Reposting some Google Docs from the other site which compiled spoilers about the remaster from PaizoCon, so we can discuss them here. I am not the author and take no credit for any of these.
Overall, I like most of the changes, and I’m interested to see how alignment removal plays out.
Anybody implemented any of the remaster changes at their tables early? We’ve already allowed rogues to have martial proficiency for example.
At my table we added the Divine Lance change (ie, it can actually do damage to things,) as well as ignoring the Open trait, giving Rogues access to martial weapons and Wizards access to simple weapons. Other stuff we’ll probably wait for the books to come out.
We kinda ignore Alignment damage as a whole, allowing Divine Lance to damage to anything. I’m not a fan of Alignment as a whole so it was ripped out as soon as possible from my games.
Awesome, I appreciate you posting this.
I think the two biggest things for me are the rogue martial weapons (because they should have had that all along) and some of the class revamps. I know Champion is probably getting redone because of the alignment changes, but I felt like it was overall a pretty good class to start with. Oracle and witch, though, really needed some help, so I’m looking forward to those getting some changes.
I have a life oracle in my party (level 8) and while she can heal for a ton, it often feels like she doesn’t have useful things to do. She also hasn’t had to interact with her curse very much, but maybe I just need to give them harder encounters?
Either way, it seemed to me like there wasn’t much advantage to playing the oracle over a cleric, so I’m looking forward to what happens in the remaster.
I’ve recently started a battle oracle in PFS, but that really seems like the only one that is viable. Ancestor sounds really cool, but the idea of having to roll flat checks every time I do something seems incredibly burdensome to the table. Many of the others also make me feel like they would impact the fun of other players as well.
Really excited for Rowdy Rogue with martial weapons. Made one the other day and was disappointed in my best option being the longspear.
I just really hated coming across a cool rogue/thief/assassin-like weapon (like kukris or a kris) on another character and being like “This would be great for my rogue” and then checking and realizing he wasn’t proficient.
For me it was whips. They seemed like the ultimate Rogue weapon, but the Martial classification made it way too feat-intensive. I can’t wait to play with one!
Thanks for compiling the changes! I love all of them, personally. While it’s not the one I’d rate most interesting one mechanically (since strictly speaking it doesn’t actually affect all that much), I’m really looking forward to see what we get out of Wizard schools - the diversity and flavor of actual schools sounds incredibly promising, and it’ll only make me love Wizard more.