| The Petty One |
| 1 person marked this as a favorite. |
A book going over the Age of Legend would be my first go to.
-A full map of what the various empires/nations of the time looked like.
-Areas and characters of note.
-Common equipment to each empires/nation.
-Enemies and threats of the age.
My second go to would be a 1E Bestiary conversations of the adventure books like we got with Kingmaker 2E. So us with way too much investment with 1E can enjoy the new adventures without learning a new system or spending hours we do not have homebrewing.
| Perpdepog |
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A 2E rendition of something like Artifacts and Legends, something in the same vein as Monsters of Myth, but for items.
I'd also want it to emphasize the legends part, because I love lore on magic items a lot, and it'd also present an excuse to stat up artifacts and similarly powerful items that may no longer exist, or may no longer exist in the same form as they used to.
| Agonarchy |
| 2 people marked this as a favorite. |
I would absolutely love a Book of Serpents, going over the various ophidian ancestries, giving access to sekmin/serpentfolk or a varition thereof, more details about their past and present, and a gaggle of serpent monsters,familiars, companions, and thematic magic, items, and features, particularly some more ways to deal with poison immunity.
Serpents have an astonishing amount of mythological and real life lore to work with, and the sekmins were kind of a big deal in the past.
| Tridus |
| 4 people marked this as a favorite. |
Bust-R-Up wrote:I'd sneak in and make a new errata document exactly 180 degrees off the community consensus on every issue. I'm enough of a GM that being the monkey's paw just has too strong an appeal."Oracle gets no spells now. Goodbye"
Oracle gets a different number of spells at every rank that were determined by rolling a d8-3. There will be no further explanation.
| Ravingdork |
I would Write the Codex of Horror, about the worst threat lurjing in the material plane.
Allghollthu, the Dominion of the Black and so many more.
Ooh, I would absolutely love some body horror options, much like the 1e alchemist or the content from 1e's Horror Adventures.
| wheatleymr |
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A new Darklands source book:
- Rules for the environment, treating it almost as a different plane of existence.
-- E.g. without a day/night cycle you don't know what time it is, so you don't know when to sleep, and what that does to your sanity.
-- Dead air, explosive air, etc. (Imagine the twist of a partly flooded necropolis, inhabited by undead, where the players can use water breathing spells to get oxygen whilst under water, but have to hold their breath out of the water because the air is all stale?)
-- Getting lost as the tunnels twist around.
-- How do you even know which tunnel to try and follow?
-- Advice for a high-fantasy/low-fantasy "slider", adding or skipping rules depending on the style of game you want to run. E.g. What Exploration mode movement rates do you want - and what effect does this choice have?
- Spells that can help - but make them Uncommon, so the DM can choose when to allow them - and getting them feels significant, because you had to manage without them before.
-- E.g. a group amphibious breathing spell with a duration for Exploration mode, allowing the party to explore those miles of partially flooded tunnels.
- Absolutely *no* complete map. It's a mystery, or at least a secret. Instead, tiles that the DM can lay out as desired - or randomise.
| OceanshieldwolPF 2.5 |
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After first checking that the power supply on my time travel device (TTD) has enough to get me home, I’d quickly explain the future 2e and consequent Remaster situation to the Paizonians. Then after that goes down like you’d imagine, I’d run helterskelter away, hit “pop” on my TTD and come back to this thread and…oh wait…I’m doing this now.
* The Big-ish Booke of Some Actual Playe: Concerning the implementatione of rules by example in simulation, with nary a concerning jotte of “whimsickal” asides. This book details various gameplay situations and the exact options chosen by a group of imaginary players and the resultant effects, showing just how the system *actually* works. Like Actual Play, but a book, and without all the attendant player comments, jokes, shenanigans etc. Combat, spells, social encounters, skill checks. All the small interactions that are often overlooked by beginners. Extensively annotated in side-bars with alternate outcomes, breaking down synergies and strategies and providing further explanatory text. I would definitely prefer this to a “Strategy Guide” a la the PF1e book.
* Streamlineder 2eR: A book that removes a lot of the extraneity of the more minutiae-adjacent RK-conversant damage types/weaknesses/resistances and smoothes away casters’ often lopsided attempts to effectively/successfully cast various spells, and streamlines martials’ ability to achieve more fun, cinematic combat. One streamlined approach to cast offensive spells. One streamlined approach to trip/knock/shove (etc) monsters. The four degrees of success can probably stay, and some of the interactions between F/W/R saves as defences. And before anyone screams “help, it will make characters OP”, “monsters” can use the same system. And this should, while streamlined, also offer much more room for innovation and intelligent gameplay.
| Perpdepog |
Construct Compendium, name subject to change, a book all about the various kinds of construct and construct-like traditions throughout Golarion. Options for a couple more construct ancestries, such as updating poppets to the Remaster, the re-introduction of some PF1E options like wyrwoods, and maybe one or two new options such as playing a sapient animated armor, statue, clockwork, or maybe robot, though I think we'll likely see sapient robots in SF2E.
A chapter or two about different crafting and construct-building traditions, ranging from discussions of different approaches to clockwork construction, to discussions of anaimated objects, to a broader discussion of the guardian and sentinel-type constructs that used to be golems, to constructs that are related to various religious practices, such as the remastered golem. These sections would be peppered throughout with player-facing options such as a remastering of the Golem Grafter archetype along with other Premaster construct-themed archetypes, as well as a few new options such as a class archetype, likely with the inventor or alchemist, that trades away more of their kit to have a more highly modular construct companion ... though as I type that this may be edging into the mechanic's territory. (Eh, no matter, this is a hypothetical.) I'd also like to include some construct-themed spells, as well, along with rituals that let you build constructs and modify them akin to the construct-building rules from PF1E.
Then the last section would be the expected bestiary, which would update more old constructs from the Premaster and PF1E into the Remaster, along with introducing a couple new construct types and families. Not sure what those would be at the moment, though one idea I'd like to see would be multiple, smaller constructs that combine together into a higher-level threat, or constructs made of highly unusual materials, like a construct made of solidified magical essence of a specific type or the like.