[Legendary Games] Corefinder


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Is Finder a sacred cow?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Not in the slightest.

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

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avr wrote:
Is Finder a sacred cow?

Only in Forgotten Realms!


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

They don't seem to have announced a winner yet, but "Legendary Roleplaying Game" seems to be the clear leader in the poll.


Winner for what?


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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.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Dragon78 wrote:
Winner for what?

New official name for Corefinder. Check the link in my last post before the one you quoted for the poll.


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I really do love the "Corefinder" version of weapon focus, I can't wait to see their version of weapon specialization.


Dragon78 wrote:
I really do love the "Corefinder" version of weapon focus, I can't wait to see their version of weapon specialization.

It's nice that it both applies to a weapon type AND adds an extra effect.


Yeah, I do like that added bonus with the weapon groups.


A biiiiit late, but dotting this. xD


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Hope some new previews will be out soon.


I do wish this one was more active. I am not a fan of the format of the "Corefinder" site.


Dragon78 wrote:
I do wish this one was more active. I am not a fan of the format of the "Corefinder" site.

What site?


Well the place that there is a link to on the first page.


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.


Yeah, discord was the word I was looking for.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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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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I can't wait for more previews...though I will have to wait for them to be available for me;)


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Have to be honest: out of all the non-offensive alternatives for "race", "kith" and "kin" are my least favorite. Maybe they sound too old-timey to me: I don't go in for "evoking the past" as much as a lot of fantasy does.

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

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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).


JoelF847 wrote:
...never needing magical healing...

A feature to some, though I understand your objection.

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

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SilvercatMoonpaw wrote:
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.


I am fine with being able to treat wounds once an hour.


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JoelF847 wrote:
SilvercatMoonpaw wrote:
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.

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.

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

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Anguish wrote:
JoelF847 wrote:
SilvercatMoonpaw wrote:
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.

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). :)


The kith traits sound interesting.


I can't wait to see more kith traits and some kin trait stuff.


Some things I would really like to see:

1) Quick Draw to include alchemicals
2) Fractional BAB as the default
3) Caster levels stacking
4) A lot of love given to Throwing
5) Whips being functional without 13 feats and/or just combined with scorpion whip
6) Mundane crafting overhaul


1)How about quick draw for wands as well.

2)Fractional BAB?

3)Caster levels stacking, I take it you mean multi-classing?

4)I agree

5)I agree

6)I agree

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Fractional BAB.

TL;DR: You have +1 BAB as a Rogue1/Cleric1 instead of +0, etc.


Dragon78 wrote:

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)


Anybody else having problems getting on the discord all of sudden?


Still can't get onto the discord.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

Works for me.


Dragon78 wrote:
Still can't get onto the discord.

No issues. here.


Must be on my end then.


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.


Dragon78 wrote:

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.

Is Appraise a part of profession too?

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

necromental wrote:
Dragon78 wrote:

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.

Is Appraise a part of profession too?

Yes


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Wow, been a while since I posted here.

So far there have been many previews focusing on spells and rituals so far.

I hope they get to backgrounds and show more stuff for kith traits.

I am not sure what we will see after spells/rituals.


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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.

Liberty's Edge

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Greylurker wrote:

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.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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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!

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