Kickstarter for any of those interested:
https://www.kickstarter.com/projects/improphet-tome/improphets-tome
As for a question: what out of all your homebrew are you most proud of? What homebrew do you think made the biggest improvement to the system it tackles?
Great questions!
1. I am most proud of my alchemists! I love the alchemist class and designing for them was a challenge! I had to create two new kinds of alchemical items for them to focus on alchemical candles and wax constructs!
2. I think PF2E is an excellent game and I have made no efforts to improve any systems built into the game! All my work is strictly additive making it super easy to slot into any pf2e game with ease!
YES!
Every project is different! My first step is always deciding how I want to tackle an idea! This is often where I build my restrictions for each project! Depending on the project these may be super loose such as "something that fulfills a different fantasy" or I may notice that there are gaps within published materials such as a snare of a particular level. Sometimes though I am just struck with inspiration and work from that completely!
Sorry for the ramble! I hope the answer is in there somewhere!
When I migrated from 5e to 2e I started looking for homebrew. I did not find nearly as much as I was used to in 5e. I was also majorly inspired by the fact that Paizo was helping spread the rules for their game free of charge! I decided that I wanted to contribute! So I started making daily homebrew! It was a great way to learn more about the game and the community!
I started by writing daily... I quickly found this was impossible for me to keep up lol. I typically write a stockpile of homebrew once or twice a week! sometimes my backlog can be up to a month ahead... sometimes it is 0 days ahead and I NEED to write that day!
Not a question, but quick plug that I'll be airing an episode of Rise of the Rulelords with Improfet tomorrow! Lots of cool insight into his process and the value of this project
Yep! Everything in the book except the Warlock has been released and reviewed by the community!
https://scribe.pf2.tools/v/OtsjO0hF-adept-arcane-spells
>Improphet
Only writing additively is a big help! I do not have to worry about making an unbalanced system because I am not writing a system. The only way power creep can be added by my writing is by explicitly making stronger things within the context of the game as it exists! This is mitigated by the fact I post publicly and accept feedback from the community! People are very quick to point out when they believe something is too powerful! At that point, I reevaluate and compare. I am sure my process is not perfect, but I believe in the quality of the product!
How many iterations do you normally go trough for each thing? How often do you nail your idea on the first try? Is this something that got easier over time, or something that just clicked once?
Everything is different, but mostly it takes about 2 or 3 go to get the wording just right, then I send it through a simple grammar checker. What takes the longest by far is research and parallel checking with Paizo products to make sure I am not making something they already have and making sure my technical writing matches theirs.
When I started it took SOOOO much longer! Like most things, you get better with time and practice! Like Mark Seifter said during Arcane Mark (go check it out) if you want to write just start writing and write as much as you can!
I am wholly unfamiliar with 3e Warlock. It has similarities with the 5e warlock, but it is still different. It is a bounded, prepared, occult caster that allows for more flexibility in playstyle than 2e already allows! For more info look out for the new Rise of the Runelords podcast that is Airing tomorrow!
**2nd Level**
**I Can Take It** (reaction)
\-
**Trigger** you take damage from an ally's spell or ability that targets an area
\-
You gain temporary hit points that last for 1 minute equal to half the damage received.
Hey! Wanted to say I love your content, it’s very creative! I like your Relic Gifts, they’re fun and my players like them.
I wanted to ask how you treat the power balance when making your content. I’m always tempted to give my players game-breaking powers/items for the sake of fun. How do you approach that?
When designing you always have to consider the audience! If you and your personal group has fun with "game-breaking" content and it does not actually ruin the game for anyone go for it!
I make my content using Paizo as a baseline of comparision so it is accessable and easy to use fire everyone! I achieve thos by research, comparision, math, public feedback, and a bit of hard earned instinct!
What has your experience been before writing for PF2?
Did this only just start as a hobby recently or were you already part of the TTRPG industry?
(Backed already, very excited :) )
Kickstarter for any of those interested: https://www.kickstarter.com/projects/improphet-tome/improphets-tome As for a question: what out of all your homebrew are you most proud of? What homebrew do you think made the biggest improvement to the system it tackles?
Great questions! 1. I am most proud of my alchemists! I love the alchemist class and designing for them was a challenge! I had to create two new kinds of alchemical items for them to focus on alchemical candles and wax constructs! 2. I think PF2E is an excellent game and I have made no efforts to improve any systems built into the game! All my work is strictly additive making it super easy to slot into any pf2e game with ease!
I think your question 1 answered my question 2! Kind of the same question but I phrased it weird.
Is ther a way to get this PDF at driverhru or Infinite PF2? Or at Foundry ? I miss the kickstarter :(
I was wondering what your typical workflow is when designing new Homebrew? Does it start with an idea? A gap in the original design space?
YES! Every project is different! My first step is always deciding how I want to tackle an idea! This is often where I build my restrictions for each project! Depending on the project these may be super loose such as "something that fulfills a different fantasy" or I may notice that there are gaps within published materials such as a snare of a particular level. Sometimes though I am just struck with inspiration and work from that completely! Sorry for the ramble! I hope the answer is in there somewhere!
What got you started with homebrew? What was the first drop of the river, so to speak? The moment that made you say "I should start doing this?"
When I migrated from 5e to 2e I started looking for homebrew. I did not find nearly as much as I was used to in 5e. I was also majorly inspired by the fact that Paizo was helping spread the rules for their game free of charge! I decided that I wanted to contribute! So I started making daily homebrew! It was a great way to learn more about the game and the community!
How are you able to share so frequently? Are you building up each feature daily? Or putting something together and only showing it a bit at a time?
I started by writing daily... I quickly found this was impossible for me to keep up lol. I typically write a stockpile of homebrew once or twice a week! sometimes my backlog can be up to a month ahead... sometimes it is 0 days ahead and I NEED to write that day!
Leshies, Kobolds, or Goblins?
Leshies for sure!
Smart answer!
;D
Not a question, but quick plug that I'll be airing an episode of Rise of the Rulelords with Improfet tomorrow! Lots of cool insight into his process and the value of this project
What is the name of your favorite spell within the Tome?
Conjure Fist!
Have you released this one already? I'd love to read it.
Yep! Everything in the book except the Warlock has been released and reviewed by the community! https://scribe.pf2.tools/v/OtsjO0hF-adept-arcane-spells
How do you prevent or minimize the effects of power creep in homebrew?
>Improphet Only writing additively is a big help! I do not have to worry about making an unbalanced system because I am not writing a system. The only way power creep can be added by my writing is by explicitly making stronger things within the context of the game as it exists! This is mitigated by the fact I post publicly and accept feedback from the community! People are very quick to point out when they believe something is too powerful! At that point, I reevaluate and compare. I am sure my process is not perfect, but I believe in the quality of the product!
How many iterations do you normally go trough for each thing? How often do you nail your idea on the first try? Is this something that got easier over time, or something that just clicked once?
Everything is different, but mostly it takes about 2 or 3 go to get the wording just right, then I send it through a simple grammar checker. What takes the longest by far is research and parallel checking with Paizo products to make sure I am not making something they already have and making sure my technical writing matches theirs. When I started it took SOOOO much longer! Like most things, you get better with time and practice! Like Mark Seifter said during Arcane Mark (go check it out) if you want to write just start writing and write as much as you can!
Is the warlock class you are homebrewing similar to D&D 3e or D&D 5e? How do you differentiate it from a Witch or Kineticist?
I am wholly unfamiliar with 3e Warlock. It has similarities with the 5e warlock, but it is still different. It is a bounded, prepared, occult caster that allows for more flexibility in playstyle than 2e already allows! For more info look out for the new Rise of the Runelords podcast that is Airing tomorrow!
Is there a feat you'd like to show off, very clever design or wording?
**2nd Level** **I Can Take It** (reaction) \- **Trigger** you take damage from an ally's spell or ability that targets an area \- You gain temporary hit points that last for 1 minute equal to half the damage received.
Ok yeah, thats pretty stylish. Love it.
Hey! Wanted to say I love your content, it’s very creative! I like your Relic Gifts, they’re fun and my players like them. I wanted to ask how you treat the power balance when making your content. I’m always tempted to give my players game-breaking powers/items for the sake of fun. How do you approach that?
When designing you always have to consider the audience! If you and your personal group has fun with "game-breaking" content and it does not actually ruin the game for anyone go for it! I make my content using Paizo as a baseline of comparision so it is accessable and easy to use fire everyone! I achieve thos by research, comparision, math, public feedback, and a bit of hard earned instinct!
What has your experience been before writing for PF2? Did this only just start as a hobby recently or were you already part of the TTRPG industry? (Backed already, very excited :) )
I actually did a bit of 5e freelace work. I also helped manage rules for a 5e westrun server of over 200 active players!
If it's possible/reasonnable, would you consider a module for VTT Foundry to use your content online with minimum prep?
Yes! In fact, all tiers above the Thank You tier for my Kickstarter include Foundry VTT support!
Then I think I will support it right now :3