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All posts created by Schedim

Schedim
You are a Troll
Also:

I pledged at one of those levels listed above and never heard a single solitary word from GW regarding it.

Yuck, that is sooo bad, but completely in line with the Kickstarter honeytrap mentality that so many KS employed then (and perhaps still do?).

I really hope that GW do something about it!
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
Hear, hear! Time to put some teeth into the world. Escalation harvesting is fun and so, but feels very static and, frankly, inane after a while.
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
Agree on the notes on the Seeker, perception is one of those sad of-no-use skills, perhaps this is balanced by non-resistance/combat skill bonuses?

On a tangent, couldn't Perception be a defensive bonus versus things like Flat-footed/surprised/something-similar conditions? That would be a starter to get that skill back in the game.
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
RichClark
I do.

+0, +1 and +2 are there now.

+3 will be there this afternoon.

Maker smile
You are a frakking machine! Just needs to scrounge up the golds now, need to run around and empty the piggies around the map…
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
Well I starts to play a bit now and then and just lost a heap of gear to stupidity, so I'm ambling towards Carpe for some shopping again. Having any Sanctified Steel Spears laying around?
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
Edam
I am not sure limiting the token processing to characters with the alchemist combat role actually makes sense unless it is something they do "on the fly" whilst in combat.
mmm … yeah, you may have a point there, I had forgotten that how design choice worked. I was back in the tabletop structure again.

Edam
Making it a feature of the existing alchemist crafting role seems much more logical.

Also out of curiosity, what is planned for armor feats ? Some thoughts:

  1. rather than creating entirely new armors or just using existing armor already in game for the feats, how about giving the alchemist craft role recipes that "transform" select existing armor items into an alchemist version that better matches alchemist armor feats. This could use the same game mechanics as invoked when enchanting armor, except its done by an alchemist not a spellcrafter. NOTE this would transform the armor to a new type with new name, new keywords and base effects, not just add a feature like resistance the way spellcraft does.
  2. alchemists in tabletop do not suffer spell failure in heavier armors so I assume the same will apply here
  3. regardless of spell failure, making specialist alchemist armors light or cloth would seem to fit the theme
  4. whilst specialist armor that enhances alchemist attacks or improves saves and resistances fits the role well, consider some unusual or funky armor feats that nothing else has as well
  5. random example of "unusual" armor feats might be armor that recovers power or heals on a critical hit or adds extra effect power to alchemical potions and expendables
Hear, hrear! Good ideas all over the place!
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
Bob
I agree that tokens need some work, and it's on the list of issues to tackle. However, I think that's best handled as its own issue, not something tightly connected to one particular combat role.

I most humbly disagree, I think it is a golden opportunity to create a asked for feature (remove the surplus Tokens) in a world congruent way (turning one thing into another using a recipe), thematically suitable role (Alchemists cook weird things) and also gives the provides the role with one unique thing.
As a DM I always have had the opinion that the Alchemists are an excellent dumping ground for weird shit players want;
-"you want a character with blackpowder weapons?" … well have the Alchemist
-"you want to play with mutations?" … have the Alchemist
-"you want to stich things toghter like Frankenstan but don't want to be a Necromancer" … well you have this class, the Alchemist it is called ..
If it is odd, smells and goeas boooom, make it a Alchemist feature.

Then what Tokens should distill into, well … doesn't matter really as long as it is something economically viable. I think refining to crystals, perhaps, as charges always will be in high demand. Potions with various effects would be fun, but I think it is to much bother for not enough bang.
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
Bob
We're not ready to implement guns or grenade launchers or anything like that, so we're starting with the core alchemist skill of throwing stuff accurately without it blowing up in their hands.

Hehe, no I didn't expect that, that was mostly nostalgic musings.

Bob
However, don't think of bombs as just being restricted to explosive/fire damage. The initial bombs I've been working on are based on the Alchemical Bombs listed in Second Edition (Acid Flask, Alchemist's Fire, Bottled Lightning, Frost Vial, Tanglefoot Bag and Thunderstone), and then I've expanded on them a bit based on various Alchemist feats and discoveries. Basically, a bomb can have any combat effect that the game currently supports, though you're very right that it's important to keep the attacks from feeling too much like Wizards. That's mostly just a matter of combining the existing effects in new ways that feel more alchemical than magical.
Sounds nice as a starter and I'm looking forward to what you can cook up!smile
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
Hey, here is an idea! Have the Alchemist use Tokens in some capacity, distilling them or transforming them or something, making Tokens a part of the economy instead of an annoying loot padding.
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com
Schedim
Bob
For Bombers, this is pretty easy: They're all about doing damage, explosively and violently. That means they want to throw bombs, all the time, constantly, and sometimes they want to throw really big bombs. So, the bombs balanced for constant attacks go on the Alchemist's Tools, and the bigger bombs go on the Formula Book.

I sure you just was brief here, but when i played an alchemist bomber back in the the days, the damage was nice and so, but the real interesting stuff was the weird bombs you used for battlefield control; paralyzing gas, electric stun bombs, equipment destroying acid, gasses that robbed magicians of voice, stun bombs that blinded … minefield laying bombs, bombs that exploded into clockwork critter swarms. I don't remember what was third party and Pazio any longer, but that was what made the real difference from other classes.
It was important back then that making them differ from Wizards and such so it wasn't just a reskinned wizard.
… and the Blunderbus, the main deliver tool to your enenmies, shot for area attack, slug for the big monster killing and propelling bombs to distant, hard to reach places (not to forget the hook for the climb).
We used a hack where the blunderbus was a matchlock that fired after all other actions in the round, but the target had to be declared first, hillarious! (an it took forever to reload, so it was more a opening move.
And rockets … unpredictable and impressive …
Schedim: Peddler and dealer in stuff easily transported, restless wandering the land of the River. Trying to find out how to reawaken the cult of Hanspur. To realise this ambition I created the company named Rats of Hanspur.
You can reach me on: pfo.schedim@gmail.com