| bugleyman |
| 4 people marked this as a favorite. |
Hmmm... let me note one more thing I'm worried about. I feel they SHOULD called this PF2.5E . Now that we see these changes, I feel it's folly to NOT call it a partial edition change.
I kinda agree, actually, simply for clarity's sake. As I said up thread, I think the reason for the change is entirely valid (not to mention clear), but the current course of action seems like it may get needlessly murky, especially for new folks. I'd rather Paizo trust us enough to call a spade a spade.
But beware: posts expressing this view seem to have recently developed a nasty habit of disappearing without a trace. :-/
| Wei Ji the Learner |
| 3 people marked this as a favorite. |
arcady wrote:Hmmm... let me note one more thing I'm worried about. I feel they SHOULD called this PF2.5E . Now that we see these changes, I feel it's folly to NOT call it a partial edition change.I kinda agree, actually, simply for clarity's sake. As I said up thread, I think the reason for the change is entirely valid (not to mention clear), but the current course of action seems like it may get needlessly murky, especially for new folks. I'd rather Paizo trust us enough to call a spade a spade.
But beware: posts expressing this view seem to have recently developed a nasty habit of disappearing without a trace. :-/
I wouldn't ask Paizo for us to reinforce something that was turned into a slur.
| bugleyman |
Tarpeius
|
| 1 person marked this as a favorite. |
The changes announced so far hit the right notes for me personally. Good riddance to ability scores, two-dimensional alignment, and the eight spell schools. So far the only thing leaving me uneasy is how much of the 2nd-edition corpus is going to be fractured. There's going to be scattered content everyone, including PC options, getting left in a perpetual state of usability limbo, with the rules on which they depended having been replaced.
| Berhagen |
So far most of it seems good to very good. I admit my position is also based on the fact that on the monster and ancestry side the new Golarion is closer to my own setting - so it makes my life easier.
I am a bit on the fence on the wizard changes - I think the school changes make sense - but am worried they may end up nerfing wizards more (even though they are somewhat weak already…..) - but that might just be pessimism.
But I think PF2.5 (considering we are at 2.1 or 2.2 already) will be an improvement.
| WWHsmackdown |
| 1 person marked this as a favorite. |
Seems like the refocus changes are eating a portion of the psychics deal......and theyre one of my favorite new classes. Ten minutes refocuses instead of 20 minute refocuses for 2 points doesn't seem like much of anything to me. Oh well the change is a net positive to the system tho. I'm also miffed schools are being removed if only bc now that entire section of secrets of magic is just kinda defunct.....which gets me to my main point: this was a necessary reaction on paizo's part, but creates a lot of headaches along the way. I want one string of books, not a new core of books followed by a couple ancillary books that "mostly work". I really really hope there's going to be a player core 3 eventually just to give the errata/reprint pass to all the other class books that were affected by this. Not the end of the world, just the broader implications of everything while looking at my shelf of P2e books has had me losing steam from my enthusiast engine.
P.S. mechanically, the changes I've seen all seems GOOD so kudos and thank you to the designers!
| Karmagator |
| 1 person marked this as a favorite. |
Seems like the refocus changes are eating a portion of the psychics deal......and theyre on of my favorite new classes. Ten minutes refocuses instead of 20 minute refocuses for 2 points doesn't seem like much of anything to me. Oh well the change is a net positive to the system tho.
On the positive side, we can be pretty sure that there will be Psychic buffs in the future ^^. After all, they're paying part of their class budget for it.
I'm also miffed schools are being removed if only bc now that entire section of secrets of magic is just kinda defunct.....which gets me to my main point: this was a necessary reaction on paizo's part, but creates a lot of headaches along the way. I want one string of books, not a new core of books followed by a couple ancillary books that "mostly work". I really really hope there's going to be a player core 3 eventually just to give the errata/reprint pass to all they other class books that were affected by this. Not the end of the world, just the broader implications of everything while looking at my shelf of P2e books has had me losing steam from my enthusiast engine.
I mean, it's really only SOM that is substantially affected by this. The changes to G&G would be incredibly minor. Apparently only a handful of words, which is easy to believe. DA would be a little more due to the psychic, but nothing beyond regular errata.
But yeah, it isn't an ideal scenario, even with the promised transition document. However, I'm personally more inclined to take a moderate period of things being kinda klunky when I expect the final result to be better what came before. Let's wait and see, I guess ^^
| QuidEst |
| 1 person marked this as a favorite. |
Seems like the refocus changes are eating a portion of the psychics deal......and theyre one of my favorite new classes. Ten minutes refocuses instead of 20 minute refocuses for 2 points doesn't seem like much of anything to me. Oh well the change is a net positive to the system tho. I'm also miffed schools are being removed if only bc now that entire section of secrets of magic is just kinda defunct.....which gets me to my main point: this was a necessary reaction on paizo's part, but creates a lot of headaches along the way. I want one string of books, not a new core of books followed by a couple ancillary books that "mostly work". I really really hope there's going to be a player core 3 eventually just to give the errata/reprint pass to all the other class books that were affected by this. Not the end of the world, just the broader implications of everything while looking at my shelf of P2e books has had me losing steam from my enthusiast engine.
P.S. mechanically, the changes I've seen all seems GOOD so kudos and thank you to the designers!
I would consider that they have made some non-trivial tweaks to Alchemist through regular errata before all this. Right now, they've said they're focusing on the remastered books. If I had to guess, though, once the books are out, Psychic will get an errata to improve their refocusing a little more, rather than making people wait for another big reprint.
| Henro |
| 1 person marked this as a favorite. |
Personally I'm a little worried that the focus point changes might push the game towards greater polarization of power between builds. It is a (probably deserved) early-game boost to casters, but you only get that boost if you pick up the feats that grant additional focus points and focus spells. Furthermore, this will widen the gap between classes that get premium early focus spells and those that don't (or alternatively reduce build diversity for those classes if there are universally good options for archetypes to snag a good focus spell). 2E is generally pretty good about having builds of various levels of optimization be close to one another and I see this as a potential step away from that.
With that said though, making focus pool and point recovery linked is a big win in my eyes. It used to work in a way that was pretty unsatisfying and unintuitive for a lot of new players so I'm happy it changed, it's just that the specific nature of the change has some worrying implications IMO.
| Squiggit |
| 2 people marked this as a favorite. |
If the change were just dropped in as is I'd mostly agree with you, but I feel like this + the general tone of remaster also gives Paizo a strong incentive to re-examine some of their focus spell balance choices (which in some cases is problematic to begin with, so it's not like we're upsetting a perfectly balanced status quo).
| Henro |
If the change were just dropped in as is I'd mostly agree with you, but I feel like this + the general tone of remaster also gives Paizo a strong incentive to re-examine some of their focus spell balance choices (which in some cases is problematic to begin with, so it's not like we're upsetting a perfectly balanced status quo).
I could see something like this happening, though AFAIK we have not heard about anything like this yet. I would personally be in favor of removing focus pool increase from feats that grant focus spells (it was always kind of weird you got to double dip that way, especially now that a focus pool increase represents such an increase in power compared to before), and making focus pool progression something that comes built into the baseline, with classes like Oracle and Psychic starting out with a bigger pool (and possibly maxing out at 4 points instead, I think that would be neat). There are other ways things could be adjusted as well, of course.
My main concern here is that these changes would be things that heavily affect classes printed in books outside of the ones covered by the remaster, so making the neccesary changes might be hampered by that fact.
| magnuskn |
The biggest changes to classes are going to the wizard and witch, followed likely by the champion.
As a big Sorcerer fan from 1E, I'm actually quite interested if the class is getting a bigger rework since it's in Player Core 2 or if that's just the luck of the draw, since they wanted to get changes to the Witch out faster than next year.
The Raven Black
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Kobold Catgirl wrote:The biggest changes to classes are going to the wizard and witch, followed likely by the champion.As a big Sorcerer fan from 1E, I'm actually quite interested if the class is getting a bigger rework since it's in Player Core 2 or if that's just the luck of the draw, since they wanted to get changes to the Witch out faster than next year.
The reason for the delay is the adaptation to the new ORC dragons. Same as the Barbarian and the Kobolds.
| PossibleCabbage |
It's just a question as to whether "how the Remastered Witch is different from the current one" is something you can just refer to AoN to see what the differences are.
Like if most of the feats are the same, I can just keep in mind stuff like "Hair and Nails are a single feat" or "there's one refocus feat at [whatever] level instead of 2 at 12 and 18" or "Cackle is a class feature" or whatever.
| Martialmasters |
Martialmasters wrote:All the Remastered rules will be on AoN. As usual.to me, remaster sounds like required purchase
im ok with that because my books are all behind the times with erratas as it is. but i probalby wont repurchase my books again after the remaster. so i hope its good.
i play in person
we do not always have access to the internet
The Raven Black
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| 3 people marked this as a favorite. |
The Raven Black wrote:Martialmasters wrote:All the Remastered rules will be on AoN. As usual.to me, remaster sounds like required purchase
im ok with that because my books are all behind the times with erratas as it is. but i probalby wont repurchase my books again after the remaster. so i hope its good.
i play in person
we do not always have access to the internet
Yes. If I were in your position, I would wait and buy the Remastered books. And play a mix and match until all the Remastered books are available. Or maybe wait for the last one (Player Core 2 IIRC) to buy all of them together in the most recent version.
| Lia Wynn |
| 5 people marked this as a favorite. |
Kobold Catgirl wrote:The biggest changes to classes are going to the wizard and witch, followed likely by the champion.As a big Sorcerer fan from 1E, I'm actually quite interested if the class is getting a bigger rework since it's in Player Core 2 or if that's just the luck of the draw, since they wanted to get changes to the Witch out faster than next year.
In one of the interview videos that I saw earlier in the month, one of the reasons given for Barbarian and Sorc to be in PC2 was so that dragons would be out before them since both classes have potential ties to dragons.
| _Spoticus_ |
| 4 people marked this as a favorite. |
I wrote a long post on my initial thoughts for a similar topic on reddit, so thought it would be worth sharing here too.
Overall I'm reserving judgement until we know more detail or actually see the changes. I think many of the changes need to be seen as part of the overall remaster, not in isolation. While it may not seem like it based on my comments, I generally trust Paizo to make great content so I am optimistic. My current feelings on announced changes:
Pros
- With the scope of the changes Pathfinder should feel even more like Pathfinder, not alt-D&D.
- All the little balance pass stuff. PF2 is basically better designed than any other game of this type/scope/complexity, which made a bunch of the small things stand out really badly (e.g. shield HP, poisons, talismans, crossbows etc). Was easy to gloss over or houserule these when necessary, very much looking foward to not having to.
- Removing alchemist from the 1st core book. The first class people see, thematic as f**! and a little unusual so many new people want to pick it. In practice, a bit of a nightmare to teach to newbies or casual players.
- Class reworks. Witch is a big one, the Druid anathema stuff sounds good too. Wizard simple weapon proficiency. I hope some of the Oracle mysteries also get some love (please improve Tempest Oracle mechanical support!).
- Dropping 'dice roll' numbers from attribute boosts. This would be my first choice for a sacred cow to send out to pasture. I would prefer a more elegant solution than continuing to require two boosts per point increase after 4 though.
- Refocus changes. Hell, I'd love if they rename it to something other than Focus spell entirely (the term is used in other similar contexts in the rules). The refocus rules are akin to bonus action rules in 5e for me, I understand them but my players rarely do and it is unintuitive for new players. I see this small change as a multi-faceted pro. Simplifying a rule that is problematic and used by many players, reduced feat tax on casters, a decent buff to combat power and daily sustain for many casters in the early game.
- Ancestry feat balance pass/expansion.
Cons
- With the scope of the changes Pathfinder should feel even more like Pathfinder, not alt-D&D. (yeah both a pro and a con imo)
- Removed the Open trait, fighters barely had any constraints on combat actions as it was. I feel like there was design space for more actions to use this trait not fewer. That said, I can understand the reasoning behind this change. A very minor con.
- The overall scope of the lore changes. I fully understand why these changes are necessary. Mostly it'll just take a lot of getting used to. - Ultimately listed this as a con because of how it sounds certain aspects seem to be getting handled (e.g. Drow). Not a big deal, but I'm sure Gnolls, Tieflings, etc will still be called such at our table for a while at least, old habits.
- The timing of the rule changes for the influx of new players that just invested in books or prospective new players who might lose interest while they hold out for new books. Quite unfortunate even if the reason for the influx is the same thing driving the revisions
- Full martial weapons for rogues. Rogues are a very good class already, I would've liked to have seen it revised to be tied to a set of weapon traits per racket.
Optimistic
- Spell revisions. Some statements made these sound quite widespread, others seemed to actively walk back expectations. I liked things like light/dancing lights being consolidated, hopefully a thorough balance pass on cantrips. The condition removal spell revision sounds great too. Greatly expanding variable action cast options would be the dream but it sounds like this isn't going to happen.
- I've got removing alignment as a concern but I'm really optimistic that it will lead to a good boost for neutral divine characters. I've wanted to play a cleric or champ of Nethys for a while and this should help :)
- I'm one of the people that thought warpriest was very good already. My concern with it currently relates to the MADness of the class narrowing viable build options, leading to traps for new players that can't know when starting out what will be optimal. Need more info to judge the changes.
- Improving access to under-represented traits, it sounds like this might be happening for spells in some capacity? Need to know more.
Concerns
- My current game has 4 characters with classes from APG and SoM. In our most recent session I could already see heaps of cases where the specific rules are going to conflict or not be well supported under the revised rules. APG will get a good overhaul in the next 12 months but I'm worried about there being many grey areas with legacy rules from SoM, G&G, DA, adventure paths etc, that take a long time to address or never get addressed properly.
- Removing alignment. This seems like a big pro for most people, and I'm not ready to really judge this change. The reason I'm worried is that for me PF2 made really good use of the traditional alignment system both in lore and sometimes in mechanics. It has played a big role in many of our games in the system (one party has a home base on Axis, another has had a great long-term RP interactions in part driven by the idealistic differences of a NG/LN buddy cop duo in Edgewatch). There's other ways to do provide guidelines for good roleplay obviously, and I've played many RP systems with systems in this space that I prefer. But I've found with new players, particularly those drawn to heroic fantasy, that pairing character motivations to a traditional alignment grid works well to stop brand new players going full murder hobo with otherwise 'good' characters. I've always found alignment quite effective at categorizing factions, characters etc from fiction in a way that can be easily parsed into game terms by new players.
- Changes to spell schools. A few of our regular players come from D&D 2e or 3e backgrounds, so our vocabulary for discussion of magic is deeply tied to the old schools. Again need to see the new system to really judge how it may play out for our groups. I actually wanted improvements in this design space (better magic trait tagging on items for example). RIP to the Abjurer character I've been planning to play for years but haven't yet as I'm a near-forever GM.
- The scope of the revisions are far wider than I think most of us assumed on the initial announcement, and the timeline for release feels quite tight. This has me worried that there will be heaps of little quality issues with the new content that will need errata, or that some changes will unintentionally make balance worse or create new issues, etc. Will we need to wait for Player Core print run #3 to get a polished version of the revisions?
Wishlist - I either didn't see discussion of these or it wasn't mentioned
- Reduce the frequency of damage type immunity. So many creatures are immune to precision or poison. Why go from 0 to 100 when the game has built in options for scaling resistance? Doing a full pass of this in the revised bestiary would greatly improve a lot of existing content, currently entire classes/builds are crippled by common creature properties.
- More skills feats/actions for skills that lack options
- Auto proficiency scaling for all Lore skills regardless of how the Lore skill was acquired. Probably less than 1% of characters willingly increase Lore proficiency using a skill increase. Just make it scale like it does with some of the existing sources of Lore. Would need to compensate the feats that reward this, but a small amount of work in the scheme of things.
- General feat balance pass, was this discussed? I don't really want nerfs here, just buffs to some that don't see play, perhaps a few new options in the core book too.
- Maybe a review of Aid? I say this as a cooperative nature wit swashbuckler, but it is probably too unreliable at low level and too good at high level.
- Treat wounds. Really minor, but I'd like a codified cost to restocking materials.
- Stamina rules, as written I feel they are a trap for most parties.
- Layout/clarity of the Runes section for the CRB. The rules aren't particularly hard, I just don't think the current layout or writing communicates it well.
- Change the critical rules so all damage in the base attack/effect damage doubles (i.e., splash). At the moment not doubling splash damage is an unnecessary exception.
- Bonus wish, come up with better names and branding for the new books than 'core'.
| Henro |
My very minor thing I hope gets looked at is the Deafness condition. It swings between quite useful and completely useless depending on whether it affects verbal spell components or not. It's also never been entirely clear if it does or not, a surface reading of the rules tells you it does, a deeper reading tells you it does not, and then with an even deeper reading you loop back to uncertainty.
| _Spoticus_ |
My very minor thing I hope gets looked at is the Deafness condition.
Yep, this came up again in our latest session, the players hit level 5 and so were weighing up the value of different level 3 spells. There was some debate about what if anything the deafness effect would be worth in comparison to other options. The conclusion they came to was there's too much uncertainty in the wording so they can't justify using a spot in the spell repertoire.
| QuidEst |
| 1 person marked this as a favorite. |
My very minor thing I hope gets looked at is the Deafness condition. It swings between quite useful and completely useless depending on whether it affects verbal spell components or not. It's also never been entirely clear if it does or not, a surface reading of the rules tells you it does, a deeper reading tells you it does not, and then with an even deeper reading you loop back to uncertainty.
It's a moot point in this case; verbal components are being replaced with the concentration trait.
| Henro |
Henro wrote:My very minor thing I hope gets looked at is the Deafness condition. It swings between quite useful and completely useless depending on whether it affects verbal spell components or not. It's also never been entirely clear if it does or not, a surface reading of the rules tells you it does, a deeper reading tells you it does not, and then with an even deeper reading you loop back to uncertainty.It's a moot point in this case; verbal components are being replaced with the concentration trait.
It would still be nice for Deafness to get a second pass since it'd just end up as a bit of a nothing condition in that case.
| Karmagator |
Have we confirmed that a new Verbal trait isn't being added? Don't get me wrong, though, I love the idea of reducing the limits on spellcasting flavor.
As far as I understood it, all mechanical impact will stay the same, just in a different "format". This includes the verbal part.
| Kobold Catgirl |
| 2 people marked this as a favorite. |
I didn't say it was flavor, I said it limits flavor. Many mechanics, good and bad, also have flavor implications. I definitely don't contest that the verbal trait is an important balance point for spells.
That being said, I'm not sure that completely disabling a PC caster underwater (or in a stealth situation, to a much lesser extent) has a great impact on player experience. If verbal components are an important part of the game's balance...maybe they shouldn't be. Maybe that was a bad idea.
Too late to change it this edition, but I think that giving the bulk of them just the concentrate and/or manipulate trait would probably be a good idea someday. The need to speak isn't nearly as important as the need to move freely in terms of balance, considering how relatively uncommon "muteness" attacks are, and you could still make it so that spells trigger attacks of opportunity and are hindered by being grappled.
| QuidEst |
| 3 people marked this as a favorite. |
Kobold Catgirl wrote:Have we confirmed that a new Verbal trait isn't being added? Don't get me wrong, though, I love the idea of reducing the limits on spellcasting flavor.As far as I understood it, all mechanical impact will stay the same, just in a different "format". This includes the verbal part.
I seem to have misunderstood what was said; my apologies. Looking at people's notes, they definitely don't line up with my interpretation, so I'm going to assume that I got mixed up about how the change would work. My bad!
| Captain Morgan |
| 1 person marked this as a favorite. |
I didn't say it was flavor, I said it limits flavor. Many mechanics, good and bad, also have flavor implications. I definitely don't contest that the verbal trait is an important balance point for spells.
That being said, I'm not sure that completely disabling a PC caster underwater (or in a stealth situation, to a much lesser extent) has a great impact on player experience. If verbal components are an important part of the game's balance...maybe they shouldn't be. Maybe that was a bad idea.
Too late to change it this edition, but I think that giving the bulk of them just the concentrate and/or manipulate trait would probably be a good idea someday. The need to speak isn't nearly as important as the need to move freely in terms of balance, considering how relatively uncommon "muteness" attacks are, and you could still make it so that spells trigger attacks of opportunity and are hindered by being grappled.
Not sure it is too late to change this edition. Seems like a pretty perfect opportunity, honestly. A lot of spells don't especially work because of it, like the Message cantrip (It either needs to be cast discreetly for social situations or to break line of effect to use for reporting to each other) or the regular success result for Suggestion (The target is unaffected and thinks you were talking to them normally, not casting a spell on them.) I would not mind it if stealth casting were a lot easier than it currently is. It is one of those things that new players often want to do but need to be reminded they can't, and spells like Charm and Suggestion already carry risks from Critical Successes that can reign in abusing them.
| YuriP |
Kobold Catgirl wrote:The biggest changes to classes are going to the wizard and witch, followed likely by the champion.As a big Sorcerer fan from 1E, I'm actually quite interested if the class is getting a bigger rework since it's in Player Core 2 or if that's just the luck of the draw, since they wanted to get changes to the Witch out faster than next year.
Don't expect too much as the sorcerer is considered a successful class. Which will likely see minor revisions to draconic bloodlines regarding the types of dragons the character can associate with.
The biggest change that the class should receive is indirect, which is precisely the new refocus rule. As the sorcerer has some of the best focus spells, he will indirectly benefit from this, becoming more efficient much sooner (today this efficiency gain only occurs from 12th level, with the change it drops to basically 6th level when if you can get Advanced Bloodline or even earlier if archetypes are used).| Rude_ |
Do we know how the digital partners such as Herolab are going to implement these changes so they are compatible?
For example a character that has an archetype with an alignment requirement such as Undead Master which isn’t getting errated and the removal of alignment. Perhaps the alignment field will remain in order to meet the requirements or will they take it upon themselves to remove alignment from archetypes so they are now available as a choice?
| YuriP |
| 1 person marked this as a favorite. |
Verbal, somatic, and material as tag was just a way to imply certain traits and those traits are just going to be shown outright. It not a change in how things are presented not in how they spells work.
My only problem with verbal becoming concentration trait is about what happens to Silence spell and Deafened condition. But it's certain that they will do something about this.
Do we know how the digital partners such as Herolab are going to implement these changes so they are compatible?
For example a character that has an archetype with an alignment requirement such as Undead Master which isn’t getting errated and the removal of alignment. Perhaps the alignment field will remain in order to meet the requirements or will they take it upon themselves to remove alignment from archetypes so they are now available as a choice?
I saw somewhere (I don't remember where) that the Foundry module will have a legacy mode and a remaster, I don't know about herolab.
As for the other books. Most likely we will have multiple errata coming out over time addressing issues about things that have changed. As for things with alignment requirements, most likely most of them just miss that requirement only.
Anyway, the designers have already said that they are in the middle of the remastering process and will only see these other books after releasing the entire remaster. Before that it doesn't even make much sense.
| Scarablob |
| 2 people marked this as a favorite. |
It's pretty minor, but the new names are a bit hit or miss for me. The new witch patrons for exemple seems great and evocative, but the new wizard schools feel just goofy for the most part.
Speaking of witch patrons, I understand not including the specific rare patrons in the core book, but I really hope they don't wait too much to publish the mosquito witch new familiar ability. Even outside of the mosquito witch herself (which is a pretty cool in universe cryptid, and fitting for a patron), it was the one patron that worked really well with an insect themed witch, and without it, there isn't any other fitting ones.
In a way, Baba Yaga can wait because the "silence in snow" can emulate her pretty aptly for the moment, but the mosquito witch is more important because she's the one that can emulate a wild array of different insect based patron.
| Salamileg |
| 2 people marked this as a favorite. |
Overall I'm excited, the only thing I'm sad about is the loss of drow, but honestly I always preferred Forgotten Realms drow to Golarion drow anyways (I'm a bit of an Eilistraee fangirl).
Everything mechanics-wise that we've heard about seems like good changes, and ultimately if I don't like it we already have enough PF2 content to sustain any campaigns I'd run in the future.
| Perpdepog |
| 1 person marked this as a favorite. |
Overall I'm excited, the only thing I'm sad about is the loss of drow, but honestly I always preferred Forgotten Realms drow to Golarion drow anyways (I'm a bit of an Eilistraee fangirl).
Everything mechanics-wise that we've heard about seems like good changes, and ultimately if I don't like it we already have enough PF2 content to sustain any campaigns I'd run in the future.
Losing drow is my only real letdown as well. I came to tabletopping through Pathfinder, I played a single 3.5 game before that but it didn't last terribly long, so Golarion's drow were the first drow I was ever introduced to outside of cultural osmosis giving me some general knowledge.
At least we have some prior content with them, as well as from 1E for lore stuff, and Pathfinder Infinite will undoubtedly be producing some drow-based products. I believe they have some already.