Remastered Books after Treasure Vault


Pathfinder Second Edition General Discussion


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Hi all,
I'm glad to see that some of the OGL sourcebooks are getting the remaster treatment, such as Guns and Gears and Treasure Vault. I was wondering if it's possible to get some clarification on if or when other titles will get this treatment? I've heard that it has to do with when books get re-printed, but I don't know more than that. Is there any information on this process? Is it only the rulebooks, or will the Lost Omens titles also get remastered eventually? I'd be willing to bet that APs probably won't unless they get a hard cover version, but if there's any other information available on this process I'd love to read up on it. My hope is that Secrets of Magic, Book of the Dead and Dark Archive will all be done, as well as the Lost Omens books that have a large number of character options like Character Guide, Ancestry Guide and PFS Guide. I have heard that SOM might be tricky because the part of the book with spell schools basically needs to be entirely scrapped. Anyway sorry for rambling. If there's any other info to be had on this topic I'd be very interested.


Seconded, if Paizo has said anything on the matter. I'd love to see.

Cognates

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My understanding is that remasters are being done on an "as needed" basis, taking the place of what has been a regular reprint.


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Paizo has already said this at the beginning of the remastering process.

The plan is to remaster books as physical stocks run out and they need new printings. At these times, they plan to review and remaster the book in question, reprinting it with the ORC license.

That's why this process may seem a bit irregular (with Treasure Vault being remastered before G&G, for example). But in the long run, unless a book's sales have been so bad that it's stuck in stock for the rest of the system's life, all books should get a remastered version.


YuriP wrote:

Paizo has already said this at the beginning of the remastering process.

The plan is to remaster books as physical stocks run out and they need new printings. At these times, they plan to review and remaster the book in question, reprinting it with the ORC license.

That's why this process may seem a bit irregular (with Treasure Vault being remastered before G&G, for example). But in the long run, unless a book's sales have been so bad that it's stuck in stock for the rest of the system's life, all books should get a remastered version.

You know, I'm totally blind so I use all digital resources for accessibility reasons. I always wondered what triggered a reprint. Of course it makes perfect sense that it depends on when the current printing runs out of stock but I just never thought of it. I'm guessing that probably won't include the original CRB/APG, GMG and Bestaries though. Honestly wouldn't mind if some of the variant rules from GMG that didn't make it into GM Core like managed to find a home in some other book.


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The CRB, APG, GMG and Bestiary 1 have already been remastered. They were left out of this end-of-stock process because the problem that forced the remastering is what people call the OGL Fiasco, which was when WotC/Hasbro tried to sneak in an update to the OGL license using a contractual loophole in order to try to cap "unauthorized VTTs", guarantee control over 3rd party materials made in the OGL and try to block the creation of a new "Pathfinder" similarly to what happened in the fourth edition when both players resisted the new system and third party developers resisted the license of that edition and begin to develop alternatives based on 3rd edition open rules. But that turned into a fiasco when they were publicly denounced by the big third party developers to whom the Hasbro were submitting the new version of the OGL for acceptance. This ended the trust that everyone had in the OGL as a free license to publish content in the shared D20 rules and lore system, and since PF2e had a lot of lore content shared with D&D, Paizo decided to remaster the core books, removing the shared content, changing names, and taking the opportunity to make adjustments to the system for things they thought weren't working very well or that they thought could be improved, resulting in the remaster.

In this process, in addition to the core books changing structure with the CRB, APG, and GMG content being redistributed between PC1, PC2, and GMC, some content, mainly from GMG, was removed, such as the alternative attribute rules, which Paizo considered to be very little used. And realistically, I don't think most of the removed content will return. At most, maybe in a Paizo blog post or a personal post by one of the game designers. In any case, if it's possible for you, they still persist in AoN as legacy content for whoever wants to read and use it.


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While I've got no idea on Dark Archive or Book of the Dead, and would love to see both those be remastered, I don't think we're going to see Secrets of Magic get the remastering treatment. That book's options have been getting re-released at a pretty consistent clip, like the Reflective Ripple Stance feats and Runelord archetype showing up in Rival Academies, for example.

I think they're spreading SoM's content out over multiple new releases rather than try to remaster it and all the difficulty around finding new material to fill the spell school section.


I honestly think it's hard for them to spread the summoner and magus content into other books.

The most likely scenario is that they'll do something like Divine Mysteries, but maybe without changing the name. With a new "Secret of Magic" with much more new content since part of the lore no longer exists (retcon) and part of the content has already been re-done in other rulebooks.

Anyway, there's nothing announced yet.


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Secrets of magic is clearly one of he most impacted book by the changes with remastering. It will be an interesting call if they try to remaster it or try to work summoners/magus remasters into some new book. One way or the other they likely will need to address it at some point.


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Maybe Remastered Magus and Summoner will go into whatever book the Impossible playtest is from.


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It's very unlikely, classes take up a lot of space in books to just be thrown into random books without warning.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

It depends on how much rules content will be in the Impossible book. We can almost guarantee new archetypes, new spells, and new items. If there are also new variant rules, like Mythic in War of Immortals or Troops in Battlecry!, then there probably won't be room for more classes. If there aren't, then there just might be. Thematically, this book would probably be the book to do it, and lifting parts of the SoM content for other books leans against a Remastered SoM being in the cards aby time soon. We'll just have to wait and see.


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Paizocon or Gencon will tell us if the impossible book includes summoner and magus


Give it a year or two, and 4 classes can easily be put into a single 320- to 330-page rulebook if the standard 8 classes is fine. As 4 classes is less than 8, any replacement for Secrets of Magic could easily encompass the remaining 4 classes of Dark Archive and Secrets of Magic when accounting for the fact Secrets of Magic content is being actively sourced elsewhere, that such a book does not need the Dark Archive adventure, and that Secrets of magic is 250 pages when you can easily approach 320 pages like with Player Core 2 or 330 pages with Divine Mysteries.

Going beyond: 6 classes is less than 8. Who knows, The Impossible playtest never listed a book name. And Impossible Lands is already an existing Lost Omens book. I definitely support the idea of Impossible Playtest being the "impossible" notion of a magically-themed mega book akin to a Player Core 2 in size and scope but with the magical skew. Dare I say: A Player Core 3?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

While I do enjoy that enthusiasm, I wouldn't pin my hopes THAT high. Books that aren't in the "Core" lineup often have full pages' worth of Golarion-related lore within them that would be remiss if they were replaced with just character options. Not to mention the reason we only get 2 new standard-complexity classes is because we also tend to get lots of content for older classes that fill up a bunch of space as well.

A remastered SoM would have to contend with a lot of the lore implications that changed between its release and the Remaster, which is the biggest hurdle. SoM mentioned, explicitly: positive and negative energy, the seven schools of magic (in depth), aligned energy, and a whole host of implications of those things that any decent Remastering of the book would look to alter to fit the current state of the game.


BigHatMarisa wrote:

While I do enjoy that enthusiasm, I wouldn't pin my hopes THAT high. Books that aren't in the "Core" lineup often have full pages' worth of Golarion-related lore within them that would be remiss if they were replaced with just character options. Not to mention the reason we only get 2 new standard-complexity classes is because we also tend to get lots of content for older classes that fill up a bunch of space as well.

A remastered SoM would have to contend with a lot of the lore implications that changed between its release and the Remaster, which is the biggest hurdle. SoM mentioned, explicitly: positive and negative energy, the seven schools of magic (in depth), aligned energy, and a whole host of implications of those things that any decent Remastering of the book would look to alter to fit the current state of the game.

Yup this is exactly why SoM remaster is going to be a challenge. Going forward to get off the OGL they almost would have to for any future printings because some very big parts of that were stuff that had to get changed with the whole OGL mess. The two classes/spells need remaster work but not crazy amounts but a huge chunk of the lore/info in the book is no longer valid. They would probably need to rewrite a quarter of the book just to make sense with the changes to the spell schools.


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Also the fact another big chapter, Runelords, is reprinted in another book already


They could certainly stuff most of the class content of Secrets of Magic, Dark Archive and Book of the Dead into a single 'Complete Mage' style book (at least, the ones not already remastered, I'm expecting Impossible to eat a lot of BotD content) - certainly, SoM and BotD both need it about equally, what with the heavy reliance on schools of magic they had (OK, just the one for BotD, but you know what I mean). Doing so would likely be a not-insignificant endeavour of rejiggling the pages to work, though. The effort would on par with a new book, which means it'd need to sell like a new book to be worth it.

They could also just remaster DA separately, it needs the least change and can be sold like GnG, and instead poach many other archetypes made defunct by the spell school changes to fill the space - Captivator stands out, but many AP specific archetypes could be borrowed like Eldritch Researcher/Spirit Hunter from AV. Then add some new archetypes to replicate the old schools that's missing and maybe there's enough content to sell a new book?


kaid wrote:
Yup this is exactly why SoM remaster is going to be a challenge. Going forward to get off the OGL they almost would have to for any future printings because some very big parts of that were stuff that had to get changed with the whole OGL mess. The two classes/spells need remaster work but not crazy amounts but a huge chunk of the lore/info in the book is no longer valid. They would probably need to rewrite a quarter of the book just to make sense with the changes to the spell schools.

That's a very interesting and important lore, but this huge chunk is just 22 pages. From which 8 pages are schools of magic which don't exist anymore, and what does exist was described thoroughly in Academies I suppose. So 16 pages. That's not a huge volume.

Cognates

Ryangwy wrote:

They could certainly stuff most of the class content of Secrets of Magic, Dark Archive and Book of the Dead into a single 'Complete Mage' style book (at least, the ones not already remastered, I'm expecting Impossible to eat a lot of BotD content) - certainly, SoM and BotD both need it about equally, what with the heavy reliance on schools of magic they had (OK, just the one for BotD, but you know what I mean). Doing so would likely be a not-insignificant endeavour of rejiggling the pages to work, though. The effort would on par with a new book, which means it'd need to sell like a new book to be worth it.

They could also just remaster DA separately, it needs the least change and can be sold like GnG, and instead poach many other archetypes made defunct by the spell school changes to fill the space - Captivator stands out, but many AP specific archetypes could be borrowed like Eldritch Researcher/Spirit Hunter from AV. Then add some new archetypes to replicate the old schools that's missing and maybe there's enough content to sell a new book?

I am personally hoping for "impossible" to eat up some of the BOTD content for the sole fact that I want the reanimator feats to officially be usable on Necromancer, without taking the dedication. Most of them won't even work with thralls I just really like necromancer's visage.


Errenor wrote:
kaid wrote:
Yup this is exactly why SoM remaster is going to be a challenge. Going forward to get off the OGL they almost would have to for any future printings because some very big parts of that were stuff that had to get changed with the whole OGL mess. The two classes/spells need remaster work but not crazy amounts but a huge chunk of the lore/info in the book is no longer valid. They would probably need to rewrite a quarter of the book just to make sense with the changes to the spell schools.
That's a very interesting and important lore, but this huge chunk is just 22 pages. From which 8 pages are schools of magic which don't exist anymore, and what does exist was described thoroughly in Academies I suppose. So 16 pages. That's not a huge volume.

The funny thing is that this leaves the question of what they're going to put in its place, since Rival Academies took that content (besides the rune lord archetype).

Are they just going to shorten the book? I hope they put some additional content like new archetypes and more variant rules in a SoM remastered instead like more variant rules or more class archetypes (I've always wanted an official MP system or a rechargeable magic system with cooldowns similar to breath weapons and the ability to summon the Demilich, do you think the designers will ever do something like that?). I don't really care about lore in rulebooks like SoM because I think they make more sense within Lost Omens.


qwerty3werty wrote:
Also the fact another big chapter, Runelords, is reprinted in another book already

That's true, although things like feats have been printed in multiple books before. Granted it was much more common in the first edition of Pathfinder, but it wouldn't be too shocking if they do a SOM remaster and it has the Rival Academies version of Runelord in it.


It may be, they did it with Elemental Spells in RoE. But it's important to note that they did it because they added new content, which in this case were 2 new elements.

It's not typical of PF2e to simply reprint the same rules in different books, without significant changes in a short period of time. I think it's very unlikely that the Runelord will appear again in a SoM remaster.

Cognates

Most of the reprints tend to be taking things from adventure paths or lost omens books, and then putting them into "mainline" products. For example, weapons that appear in an adventure path showing up in treasure vault.

To my knowledge, we are yet to see reprints from one "mainline" book end up in another.* Even ROE didn't reprint the elemental spells sectiom, it just added to what was in SOM.

*Remastered versions of books excluded.


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Errenor wrote:
kaid wrote:
Yup this is exactly why SoM remaster is going to be a challenge. Going forward to get off the OGL they almost would have to for any future printings because some very big parts of that were stuff that had to get changed with the whole OGL mess. The two classes/spells need remaster work but not crazy amounts but a huge chunk of the lore/info in the book is no longer valid. They would probably need to rewrite a quarter of the book just to make sense with the changes to the spell schools.
That's a very interesting and important lore, but this huge chunk is just 22 pages. From which 8 pages are schools of magic which don't exist anymore, and what does exist was described thoroughly in Academies I suppose. So 16 pages. That's not a huge volume.

That is a big chunk but the runelord stuff was also totally revamped in the new magic school book. It is not a guns and gears thing where they can just do a few tweakes and changes to put things up to remaster. Major sections of the book are simply no longer valid.


BotBrain wrote:

Most of the reprints tend to be taking things from adventure paths or lost omens books, and then putting them into "mainline" products. For example, weapons that appear in an adventure path showing up in treasure vault.

To my knowledge, we are yet to see reprints from one "mainline" book end up in another.* Even ROE didn't reprint the elemental spells sectiom, it just added to what was in SOM.

*Remastered versions of books excluded.

Yes, but they are usually small pieces of content that have been revised, as is the case with Energy Mutagen and Stone Body Mutagen which lost their uncommon trait and received adjustments.

In addition, this is done much more with adventure content than with Lost Omens; in fact, I don't remember any Lost Omens rules being reprinted for the books in PF2e, because the rules printed in the adventures are much less tested and balanced (although they hardly ever break anything) than those released in Lost Omens and rulebooks.

Cognates

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YuriP wrote:
BotBrain wrote:

Most of the reprints tend to be taking things from adventure paths or lost omens books, and then putting them into "mainline" products. For example, weapons that appear in an adventure path showing up in treasure vault.

To my knowledge, we are yet to see reprints from one "mainline" book end up in another.* Even ROE didn't reprint the elemental spells sectiom, it just added to what was in SOM.

*Remastered versions of books excluded.

Yes, but they are usually small pieces of content that have been revised, as is the case with Energy Mutagen and Stone Body Mutagen which lost their uncommon trait and received adjustments.

In addition, this is done much more with adventure content than with Lost Omens; in fact, I don't remember any Lost Omens rules being reprinted for the books in PF2e, because the rules printed in the adventures are much less tested and balanced (although they hardly ever break anything) than those released in Lost Omens and rulebooks.

A few things like bladed scarf or polytool made the jump from gods and magic to treasure vault.


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kaid wrote:


That is a big chunk but the runelord stuff was also totally revamped in the new magic school book. It is not a guns and gears thing where they can just do a few tweakes and changes to put things up to remaster. Major sections of the book are simply no longer valid.

Agreed that 'what are they putting there' is a huge issue with 'reprinting' SoM, same as Gods and Magic. Everything regarding schools, out, and that's not just the school primer alone but also the opening where they point you to the school primer. Both headliner archetypes, out. Just the existing Magus errata alone will likely cause a page jump, so more to do. And what do you do with the school-mentioning items like grimoires?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Ryangwy wrote:
kaid wrote:


That is a big chunk but the runelord stuff was also totally revamped in the new magic school book. It is not a guns and gears thing where they can just do a few tweakes and changes to put things up to remaster. Major sections of the book are simply no longer valid.
Agreed that 'what are they putting there' is a huge issue with 'reprinting' SoM, same as Gods and Magic. Everything regarding schools, out, and that's not just the school primer alone but also the opening where they point you to the school primer. Both headliner archetypes, out. Just the existing Magus errata alone will likely cause a page jump, so more to do. And what do you do with the school-mentioning items like grimoires?

I think they'd handle grimoires the way they handled the Runelords. To wit, switching out mentions of schools with thematically appropriate spell descriptions.


YuriP wrote:
Are they just going to shorten the book? I hope they put some additional content like new archetypes and more variant rules in a SoM remastered instead like more variant rules or more class archetypes (I've always wanted an official MP system or a rechargeable magic system with cooldowns similar to breath weapons and the ability to summon the Demilich, do you think the designers will ever do something like that?). I don't really care about lore in rulebooks like SoM because I think they make more sense within Lost Omens.

Well, firstly I (and we) don't even know that they would re-print and remaster SoM. And I really don't like guessing games :) They could do that, they could make another combined book, they could make several books, they could do absolutely nothing. I don't know.

I was just saying that the fundamental lore part is not a reason ... for anything. It's not huge and you can put it in basically any book.
I'm also very sceptical about any mana magic systems. Either you spend it only on most powerful spells, or you need restrictions... and you get spell slots back. Or Dnd4. Oops. Maybe you can invent something, but I haven't seen good implementations for TTRPGs.


It's a matter of personal taste really. Because PF2e's slot system also boils down to your TOP 3 spell ranks, below that, with specific exceptions like Synesthesia, low-level ranks are simply ignored by most players, as they are usually not even worth the cost in actions. That's why I would like to see a variant rule.


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YuriP wrote:
It's a matter of personal taste really. Because PF2e's slot system also boils down to your TOP 3 spell ranks, below that, with specific exceptions like Synesthesia, low-level ranks are simply ignored by most players, as they are usually not even worth the cost in actions. That's why I would like to see a variant rule.

I don't think this is true at all. While you aren't using your low level slots for damaging or incapacitate spells, the change in spells DCs make non-damage spell great even at high levels.

Bless is just as useful at level 19 as at level 1. Invisibility (R2) is still a strong option. Rank 6 Slow is great for a group, but Rank 3 is still just as effective against a single target. Rank 1 and 3 Fear is almost a must prepare for any spellcaster. Rank 2 tailwind (aka longstrider).

One of my favorite spells in the game is Goblin Pox. Rank 1 and gives sickened 1 on a success. That's arguably better than a failure, since they have to use an action to retch instead of a free save next round.


The worst part is that it's not that relevant.

At level 19, which you mentioned, for example, Goblin Pox is good, but Divine Wrath does practically the same thing but in AoE, causing damage, with a much greater range and still causing damage.

Invisibility is good, of course, but it's also something that at high levels anyone can do with a potion or by tricking a magic item into using a scroll that is considered very cheap compared to the rewards of this level.

Slow in AoE is good, but there are a lot of things that cause Slow in AoE (starting with Divine Wrath above in case of critical hits), Arctic Rift causes Slow and a lot of damage in a line in case the targets fail, Freezing Rain also causes less damage, but it is sustained, allowing you to move the rain with an action (which can be free at level 16) reapplying the effect.

Fear is not worth it even at rank 1, as it takes 2 actions and a spell slot to make fear 1 or 2 in most cases, and is immediately outclassed by Blistering Invective and especially Cutting Insult, which already leave frightened and cause damage at the same time. Fear only becomes really interesting at rank 3 when it starts affecting multiple targets. At rank 4, Phantasmal Killer Vision of Death outdates all single target spells that cause frightened. Invoke Spirits creates an AoE version of frightened that is sustained with an action and also causes fleeing, making it practically a sustained incapacitating spell without the incapacitation trait. Mask of Terror is a passive Fear lasting 1 minute that forces targets to test every round they attempt hostile actions against the target creature. At high-level AoE, even primal spells like Summon Stampede already cause damage and frightened in a huge area, but if you're from another tradition, Tempest of Shades causes an even greater frightened in conjunction with a drained spell.

Tailwind is something that all my players ended up getting via wand.

In short, what happens is that at high levels, low-rank spells are outclassed by higher-rank spells and/or become so cheap and accessible that having a spell slot for them becomes trivial.

I also had this feeling that low-level spells, especially debuffs, were still relevant, but the truth is that in practice the caster learns that these spells become very weak compared to what you can do during the game with the higher-rank spell slots, which are unlikely to end easily.

Grand Archive

Errenor wrote:
I'm also very sceptical about any mana magic systems. Either you spend it only on most powerful spells, or you need restrictions... and you get spell slots back. Or Dnd4. Oops. Maybe you can invent something, but I haven't seen good implementations for TTRPGs.

I think that the Shadowrun system can work well, though bringing it into D20-likes would take some work. If you're not familiar, there are three key things to understand:

1) There are separate Physical and Mental damage tracks/HP. Mental damage overflows into Physical once it's full, and you drop unconscious.
2) Mental damage cannot be healed by anything other than natural rest.
3) Basically all spells can be the equivalent of heightened or lowered. This means that a lot of similar but different spells in D20 systems can be combined into a single spell. e.g. a Fire spell that can be anything from a low damage touch attack to a high damage AoE depending on what "rank" (Force in SR-speak) it's cast at.

With that said, heres the kicker: Spellcasting does mental damage to the caster, proportional to the Force of the spell. The damage can be somewhat mitigated by choosing lower level versions of the spells, but sometimes you just get unlucky. So there is often a big, meaningful choice as to what Force you want to cast your spell at. Go big and hope you don't knock yourself out or even kill yourself? Or go small and hope it's enough to be effective?


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Baelor the Bard wrote:
as well as the Lost Omens books that have a large number of character options like Character Guide, Ancestry Guide and PFS Guide.

Just to address this part specifically - Lost Omens books have typically not gotten reprints in the same quantity that core books do, if they get one at all. Quite a few of them aren't impacted that much as world setting stuff isn't really impacted by the remaster and most of them aren't rules heavy.

For the ones that are, Gods & Magic is the only one that has gotten this treatment that I'm aware of, in that it was replaced by Divine Mysteries. Character & Ancestry guides would be the two most likely to be, unless their rules content is just moved elsewhere at some point.

But I don't think its that likely you'll ever see a remaster update of something like the PFS Guide as getting enough sales to warrant reprinting it might be a challenge.


Amara Bloodspell wrote:
With that said, heres the kicker: Spellcasting does mental damage to the caster, proportional to the Force of the spell. The damage can be somewhat mitigated by choosing lower level versions of the spells, but sometimes you just get unlucky. So there is often a big, meaningful choice as to what Force you want to cast your spell at. Go big and hope you don't knock yourself out or even kill yourself? Or go small and hope it's enough to be effective?

Remembers me a bit the FP system of GURPS that make the character fatigue when are running out FP and remembers that stories where the when the character runs out mana this character also becomes weaker and tired instead of the magic reserves being only a mana fuel tank only that only prevents the character to cast when its over.


Tridus wrote:
Baelor the Bard wrote:
as well as the Lost Omens books that have a large number of character options like Character Guide, Ancestry Guide and PFS Guide.

Just to address this part specifically - Lost Omens books have typically not gotten reprints in the same quantity that core books do, if they get one at all. Quite a few of them aren't impacted that much as world setting stuff isn't really impacted by the remaster and most of them aren't rules heavy.

For the ones that are, Gods & Magic is the only one that has gotten this treatment that I'm aware of, in that it was replaced by Divine Mysteries. Character & Ancestry guides would be the two most likely to be, unless their rules content is just moved elsewhere at some point.

But I don't think its that likely you'll ever see a remaster update of something like the PFS Guide as getting enough sales to warrant reprinting it might be a challenge.

Yeah, non-rule content endures without revision unless the setting changes, and PFS rules are largely separate from game rules. Which is good, especially with PDFs being readily available. It can be a bit rough for special edition collectors who are late to the system, but that's a bit niche.


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Errenor wrote:


I was just saying that the fundamental lore part is not a reason ... for anything. It's not huge and you can put it in basically any book.

Well, they've described what went into GnG remaster and why the Inventor got such minimal changes, and basically in order to do a reprint-remaster, everything needs to be on the same page taking approximately the same number of lines. As such, the fundamental lore is mostly an issue because it's 8 dedicated pages plus one very awkwardly positioned large paragraph and maybe a few more spots I missed, and there's just nothing to fill that space with (esp since the eight pages are fancy with custom fonts and images). Same for runelord/elementalist.

Basically, it's a physical issue, not a conceptual one. The moment you take something out of the book, it's no longer reprintable.


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I'd say It's less an indication that the book cannot be reprinted G&G style as such (writing an 8-page treaty on new magic is not THAT difficult a prompt for an experienced writer. It's just a matter of making new lore and fitting it in the old lore's space. Additionally, the Earplug appears in two different books as a fringe case).

Paizo can do whatever they want. They can repost material if they wish to within the same license. But I fear I'm growing pedantic.

The point is, reassuringly, that it is still an indication of a lack of intent to simply give Secrets of Magic a Guns and Gears style pass, and to give it something more. Paizo still can simply give it such a pass if they wished, if they want to, but the signs show that that is likely not their intention, and that their intention is an entirely separate book.


Amara Bloodspell wrote:

I think that the Shadowrun system can work well, though bringing it into D20-likes would take some work. If you're not familiar, there are three key things to understand:

1) There are separate Physical and Mental damage tracks/HP. Mental damage overflows into Physical once it's full, and you drop unconscious.
2) Mental damage cannot be healed by anything other than natural rest.
3) Basically all spells can be the equivalent of heightened or lowered. This means that a lot of similar but different spells in D20 systems can be combined into a single spell. e.g. a Fire spell that can be anything from a low damage touch attack to a high damage AoE depending on what "rank" (Force in SR-speak) it's cast at.

With that said, heres the kicker: Spellcasting does mental damage to the caster, proportional to the Force of the spell. The damage can be somewhat mitigated by choosing lower level versions of the spells, but sometimes you just get unlucky. So there is often a big, meaningful choice as to what Force you want to cast your spell at. Go big and hope you don't knock yourself out or even kill yourself? Or go small and hope it's enough to be effective?

That's interesting, but doesn't look like a pure mana system (pay X from a common pool to cast a spell). That mana is also kind of health is maybe not a problem, but then there are checks it seems and other mechanics. So I can't make an opinion. Apart from this: "Go big and hope you don't knock yourself out or even kill yourself" - that's an instant NO from me. I won't play games with magic which can kill the mage by itself and randomly.


The one book that might get scuffed is SoM because of how much would need to be scrapped and filled in with new content, so it's being spread about in new books.
What I hope is that all of its content will get the treatment, including lore and classes.


moosher12 wrote:

I'd say It's less an indication that the book cannot be reprinted G&G style as such (writing an 8-page treaty on new magic is not THAT difficult a prompt for an experienced writer. It's just a matter of making new lore and fitting it in the old lore's space. Additionally, the Earplug appears in two different books as a fringe case).

Paizo can do whatever they want. They can repost material if they wish to within the same license. But I fear I'm growing pedantic.

It's not text, it's formatting, typesetting and art. You aren't just writing 8 pages, it's 8 pages that occupy the exact same number of lines with the exact same font and the exact page width (variable), that make sense with the fancy background they gave those 8 pages, and which can be summarised in a paragraph that (again) occupies the exact correct number of lines in the first page, plus double-check if the new text will cause the index to misalign.

Oh, and then you need to make a new class archetype with the exact same number of feats and features as the Runelord, whose feats in level order occupy the same about of space as existing Runelord feats, and so on. And then do the same to elementalist which has a spell list, isn't that nice?

If at any point the number of pages increase or decrease for any single element, it's no longer doable like GnG, you're basically making a new book from scratch, asset-wise.


I am aware. But in the end, it's the same amount of length, 8 is a lot to work with to create something of equal length.

For the flavor text, that's an easy task. Just write up something new that roughly matches the art, and if it needs more length, add more fluff, if it needs less length, cut some, until it's about equal. If it does not match the art, commission new art, or reuse old, but relevant art. Even if new art is needed, G&G Remaster removed OGL art, and replaced it with new art (and some old art from Pathfinder 1E). In the end, it's just a matter of text length for flavor text. Also on the matter of items being repeated between books. It's very possible. I just remembered that NPC Core reposts some weapon statblocks, despite them already being in Guns and Gears Remastered.

You are correct about the Runelord bit though. A replacement entry would likely be in order. But most archetypes are designed in the scope of 1, 2, 4, or 6 pages.

In Secrets of Magic: Rune magic occupied 6 pages.
In Rival Academies: Rune magic occupies 8 pages, subtract the story elements, and it's only 6 pages.

You could just slot in the Runelord class archetype if you want, othewise, you have 6 pages to put in a new archetype of choice, which is a large page number for a very big archetype. There is no shortage of new things you can do with 6 pages for a class archetype or an optional rule. Regardless, it does not need the exact same number of feats, it just needs the same page count. Most archetypes are made under the 1, 2, 4, or 6 page format. And all you need to do is take an unported 6 page archetype from OGL, or even a 2 or 4 page archetype and just add new options to it until it approaches 6 pages.

Paizo doing it that way is very much doable. But as I said, I don't believe that's their intent. I've said as far back as January I'm of the mind that the Impossible Playtest will be a megabook that combines Dark Archive, Book of the Dead, and Secrets of Magic, scrapping the lore content and adventures, and adding new content to a single 320-page big-book-of-the-year book.


Ryangwy wrote:
moosher12 wrote:

I'd say It's less an indication that the book cannot be reprinted G&G style as such (writing an 8-page treaty on new magic is not THAT difficult a prompt for an experienced writer. It's just a matter of making new lore and fitting it in the old lore's space. Additionally, the Earplug appears in two different books as a fringe case).

Paizo can do whatever they want. They can repost material if they wish to within the same license. But I fear I'm growing pedantic.

It's not text, it's formatting, typesetting and art. You aren't just writing 8 pages, it's 8 pages that occupy the exact same number of lines with the exact same font and the exact page width (variable), that make sense with the fancy background they gave those 8 pages, and which can be summarised in a paragraph that (again) occupies the exact correct number of lines in the first page, plus double-check if the new text will cause the index to misalign.

Oh, and then you need to make a new class archetype with the exact same number of feats and features as the Runelord, whose feats in level order occupy the same about of space as existing Runelord feats, and so on. And then do the same to elementalist which has a spell list, isn't that nice?

If at any point the number of pages increase or decrease for any single element, it's no longer doable like GnG, you're basically making a new book from scratch, asset-wise.

That's why I think it's more likely that they'll do something like Divine Mysteries. Basically a new book on the same subject as Gods & Magic an book that incorporates another book.

Grand Lodge

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So... since nobody has mentioned this:

Rival Academies references Dark Archive and Impossible Lands, so I'm guessing those two are planned to be Remastered, since it seems odd otherwise to use them as references.


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Part of that could just be due to lack of immediate release.

It is a very good point, but Secrets of Magic has also been referenced multiple times in ORC books such as Howl of the Wild and Guns and Gears Remastered Edition. But the more items that are scrapped from Secrets of Magic, the less likely it seems that Secrets of Magic is to get Remastered in that sense.

In a sense, if Dark Archive and Impossible Lands are locked in to being directly remastered Guns and Gears style for that reason, then that means Secrets of Magic would also be locked in to a similar brand of rerelease. And vice versa, if Secrets of Magic is replaced with a new book Divine Mysteries style, then Dark Archive and Impossible Lands are not bound to only be releasable as a Guns & Gears style pass (Though much less likely for Impossible Lands).

Though for now, this supports that Secrets of Magic would be given a Guns and Gears style errata pass until we get more information on it's actual successor.


If Secrets of Magic gets an errata it'll be pretty sizeable given the amount of OGL content to scrap and stuff that was already moved to Core 1/2, Rival Academies and Howl of the Wild.
But maybe it'd be good to give more room to add things and write new lore, even if it'd be a hassle to keep the page count.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

There's still references to Bestiary 2 and 3 in several different Remastered books, so I would be hesitant to use older book references as indications of Paizo's Remastering plans.


Mangaholic13 wrote:

So... since nobody has mentioned this:

Rival Academies references Dark Archive and Impossible Lands, so I'm guessing those two are planned to be Remastered, since it seems odd otherwise to use them as references.

They're probably relevant so they use them. If they do get remastered the page numbers don't tend to change since the layouts of the books don't really change outside of something more drastic like Player Core, which Dark Archive wouldn't be getting.

Impossible Lands is a Lost Omens book and most of it wouldn't change even if it was remastered.

Hell, Extinction Curse referenced Absalom: City of Lost Omens, which came out over a year after Extinction Curse did. And as mentioned, books like Bestiary 2 and 3 are referenced in new stuff. I don't think this means anything: it's just a reference to where things currently exist that are relevant.

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