not a fan of treat wounds being able to be used once an hour. Any group with a decently trained medic can easily be at full hit points every day, never needing magical healing no matter how badly injured they are that way (using magic healing in combat is a different story). I'm not even sure why long term care is needed with the level of hit points curable by treat wounds. Even a max Con barbarian could have all of their hit point restored in a day of having their wounds treated.
I'd suggest a cap of only being able to have your wounds treated 3 times per day (which could unlock abilities or traits which could increase this).

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JoelF847 wrote:...never needing magical healing...A feature to some, though I understand your objection.
Even if I were playing in a game which never needed magical healing, I wouldn't want to play in a game where you could pretty easily be fully healed every day without much challenge. You wouldn't even need a legendary medic to do that, as long as you could reliably hit DC 20. Assuming that you can take 10 as PF1 allows, then having a +10 to Heal skill isn't hard to do by level 5, at which point it's automatic. You can quibble bout what the cap should be about how much non-magical healing you can have in a day, but I still think a cap should exist.

Anguish |
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SilvercatMoonpaw wrote:Even if I were playing in a game which never needed magical healing, I wouldn't want to play in a game where you could pretty easily be fully healed every day without much challenge. You wouldn't even need a legendary medic to do that, as long as you could reliably hit DC 20. Assuming that you can take 10 as PF1 allows, then having a +10 to Heal skill isn't hard to do by level 5, at which point it's automatic. You can quibble bout what the cap should be about how much non-magical healing you can have in a day, but I still think a cap should exist.JoelF847 wrote:...never needing magical healing...A feature to some, though I understand your objection.
A few things. First... everyone's feedback is valuable. So while I'm about to disagree with you, I'm listening, and typically so is Legendary Games.
Second, remember that right now everything is subject to change. These are the ideas and proposals LG has. Actual playtesting may render them unworkable.
Those said, Burger King. Some people like McDonald's and some like Burger King. Me, I like Burger King. Using hitpoints as a longish-term challenge factor against players has - IMHO - always been a poor choice. It leads to encounter balance that's impossible because the designer never knows what the health of a party might be. Obviously it's not a fatal design flaw or the 3.x system wouldn't have flourished. But it's still silly. I'm 100% okay with players being able to get their PCs to full health after an encounter has ended. Making it take a while is great, because it does allow a DM to optionally put the pressure on during that cooldown. But it eliminates the random senseless campaign-ruining deaths that come from "well, let's just check this closet before we rest" behaviour. How are players to know there's a party-level-plus-two encounter in that closet?
But seriously, this choice is the result of lots of voices asking LG for pretty much this. Is there disagreement? Absolutely. Is this what's going to get released? Maybe. Is your opinion valued? Also absolutely.
Just know that no matter what gets printed, it's after careful consideration.

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JoelF847 wrote:SilvercatMoonpaw wrote:Even if I were playing in a game which never needed magical healing, I wouldn't want to play in a game where you could pretty easily be fully healed every day without much challenge. You wouldn't even need a legendary medic to do that, as long as you could reliably hit DC 20. Assuming that you can take 10 as PF1 allows, then having a +10 to Heal skill isn't hard to do by level 5, at which point it's automatic. You can quibble bout what the cap should be about how much non-magical healing you can have in a day, but I still think a cap should exist.JoelF847 wrote:...never needing magical healing...A feature to some, though I understand your objection.A few things. First... everyone's feedback is valuable. So while I'm about to disagree with you, I'm listening, and typically so is Legendary Games.
Second, remember that right now everything is subject to change. These are the ideas and proposals LG has. Actual playtesting may render them unworkable.
Those said, Burger King. Some people like McDonald's and some like Burger King. Me, I like Burger King. Using hitpoints as a longish-term challenge factor against players has - IMHO - always been a poor choice. It leads to encounter balance that's impossible because the designer never knows what the health of a party might be. Obviously it's not a fatal design flaw or the 3.x system wouldn't have flourished. But it's still silly. I'm 100% okay with players being able to get their PCs to full health after an encounter has ended. Making it take a while is great, because it does allow a DM to optionally put the pressure on during that cooldown. But it eliminates the random senseless campaign-ruining deaths that come from "well, let's just check this closet before we rest" behaviour. How are players to know there's a party-level-plus-two encounter in that closet?
But seriously, this choice is the result of lots of voices asking LG for pretty much this....
That's all fair and good, but to extend your analogy, I prefer a casual sit down restaurant and hope not to get either BK or McDs (though given the choice, I'd pick BK also for what it's worth). :)

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syll |
1)How about quick draw for wands as well.
3)Caster levels stacking, I take it you mean multi-classing?
1) I suppose I should have said 'include alchemicals at a minimum' especially since QD in 3.5 did include them, but I'm totally down with wands as well or anything else that makes sense
3) Yep, for multi-classing; sometimes that dip is exactly what you need to get a concept online and it'd be nice to do so without also being functionally required to take Magical Knack
Another couple I forgot:
Chakrams. They're usable as melee weapons, they're lighter than starknives... they ought to be classified as a light melee weapon with a throwing range.
Alchemist Extracts: Fix the 'extracts are just like potions... except for all the ways they're not' Too many extracts on their list require adjudication for how they are supposed to function (e.g. communal spells)

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Dragon78 wrote:Is Appraise a part of profession too?A new preview showed a cantrip that does 1d6 + casting stat mod to damage(fire). I really like the buffing of damaging dealing cantrips.
Looks like the Profession skill has gotten a big boost and also craft skills are now part of profession.
Yes

Dragon78 |
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They previewed the Rogue.
New stuff
Weapon/Armor pro.- Simple weapons plus hand crossbow, long sword, rapier, sap, short bow, short sword, and sword cane as well as one of the following garrote, long bow, whip, or any light or one handed martial weapon. Prof. with light armor and bucklers.
Tenacity(1st)- +1 bonus on fort and will saves maxes out at +3 at 14th level.
Skill specialty(1st)- Gain a bonus equal to half your level to a skill of your choice. Get a new one at 4th level and every 6 levels after.
Instinct(2nd)- Gain a special ability of choice such as evasion, uncanny dodge, etc. get another one at 6th and every 4 levels after.
Specialty Defense(3rd)- You gain a bonus on your defense based on your skill specialty. Trap sense is the only example given.
Advantageous Attack(3rd)- You gain a +1 insight bonus on attack rolls vs anyone you flank or are off guard(flat footed) to you. This bonus increases by +1 every 4 levels after 3rd.
Combat prowess(5th)- You gain a +1 bonus to your attack rolls. This bonus increases by +1 for every 4 levels you have after 5th.
Most of the other abilities deal with sneak attack such as ignoring some DR, extra damage on crits, all 1's and 2's count as 3's, better chance of getting through fortification, bypassing all-round vision if the target has no more then 4 additional HD, etc.

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I will be watching this with interest. My group has made it very clear that PF2 is not what they want in a game but an upgrade of PF1 would be welcome
As a DM I am right there. PF2e is just a minis game where you reset health for each battle in the guise of 'to enjoy your character at max potential each time". there is no game of rationing resources like spells and health and their certainly is no epic effects for casters since they were so afraid martials would be jealous.
They forgot 1e had a good balance with spell interruption and I am looking forward to what comes of this.Likely my new go to after.

TheLurkerAbove |
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The project is still cranking along. Just taking longer than expected due to an abundance of Real Life and competing imperatives. Still working though and hope to have it together for a playtest by the end of summer!
Is there a way to get involved in this? I'm game. I've been rolling with 3.x related material for... since there was a 3e, playtested during the pre-alpha and alpha of PF1e, and I spend half my time homebrewing for PF1e anyhow. I have zero designs on changing to PF2e ever, so I'm up for keeping alive the 3.x tradition in the same way as Paizo did originally.

necromental |

Jason Nelson wrote:The project is still cranking along. Just taking longer than expected due to an abundance of Real Life and competing imperatives. Still working though and hope to have it together for a playtest by the end of summer!Is there a way to get involved in this? I'm game. I've been rolling with 3.x related material for... since there was a 3e, playtested during the pre-alpha and alpha of PF1e, and I spend half my time homebrewing for PF1e anyhow. I have zero designs on changing to PF2e ever, so I'm up for keeping alive the 3.x tradition in the same way as Paizo did originally.
there's a patreon and a discord server from Legendary. Most of the discussions are led there

magispitt |

TheLurkerAbove wrote:there's a patreon and a discord server from Legendary. Most of the discussions are led thereJason Nelson wrote:The project is still cranking along. Just taking longer than expected due to an abundance of Real Life and competing imperatives. Still working though and hope to have it together for a playtest by the end of summer!Is there a way to get involved in this? I'm game. I've been rolling with 3.x related material for... since there was a 3e, playtested during the pre-alpha and alpha of PF1e, and I spend half my time homebrewing for PF1e anyhow. I have zero designs on changing to PF2e ever, so I'm up for keeping alive the 3.x tradition in the same way as Paizo did originally.
That Discord invite link doesn’t work for me, is it a problem on my end?

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Discord invites only are good for about a month. Here's a new one.