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#pathfinder 2nd edition
hiromicota · 1 year
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Earlier today, Paizo announced long awaited books for their Asian inspired continent Tian Xia. Unlike many other companies attempting projects that large, Paizo went out of their way to hire damn near every Asian TTRPG writer in the business.
 I’ve worked on ~100 books & games. I’m often the only Asian on a project. It’s rare to have more than 1 other Asian on a book with me.
The Tian Xia books?
There were like 40 of us! 😲
I’m really glad that Paizo took the time to do this right. 💚
Players are going to see what a difference that level of representation makes when they get their hands on Tian Xia & see the massive diversity of Asian cultures & experiences reflected in the books.
I’m not just talking about countries or ethnicities; there’s also different stories of identity — diasporic groups, immigrant experiences, people reconnecting with their heritage, refugees, people finding & making places of belonging, … The sheer breadth of Asian experiences and identities represented in Pathfinder’s Tian Xia team and in our books is astounding. 
This is why representation matters.
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urbandragondice · 7 months
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So for Pathfinder 2nd edition we're getting a new book called The War of the immortals. And in that book we are going to get two new classes. The animist who powered by spirits, is predominantly a Divine caster but gets access to other spells depending on what spirit is inhabiting them. They also get unique focus spells and abilities by accepting the mantle of that Spirit within them.
The exemplar is a rare class that gains access to a Divine spark from a slain God. Literally torn apart in the heavens during the events of this book. This new class channels their power through iconic forms and games abilities as they love love to enhance their own narratives and stories. They're a marshall class who has incredible spikes of power but doesn't seem to have the same power as a pure fighter. Think of them as having like a devil trigger where they can go into a super mode for short periods of time.
The book itself will cover a lot of archetypes that give players immortality options. I'm more worried about what God they're going to kill in the core Pantheon. But these options sound interesting.
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keplercryptids · 1 year
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Paizo (the company behind Pathfinder) is collaborating with a bunch of TTRPG publishers to create a new open gaming license!
their site keeps crashing from all the traffic lol so here's the text of their statement:
For the last several weeks, as rumors of Wizards of the Coast’s new version of the Open Game License began circulating among publishers and on social media, gamers across the world have been asking what Paizo plans to do in light of concerns regarding Wizards of the Coast’s rumored plan to de-authorize the existing OGL 1.0(a). We have been awaiting further information, hoping that Wizards would realize that, for more than 20 years, the OGL has been a mutually beneficial license which should not–and cannot–be revoked. While we continue to await an answer from Wizards, we strongly feel that Paizo can no longer delay making our own feelings about the importance of Open Gaming a part of the public discussion.
We believe that any interpretation that the OGL 1.0 or 1.0(a) were intended to be revocable or able to be deauthorized is incorrect, and with good reason.
We were there.
Paizo owner Lisa Stevens and Paizo president Jim Butler were leaders on the Dungeons & Dragons team at Wizards at the time. Brian Lewis, co-founder of Azora Law, the intellectual property law firm that Paizo uses, was the attorney at Wizards who came up with the legal framework for the OGL itself. Paizo has also worked very closely on OGL-related issues with Ryan Dancey, the visionary who conceived the OGL in the first place.
Paizo does not believe that the OGL 1.0a can be “deauthorized,” ever. While we are prepared to argue that point in a court of law if need be, we don’t want to have to do that, and we know that many of our fellow publishers are not in a position to do so.
We have no interest whatsoever in Wizards’ new OGL. Instead, we have a plan that we believe will irrevocably and unquestionably keep alive the spirit of the Open Game License.
As Paizo has evolved, the parts of the OGL that we ourselves value have changed. When we needed to quickly bring out Pathfinder First Edition to continue publishing our popular monthly adventures back in 2008, using Wizards’ language was important and expeditious. But in our non-RPG products, including our Pathfinder Tales novels, the Pathfinder Adventure Card Game, and others, we shifted our focus away from D&D tropes to lean harder into ideas from our own writers. By the time we went to work on Pathfinder Second Edition, Wizards of the Coast’s Open Game Content was significantly less important to us, and so our designers and developers wrote the new edition without using Wizards’ copyrighted expressions of any game mechanics. While we still published it under the OGL, the reason was no longer to allow Paizo to use Wizards’ expressions, but to allow other companies to use our expressions.
We believe, as we always have, that open gaming makes games better, improves profitability for all involved, and enriches the community of gamers who participate in this amazing hobby. And so we invite gamers from around the world to join us as we begin the next great chapter of open gaming with the release of a new open, perpetual, and irrevocable Open RPG Creative License (ORC).
The new Open RPG Creative License will be built system agnostic for independent game publishers under the legal guidance of Azora Law, an intellectual property law firm that represents Paizo and several other game publishers. Paizo will pay for this legal work. We invite game publishers worldwide to join us in support of this system-agnostic license that allows all games to provide their own unique open rules reference documents that open up their individual game systems to the world. To join the effort and provide feedback on the drafts of this license, please sign up by using this form.
In addition to Paizo, Kobold Press, Chaosium, Green Ronin, Legendary Games, Rogue Genius Games, and a growing list of publishers have already agreed to participate in the Open RPG Creative License, and in the coming days we hope and expect to add substantially to this group.
The ORC will not be owned by Paizo, nor will it be owned by any company who makes money publishing RPGs. Azora Law’s ownership of the process and stewardship should provide a safe harbor against any company being bought, sold, or changing management in the future and attempting to rescind rights or nullify sections of the license. Ultimately, we plan to find a nonprofit with a history of open source values to own this license (such as the Linux Foundation).
Of course, Paizo plans to continue publishing Pathfinder and Starfinder, even as we move away from the Open Gaming License. Since months’ worth of products are still at the printer, you’ll see the familiar OGL 1.0(a) in the back of our products for a while yet. While the Open RPG Creative License is being finalized, we’ll be printing Pathfinder and Starfinder products without any license, and we’ll add the finished license to those products when the new license is complete.
We hope that you will continue to support Paizo and other game publishers in this difficult time for the entire hobby. You can do your part by supporting the many companies that have provided content under the OGL. Support Pathfinder and Starfinder by visiting your local game store, subscribing to Pathfinder and Starfinder, or taking advantage of discount code OpenGaming during checkout for 25% off your purchase of the Core Rulebook, Core Rulebook Pocket Edition, or Pathfinder Beginner Box. Support Kobold Press, Green Ronin, Legendary Games, Roll for Combat, Rogue Genius Games, and other publishers working to preserve a prosperous future for Open Gaming that is both perpetual AND irrevocable.
We’ll be there at your side. You can count on us not to go back on our word.
Forever.
anyway as a personal note, i am in the process of switching to Pathfinder 2e as my main ttrpg system and am really liking it so far! and paizo as a company doesn't make my blood pressure go up the way wotc does.
please support non-d&d game publishers, right now and forever!
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dndspellgifs · 3 months
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Cataclysm
10th level evocation
Arcane, Primal
(pathfinder 2nd edition)
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baronfulmen · 10 months
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Holy shit Pathfinder 2e is even better than I was expecting you guys
Look I don't want to dump a long post on everyone but please click to read more. Come on. It's actually interesting.
Okay so I know Tumblr, here to get you interested is a fun fact: There's a specific god that will help you trans your gender.
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The rest is more about rules and gameplay but click anyway.
Having three totally interchangeable actions per turn is SO GOOD, and having actions worth doing means you don't end up just doing the same thing every turn like in 5e.
Anyone, regardless of class, can choose to use their turn to:
Move, move, and move again.
Attack, attack, and attack again (not actually a good strategy but it's nice to have the option).
Roll intimidation to make the enemy frightened, trip them (which is more likely to succeed now that they're frightened), and then hit them (which is more likely to work now that they're on the ground).
Move, shoot someone, then duck behind cover.
Cast multiple spells if you know spells (most often good spells cost two actions to cast, but some cost one so you could cast 2-3 spells in a single turn sometimes).
Cast a spell (if you know spells) that is the equivalent of a concentration spell in 5e, and then use an action to keep the one you cast last turn going too (then next turn you can use an action to sustain BOTH of them and also do a third thing).
Hit someone, step back out of their range without provoking an attack of opportunity (though wonderfully most people can't do those anyway which means people actually move around in combat thank god) and then raise a shield to get an AC boost.
Roll to recall what the thing you're fighting is weak against, attack it, and then (because that first action told you it has a gaze attack) avert your eyes.
Etc.
That's without any feats or class features (I mean as noted above not everyone knows spells and stuff but you get what I mean) and there are other actions I didn't even mention. PLUS, it means spells can do different things for different numbers of actions!
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(Those little diamond shapes are actions, so you can see that this one spell can be cast for one, two, or three actions with different effects)
2. Degrees of success mean that things don't fail outright as much and you can get bonus effects from tons of things. Also it means that every little bit helps which encourages strategic gameplay (like the tripping and intimidating stuff mentioned above).
Rolling ten or more higher than your target is a critical success, and missing it by ten or more is a critical failure. Also, getting a nat 1 or nat 20 changes the degree of success by one level. So you can get a nat 20 on something way out of your league and have it bumped from a failure to a success, or you can roll so well that you crit succeed just because you got a 31 on a DC 20 save or something (numbers are bigger in Pathfinder because you add your level to almost everything, but it's all balanced out and is fine I promise).
Like, look at what tripping does:
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Or spells!
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See, it's not purely save-or-suck!
3. There are so many cool ways to customize your character!
Pathfinder 2e is built on feats, but unlike 5e they're actually balanced. You get skill feats! You get class feats! You get ancestry feats! A lot of them are minor by themselves but FUN and you get SO MANY that no two characters will ever be alike. You can also (optionally) take an Archetype that lets you kinda sorta multiclass into not only other classes or a medic or a special kind of whatever but also random shit like "guess you're a ghost now".
Right now there are 3,983 feats. Yes really. This isn't as intimidating as it might sound; a lot are for specific classes, specific archetypes, specific ancestries, or for skills your particular character doesn't care about. Some are also restricted to higher levels, or have other requirements like having a certain skill at X rank or having some other earlier feat. Also at any given time you're looking for a particular type of feat, so your list will be smaller and totally manageable. It's 100% fine and easy to pick one. Like, when I was picking a level 2 class feat for my summoner these were my options:
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Not so many that it's overwhelming or anything, but because you (over time) select so many different kinds of feats it really lets you fine tune your character to be whatever you imagine.
4. There are specific rules for things you can do while wandering through a dungeon or the wilderness or whatever!
Yes, sure, in 5e you can say "uh, I'm gonna keep casting Guidance over and over as we walk" or something, but a lot of the things people ask to do are hard to rule on. Can they really be constantly ready in case combat breaks out? How do you give them an advantage for that sort of thing without it just being a free buff?
But in PF2e there's rules for that! If you think there's gonna be combat, you can take actions such as:
Scout! This means if a fight breaks out everyone gets a +1 to initiative!
Avoid Notice! This means if a fight breaks out you roll your stealth for initiative rather than perception (everyone is trained in perception and it's the default thing you roll for initiative, but theoretically the GM could have you roll anything, like if you were trying to act friendly and then surprise attack maybe you'd roll deception) and if you roll well you can start combat hidden!
Defend! This means if a fight breaks out you start with your shield already up, raising your AC!
And then there's non-combat focused stuff too, like searching and keeping detect magic up and all sorts of stuff. There's a whole page of activities.
5. Some of the magic items are really funny.
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just-nav · 6 months
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animatic of Blaire casting Magic Missle
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empori-canard · 2 months
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alyxdrawsthings · 4 months
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Drew my partner’s new pathfinder 2e character. His name is Orson and he's a level 5 Fighter with a Wrestler archetype ✨
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godincarsnate-blog · 6 months
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Someone please explain to me why when I try to do world building and session prep my brain just doesn't want to make encounters or towns or NPCs because I just think "ah I can bullshit it the day of" but then I spend three hours designing a character and giving them a backstory and thinking what their life is like on a day to day basis, when my players will never meet him because he's dead and I just wanted to give him some details when my players run into his corpse.
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thebirdgang · 3 months
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Pf2e bird lady monk with a magic medieval style hand cannon that's wielded like a bo staff
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bearvanhelsing · 1 year
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Absolutely beautiful Aria drawings by @ashsktchm Her art and OCs are so so beautiful! Please follow and support her art 💖
I might have made Aria Calistrian if I’d known she looked that good in black and gold 😖
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ttrpg-in-the-tags · 9 months
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TTRPG players, I have a long-standing theory that everyone has a favorite character that they’ve played—an irreplaceable one that just has a very special place in their heart, even if they tend to love their characters equally.
Tell me in the tags about yours, or if you really and truly don’t have a favorite, say so!
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urbandragondice · 6 months
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keplercryptids · 1 year
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A Quick Breakdown of a Few Non-D&D TTRPGs (and how they compare to D&D)
hi it's me, your local ttrpg player and forever-GM, encouraging y'all to play something other than d&d. i wanted to share about a few ttrpgs in particular and how they compare to the d&d experience. this might be useful to some who want to try a non-d&d system with a little more guidance than "all of these look cool." i'm focusing on the three systems i have the most experience with, and i'm not going to delve into the game mechanics, but rather focus on the game experience.
also, hey!! if you learned to play d&d, i promise you, you can learn another system. d&d is complicated and often expensive, but other ttrpgs aren't necessarily like that! most ttrpgs, in fact, are much simpler than d&d and easier to learn. so don't let the barriers you may have faced with d&d discourage you from trying a new system.
Savage Worlds
experience: player in a homebrewed setting for about a year.
overview: savage worlds is a setting-neutral system, so it really lends itself to homebrewed worlds. character creation is looser and more flexible in some ways than d&d. you piece together the character you want rather than using a set class/race. i would say the biggest difference between savage worlds and d&d is what the name itself implies. the world can be savage! the dice are swingy in this game. you might be great at a skill, but it doesn't guarantee success the way it pretty much does in d&d. wins and losses tend to be bigger and more dramatic.
what i love: your "class" feels more customized to what you want. savage worlds rules can be implemented in all kinds of settings and worlds which is cool. "balance" isn't really an issue the way it is in d&d (but be prepared for those swingy dice!). combat can be deadlier in some ways, but the system doesn't rely on combat the way d&d does.
Blades in the Dark
experience: GM of a campaign for several months.
overview: blades in the dark is about a group of scoundrels, being scoundrel-y. my favorite line from the player's handbook is that you should play your character like you're driving a stolen car, and i just love that metaphor so much. blades is a game where you play bad people doing bad things (crime). you roll a number of d6s and if you get a 1-3, you fail; a 4-5, you succeed with a complication; a 6 is a total success. what this means in-game is that almost every roll you make results in something bad happening. this leads to a chaotic game experience where the pressure is constantly building until something explodes.
what i love: as a GM, i never prepped for more than 15 minutes before a session. you don't need to prep at all as a GM (either way, be prepared to improv your ass off!). the mechanics are also a delight and i know i will use some of them in most of my games moving forward (clocks! clocks are genius). it also has more of a collaborative feel than d&d. you and your players are making it up as you go and it FEELS that way, which is so fun.
Pathfinder Second Edition
experience: GM of a published adventure for just a few weeks!
overview: this is probably the system most similar to d&d. a lot of the skills, dice mechanics, spells etc will be familiar to you. if you like d&d mechanically but want more crunch and more balance, pf2e is a great option. it's definitely more complicated than d&d, but i don't think it's too complicated, if that makes sense. combat is easier to balance from the GM side and feels more dynamic in many ways at level 1 than d&d at any level. also pf2e has a sense of humor??? it's hard to describe but so many of the feats, spells and monster abilities are FUN in a way that's lacking in d&d. i plan to run my next campaign in pf2e and am excited to delve into using it for a homebrew setting.
what i love: character customization is off the fucking charts. if you're a 5e player, you'll be astounded at just how many skills and abilities you get every level-up. also, it's a game that's balanced, which as a GM i've noticed right away. combat is fun to run (i have NEVER said that about 5e lmao) and feels like you're actually playing a game, rather than giving a presentation the way a lot of 5e combat feels as a dm. every monster stat block is interesting and unique. and there's a rule for everything, which i personally like.
anyway, i hope this was useful! get out there and try a new ttrpg system, okay??
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jellvisk · 10 days
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part of my pathfinder 2e world. i have the first session of the paign like next week I am nervous :-)
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just-nav · 4 months
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i did some designs for pathfinder's 2e Drake Rifle, i had it wrong and thought u could change the element on it but je its once chosen its set. but je its fun
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