Friday, December 18, 2020

40K Friday - December 2020

 


Well we haven't played a whole lot recently but some general army progress has been made... and not just with 40K.

  • 40K is still the big game here and we have played multiple games of 9th, I just haven't been posting them up here. For me it's been a lot of working on marines, especially with the codex out, and that will likely be a thing for quite some time. I've beefed up the Eldar a little bit (and played a few games with them too) and worked on both the Death Guard and the Nurgle Daemons too. 
  • Age of Sigmar - not a lot of action but I'm trying to get the armies into better shape. I added a lot of reinforcements, especially to the Stormcast, early in the year but a lot of it is still sitting on the sprue and not in playable shape. I need to fix that.
  • Kings of War - I dove into the undead army this year. Quite a bit of it is painted and now it's getting based up. So many skeletons ... The Orcs are in good shape forces-wise, I just need to get them based up as well.
  • Flames of War - a new itch. I've always felt I should have more historical miniatures than I really do and I've gone back and forth between Flames of War (bigger battles & more tanks) and Bolt Action (28mm fits better with all of my terrain and is better for any potential WW2 crossover RPG type options. For the moment I'm digging in to FoW and we're going to play some games with it first, but I expect to pick up some Bolt Action items as well. 

There are definitely some other temptations floating around out there. I've resisted adding any new 40K armies to the pile but with a new edition I have a lot of books to buy as they come out anyway. There's a new WW2 naval miniatures game out too from Warlord - well, a new edition of one anyway, and a fantasy ship game from Mantic I want to investigate but those will have to wait a bit. 




Wednesday, December 16, 2020

Mutants & Masterminds Condition Cards

 


Something new here at the end of 2020 - something very useful in play! 


A lot of the action in M&M involves inflicting various conditions on PCs and NPCs. It's one of the reasons M&M is one of the few games where I like to keep  a computer handy but that's more for me to use as the GM. It's still tricky sometimes for the players to keep track of who is in what state and being able to hand them a card with the details on it is a huge win for everyone at the table.


There are three "types" to help make the searching a little quicker and they are otherwise self-explanatory. Including the "supersedes" note is a great touch. It's nice to be clear on exactly how things can get worse for our heroes.


As "conditions" have become a more common concept in RPGs over the last decade I have picked up similar types of products for Pathfinder and for D&D 5E and we use them in just about every session.

"...OK and now you're blinded"

"Uh, is that a -2?"

"Here"

(Problem solved)



Now you absolutely do not need these to play the game. They are a "bonus" if you have a few extra bucks but they are one that in my experience is well worth it. They end up around $20 in a nice plastic deckbox with shipping and having gotten my hands on them I can recommend them without hesitation if you play M&M with any regularity.



 





Monday, December 14, 2020

Champions Complete

 


So ... it's been a while, but I have hopes of actually getting something going before the end of this wonderful year. Deprivation followed by a bit of hope  can send you to strange places so I found myself finally picking up a copy of Champions Complete!

First up it's funny how so much of this is still locked into my brain. I started playing Champions - 2nd edition, officially - about 1983 and the core of this 6th edition of the game is incredibly similar. Most of the changes are in details and clarifications, not in the way the game works. 

This book is a reworking of the 6th edition Hero System rules and the 6th edition Champions sourcebook to get back to giving players a one-stop source for "Hey let's play Champions" that does not require two big hardback rulebooks and another big sourcebook just to play the damn game. You know - like it was up through 4th edition. It's 240 pages long, softcover, black and white inside, and is listed at $30 though it can usually be found for less than that online at least. 

Side note: I bought this and the D&D 5th edition Eberron book on the same day from the same place and both of them were $22. The 5E book is hardcover, full-color throughout, and 1/3 longer. It's a clear demonstration of the power of the print run and scaling advantages. 


Hero 6th edition came out ... ten years ago. Sheesh. I stopped at 5th because I was still catching up with 5th edition and it's lengthy line of books when 6th was announced and I was also keeping up with 4th edition D&D and it's impressive run of books as well. Considering we never played Hero 5th, not even once, it made little sense at the time to me to start picking up a new version. Plus somewhere along the way I realized I would probably just use 4th and my damn-near-complete set of books for it if we got a serious Champions itch going. So I'm seeing some of the 6E changes up close for the first time. Thoughts below:

If you've played and remember the core of what Hero System is like from an earlier edition you will find it's very similar. The stats are very similar though the point costs are different as this edition has completely removed the whole derived stats concept. So if you want to make a character who is great at sleight of hand but terrible at dodging and shooting things you don't have to do anything complicated - you buy up Dex and do nothing for OCV or DCV. most still have a base value, pretty much what the old versions used if you had the human average of 10 in your core stats, but your character's Con, Body, Stun, PD, and ED are completely unrelated to each other mechanically. Dex is still an important stat but it's no longer the god stat that it was as it's unrelated to your CV's and your Spd. Overall I'm fine with this change as while it seemed intuitive back when it was new it does make some assumptions about characters and as time has gone on and more complicated concepts have emerged it's totally fine to de-couple these things. 

System-wise you still build a character out of points with a base allotment and then an expected amount from "Complications" - the new name for Disadvantages. It's a little more clear as a name for what it covers and I'm fine with that change too. There are actually fewer discrete complications than I recall because most of them are folded into Physical (which we always had), Psychological (which seems even broader than before), or Social (seems new to me but makes a ton of sense as a category) complications, plus the old standbys like DNPCs and Hunteds. 

You still have skills and they still work the same way with a 3d6 roll-under approach. A typical roll is still an 11-, with a familiarity being a fixed 8-, and a nice sidebar on what the various other levels mean and how you might rank up compared to the world at large. Levels are still a thing too and combat levels have been thoroughly fleshed out to where I think you can aim to achieve pretty specific things via levels alone. 

Powers and  power modifiers take up a big chunk of the book (as they should) and I don't see any problems here either. Some things have been combined or refined or clarified and I can see where they have tweaked some areas I remember being tricky or unclear. I have not really spent much time trying to recreate any old characters -yet- but I didn't see anything ridiculously different. Well, "Energy Blast" is now "Blast" - I mean it makes sense and that might have changed in 5th but it's been "Energy Blast" since I was about 13 so it stood out to me.

In fact, each of the "bigger" to my mind, or maybe "more complicated" powers has a very cool discussion of how it works and interactions with other parts of the game. Things like telekinesis and teleportation and even stretching are covered like this. A lot of powers that at one point in the game were described mechanically and left a lot of implications and loopholes for enterprising players to explore are much less so now with some discussion of modifiers included right there in the listing for the power itself. The improvements in this section are some of my favorite parts of the book. 


One other major flaw with Hero for me in recent years is the lack of a Fate/Force/Hero point/Bennie mechanic like most other RPG's have now and have had for decades in some cases. At the least they are a way for players to smooth out the extreme whims of the dice gods and in many cases they allow for some scene editing that makes a ton of sense in a comic book game. Champions hasn't had that ... but it does now: Page 130 of this book - "Heroic Action Points". It's not as completely fleshed out as Savage Worlds' Bennies or Mutants & Masterminds Hero Points as they are  straight-up 1 to 1 dice modifiers but it is a start and I could work with it from there. 

Final notes:

  • Yes, the vehicle construction and combat rules are included
  • Yes there are base-building rules included as well
  • Yes there are rules for heroic or agent level play with normal characteristic maxima, hit locations, bleeding, and all of those optional combat rule changes you sometimes see with that style of play.
  • There are some excellent, excellent examples of actual well-known comic book hero powers: power rings (built as a multipower and not a VPP - I was shocked), claws, invulnerable shields, web shooters, utility belts - solid solid solid.
  • The sourcebook section is a good start - types of characters, types of campaigns, villain motivations, and more. There are tons of additional material of this type in the Champions line alone, much less the universe of superhero RPG's but it is not wasted space here. 

In case it wasn't clear I am really impressed with this book. It is truly a one-volume rulebook for playing and running Champions. They actually did it! For context, the "normal" 6th edition rules were split into two separate books that are almost 800 pages long combined. The Champions book which is mainly sourcebook type material and not a duplication of the core rulebook material and adds another 300 pages. So, on some level here we have a 240 page book that accomplishes what you might have taken 1100 pages previously! The Hero bloat, especially with 5th and then 6th, was real. It's nice to see the realization of that and that action was taken for those of us who would like it to stay a game, not a lifestyle choice. 




Thursday, October 15, 2020

Cyberpunk Red

 



Well it looks like there is finally a release date for the tabletop RPG rulebook and there is a really nice overview here. Somewhat to my own surprise I am looking forward to this. We were always more of a Shadowrun group than a CP2020 group but I am really interested in where they take this one. 

More to come. 

Tuesday, September 22, 2020

2020 RPG Contemplation - The Fantasy Options



 When I can I like to have two games going so beyond yesterday's Sci-Fi choices there would likely be some kind of fantasy option. There is always a D&D type game going with our group ... it's just part of the Way Things Are. 

Given that. I spent a ridiculous amount of time gong back through my options ... thinking out loud continues below ...


  • 5th Edition D&D - Well sure, I have to think about this one. I was getting a little bored with it last year but simplicity has an upside too. Theros does give some nice options for that Mythic Greece game I've wanted to run for along time but I don't know... I'm just not that excited about running this system right now. Next year!

  • D&D 0-4th/basic/Expert/Advanced/etc.- Lots of material sure but I kind of want to do something different, something I don't have a multi-year run in yet. I do have some old school dungeons and adventures I would like to run and it would most likely happen with Labyrinth Lord but I'm not sure this is the right moment.

  • Pathfinder 2nd Edition - This is what I was planning on before the Great Shutdown. I had run several sessions and the party made it to 3rd level and liked the game so we were going to revamp the location, keep the characters, and get going for the long haul. Not getting to do that when i was all fired up about it ... well I still want to do that but as I said above I'd like to play something else first.

  • Age of Sigmar RPG - This one is new and I do like the setting but I don't actually own it yet. A bit hesitant to pick it up when I have a bunch of other options I am interested in and might be shoring up with a new book or two. 

  • Barebones Fantasy - I ran across this one on DTRPG, decided to look it over and really liked it. Its very similar to classic D&D at the core but it uses a percentile system for stats and a very interesting skill system - basically a D&D class is effectively a skill like "Cleric" or "Thief". There is a set of specific things each one lets you do and then some guidelines on letting players use it for other things in play as well. It hits a sweet spot for specific (as in "here's what this thing does") while still retaining tremendous flexibility so that we're not trying to look up some obscure rule about a specific ability in a specific situation that we all remember seeing but somehow cannot find in a 400 page rulebook as happens in some other games. It's been around for a few years and looks to be pretty well supported. This is a contender once I decide what I would want to do with it.


  • Warhammer Fantasy Roleplay - If I'm going to consider Sigmar I might as well consider the original - well 2nd Edition original anyway. I have almost all the books and have only tried to run it twice so they are very low-mileage despite my extreme like of the system. I know what I would like to run with this as well so it's a contender. 

  • Forbidden Lands - it's an interesting mix of old school (hexcrawl! PC strongholds!) and new design (dice pools! narrative stuff!) that caught my attention a while back and given the opportunity to run a new campaign I went ahead and picked it up. I need to read the whole thing but it's a contender at the moment.

  • Savage Worlds - This would probably be Beasts & Barbarians and it looks pretty awesome as it is very much Conan with the serial numbers very lightly filed off ... very lightly. It would be totally appropriate for a series of short adventures to kick things off again and we've been playing other Savage Worlds games for years so there is some system familiarity. I'm not sure it's the best option, but it's on the list.

  • Dungeon Crawl Classics - This is the most likely solution for a kickoff. It's surprisingly fun because it always starts with a zero-level "funnel" that winnows out the weak peasants everyone starts as but turns the survivors into accomplished heroes by the end of  the adventure. So you don't need to know much mechanically to begin with because there are not a lot of mechanics for starting PCs! I've had it for years, run it once, but we didn't get to finish the whole adventure ... this time we will. Even funnier is that I absolutely loathed zero-level characters when they first showed up in AD&D. Your 1st level characters are already limited, unskilled, and die to any halfway decent hit and now you want to spend more time at this level ... and even weaker? it was a dumb idea and seemed like a tremendous waste of time. With DCC it works very differently and it works wonderfully. 


Honorable Mentions: Runequest, Middle Earth Adventures, GURPS, Fantasy Hero


So, after spending a lot of time reading through games old and new the contender list for right now is:

  • DCC
  • Forbidden Lands
  • WFRP
More to come .. hopefully including some session reports.

Monday, September 21, 2020

2020 RPG Contemplation - The Science Fiction Options

 

Earlier this year I was running a Pathfinder 2E campaign in a homebrew setting, exploring, tinkering, getting to know the system with my players. Then "2020" happened and it all ground to a halt. Finally though there have been some murmurs in the group and it's time to contemplate what we might do for the last part of the year. So after setting my RPGs aside for the last six months  I've started diving in and reading through a bunch of rulebooks and a pile of old notes for many of them to determine my best options. I'd kind of like to have a fantasy game and an "other" game going and playing at different times. I'm not sure exactly how it would work so that's all a little fuzzy but we will figure it out. Thinking out loud ...

Star Wars
I have way to many ideas for Star Wars campaigns, covering all editions. Before the shutdown I was discussing a Republic-era game and I still like that idea a lot. I just see it as a longer campaign and I kind of want to start with something else before diving into that. A warm up game to get back into the groove sounds like a good idea. 

Traveller
I discovered Traveller almost 40 years ago and I've played or run every version other than Traveller 5, Mongoose 2nd Edition, and d20.  I like the system  have some ideas and most of them are tied to the setting and I'm not sure I'm in the mood for 3rd Imperium stuff right now.

Jovian Chronicles
Serious left turn here I know. It's an easy pitch as "The Expanse with mecha" and that had me fired up. Humble just had the whole set of books up for not too much money so I dove in and started learning the Silhouette system. I really want to like it and I do think it's good but it gets fairly crunchy when it comes to vehicles ... and there would be vehicles everywhere in this game. mecha, fighters, bigger ships ... it would be a serious commitment to learn this. Thoughts started creeping in ... Mekton seems both simpler and more cinematic than this ... if I'm going to need a full on complex vehicle design system I already know Battletech way better than I'm going to know this ... so it's on the back burner for now. I still like the system and if I knew someone that already knew this system and I could play a while to learn it I would but I do not.

Mechwarrior
Well, sure - after the thought process above the military mecha campaign was a solid idea in my head and this is familiar territory. I have the first 3 versions of the RPG and I've played and/or run all of them but I thought I would take at the later version "A Time for War" - it's terrible. It reads and looks like it was designed by engineers and the system is shoehorned into a small box mechanically because of the overriding design goal of "make it work seamlessly with Battletech's system for pilot and gunnery skill and wounds. Bought it, read it, disliked it thoroughly. So, back to MW 3rd edition! Look - I have a whole starting campaign written up! House books, Mercenaries book, Rules Companion ... this is totally do-able. So this is one very much on the list. 



Dark Conspiracy
I don't know why but I do have a soft spit for this weird 90's game. Something made me drag it off the shelf and skim through it again. I have an adventure I like for it but it would very much be a one-shot at this point. The system is easy enough but I'm not sure I want to spend time setting up the universe for what would take us maybe 3 sessions to play through. Still thinking about this one. Conspiracy X kinda falls into the same pit - "90's secret conspiracy X-Files type game" is almost as unknown to people today as the "post-apocalyptic" game that doesn't involve zombies. Speaking of those ...

Gamma World
I love this game. Pretty much any version. Many people think it's a joke game but if you just play it straight it's amazing and it supports long campaigns just as well as early D&D did. Anyway it's always made for a fun game and here again I have at least one adventure I really like that my players have never experienced. Beyond this I would really lean more towards running Mutant Crawl Classics just because there is more system stuff to play with and it has a string of really fun adventures too. This is still on the list as well - actually both of them.



The 40K RPG - yeah that new one, not the old one
Interested of course, and it's not like I don't have the miniatures or know the setting, but this feels like a "later" kind of game. I don't have a solid campaign idea yet either so the fire is not quite as strong. we will get around to it but it's not a priority right now. 

Cyberpunk 2020 - because third edition was a mess
I know there would be some interest because of the computer game that's coming out and I have always liked the rules but anytime I start seriously thinking about adventures and situations and NPCs for this game I can't help but think "this would be cooler in Shadowrun" and then the whole thing kind of short-circuits. 

Aeon Trinity 
I've always wanted to like this game but the background feels ... preachy. The PCs are heavily tied to particular agencies because of their powers and it just feels like the metaplot is so heavy handed it gets in the way of letting the players do their thing. Now I've never run it so that's just my feeling after reading the new version again. It seems like a cool concept mixing near-future sci-fi with super powers but I think most of the pure space games and the pure superhero games do it better. 



Stars Without Number
Every time I read this game I am blown away. It's uncomplicated but not really "simple". It covers a wide range of options but doesn't really lock the GM or the players into anything. The advice is dead-on with how I feel about running games these days and the tools it provides are clearly a product of actual play vs. theorizing about the perfect RPG. Who would have thought that a fusion of Traveller and 70's-80's D&D would work so damn well? I have a set of ideas for this one, some adapted over from Traveller notes, that I think would run well and make for a fun campaign. It's definitely an option. 

So after weeks of research and contemplation my leading candidates are
  • Mechwarrior
  • Gamma World/MCC
  • Stars Without Number
So there's a chunk of what's been going on here this month. More to come!







Wednesday, August 19, 2020

40K Friday - Special Monday Edition: Space Marine Miracles

 

What a glorious week we had last week! Various leaks indicated we had some major changes coming besides just rules - equipment and statlines were both clearly in play with this new edition, and with one leak a day it built up interest and discussion until finally on Thursday we had the big reveal...

Classic marines are all going to 2 wounds! Finally! Space marines are finally making that jump to the elite force they always should have ben but haven't quite lived up to since 5th edition, at least.  Terminators are going to 3 wounds! Astounding! it appears as though marine units are finally going to live up to the backstory!

Beyond that we have flamers going to 12" range - which allows them to shoot after deepstriking, the various power weapons all getting a strength bump - +1S power swords are a very interesting option for a lot of my armies now, 2-shot multi-meltas should be decent, and heavy bolters going to 2 damage - yes! They are now pretty much the .50 cal in the WW2 American Army where they were stuck on every surface that could fit one, from Jeeps to halftracks to damn near every tank produced by the end of the war. 

I have to say I really really like this reworking of the marines and their tools. It's going to be a fun and different-feeling edition for some armies that have looked pretty much the same for a long time now. 

Then of course there are the other impacts - Chaos Marines are getting the same upgrades. CSM's finally step out in front of cultists! 3W Chaos Terminators! 2W Death Guard Plague Marines? 2W Berserkers? Oh it's going to be fun for the spiked ones too!

The weapon changes will spill over to the Guard and the Sisters and even into the Eldar armies as well. 

So much to ponder with these updates! I expect I will do so right here over the next few weeks.




Wednesday, August 12, 2020

City of Heroes - Analyzing my Character Choices

 

Golden Griffon (Brute) over Talos Island

A bit of introspection today - what kinds of characters have I made in this new incarnation of Paragon City?

Melee Types:

  • Tankers: 10
  • Brutes: 11
  • Scrappers: 10
  • Stalkers: 1
Well that's weirdly even. I was more of a Scrapper Guy than a Tanker in the old days, then once Brutes became a hero side option I dove into those pretty hard. For those not as into the game Tanks are the strongest defensively, Scrappers are the strongest offensively, but Brutes are almost as good as both of them in both categories. The "fury" mechanic for Brutes makes them probably the easiest class to play as they are almost a s tough as a Tank, and they gain damage output every time they hit someone -or- get hit by someone. They are quite a bit of fun because they feed directly off of doing what they are supposed to do. I like all of the melee types though. 

Stalker is a bit of a specialist, more about sneaking through enemies than a straight up fight but they are enjoyable for a change of pace. My one in play is a Crow homage so he's very much a theme character. I never played them in the old days so this is an area I ought to explore more.

Amazing Aluminum Man (Blaster) over Steel Canyon

Ranged Types:
  • Blasters: 11
  • Corrupters: 6
  • Defenders: 3
  • Sentinels: 4

Not a big surprise - my main is a Blaster and I tend to create a version of him on each server which pumps that number up a bit. Corrupters are a better fit for some concepts and I have explored a few different directions there. Defenders are great on a team, less so solo so while I do have a few and have some ideas for more they will always take a back seat to the first two. 

Sentinels are the new archetype on Homecoming. They were a concept in development on live and then completed between then and now. It's a ranged combatant primary power - like a blaster - but the secondary is a defense set which is something entirely new. It's an "armored shooter" type which actually fits my original concept for Aluminum Man better than Blaster, but I've been playing him as a blaster so long I can't change now. I did recreate American Ironhead as this type and he's been a lot of fun. I have a fire blast/fire armor character that's been pretty amazing too. 

Utinni Utinni (Robot Mastermind) wishing he could see over the counter... 

The Specials:

  • Mastermind: 5
  • Controller: 3
  • Dominator: 2
I did not play a ton of these in live and that seems to have continued. Masterminds are a lot of fun so there will be more at some point but I don't really want to duplicate the primaries right now. Theming matters so I would rather run one of them up to max level before I try running the same thing again. 

Controllers are cool but I am not a huge fan of running them solo - they are way more fun on a team, even a two-man team, so I tend to only run them with friends which keeps the numbers down. 

Dominators... their powersets are the trickiest for me to reconcile as a character. I get an occasional idea for them, and they are fine for solo play, but they just don't speak to me like a lot of the other options do. 

Conclusion

Well I'm sure all that says something about me but I'm not sure exactly what. I will say one of the reasons to have a large slate of character options is that whatever mood I'm in I probably have something that fits it perfectly. Charge in and bash heads, fly around and snipe, team up ... there are lots of ways to go - and I'll be going for a while longer. 


Wednesday, August 5, 2020

Finding Some Fun - Back to City of Heroes


Aluminum Man vs. the Giant Donut

So when it came back last year I played it damn near daily for about 4 months ... then I just burned out on it ... to the point I barely touched it until last month. having more time at home though, and having run through some other options to the point of near burnout - namely World of Warships and Command & Conquer Remastered - I kinda fell back in love with it again.

Hammer O Justice and Blue Aluminum Man team up for ... justice!

While many of my friends are still out on it, a few have come back with me so that we are getting in some decent team time again. Yes I do have a ridiculous number of characters but this round I am not making new ones, just levelling up the ones I made last year.

Son of MacGruff dispenses some Street Justice
I've also discovered the oddly comforting feeling of running into some of the same NPC's and running the same missions we were running ten years ago. There are multiple levelling paths in City of Heroes so you usually have choices as you climb the ladder but there are some favorites along the way. Since everyone had to recreate their characters there have been some moments of deja vu here and there as we find ourselves having flashbacks to live with the same characters running the same missions. There's some nostalgia, sure, but it's also fun to re-acquaint yourself with something that is unchanged after a minimum 7 year gap. A lot of other things may have changed but Paragon City is just as you remember it.

Ten years later Fusionette still needs rescuing over in Faultline
There have been some updates - there are new powers and power sets, tweaks to some existing powers and archetypes - even a new archetype: the Sentinel -  costume updates, and lots of quality of life stuff. Vidiot maps is still an extremely useful add-on (and has been updated), MIDS is still there for power-building (also updated), and the forums are new but still an incredibly helpful resource for learning the game, or re-learning when memory fails.

"Hey Hammer! I bet we can take that Rikti ship!"

So if you're bored at home or in a superhero kind of mood come check it out!

If you get on and get interested message me here and maybe we can team up!



Ack! Maybe we can just wait 'em out!



Monday, August 3, 2020

Pathfinder 2 in 2020



I really liked what I saw in Pathfinder Second Edition when it launched about a year ago. I bought all the books and decided to give it a try and it works well and seemed to have a lot of potential until the whole virus thing killed my RPG-ing this year. Even with that blockage though, I continued to follow the game and added the next wave of books - the Lost Omen World Guide and Character Guide and Gods and Magic - and figured that would just be a thing this year.

Now... I'm kind of not doing that.

Part of it is that after months of not being able to play I'm not really buying any RPG material other than the occasional PDF. I got into a cycle of picking up a new book, getting excited about what I could do with it, and then getting another month of quarantine time - so I stopped doing that. I mean, it can still happen with stuff I already own, but at least I didn't spend new money on it.

Side note: Humble Bundle has a strong deal on the current Star Trek RPG line. If you're at all interested it's only about 15$ to get damn near every book they have now.

PF2E specifically though, I am weirdly disappointed with what they are doing. Sure, they started off with Core Book - GM Book - Bestiary - that's totally fine. Then they added a trilogy of setting books - also fine. But now, we have ... Bestiary 2 ... and the Advanced Players Guide. For next year they just announced ...Bestiary 3 ... and "Secrets of Magic" which is clearly "Ultimate Magic" for 2E. So .. .we're just going to follow the release schedule for 1st edition? Just re-do all of those books? We have AP's running alongside them too so it's looking very familiar. The only thing we don't have are the monthly softcover player books/DM books.


It's difficult for me to explain the feeling here but "disappointment" is probably the best word. I was expecting or at least hoping for a different approach here. I'm not sure what, but it wasn't damn near the exact same thing they did last time. D&D changed things up dramatically for 5th edition when compared to 4th or even 3rd. It feels like other games have changed up their approach as well. The Star Wars and Star Trek games being two current and at least slightly popular other examples.  I know there's a demand for this kind of stuff in general and with the Pathfinder crowd in particular, and I get needing a regular release schedule to maintain interest and to provide cash flow. I totally get it ... but I'm still weirdly disappointed with it.

Maybe because it makes things fairly predictable? A bestiary each year,  a class-type book each year - one for the Fighter types ... Ultimate Primal, Ultimate Occult, Ultimate Divine to round out the spellcasters ... another Ultimate Campaign to add more to the downtime and a kingdom management system (again)  ... no doubt another attempt at Mythic play in year 3 or 4 ... probably a tech book tied in to Starfinder to liven up Numerian campaigns ... it just feels somewhat by-the-numbers looking at it now.


Who knows - maybe they will surprise me! It's not strictly the thought of buying the same books for a new edition - lord knows I'm not against spending money on a game I like - but following what looks like the same approach as before does kill some of the anticipation. Look! The new Ultimate Magic is going to have the Magus and the Summoner! I mean, I like those classes, and the mechanics of the game are definitely different, but ... man it feels like the shine has just peeled right off of this thing. It would probably help if I was running or playing actively right now but I think it would still be less than awesome.

Attitude and first-world problems aside I do still like the system. For a full-on, long term, crunchy fantasy game system I like it better then D&D 5E and I'll probably find myself running it again at some point. At the moment though it feels a little deflated.