So far I am unimpressed with the Mythic rules and if it is a new "Players Handbook 2" as in the start of PF 1.5 I will be cutting it off there. It doesn't need any more refining IMHO. Paizo should stick with settings and adventures from here on out.
Fighter daily's?
I agree the alchemist's discoveries that do not transfer to others definitely feels like a game mechanic thing then a flavor thing. Basically the alchemist is a self buffer. That is one thing I have noticed about the gaming industry (at least from the D&D range) since the beginning. When the game started the focus was on the party as a whole (group initiative, etc.) while now it seems the mechanic is primarily focused on the individual character. Personally I think it is the sign of the times as new generations have taken over the game which is then geared for their views and focuses.
Setting aside the fact that magic works however the author wants it to work and that there are real world alchemical traditions that focus on perfection of the self, drugs working differently for different people isn't really a novel concept.
Yours, according to you.lol, which authority?
And your proving my point. Thank you.I don't have authority; I have experience. With three separate editions (more if you count clones and sub-editions),
So my years of playing and my online experience is narrow, but yours is doubleplusgood?And with playing eight years of 3.x, and with many online forums. I can't give you the years of experience I have, but if you're interested in more than your own narrow perspective, go spend some time at on the 3.x forums.
I haven't mastered telepathy yet.You're reading into my posts,
I'm not edition warring, just stating facts. Facts seem to create butthurt. Not my fault.and then putting words in my mouth. I'm not nearly bored enough to put up with such edition warrior nonsense, so consider yourself ignored.
So far I am unimpressed with the Mythic rules and if it is a new "Players Handbook 2" as in the start of PF 1.5 I will be cutting it off there. It doesn't need any more refining IMHO. Paizo should stick with settings and adventures from here on out.
I'm sure there will be something in the future, but I wasn't sure if it was imminent or not and how much change it would bring.
I didn't really think PF was all that compatible with 3.5E from the beginning. There were enough tweaks & changes that you'd have to look up a lot of things anyways (feats, spells, etc). Not to mention that they made the base classes more powerful and more complex.
Can't speak for someone else, but I think the intent here was that the classes themselves were made more powerful, which they were. Including casters (sorcerers especially). The spells and maneuvers are separate systems from the classes that use them, and the spells were indeed changed in many cases, which is a separate (if related) issue.The last two sentences above actually contradict. Yes, they added abilities to the Wizard. The cleric got more in the new channel energy healing, but lost power over undead (channel energy used as a weapon sucks now). A net gain for the wizard, a zero sum for the cleric. But at the same time, they made a LOT of spells less powerful - particularly buffs that got much reduced durations. So in toto I'd say they made both wizards and clerics weaker.
About fighters, the new and changed combat maneuver system is much more versatile, and because it is so much easier to use, it actually gets used.
I doubt that PF 2.0 is coming anytime soon - simply because Pazio does not live of FP rules - they live off the whole brand, including novels and adventures. Yes, they may sell a zillion copies of PF 2.0, but of that means they'll sell less novels and adventures, it might still be a net loss to them.
What I could see coming is a book to bring some of the core classes up to par, particularly the monk and rogue. But this is just my guess.
The last two sentences above actually contradict. Yes, they added abilities to the Wizard. The cleric got more in the new channel energy healing, but lost power over undead (channel energy used as a weapon sucks now). A net gain for the wizard, a zero sum for the cleric. But at the same time, they made a LOT of spells less powerful - particularly buffs that got much reduced durations. So in toto I'd say they made both wizards and clerics weaker.
About fighters, the new and changed combat maneuver system is much more versatile, and because it is so much easier to use, it actually gets used.
I can see that, definitely.Barbarians now have "rage powers", Sorcerers now have "bloodlines", fighters now have "weapon training" and "weapon mastery", as well as "armor training" and "armor mastery", paladins get more abilities, etc, and many classes have special powers at level 20 that 'inspire' one to stick with one class (Paladin "Holy Champion", Ranger has "Master Hunter", Bards gets "Deadly Performance", Rogues get "Master Strike" and so on.) All this is just more things to track for players, and in my 3.5E game previously, the newer players already had trouble tracking & remembering all their abilities - and, PF just added even more on top.