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* GameBreaker: Marksmen in Crusade battles. They're fragile and expensive but phenomenally powerful, and if you recruited Regill you can upgrade all of your archers to Marksmen and recruit them directly from Drezen. Their incredibly high base damage lets them punch through nearly any kind of Damage Reduction and they have very high initiative, so having them in your army almost guarantees that your general can act first in a turn. Their only downside is their fragility leaves them vulnerable to spellcasting enemy generals, but [[ThatOneBoss almost everything is vulnerable to those.]]
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*** On the army side of things the number that indicates how hard an enemy army should be has little connection to how hard it actually is, especially once generals get involved, and what the units' statistics actually mean assumes you're familiar with Pathfinder's mass-combat rules since it doesn't explain them. This often results in players resorting to TrialAndErrorGameplay to find out what works well against what and if they can even beat a particular army or not.
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** Addressing yet another common complaint about ''Kingmaker'', the game flat-out tells you, ''"You do not need camping supplies or rations to camp."'' This was actually ''not true'' in [[WhatCouldHaveBeen earlier betas of the game]], but feedback about the concept was ''so'' intense (and it was noted that this was virtually at the top of something people modded away from the game) that, by release, Owlcat finally disposed of the widely-loathed camping supplies item and made camping require no dedicated resources (outside of optional resources like cooking supplies or crafting items).

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** Addressing yet another common complaint about ''Kingmaker'', the game flat-out tells you, ''"You do not need camping supplies or rations to camp."'' This was actually ''not true'' in [[WhatCouldHaveBeen earlier betas of the game]], but feedback about the concept was ''so'' intense (and it was noted that this was virtually at the top of something people modded away from the game) that, by release, Owlcat finally disposed of the widely-loathed camping supplies item and made camping require no dedicated resources (outside of optional resources like cooking supplies or crafting items). Funnily enough, this change was implemented so late in development that the camping supplies item is still in the data files, and in the release version of the game they were even still seeded onto the camp quartermaster in chapter 2 (but now serve no function).
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** Timed Quests now only fail if the chapter ends before they are done, and thus are no longer tied to actual in game time. Similarly chapters themselves are not timed missions.
* BrokenAesop: The Condemned are a crusader group of criminals and outcasts, basically a penal legion. Most of the Crusaders don't trust them and even mock them, with every act of treachery being immediately blamed on them. Both Seelah and Irabeth will talk about how wrong this is and how they're still Crusaders like everyone else and you shouldn't automatically scorn them for their troubled past. [[spoiler: Every named member of the Condemned betrays you. The writers seem to be aware of this since you have the option to call Seelah out on being too trusting after the second betrayal.]]

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** Timed Quests now only fail if the chapter ends before they are done, and thus are no longer tied to actual in game time. Similarly chapters themselves are not generally timed missions.
missions (though, much like the first chapter of ''Kingmaker'', doing things promptly can result in certain bonuses or other changes to events, such as [[spoiler:being able to skip the attack on the Defender's Heart entirely if you're sprightly enough with the core objectives of ''WotR'' Chapter 1 in Kenabres]]).
* BrokenAesop: The Condemned are a crusader group of criminals and outcasts, basically a penal legion. Most of the Crusaders don't trust them and even mock them, with every act of treachery being immediately blamed on them. Both Seelah and Irabeth will talk about how wrong this is and how they're still Crusaders like everyone else and you shouldn't automatically scorn them for their troubled past. [[spoiler: Every [[spoiler:Every named member of the Condemned betrays you. The writers seem to be aware of this since you have the option to call Seelah out on being too trusting after the second betrayal.]]



* TheyWastedAPerfectlyGoodCharacter: Aravashniel, one of the most prominent [=NPCs=] in the early parts of the tabletop campaign, is KilledOffscreen before the player ever officially meets him.

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* TheyWastedAPerfectlyGoodCharacter: Aravashniel, Aravashnial, one of the most prominent [=NPCs=] in the early parts of the tabletop campaign, is KilledOffscreen before the player ever officially meets him.
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** The CharacterAlignment system is not much improved from ''VideoGame/PathfinderKingmaker''. While most alignment-affecting dialogue options now move the PC only on one axis instead of two, they've been criticized as lacking nuance. Furthermore, because Owlcat's grid is circular instead of square (as in the Creator/{{Interplay}} and Creator/BioWare D&D-based [=CRPGs=] that are this game's ancestors), it remains possible to lose class features as a paladin by picking too many Good options, something that shouldn't be possible by ''TabletopGame/{{Pathfinder}}'' rules-as-written. It gets even worse if you're a Paladin whose deity trends towards Good instead of Lawful, as in order to stay a Paladin you need to regularly contradict your deity's wishes and choose Lawful options that are anathema to their cause.

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** The The CharacterAlignment system is not much improved from ''VideoGame/PathfinderKingmaker''. While most alignment-affecting dialogue options now move the PC only on one axis instead of two, they've been criticized as lacking nuance. Furthermore, because Owlcat's grid is circular instead of square (as in the Creator/{{Interplay}} and Creator/BioWare D&D-based [=CRPGs=] that are this game's ancestors), it remains possible to lose class features as a paladin by picking too many Good options, something that shouldn't be possible by ''TabletopGame/{{Pathfinder}}'' rules-as-written.rules-as-written and something the one-axis alignment choices were supposed to avoid. It gets even worse if you're a Paladin whose deity trends towards Good instead of Lawful, as in order to stay a Paladin you need to regularly contradict your deity's wishes and choose Lawful options that are anathema to their cause.
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** To a lesser extent the alignment-specific options tend to lack nuance, shoving you towards one of the starter Mythic Paths rather than reflecting views the character might already hold. Lawful options (Aeon/Angel) tend to be uncaring, uncompromising, and unthinking, Chaotic options (Trickster/Azata/Demon) tend to be rude, disruptive, or just ItAmusedMe, Good options (Angel/Azata) tend towards AllLovingHero territory, and Evil options (Lich/Demon) tend to be mustache-twirling supervillainy. [[JustifiedTrope That said]] it doesn't seem intended for you to consistently choose these options, since you'll actually lock yourself out of one Mythic Path by choosing every alignment-related prompt related to it.

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** To a lesser extent the alignment-specific options tend to lack nuance, shoving you towards one of the starter Mythic Paths rather than reflecting views the character might already hold. Lawful options (Aeon/Angel) tend to be uncaring, uncompromising, and unthinking, Chaotic options (Trickster/Azata/Demon) tend to be rude, disruptive, or just ItAmusedMe, Good options (Angel/Azata) tend towards AllLovingHero territory, and Evil options (Lich/Demon) tend to be mustache-twirling supervillainy. [[JustifiedTrope That said]] it doesn't seem intended for you to consistently choose these options, since you'll actually lock yourself out of one Mythic Path by choosing every alignment-related prompt related to it.its alignment.
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I think I found a cleaner way to say it.


** To a lesser extent, a lot of the alignment options are less about providing general ideas that serve the character you might want to play and are more about railroading you towards the Mythic Path associated with that alignment. It's impossible to be a pragmatic or intelligent evil character by picking Evil options, as most Evil options are tailored towards making you a mad beast who kills anything that upsets you and would embrace the Demon Path without question. Chaotic explicitly tries to make you as much of an asshole as possible and derail serious conversations and topics with humor because that's what a Trickster would do. Lawful is all about following the extreme letter of the law without any hint of personal input or thought because that's the way the Aeon path wants you to go. Good is about forgiving everything and everyone and always trying to appeal to peoples' better netures, even people who clearly don't have one. In summary, consistently picking the alignment dialogue choices marks you as either StupidGood, StupidEvil, LawfulStupid, or ChaoticStupid.

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** To a lesser extent, a lot of extent the alignment alignment-specific options are less about providing general ideas that serve tend to lack nuance, shoving you towards one of the starter Mythic Paths rather than reflecting views the character you might want already hold. Lawful options (Aeon/Angel) tend to play be uncaring, uncompromising, and are more about railroading you unthinking, Chaotic options (Trickster/Azata/Demon) tend to be rude, disruptive, or just ItAmusedMe, Good options (Angel/Azata) tend towards the Mythic Path associated with that alignment. It's impossible to be a pragmatic or intelligent evil character by picking Evil options, as most AllLovingHero territory, and Evil options are tailored towards making you a mad beast who kills anything that upsets you and would embrace the Demon Path without question. Chaotic explicitly tries (Lich/Demon) tend to make you as much of an asshole as possible and derail serious conversations and topics with humor because that's what a Trickster would do. Lawful is all about following the extreme letter of the law without any hint of personal input or thought because that's the way the Aeon path wants be mustache-twirling supervillainy. [[JustifiedTrope That said]] it doesn't seem intended for you to go. Good is about forgiving everything and everyone and always trying to appeal to peoples' better netures, even people who clearly don't have one. In summary, consistently picking the alignment dialogue choices marks you as either StupidGood, StupidEvil, LawfulStupid, or ChaoticStupid.choose these options, since you'll actually lock yourself out of one Mythic Path by choosing every alignment-related prompt related to it.
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None


** To a lesser extent, a lot of the alignment options are less about providing general ideas that serve the character you might want to play and are more about railroading you towards the Mythic Path associated with that alignment. It's impossible to be a pragmatic or intelligent evil character, as most Evil options are tailored towards making you a mad beast who kills anything that upsets you and would embrace the Demon Path without question. Chaotic explicitly tries to make you as much of an asshole as possible and derail serious conversations and topics with humor because that's what a Trickster would do. Lawful is all about following the extreme letter of the law without any hint of personal input or thought because that's the way the Aeon path wants you to go.

to:

** To a lesser extent, a lot of the alignment options are less about providing general ideas that serve the character you might want to play and are more about railroading you towards the Mythic Path associated with that alignment. It's impossible to be a pragmatic or intelligent evil character, character by picking Evil options, as most Evil options are tailored towards making you a mad beast who kills anything that upsets you and would embrace the Demon Path without question. Chaotic explicitly tries to make you as much of an asshole as possible and derail serious conversations and topics with humor because that's what a Trickster would do. Lawful is all about following the extreme letter of the law without any hint of personal input or thought because that's the way the Aeon path wants you to go. Good is about forgiving everything and everyone and always trying to appeal to peoples' better netures, even people who clearly don't have one. In summary, consistently picking the alignment dialogue choices marks you as either StupidGood, StupidEvil, LawfulStupid, or ChaoticStupid.

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** The CharacterAlignment system is not much improved from ''VideoGame/PathfinderKingmaker''. While most alignment-affecting dialogue options now move the PC only on one axis instead of two, they've been criticized as lacking nuance. Furthermore, because Owlcat's grid is circular instead of square (as in the Creator/{{Interplay}} and Creator/BioWare D&D-based [=CRPGs=] that are this game's ancestors), it remains possible to lose class features as a paladin by picking too many Good options, something that shouldn't be possible by ''TabletopGame/{{Pathfinder}}'' rules-as-written.

to:

** The CharacterAlignment system is not much improved from ''VideoGame/PathfinderKingmaker''. While most alignment-affecting dialogue options now move the PC only on one axis instead of two, they've been criticized as lacking nuance. Furthermore, because Owlcat's grid is circular instead of square (as in the Creator/{{Interplay}} and Creator/BioWare D&D-based [=CRPGs=] that are this game's ancestors), it remains possible to lose class features as a paladin by picking too many Good options, something that shouldn't be possible by ''TabletopGame/{{Pathfinder}}'' rules-as-written. It gets even worse if you're a Paladin whose deity trends towards Good instead of Lawful, as in order to stay a Paladin you need to regularly contradict your deity's wishes and choose Lawful options that are anathema to their cause.
** To a lesser extent, a lot of the alignment options are less about providing general ideas that serve the character you might want to play and are more about railroading you towards the Mythic Path associated with that alignment. It's impossible to be a pragmatic or intelligent evil character, as most Evil options are tailored towards making you a mad beast who kills anything that upsets you and would embrace the Demon Path without question. Chaotic explicitly tries to make you as much of an asshole as possible and derail serious conversations and topics with humor because that's what a Trickster would do. Lawful is all about following the extreme letter of the law without any hint of personal input or thought because that's the way the Aeon path wants you to go.
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** Timed Quests now only fail if the chapter ends before they are done, and thus are no longer tied to actual in game time. Similarly chapters themselves are not timed missions.

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* ScrappyMechanic: Like Kingdom Management before it, the Crusade Mode has been getting a lot of flack for being poorly balanced, unfun and dragging the pace to a crawl. Even worse is that, unlike Kingmaker, the Crusade Mode has no difficulty options and setting it on auto mode can absolutely screw with your entire playthrough. Wanna run a Lich but set the Crusade on auto? You better hope the system randomly runs the project you need or you're locked out of your Mythic Path.

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* ScrappyMechanic: ScrappyMechanic:
**
Like Kingdom Management before it, the Crusade Mode has been getting a lot of flack for being poorly balanced, unfun and dragging the pace to a crawl. Even worse is that, unlike Kingmaker, the Crusade Mode has no difficulty options and setting it on auto mode can absolutely screw with your entire playthrough. Wanna run a Lich but set the Crusade on auto? You better hope the system randomly runs the project you need or you're locked out of your Mythic Path.Path.
** The CharacterAlignment system is not much improved from ''VideoGame/PathfinderKingmaker''. While most alignment-affecting dialogue options now move the PC only on one axis instead of two, they've been criticized as lacking nuance. Furthermore, because Owlcat's grid is circular instead of square (as in the Creator/{{Interplay}} and Creator/BioWare D&D-based [=CRPGs=] that are this game's ancestors), it remains possible to lose class features as a paladin by picking too many Good options, something that shouldn't be possible by ''TabletopGame/{{Pathfinder}}'' rules-as-written.
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Revising since the first entry has been removed


** On the subject of Mythic Paths, one of the complaints about ''Kingmaker'' was that it often felt like it was difficult for your main character to stand out mechanically; they didn't get any {{Unique Protagonist Asset}}s despite being baron (and later king) and, if you were going in blind, it was rather easy to stumble into a character build that overlapped heavily with one of the companions (any two-handed weapon user will overlap with Amiri a fair bit, any bow user is going to be very similar to Ekundayo, any Alchemist is going to overlap ''a lot'' with Jubilost due to the limited archetypes, you get ''two'' Clerics, et cetera). This was a particular problem because your protagonist is the one character who is ''mandatory'' at all times; this meant that you had to build parties around them, and could lead to some pressure to not "double up" and thus ignore some characters. It ''was'' possible to be unique, but that required going into specific classes (druid, monk, paladin) which some players perhaps didn't want to play as and required specific alignments.\\

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** On the subject of Mythic Paths, one One of the complaints about ''Kingmaker'' was that it often felt like it was difficult for your main character to stand out mechanically; they didn't get any {{Unique Protagonist Asset}}s despite being baron (and later king) and, if you were going in blind, it was rather easy to stumble into a character build that overlapped heavily with one of the companions (any two-handed weapon user will overlap with Amiri a fair bit, any bow user is going to be very similar to Ekundayo, any Alchemist is going to overlap ''a lot'' with Jubilost due to the limited archetypes, you get ''two'' Clerics, et cetera). This was a particular problem because your protagonist is the one character who is ''mandatory'' at all times; this meant that you had to build parties around them, and could lead to some pressure to not "double up" and thus ignore some characters. It ''was'' possible to be unique, but that required going into specific classes (druid, monk, paladin) which some players perhaps didn't want to play as and required specific alignments.\\

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* BrokenAesop: The Condemned are a crusader group of criminals and outcasts, basically a penal legion. Most of the Crusaders don't trust them and even mock them, with every act of treachery being immediately blamed on them. Both Seelah and Irabeth will talk about how wrong this is and how they're still Crusaders like everyone else and you shouldn't automatically scorn them for their troubled past. [[spoiler: Every named member of the Condemned betrays you. The writers seem to be aware of this since you have the option to call Seelah out on being too trusting after the second betrayal.]]



* TheyWastedAPerfectlyGoodCharacter: Aravashniel, one of the most prominent NPCs in the early parts of the tabletop campaign, is KilledOffscreen before the player ever officially meets him.

to:

* TheyWastedAPerfectlyGoodCharacter: Aravashniel, one of the most prominent NPCs [=NPCs=] in the early parts of the tabletop campaign, is KilledOffscreen before the player ever officially meets him.him.
** Aron Kir, another prominent NPC from the tabletop campaign with a large role in Chapter 2, doesn't even seem to be in the game.
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* ObviousJudas: [[spoiler:Nurah, who keeps turning up after acts of sabotage that clearly come from your own camp, is suspiciously holding an incendiary when the camp has been set on fire during an attack (and the enemies don't have fire), has Scrolls of Protection from Good, etc.]]
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* ScrappyMechanic: Like Kingdom Management before it, the Crusade Mode has been getting a lot of flack for being poorly balanced, unfun and dragging the pace to a crawl. Even worse is that, unlike Kingmaker, the Crusade Mode has no difficulty options and setting it on auto mode can absolutely screw with your entire playthrough. Wanna run a Lich but set the Crusade on auto? You better hope the system randomly runs the project you need or you're locked out of your Mythic Path.

to:

* ScrappyMechanic: Like Kingdom Management before it, the Crusade Mode has been getting a lot of flack for being poorly balanced, unfun and dragging the pace to a crawl. Even worse is that, unlike Kingmaker, the Crusade Mode has no difficulty options and setting it on auto mode can absolutely screw with your entire playthrough. Wanna run a Lich but set the Crusade on auto? You better hope the system randomly runs the project you need or you're locked out of your Mythic Path.Path.
* TheyWastedAPerfectlyGoodCharacter: Aravashniel, one of the most prominent NPCs in the early parts of the tabletop campaign, is KilledOffscreen before the player ever officially meets him.

Removed: 1084

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This entire bit is incorrect. Alignment dialogue still affect both axis, but they affect one more strongly. What they did is that instead of having lawful good dialogue, you'd have, for example, good dialogue, or lawful dialogue. But Lawful dialogue still stir you towards lawful neutral, and good towards neutral good. They however do so at a reduce pace.


** One of the things people absolutely ''hated'' about ''[[VideoGame/PathfinderKingmaker Kingmaker]]'' was how every single alignment-affecting choice had an effect on ''two'' morality axes, and often the law/neutral/chaos part of a choice could be questionable or vague, leaving you with no option that more closely matched your alignment on this axis; in particular, Paladins and Monks found it ''infuriatingly'' hard to stay Lawful while consistently being Good, and it got bad enough that Owlcat eventually had to cave and patch in "scrolls of atonement", which reset your alignment to the choice you made at the start of the game, which worked but was obviously hacky. ''[=WotR=]'' addresses the root of the issue at last, with virtually all alignment choices now having a significant effect on only ''one'' alignment axis, allowing you to more carefully control your character's alignment and act in certain ways without risking compromising your alignment in full. (This is especially important in ''[=WotR=]'', as the Mythic Path system also has an alignment component to it.)
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** Addressing yet another common complaint about ''Kingmaker'', the game flat-out tells you, ''"You do not need camping supplies or rations to camp."'' This was actually ''not true'' in [[WhatCouldHaveBeen earlier betas of the game]], but feedback about the concept was ''so'' intense (and it was noted that this was virtually at the top of something people modded away from the game) that, by release, Owlcat finally disposed of the widely-loathed camping supplies item and made camping require no dedicated resources (outside of optional resources like cooking supplies or crafting items).

to:

** Addressing yet another common complaint about ''Kingmaker'', the game flat-out tells you, ''"You do not need camping supplies or rations to camp."'' This was actually ''not true'' in [[WhatCouldHaveBeen earlier betas of the game]], but feedback about the concept was ''so'' intense (and it was noted that this was virtually at the top of something people modded away from the game) that, by release, Owlcat finally disposed of the widely-loathed camping supplies item and made camping require no dedicated resources (outside of optional resources like cooking supplies or crafting items).items).
* ScrappyMechanic: Like Kingdom Management before it, the Crusade Mode has been getting a lot of flack for being poorly balanced, unfun and dragging the pace to a crawl. Even worse is that, unlike Kingmaker, the Crusade Mode has no difficulty options and setting it on auto mode can absolutely screw with your entire playthrough. Wanna run a Lich but set the Crusade on auto? You better hope the system randomly runs the project you need or you're locked out of your Mythic Path.
Is there an issue? Send a MessageReason:
None


** Addressing yet another common complaint about ''Kingmaker'', the game flat-out tells you, ''"You do not need camping supplies or rations to camp."''

to:

** Addressing yet another common complaint about ''Kingmaker'', the game flat-out tells you, ''"You do not need camping supplies or rations to camp."''"'' This was actually ''not true'' in [[WhatCouldHaveBeen earlier betas of the game]], but feedback about the concept was ''so'' intense (and it was noted that this was virtually at the top of something people modded away from the game) that, by release, Owlcat finally disposed of the widely-loathed camping supplies item and made camping require no dedicated resources (outside of optional resources like cooking supplies or crafting items).
Is there an issue? Send a MessageReason:
None


** Another common complaint about ''Kingmaker'' was around how the game disfavored many exotic weapons, there being far fewer unique variants in comparison to other categories and it being far harder to find them while looting. This meant that creating a character who specializes in, say, Nunchaku was a risky venture unless you were willing to look up guides online. ''[=WotR=]'' gets around this by introducing Finnean, a companion who can transform in to an enchanted version of any weapon in the game, and whose stats will boost as you progress with his personal quest, ensuring you'll always have an option that will carry you through the game.

to:

** Another common complaint about ''Kingmaker'' was around how the game disfavored many exotic weapons, there being far fewer unique variants in comparison to other categories and it being far harder to find them while looting. This meant that creating a character who specializes in, say, Nunchaku was a risky venture unless you were willing to look up guides online. ''[=WotR=]'' gets around this by introducing Finnean, a companion who can transform in to an enchanted version of any weapon in the game, and whose stats will boost as you progress with his personal quest, ensuring you'll always have an option that will carry you through the game.game.
** Addressing yet another common complaint about ''Kingmaker'', the game flat-out tells you, ''"You do not need camping supplies or rations to camp."''
Is there an issue? Send a MessageReason:
None


** Another common complaint about ''Kingmaker'' was around how the game disfavored many exotic weapons, there being far fewer unique variants in comparison to other categories and it being far harder to find them while looting, making a character who specializes in them a risky venture. ''[=WotR=]'' gets around this by introducing Finnean, a companion who can transform in to an enchanted version of any weapon in the game, and whose stats will boost as you progress with his personal quest, ensuring you'll always have an option that will carry you through the game.

to:

** Another common complaint about ''Kingmaker'' was around how the game disfavored many exotic weapons, there being far fewer unique variants in comparison to other categories and it being far harder to find them while looting, making looting. This meant that creating a character who specializes in them in, say, Nunchaku was a risky venture.venture unless you were willing to look up guides online. ''[=WotR=]'' gets around this by introducing Finnean, a companion who can transform in to an enchanted version of any weapon in the game, and whose stats will boost as you progress with his personal quest, ensuring you'll always have an option that will carry you through the game.
Is there an issue? Send a MessageReason:
None


''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that either outright don't have a corresponding companion or have very hard-to-get ones![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald or Sorcerer companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently '''''and''''' the Warpriest companion is available on exactly one Mythic Path plotline[[/labelnote]]), and secondly, the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.

to:

''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that either outright don't have a corresponding companion or have very hard-to-get ones![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald or Sorcerer companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently '''''and''''' the Warpriest companion is available on exactly one Mythic Path plotline[[/labelnote]]), and secondly, the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.isn't.
** Another common complaint about ''Kingmaker'' was around how the game disfavored many exotic weapons, there being far fewer unique variants in comparison to other categories and it being far harder to find them while looting, making a character who specializes in them a risky venture. ''[=WotR=]'' gets around this by introducing Finnean, a companion who can transform in to an enchanted version of any weapon in the game, and whose stats will boost as you progress with his personal quest, ensuring you'll always have an option that will carry you through the game.
Is there an issue? Send a MessageReason:
None


''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that either outright don't have a corresponding companion or have very hard-to-get ones![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald or Sorcerer companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently '''''and''''' the Bard & Warpriest companions are available on exactly one Mythic Path plotline each, and not the same one[[/labelnote]]), and secondly, the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.

to:

''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that either outright don't have a corresponding companion or have very hard-to-get ones![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald or Sorcerer companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently '''''and''''' the Bard & Warpriest companions are companion is available on exactly one Mythic Path plotline each, and not the same one[[/labelnote]]), plotline[[/labelnote]]), and secondly, the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.
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''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that either outright don't have a corresponding companion or have very hard-to-get ones![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald or Sorcerer companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently '''''and''''' the Bard & Warpriest companions are available on exactly one Mythic Path plotline each, and not the same one[[/labelnote]]), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.

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''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that either outright don't have a corresponding companion or have very hard-to-get ones![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald or Sorcerer companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently '''''and''''' the Bard & Warpriest companions are available on exactly one Mythic Path plotline each, and not the same one[[/labelnote]]), and secondly, the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.
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''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that outright don't have a corresponding companion![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald or Sorcerer companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently '''''and''''' the Warpriest companion is available on exactly one Mythic Path plotline[[/labelnote]]), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.

to:

''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that either outright don't have a corresponding companion![[labelnote:*]]For companion or have very hard-to-get ones![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald or Sorcerer companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently '''''and''''' the Bard & Warpriest companion is companions are available on exactly one Mythic Path plotline[[/labelnote]]), plotline each, and not the same one[[/labelnote]]), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.
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** One of the things people absolutely ''hated'' about ''[[VideoGame/PathfinderKingmaker Kingmaker]]'' was how every single alignment-affecting choice had an effect on ''two'' morality axes, and often the law/neutral/chaos part of a choice could be questionable or vague, leaving you with no option that more closely matched your alignment on this axis; in particular, Paladins and Monks found it ''infuriatingly'' hard to stay Lawful while consistently being Good, and it got bad enough that Owlcat eventually had to cave and patch in "scrolls of atonement", which reset your alignment to the choice you made at the start of the game, which worked but was obviously hacky. ''[=WotR=]'' addresses the root of the issue at last, with many choices now having an effect on only ''one'' alignment axis, allowing you to more carefully control your character's alignment and act in certain ways without risking compromising your alignment in full. (This is especially important in ''[=WotR=]'', as the Mythic Path system also has an alignment component to it.)

to:

** One of the things people absolutely ''hated'' about ''[[VideoGame/PathfinderKingmaker Kingmaker]]'' was how every single alignment-affecting choice had an effect on ''two'' morality axes, and often the law/neutral/chaos part of a choice could be questionable or vague, leaving you with no option that more closely matched your alignment on this axis; in particular, Paladins and Monks found it ''infuriatingly'' hard to stay Lawful while consistently being Good, and it got bad enough that Owlcat eventually had to cave and patch in "scrolls of atonement", which reset your alignment to the choice you made at the start of the game, which worked but was obviously hacky. ''[=WotR=]'' addresses the root of the issue at last, with many virtually all alignment choices now having an a significant effect on only ''one'' alignment axis, allowing you to more carefully control your character's alignment and act in certain ways without risking compromising your alignment in full. (This is especially important in ''[=WotR=]'', as the Mythic Path system also has an alignment component to it.)



''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that outright don't have a corresponding companion![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald, Sorcerer or Warpriest companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently[[/labelnote]]), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.

to:

''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that outright don't have a corresponding companion![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald, Skald or Sorcerer or Warpriest companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently[[/labelnote]]), differently '''''and''''' the Warpriest companion is available on exactly one Mythic Path plotline[[/labelnote]]), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.
Is there an issue? Send a MessageReason:
None


''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that outright don't have a corresponding companion![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald, Sorceror or Warpriest companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently[[/labelnote]]), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.

to:

''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''more than a dozen'' classes that outright don't have a corresponding companion![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald, Sorceror Sorcerer or Warpriest companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently[[/labelnote]]), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.
Is there an issue? Send a MessageReason:
None


''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''a dozen'' classes that outright don't have a corresponding companion!), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.

to:

''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''a ''more than a dozen'' classes that outright don't have a corresponding companion!), companion![[labelnote:*]]For the curious: there are no Alchemist, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Druid, Hunter, Inquisitor, Kineticist, Magus, Skald, Sorceror or Warpriest companions, ''and'' the Monk companion is such a unique archetype that a more standard Monk will likely play much differently[[/labelnote]]), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.
Is there an issue? Send a MessageReason:
None


** On the subject of Mythic Paths, one of the complaints about ''Kingmaker'' was that it often felt like it was difficult for your main character to stand out mechanically; they didn't get any {{Unique Protagonist Asset}}s despite being baron (and later king) and, if you were going in blind, it was rather easy to stumble into a character build that overlapped heavily with one of the companions (any two-handed weapon user will overlap with Amiri a fair bit, any bow user is going to be very similar to Ekundayo, any Alchemist is going to overlap ''a lot'' with Jubilost due to the limited archetypes, you get ''two'' Clerics, et cetera). This was a particular problem because your protagonist is the one character who is ''mandatory'' at all times; this meant that you had to build parties around them, and could lead to some pressure to not "double up" and thus ignore some characters. It ''was'' possible to be unique, but that required going into specific classes (druid, monk, paladin) which some players perhaps didn't want to play as and required specific alignments (which, as above, might crimp how some want to play).\\

to:

** On the subject of Mythic Paths, one of the complaints about ''Kingmaker'' was that it often felt like it was difficult for your main character to stand out mechanically; they didn't get any {{Unique Protagonist Asset}}s despite being baron (and later king) and, if you were going in blind, it was rather easy to stumble into a character build that overlapped heavily with one of the companions (any two-handed weapon user will overlap with Amiri a fair bit, any bow user is going to be very similar to Ekundayo, any Alchemist is going to overlap ''a lot'' with Jubilost due to the limited archetypes, you get ''two'' Clerics, et cetera). This was a particular problem because your protagonist is the one character who is ''mandatory'' at all times; this meant that you had to build parties around them, and could lead to some pressure to not "double up" and thus ignore some characters. It ''was'' possible to be unique, but that required going into specific classes (druid, monk, paladin) which some players perhaps didn't want to play as and required specific alignments (which, as above, might crimp how some want to play).alignments.\\

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* AuthorsSavingThrow: One of the things people absolutely ''hated'' about ''[[VideoGame/PathfinderKingmaker Kingmaker]]'' was how every single alignment-affecting choice had an effect on ''two'' morality axes, and often the law/neutral/chaos part of a choice could be questionable or vague, leaving you with no option that more closely matched your alignment on this axis; in particular, Paladins and Monks found it ''infuriatingly'' hard to stay Lawful while consistently being Good, and it got bad enough that Owlcat eventually had to cave and patch in "scrolls of atonement", which reset your alignment to the choice you made at the start of the game, which worked but was obviously hacky. ''[=WotR=]'' addresses the root of the issue at last, with many choices now having an effect on only ''one'' alignment axis, allowing you to more carefully control your character's alignment and act in certain ways without risking compromising your alignment in full. (This is especially important in ''[=WotR=]'', as the Mythic Path system also has an alignment component to it.)

to:

* AuthorsSavingThrow: AuthorsSavingThrow:
**
One of the things people absolutely ''hated'' about ''[[VideoGame/PathfinderKingmaker Kingmaker]]'' was how every single alignment-affecting choice had an effect on ''two'' morality axes, and often the law/neutral/chaos part of a choice could be questionable or vague, leaving you with no option that more closely matched your alignment on this axis; in particular, Paladins and Monks found it ''infuriatingly'' hard to stay Lawful while consistently being Good, and it got bad enough that Owlcat eventually had to cave and patch in "scrolls of atonement", which reset your alignment to the choice you made at the start of the game, which worked but was obviously hacky. ''[=WotR=]'' addresses the root of the issue at last, with many choices now having an effect on only ''one'' alignment axis, allowing you to more carefully control your character's alignment and act in certain ways without risking compromising your alignment in full. (This is especially important in ''[=WotR=]'', as the Mythic Path system also has an alignment component to it.))
** On the subject of Mythic Paths, one of the complaints about ''Kingmaker'' was that it often felt like it was difficult for your main character to stand out mechanically; they didn't get any {{Unique Protagonist Asset}}s despite being baron (and later king) and, if you were going in blind, it was rather easy to stumble into a character build that overlapped heavily with one of the companions (any two-handed weapon user will overlap with Amiri a fair bit, any bow user is going to be very similar to Ekundayo, any Alchemist is going to overlap ''a lot'' with Jubilost due to the limited archetypes, you get ''two'' Clerics, et cetera). This was a particular problem because your protagonist is the one character who is ''mandatory'' at all times; this meant that you had to build parties around them, and could lead to some pressure to not "double up" and thus ignore some characters. It ''was'' possible to be unique, but that required going into specific classes (druid, monk, paladin) which some players perhaps didn't want to play as and required specific alignments (which, as above, might crimp how some want to play).\\
''[=WotR=]'' fixes this in two ways: first, there are now ''so many'' class, archetype and prestige class options that, even if you pick the same class as a companion, you will likely end up fairly distinct from them mechanically (and there are now ''a dozen'' classes that outright don't have a corresponding companion!), and the Mythic Path you choose and its powers are completely unique to your main character, meaning that even if you pick the ''exact'' same class and archetype as someone else, you will still have ways of contributing that are totally unique to your character. Put together, it should help ensure most players feel unique and like their main character is contributing in ways the rest of the party isn't.
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Added DiffLines:

* AuthorsSavingThrow: One of the things people absolutely ''hated'' about ''[[VideoGame/PathfinderKingmaker Kingmaker]]'' was how every single alignment-affecting choice had an effect on ''two'' morality axes, and often the law/neutral/chaos part of a choice could be questionable or vague, leaving you with no option that more closely matched your alignment on this axis; in particular, Paladins and Monks found it ''infuriatingly'' hard to stay Lawful while consistently being Good, and it got bad enough that Owlcat eventually had to cave and patch in "scrolls of atonement", which reset your alignment to the choice you made at the start of the game, which worked but was obviously hacky. ''[=WotR=]'' addresses the root of the issue at last, with many choices now having an effect on only ''one'' alignment axis, allowing you to more carefully control your character's alignment and act in certain ways without risking compromising your alignment in full. (This is especially important in ''[=WotR=]'', as the Mythic Path system also has an alignment component to it.)

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