Pathfinder 2 Elves & Dwarves; Golarion In Core Rules, Playtest Process, & Ancestry Terminology

Today's Pathfinder 2nd Edition news update is a mixed bag covering Golarion's "infusion" (or "dusting") in the core rules, how the playtest process works, and the reasoning by the new Ancestry terminology. But, most importantly, we get our first introduction to the new elves and dwarves from the upcoming edition!

Today's Pathfinder 2nd Edition news update is a mixed bag covering Golarion's "infusion" (or "dusting") in the core rules, how the playtest process works, and the reasoning by the new Ancestry terminology. But, most importantly, we get our first introduction to the new elves and dwarves from the upcoming edition!


20180406-ElfDwarf_360.jpeg

Elf and dwarf by Wayne Reynolds


  • Elves & Dwarves! Paizo's latest blog update introduces the new versions of these two core races.
    • Dwarves get Con, Wis, and a flexible ability boost, and a Cha flaw.
    • Dwarves get 10 racial hit points, 20' speed, ignore armor penalties to speed, and see in the dark.
    • Dwarves feats include Weapon Familiarity, Ancestral Hatred, and Hardy (this one is called a "heritage" feat with can only be taken at first level).
    • Elves get Dex, Int, and a flexible ability boosts, and a Con flaw.
    • Elves get 6 racial hit points, see in dim light, move at 30'.
    • Elven feats include Keen Hearing, Ancestral Longevity, and Nimble.
  • How much Golarion will there be in the playtest book? "Book of the Damned and Adventurer's Guide are not great examples, as they contain WAAAAAAAAY MOOOOOORE Golarion lore than the Playtest Rulebook. We'll probably do a blog about this in the coming weeks, but I sort of regret the use of the word "infused" in the marketing speak for the playtest, as it's probably more appropriate to say "Golarion dusted." The upshot is that the Playtest Rulebook will reflect Golarion as the "platonic" version of the world in the same way that the AD&D 1e DMG sort of defaulted to Greyhawk. There weren't multi-page treatises on the history of various kingdoms or whatnot, but when you read about Vecna or the "cult of the Ebon Flame" or something in a throw-away reference in a magic item, you could assume they were talking about something you could find in the World of Greyhawk. Likewise, I think it'd be fair to assume that the core deities will get more than a line on a chart to give people something to dig their teeth into, roleplaying-wise. Also we'll be talking about Forlorn elves and the Bleaching in the elf and gnome descriptions, for example, but we won't be going into detail on affairs in Kyonin or explain what's up with why the gnome god Thamir Gixx has the same last name as the Lord Mayor of Absalom. We'll see how it goes, but if this is one of your primary concerns about the playtest rules, I think you should prepare yourself to be relieved." (Mona)
  • Vic Wertz on the playtesting process --
    • On "extreme" versions of rules in the playtest -- "When the designers want to test how far they a system can be pushed, they might put an extreme version in the playtest. But they're not going to put out a version so extreme that they wouldn't actually use it."
    • Playtesting the math -- "We've already said that making the math work better at high levels is one of Jason's key goals for the new edition. We are very aware that it's among the things that needs the most playtesting, and among the things that are most likely to be affected by playtest feedback, and among the things that are most likely to go through iteration during the playtest. That time has been planned for."
    • On playtester input -- "As has been said above, playtesting is not a democracy. Ultimately, your feedback is considered by our staff, who will determine what the outcome is. (This is also the answer to the "vocal minority/silent majority" issue.)... However, your feedback—like everyone's—will bear more weight after you've actually seen the game, and it will bear still more when you're actually playing the game during the playtest process. If you choose not to do that, of course, that's fine, but don't be too surprised when we listen more to the people who do."
    • On playtester selection bias -- "If everybody is only testing the parts of the game they like, that would be a problem. However, I have every confidence that there are plenty of people out there who are going to prioritize their efforts on the stuff they expect to dislike. (This is a good thing.)"
    • Mark Seifter -- "A series of questionnaires is definitely one of the tools we're planning to employ!"
  • Mark Seifter on Paizo's varied staff opinions -- "As Owen has mentioned before, during the Starfinder design phase, a key disagreement was resolved via rock/paper/scissors. There is no monolithic "Paizo" opinion. That's something I had thought was true before working here but really isn't (for instance, true story, I had gotten this idea that "all of Paizo" was obsessed with Lovecraft and that it might be a problem for me as a new employee that while I liked many of the Lovecraftian monsters, I found his stories disturbingly racist and didn't enjoy reading them, only to find out that it's a very few people at the office who are really deeply into Lovecraft)."

Vic Wertz weighs in on the Ancestry terminology --

"Look, folks, the terminology change has nothing whatsoever to do with politics. The problem is that the term is at best inaccurate, and at worst, limiting to design.
Let's look at the "Races" chapter from the Inner Sea World Guide:

Inner Sea World Guide:
The most expansive and populous of Golarion’s races are known as the core races—humans, dwarves, elves, gnomes, and halflings. Half-elves and half-orcs, while technically not quite so common as many of the world’s other races, are also considered part of the core races because of their close ties with humanity.​

Okay, so far, so good, I guess...

Inner Sea World Guide:
On Golarion, humanity is further divided into many different, unique ethnicities. While each human ethnicity is identical so far as rules are concerned, they have wildly different appearances, histories, and customs.Wait a minute—human ethnicities have wildly different appearances, histories, and customs, but their rules are identical? That limitation is imposed by the definition of the term "race," but mechanically speaking, it's pretty arbitrary, isn't it? In the Bestiary, dogs have different rules based solely on whether you can ride them or not.​

And let's think about that passage another second—only humanity is divided into many different, unique ethnicities? That's arbitrary and limiting too.

The chapter—remember, it's entitled "Races"—then goes on to detail Azlanti, Chelaxians, Garundi, Keleshites, Kellids, Mwangi, Shoanti, Taldans, Tians, Ulfen, Varisians, Vudrani, Dwarves, Elves, Gnomes, Halflings, and Half-Elves.

At this point, I want to sing "one of these things is not like the others," but really, from one point of view, 12 of these things are not like the others... and from another point of view, none of these things are like the others.

Now let's go back to the Core Rulebook, and its "Races" chapter. We get nice little writeups on Dwarves, Elves, Gnomes, Halflings, Half-Elves, and Humans, detailing their physical description, society, relations, alignment and religion, adventurers, and names. Or do we? Let's look a bit closer at the writeup for humans.

Physical Description: The physical characteristics of humans are as varied as the world's climes...

Society: Human society comprises a multitude of governments, attitudes, and lifestyles...

Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races...

Adventurers: ...Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.

Names: ...humanity's diversity has resulted in a near-infinite set of names.

Was any of that actually useful? Let's face it: it's largely two columns of "we had to put text here to follow the format." That's a symptom of the format being too restrictive.

Ditching "Race" in favor of "Ancestry" lets us slice-and-dice across, er... racial lines, so we could—for example—easily confer the same mechanical benefit to characters who came from the same place without regard to whether they're human or elf, or we could give different mechanical benefits to Azlanti and Shoanti even though they're both human."



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Aldarc

Legend
I dislike the idea of using world-specific terminology for ancestries/sub-races - saying I'm an Azlanti Elf or Shoanti Halfling only has meaning in one setting. The terminology needs to be broader.
I agree to an extent. If we were stuck using Golarion-specific terminology, this shift could be restrictive. On the other hand, this opens the door for setting-specific terminology. And as someone who highly enjoys Eberron, the implications jump out and dance almost immediately. Because in Eberron, culture and nation often place a much greater emphasis over simply the character's race. A Karrnathi human and a Karrnathi halfling will likely get along better than a Karrnathi human and a Thranic human because they their cultural identity is often more rooted in nationality first and foremost. So this means that it can be easier to make distinctions between an elf raised among the human Khorvaire nations, a Valenar elf, and an Aerenal elf! (None of these elves would constitute sub-races.)
 

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DeaconBlues

Villager
I just thought of something truly horrifying... Can the "flexible ability boost" be added to ANY score? It has already been implied that the ability boost could be used to cancel out the ancestral racial penalty, like an Elf using their flexible boost to cancel out the penalty they get to Constitution. Well, going the other direction, could an elf use their flexible ability boost to further increase their Dexterity or Intelligence to +4? If so, I can see all kinds of abuse inflicted on games all over the world in name of min-maxing.

Can someone clarify the ability boosts, how much they will be and how they can be applied? Any restrictions, if any?
 

Charlaquin

Goblin Queen (She/Her/Hers)
I just thought of something truly horrifying... Can the "flexible ability boost" be added to ANY score? It has already been implied that the ability boost could be used to cancel out the ancestral racial penalty, like an Elf using their flexible boost to cancel out the penalty they get to Constitution. Well, going the other direction, could an elf use their flexible ability boost to further increase their Dexterity or Intelligence to +4? If so, I can see all kinds of abuse inflicted on games all over the world in name of min-maxing.

Can someone clarify the ability boosts, how much they will be and how they can be applied? Any restrictions, if any?

From the wording in the blog post, it looks like you cannot use that floating +2 on an Ability you already got a +2 to from your Ancestry.

Beyond that, your goblin's unique ancestry allows you to choose one ability score other than Dexterity or Charisma to receive a boost.
 


Kobold Boots

Banned
Banned
That's assuming that your players will actually read the damn thing.

Sprinkle a few things in it that are useful such that the party can avoid death by knowing them, and actually follow through. Once they know what you're giving them has value, they'll read it.

Usually only takes one non-recoverable character death to get it done.

Be well
KB
 

Werebat

Explorer
"Ancestry" instead of race, but then "racial hit points"?

"Ancestral hit points", though. "Son, these hit points have been passed down for generations in our family. I got them from my father, and he got them from his father before him. And now, the time has come for me to pass them down to you."
 

Parmandur

Book-Friend
Sprinkle a few things in it that are useful such that the party can avoid death by knowing them, and actually follow through. Once they know what you're giving them has value, they'll read it.

Usually only takes one non-recoverable character death to get it done.

Be well
KB
You play with very different people than I do.
 

Eltab

Lord of the Hidden Layer
"Ancestral hit points", though. "Son, these hit points have been passed down for generations in our family. I got them from my father, and he got them from his father before him. And now, the time has come for me to pass them down to you."
And in order to pass them on to my children, I can't ever lose them. So no getting hit in fights - ever. :hmm:

Hmmm, now I need a THP generator, so I can properly protect my Ancestral HP.
 

I like ancestral hit points as a game concept. If monsters have hp, why nit characters before they gain character levels?

I laso think it helps add to the feeling that some ancestries are stout, and others frail.

I also like how it buffs up the traditionally pastrymen 1st level characters
 

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