Gearing Up!

Friday, May 4, 2018

In Monday's blog, we talked about weapons and all the plentiful options you have when you're picking those. So let's stay in the Equipment chapter for the Pathfinder Playtest Rulebook and take a look at armor, other gear, and everything else having to do with items!

Don Your Armor!

Armor's job is to protect you from your enemies' attacks. Your character can have proficiency in light armor, medium armor, or heavy armor (or, in some cases, none of the above). Most classes are only trained in their armor at first, though some martial classes gain better proficiency at higher levels. In Pathfinder First Edition, many types of armor were effectively obsolete because you could just buy a better type, but for Pathfinder Second Edition, we've made a few new adjustments to make each type a little different.

A suit of armor has many of the same statistics as in Pathfinder First Edition, but now each one also gives a bonus to your TAC (Touch Armor Class). For instance, studded leather gives a +2 item bonus to AC and +0 to TAC, whereas a chain shirt gives a +2 item bonus to AC and +1 to TAC, but it is heavier and noisier. That last bit comes from the noisy trait, one of a small number of traits some armors have to reflect their construction and effect on the wearer. Armor also has a Dexterity modifier cap (which limits how much of your Dexterity modifier can apply to your AC); a check penalty that applies to most of your Strength-, Dexterity-, and Constitution-based skill checks; a penalty to your Speed; and a Bulk value. You'll balance these variables to pick the armor that's best for you.

As you adventure, you'll find or craft magic armor. Weapons and suits of armor alike can be enhanced with magical potency runes. For weapons, a potency rune gives an item bonus on attack rolls and increases the number of damage dice you roll on attacks with the weapon. For armor, the potency rune increases the armor's item bonuses to your AC and TAC and gives you a bonus to your saving throws! For instance, studded leather with a +3 armor potency rune (a.k.a. +3 studded leather) would give you +5 AC, +3 TAC, and +3 to your saves. You can also upgrade the potency later, etching a +4 armor potency rune onto that armor to increase its bonus. You can even upgrade the potency of specific armor (and weapons) so you can hold on to your celestial armor at higher levels. If you don't wear armor, not to worry! Your bracers of armor give you a bonus to AC, TAC, and your saves without requiring you to clad yourself in a clunky metal box. They might not protect you quite as well, but maybe that trade-off is worth it to your wizard or monk!

Illustrations by Wayne Reynolds

Shield Yourself!

You've probably seen mention of shields in previous blogs, announcements, and broadcast play sessions. To gain the benefits of a shield, you have to spend an action to raise it, which then gives you a bonus to AC and TAC (+1 for a light shield or +2 for a heavy shield) for 1 round. Your character has proficiency in shields just like she does with armor, and when using a shield, you use the lower proficiency rank of your armor or shield to calculate your Armor Class.

Shields don't have potency runes. Instead, you might pick up a shield made of a durable material like adamantine or craft a magic shield that catches arrows, reflects a spell back at its caster, or bites your enemies!

Fill Your Backpack!

The Equipment chapter also includes all sorts of other gear you might want on adventures, from rope to tents to musical instruments to religious symbols. Many of these items are required to perform certain tasks, like thieves' tools. The new system of item quality makes it pretty straightforward to figure out how tools work. For example, you need thieves' tools to pick a lock or disable many traps. Normal thieves' tools let you do this normally, expert-quality tools give you a +1 item bonus on your check, and master-quality tools give you a +2 item bonus on your check. Now what if you get stuck without your tools and need to improvise? Well, if you can scrabble something together, you've created a poor-quality set of tools, which gives you a -2 item penalty (much like the penalty for having an proficiency rank of untrained in a task). The same thing might happen if you had to turn vines into improvised rope or use an empty chest as a drum for an improvised musical instrument!

Take a Load Off!

Not everything you can purchase is adventuring gear. Cinco de Cuatro wouldn't be complete without some luxuries like a bottle of fine wine or renting an extravagant suite! You might even rent an animal to ride about town. Of course, an extravagant lifestyle can have a high cost, and the chapter includes costs of living per week, month, or year so you can accurately budget your lifestyle decisions.

Switch It Up!

One of the squidgy parts of Pathfinder First Edition we wanted to clear up with the redesign is how holding, wielding, and stowing items work, particularly switching how many hands you're using for an item. Now, drawing an item from a pouch, changing your grip from one-handed to two-handed, or detaching a shield from your arm all require the Interact action. We've codified the rules for many of the basic things you do with items so the other rules interface with them cleanly. That [[A]] code you see there indicates this is an action, and will be a lovely icon in the final rulebook!

[[A]] Interact

Manipulate

You use your hand or hands to manipulate an object or the terrain. You grab an unattended or stored object, open a door, or do some similar action. You may have to attempt a skill check to determine if your Interact action was successful.

The equipment chapter also covers the full rules on item quality and on Bulk, plus a section on how items and Bulk work for creatures of different sizes.

Now you have a basic rundown of the gear in this book. We'll dive deep into magic items at a later date. Looking at what you see here, what sort of useful, peculiar, or silly things do you think your character will spend their silver pieces on?

Logan Bonner
Designer

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Tags: Pathfinder Playtest Wayne Reynolds
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Seisho wrote:
I never understood the decision to givew the player either a feat OR a stat increase, tbh - thats just bogus

Totally. But what's even more bogus is the limits to customization. Would it kill them to give a feat to everyone at 1st level? And more feats in general? Maybe some slightly more relevant archetypes? Hell, maybe even some combat options other than attacking?

I get streamlined, I love streamlined, but dammit, this is really bland. Like, mind-boggingly bland. Like, hoping the monster you're fighting has some cool abilities BLAND.

That's not really a goal to pursue.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Seisho wrote:
I never understood the decision to givew the player either a feat OR a stat increase, tbh - thats just bogus

It is actually a bit more complicated than that.

The default choice is +2 to one stat or +1 to each of two different stats.

Many of the feats grant +1 to one stat and some additional benefit.

Other feats grant a larger benefit but no stat increase.

Even though some people in my gaming group did it, I could never understand doing anything other than taking +2 to a single stat (if the stat I wanted to increase was even) or a feat that granted +1 to a stat and some other benefit (if the stat I wanted to increase was odd).

Of course, the fact that you cannot increase any stat beyond 20 does make feats a better deal at higher levels.

I do remember opting for +1 to all stats rather than a feat at 1st level for my human character because we rolled for stats and I got 5 out of 6 odd rolls.


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Pathfinder Rulebook Subscriber

In defense of the 5e feats: they are REALLY good. Like the feats themselves are great. There's a fairly short list with very few duds in them, and they almost all provide multiple benefits. They can get you whole new actions to take in combat, and provide really excellent out of combat utility.

The feats themselves are waaaay better than most PF1 feats, which tend to just provide numeric bonuses and rarely open up exciting new options. Those that do open up new options tend to be part of really expensive feat trees.

The problem is that you get so few feats and at such a high cost. I'd play more 5e if I got a feat every other level or something.

PF2 seems to be hitting a really sweet spot right now. Most of the feats act like 5e feats over PF1 feats. Not QUITE as strong as 5e, from what we've seen, but more powerful and interesting than PF1 feats, granting you new abilities over numeric bonuses. And at the same time, you get even more feats than the PF1 characters did.


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5e's feat system works that way because its designers wanted it to be as accessible as possible to people who mostly want to role play and have simple combats and who get intimidated by having to make complex build choices.

The feat system is opt-in so people who don't want customization don't feel like they're falling too far behind their optimizer party members.There aren't many folks like that in these forums, but I know lots of them in real life.

But don't get me wrong, I'm a nerd who loves making complex build decisions, I wouldn't be here if I weren't. I think it's clever to have a system with opt-in complexity, but I wish you could opt in to a lot more of it.


David knott 242 wrote:
Seisho wrote:
I never understood the decision to givew the player either a feat OR a stat increase, tbh - thats just bogus

It is actually a bit more complicated than that.

The default choice is +2 to one stat or +1 to each of two different stats.

Many of the feats grant +1 to one stat and some additional benefit.

Other feats grant a larger benefit but no stat increase.

Even though some people in my gaming group did it, I could never understand doing anything other than taking +2 to a single stat (if the stat I wanted to increase was even) or a feat that granted +1 to a stat and some other benefit (if the stat I wanted to increase was odd).

Of course, the fact that you cannot increase any stat beyond 20 does make feats a better deal at higher levels.

I do remember opting for +1 to all stats rather than a feat at 1st level for my human character because we rolled for stats and I got 5 out of 6 odd rolls.

...

If you roll for stats... you're not my intended audience XD

Kidding of course, but I really, really can't even comprehend anymore why anyone would ever still roll for stats in 2018, when practically every game allows you to build your character however you want. Not that it's wrong, I'm sure you guys have a lot of fun, I just... can't... get it. My players either.

I dunno! Really can't relate ^__^


IconicCatparent wrote:

5e's feat system works that way because its designers wanted it to be as accessible as possible to people who mostly want to role play and have simple combats and who get intimidated by having to make complex build choices.

The feat system is opt-in so people who don't want customization don't feel like they're falling too far behind their optimizer party members.There aren't many folks like that in these forums, but I know lots of them in real life.

But don't get me wrong, I'm a nerd who loves making complex build decisions, I wouldn't be here if I weren't. I think it's clever to have a system with opt-in complexity, but I wish you could opt in to a lot more of it.

My point exactly. They leave feats and multiclassing optional. Perfect, so everyone can decide if they wanna play "5e lite" or "5e liter" - but if you make them optional, at least go the whole nine yards! As Morgan says, they are VERY GOOD FEATS, but why so few if they're not compulsory?

I just don't get it, honest.

You know what?... Naah, nothing. I was about to say, we could play 5e with a new feat every 2 levels or something. But we'd end up grabbing them all, because they're not many. Also, they're not simple +1s, they do add more actions and possibilities - so too many and one risks not remembering half of them.

Aaah s##*. Thank the gods for PF2. Only 23 days left, my children.


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Captain Morgan wrote:
Chest Rockwell wrote:
Captain Morgan wrote:
Chest Rockwell wrote:
rooneg wrote:
You need to spend a reasonable number of those ASIs on ability scores,
This is actually not so, you can get by on a 14 in your prime ability score for your entire career in 5th Ed, due to BA.
Would you want to though? BA makes the dice already feel super swingy. I'd really prefer to reduce my chance of failure at a thing as best I can. While you can't min-max in as many ways in 5e, that creates a psychological incentive to grab whatever you can to improve as quick as possible. Whiffing on attacks or having your spell do nothing is rarely fun.
The phycological incentive seems to be something that people that have't really grasped the maths of 5th Ed possess, and luckily the whiffing deal isn't an issue, as most monsters have pitifully low AC in 5th Ed.
I don't really think 5e math discourages you from wanting to have higher bonuses.

Oh, of course not, it's human nature to want to get the bigger/higher, but, I am saying with 5th Ed, it has been liberating in that I really do not feel the same desire to max everything, I also like to spread things out more.


Roswynn wrote:
David knott 242 wrote:
Seisho wrote:
I never understood the decision to givew the player either a feat OR a stat increase, tbh - thats just bogus

It is actually a bit more complicated than that.

The default choice is +2 to one stat or +1 to each of two different stats.

Many of the feats grant +1 to one stat and some additional benefit.

Other feats grant a larger benefit but no stat increase.

Even though some people in my gaming group did it, I could never understand doing anything other than taking +2 to a single stat (if the stat I wanted to increase was even) or a feat that granted +1 to a stat and some other benefit (if the stat I wanted to increase was odd).

Of course, the fact that you cannot increase any stat beyond 20 does make feats a better deal at higher levels.

I do remember opting for +1 to all stats rather than a feat at 1st level for my human character because we rolled for stats and I got 5 out of 6 odd rolls.

...

If you roll for stats... you're not my intended audience XD

Kidding of course, but I really, really can't even comprehend anymore why anyone would ever still roll for stats in 2018, when practically every game allows you to build your character however you want. Not that it's wrong, I'm sure you guys have a lot of fun, I just... can't... get it. My players either.

I dunno! Really can't relate ^__^

The actual logic is that some people in 5e's playtest did not want feats in the game at all so they were made an optional system.

That said, I think it is generally true that increasing your "main" stat for SAD classes trumps the utility of feats in 5e until that stat is to level 20 and MAD classes essentially are always better off with stat increases. From an optimization standpoint, they are nearly non-options.

That is "good" in that players with less optimization experience/interest stay competitive with players that use the feat rules. That is "bad" in that people who want to use feats generally feel punished for using that modular system. PF2 appeals to the latter group.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Roswynn wrote:
David knott 242 wrote:
Seisho wrote:
I never understood the decision to givew the player either a feat OR a stat increase, tbh - thats just bogus

It is actually a bit more complicated than that.

The default choice is +2 to one stat or +1 to each of two different stats.

Many of the feats grant +1 to one stat and some additional benefit.

Other feats grant a larger benefit but no stat increase.

Even though some people in my gaming group did it, I could never understand doing anything other than taking +2 to a single stat (if the stat I wanted to increase was even) or a feat that granted +1 to a stat and some other benefit (if the stat I wanted to increase was odd).

Of course, the fact that you cannot increase any stat beyond 20 does make feats a better deal at higher levels.

I do remember opting for +1 to all stats rather than a feat at 1st level for my human character because we rolled for stats and I got 5 out of 6 odd rolls.

...

If you roll for stats... you're not my intended audience XD

Kidding of course, but I really, really can't even comprehend anymore why anyone would ever still roll for stats in 2018, when practically every game allows you to build your character however you want. Not that it's wrong, I'm sure you guys have a lot of fun, I just... can't... get it. My players either.

I dunno! Really can't relate ^__^

I neglected to mention all of my arguing to try to talk the DM out of having us roll for ability scores. I have hated rolling ability scores ever since 3E introduced alternatives that completely eliminated dice rolling during character creation.

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Thanks for all the lively discussion so far in this thread. At this time we've decided to close up the blog discussion thread. If you have comments, questions or other things you want to post that do not fit into any currently open threads, you are welcome to start a new thread. Thanks!

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