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<blockquote data-quote="Campbell" data-source="post: 7794763" data-attributes="member: 16586"><p>So far most of what we are seeing seems to be intricately tied to the setting of Golarion. Much of what we are seeing so far is uncommon, has specific role playing requirements that need to be accomplished on screen, or both. There seems to be a real focus on GMs choosing which options are available in their specific campaign. The new ancestries in the Lost Omens Character Guide are not assumed to be widely available. I am assuming the same will probably be true for some of the content in the Advanced Player's Guide.</p><p></p><p>This year we have the following announced supplements:</p><ul> <li data-xf-list-type="ul">Lost Omens World Guide. High level overview of the campaign setting. Each region includes generally one archetype and some backgrounds specific to the region. Meant for players and GMs.</li> <li data-xf-list-type="ul">Lost Omens Character Guide. Focuses on detailing cultures player characters can come from and organizations they might be part of. Greatly expands the amount of setting detail on each ancestry. There are 3 new ancestries: hobgoblins, leshy, and lizardfolk. Also new heritages and ancestry feats for existing ancestries. Also includes archetypes that are available to characters who join organizations.</li> <li data-xf-list-type="ul">Lost Omens Gods and Magic. Most of the content is geared towards detailing the Gods and Faiths of Golarion. There are new domains, spells, and feats for divine magic users. There are also GM side tools for curses and blessings provided by deities to their followers. There are also rules for permanent boons provided by deities for acts of service.</li> <li data-xf-list-type="ul">Gamemastery Guide. Advice and guidelines on building NPCs, monsters, adventures, and magic items. 60 Sample NPCs. A large variant rule section that talks you through how to hack the game including variant bonus, feat, and magic item progressions. They really want to show off the modular nature of the game. Variant magic items meant to shake up what players expect from magic items: intelligent items, cursed items, artifacts, item quirks, and relics which scale with your character. Also a bunch of new subsystems you can use for things like duels and chases.</li> <li data-xf-list-type="ul">Advanced Player's Guide. This will be a big book of crunch with four new classes: Oracle, Swashbuckler, Witch, and Investigator. These will undergo play testing starting in October. New Ancestries: Aasimar, Catfolk, Changeling (Hag spawn - not shape changers), Duskwalker, Dhampir, Kobold, Orc. Ratfolk, Tiefling, Tengu. Spells and Archetypes.</li> <li data-xf-list-type="ul">Bestiary 2. More monsters.</li> </ul><p></p><p>I am pretty happy with this release schedule overall, including the shape of content. Much of it is very grounded in the world. Because much of the free floating crunch is packaged in archetypes that you must stick with for at least 3 class feats there is less ability to mix and match freely. I also am very happy that there is explicit support for a GM deciding what to include in their game. I'm really looking forward to the Gamemastery Guide.</p><p></p><p>I really like that there seems to be a strong emphasis on GM support in the line.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7794763, member: 16586"] So far most of what we are seeing seems to be intricately tied to the setting of Golarion. Much of what we are seeing so far is uncommon, has specific role playing requirements that need to be accomplished on screen, or both. There seems to be a real focus on GMs choosing which options are available in their specific campaign. The new ancestries in the Lost Omens Character Guide are not assumed to be widely available. I am assuming the same will probably be true for some of the content in the Advanced Player's Guide. This year we have the following announced supplements: [LIST] [*]Lost Omens World Guide. High level overview of the campaign setting. Each region includes generally one archetype and some backgrounds specific to the region. Meant for players and GMs. [*]Lost Omens Character Guide. Focuses on detailing cultures player characters can come from and organizations they might be part of. Greatly expands the amount of setting detail on each ancestry. There are 3 new ancestries: hobgoblins, leshy, and lizardfolk. Also new heritages and ancestry feats for existing ancestries. Also includes archetypes that are available to characters who join organizations. [*]Lost Omens Gods and Magic. Most of the content is geared towards detailing the Gods and Faiths of Golarion. There are new domains, spells, and feats for divine magic users. There are also GM side tools for curses and blessings provided by deities to their followers. There are also rules for permanent boons provided by deities for acts of service. [*]Gamemastery Guide. Advice and guidelines on building NPCs, monsters, adventures, and magic items. 60 Sample NPCs. A large variant rule section that talks you through how to hack the game including variant bonus, feat, and magic item progressions. They really want to show off the modular nature of the game. Variant magic items meant to shake up what players expect from magic items: intelligent items, cursed items, artifacts, item quirks, and relics which scale with your character. Also a bunch of new subsystems you can use for things like duels and chases. [*]Advanced Player's Guide. This will be a big book of crunch with four new classes: Oracle, Swashbuckler, Witch, and Investigator. These will undergo play testing starting in October. New Ancestries: Aasimar, Catfolk, Changeling (Hag spawn - not shape changers), Duskwalker, Dhampir, Kobold, Orc. Ratfolk, Tiefling, Tengu. Spells and Archetypes. [*]Bestiary 2. More monsters. [/LIST] I am pretty happy with this release schedule overall, including the shape of content. Much of it is very grounded in the world. Because much of the free floating crunch is packaged in archetypes that you must stick with for at least 3 class feats there is less ability to mix and match freely. I also am very happy that there is explicit support for a GM deciding what to include in their game. I'm really looking forward to the Gamemastery Guide. I really like that there seems to be a strong emphasis on GM support in the line. [/QUOTE]
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