After perusing some threads online, I just realized that Lay on Hands, while recently buffed, also got nerfed at the same time.I mean so did Paladin Reactions, they have set ranges now, but that is another topic. So for background information, Somatic action was changed so that it no longer requires a free hand to cast spells/powers. That is a good thing. Now Clerics/Paladins can heal allies while there hands are busy with weapons or shields. Lay on Hands was also buffed to have d6s instead of d4s. That is also good. Hospice Knight only increased healing from d4s to d6s. Now undead get hurt by d6s also. For the most part, Warded Touch is no longer needed. HOWEVER, Warded Touch had another benefit that was not added or replicated. The removal of the manipulate trait from the somatic portion of Lay on Hands. Before, you could attack undead, or evil creatures with Vengeful Oath, safely. Now you are super at risk for attacks of opportunities and losing your Lay on Hands.The Paladin already has limited resources to cast it. Now he can waste them also. At least with heal/channel you can cast it at range safely at the enemy. But Lay on Hands as I recall has no range option. Sure the Paladin is tanky and might be able to dodge the hit, but at higher levels, it is almost certain that the enemy will comfortably be able to exceed the damage threshold needed to waste the spell. To "safely" "smite" the undead you need to make sure you raise shield action BEFORE you attempt the give them the good touch. You can no longer safely heal allies next to enemies either. Lay on Hands seems worse now. I rather they keep the Warded Touch feat just so I can get rid of the manipulate trait. I can't even touch myself safely to heal in battle.
Copied and pasted from the Shining Lights and Dark Stars blog. I hope a Dev or anyone else can clarify on this. This might sound dumb but can anyone clarify the Ranger's new Hunter's Edge? Do you pick one at the start of a build? Do you pick one every time you activate Hunt Target? Or do you have access to all 3? It does not implicitly tell you to pick one. Even it has a line that says "You have trained for countless hours to become a more skilled hunter and tracker, gaining additional benefits when you Hunt a Target.) Benefit(s)...plural. Masterful Hunter,"You also gain an additional benefit depending on your hunter’s edge", implies that there was an individual choice from before. The Rogue's Rogue's Technique specifically states " You gain one of the following techniques of your choice." The Paladin's Righteous Form is chosen at the start and again later if you get a feat. "Once you have chosen the ally’s form, it cannot be changed" Can anyone clarify? It's not like there are any class feats that require a specific build choice for the Ranger unlike The Paladin and Rogue.
This might sound dumb but can anyone clarify the Ranger's new Hunter's Edge? Do you pick one at the start of a build? Do you pick one every time you activate Hunt Target? Or do you have access to all 3? It does not implicitly tell you to pick one. Even it has a line that says "You have trained for countless hours to become a more skilled hunter and tracker, gaining additional benefits when you Hunt a Target.) Benefit(s)...plural. Masterful Hunter,"You also gain an additional benefit depending on your hunter’s edge", implies that there was an individual choice from before. The Rogue's Rogue's Technique specifically states " You gain one of the following techniques of your choice." The Paladin's Righteous Form is chosen at the start and again later if you get a feat. "Once you have chosen the ally’s form, it cannot be changed" Can anyone clarify? It's not like there are any class feats that require a specific build choice for the Ranger unlike The Paladin and Rogue.
Not sure how this will play out. Before in PF1 you could multiclass and take an archetype at the same time. There are even some builds where you level dip in a class with an archetype/s and have your core class with its own archetype/s. Now it looks like you can't do both. With the way dedication works, you would need to be at level 12. Multiclass feats at 2,4, and 6 and Archetypes at 8, 10, and 12 at minimum unless I am mistaking something. This route would lock you out of many class feats. I know this is a rare build but I feel like PF1 does it better. Again, in PF1 multiclassing really hurt spell casters and their progression but there were ways to fight that. i.e. Magical Knack. Some Prestige classes also helped out the loss of progression. Overall this feels reminiscent of the Variant Multiclassing and I don't think many people used it. I mean the problems of multiclassing I think brought in the rise of Hybrid classes. Merge classes people would like to use together and give them the tools they need to succeed. Like the Magus, Slayer, Hunter, Skald, etc, etc. There are even archetypes that borrow features from other classes to their class. Do you like guns? I can name a few classes with archetypes that let them have a taste of guns.
Hey Mark, for the Katana and Longsword example, will it only say Common and Uncommon? Or will it also say Common(some region), Uncommon(another region), or even for spells Uncommon(some race). IDK the best way to do it but in my mind it could be Common(an inclusive category) or Uncommon and above(exclusive category). For example, this longsword is Common in all places that is the Inner Sea. Or this katana is Uncommon in all areas EXCEPT Eastern regions. Or an Uncommon Spell, this spell is uncommon to all people except this Kobold race. If you were to go this route, what is a better solution? Inclusion or exclusion? This might be in the old language of DR back in the day. Wait does this mean they are immune/resistive to that damage type or only that damage type can hurt them fully otherwise?
Mark Seifter wrote:
If you want to be a trap/snare connoisseur, will you be able to level/upgrade them to be useful in a fight in combat mode? As of right now in low level, they seem to be only useful during exploration mode. I envision a point where you can become a master battle field controller. You are throwing out premade traps/snares mid-combat, mid-chase like a frisbee and when they land they deploy themselves. You lock down areas and escape routes and such.
Mark Seifter wrote:
Does that mean you can make 2 ranged combat styles with the Ranger? i.e. "Machine gun build" where you use a bow to just spam the enemy with as many arrows as possible? Or a "Sniper build" where it focuses on the "one shot one kill" mentality? Before in PF1 there was almost no reason to get a crossbow expect as an easy backup ranged weapon for some melee classes. If there's gonna be a good incentive for cross bow I will be really excited!
Mark, how modular will the Ranger be? Will class feats/archetypes allow you to replicate the Slayer or Hunter? I feel like with all these more modular classes, we are going to end up losing all the cool hybrid classes like the Magus(Fighter/Wizard kind of), Slayer(Ranger/Rogue), Ninja(Rogue/Monk kind of), etc.
Reading about how potions has to use RP iffs me a bit. I always liked the dichotomy between Potions and Scrolls(and to an extent wands). Potions were neat that anyone could drink them. Do you have s& UMD or are not magically inclined? Chug thus drink and you can breath underwater. Scrolls were a cheaper alternative I think and were good for users that had good UMD or had the spells on hand to cast. Are you magically illiterate? Do you have a working throat? CHUG CHUG CHUG now you can FLY FLY FLY.
So one of my big "issues" with this new RP system is that it hampers/removes the most cost effective way of healing between combat/down time or what is now called exploration mode. Before, after you get your first deposit of dosh the best cost effective healing item is Wand of CLW. You don't even need higher level wands. It has enough charges to top you off between fights. Do you have at least one person that can cast CLW? Boom don't even need UMD. Every party member, if they had extra dosh, could get their own and just let the party healer use it on them. Then the party healer could better use their spell slots for more utility spells, buff spells, etc. Was this method too "Overpowered"? I feel like it was not that OP. It freed up spell slots and allowed more spells to be used. It also meant that you can stay out in the field longer and not have to stop. Can any DEVS or Mark comment on this? Was this tactic something you wanted to remove in the new system or can you replicate this healing method? Also can other people comment on this? Was this method/tactic ok or too OP?
Mark Seifter wrote:
So will there be more archetypes that are class specific? Cause as of right now, I am not into the new archetype system. As of right now, they just add additional themed options to the core base class you are building as Kwik mentioned. There are archetypes that alter/change a Paladins Smite Evil, a Cleric's Channel, or a Magus' spell strike/spell combat that make them similar but totally different. Paladin's that smite evil with a gun only or against different creature types etc. Now it seems like you will get a base class but it can optionally do themed stuff. I think my worry also stems from the fact that certain class features were "removed" but you have to "re-add" them. Like the recent Monk reveal. The unchained monk had access to monk weapons and stunning fist at level 1. Now the new monk has to focus on one or the other. Sure a monk in PF1 could focus on one facet of his features over the other but at least we had access to both. It never feels good to have less psychologically, especially when you use to have more before. I could be wrong. Now if you were to take an archetype for a monk, level 1 you would have to decide if you wanted your new themed thing vs your "normal" monk stuff. This is similar to how it was in PF1 where it replaced Monk Features but I don't know. I almost feel like these blanket archetypes that anyone can take should be renamed. In my mind they aren't really archetypes but themed asset packages that classes can optionally choose from. But this sentiment can just be only me.
Mark Seifter wrote:
I know you don't want to have the Barbarian out "nerd" the wizard but by the time they reach that high level, shouldn't it make sense that they would have some Arcana prowess that they have experienced? They could have learned somethings through osmosis through proximity of partner members or the challenges they have faced in the past. If I had a Bard teammate that played his annoying flute every spare minute, I might have picked up at least some musical inclination from it. Or another party member speaks in another language often enough that I might pick it up. Which leads me to another point, what happend to Linguistics? I use to love leveling that skill.
This might have been asked before but how is the balance between spells that just beat out skills?
If any Devs can answer this, are Backgrounds suppose to replace Traits? I always felt in PF1 that traits acted as neat .5 feats to enhance your background. Or will Traits still exist as a thing in PF2? I feel like there are 2 schools of thought with traits. People who used them to spice up their character's backgrounds, and "min maxers" who only wanted the ability/buffs. Speaking of backgrounds, Background skills were a non-core optional rule for PF1. Are they making a comeback also? Seeing that you already have the name Background claimed for PF2, it seems like my hopes are low. Background Skills were a neat way to fluff out your character who would normally have low skill points. Your Paladin loves to farm in his spare time? Now you can put points in Prof(Farming) to represent that.
Mark Seifter wrote:
I don't know if you can tease this but is there a way to get the ability to be flexible? i.e. Depending on the situation you can choose a better mount, a better weapon, or a better shield. I feel like you can easily be flexible at a cost. You can choose a main thing to upgrade and buff. But later on you can gain the ability to use an un-upgraded/un-talented ability. You spend levels increasing your weapon rune buff. But then you gain the ability to use a vanilla/basic version of the shield buff.
Mark Seifter wrote:
SLOTS? OH THANK GOD. This fixes one my major annoyances in game. You find a neat weapon with very good properties and enchantments BUT it is on a weapon that you are not specced into. Think weapon focus or chosen weapons from the Kensai. The ability to switch runes to upgrade your blade is such a grand idea. But I have to ask, how easy is it to switch runes from one item to another? Depending on the weapon prof, does that determine what craft prof you need to transfer? On another note, dual shields when? Ultimate Turtle build when? Plate armor, two heavy shield. One Boss and one Spiked. Also of note, I love the idea of separating the weapon part of the shield. The idea of upgrading and swapping things really makes me want to make a crafter character.
Doktor Weasel wrote:
Since it seems like Unchained Action Economy was a prototype for PF2 actions, I think it would act similar. Only Mark could confirm of deny this. Two-Weapon Fighting and Flurry of Blows When you fight with a second weapon in your off hand or with a double weapon, you can make two attacks with the first attack simple action you take during your turn: one with your primary hand and another with your off hand. You take penalties on these attack rolls as listed on Table: Two-Weapon Fighting Penalties. Any other attack simple actions you take during your turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand. If you have the Improved Two-Weapon Fighting feat, you can make two attack rolls on both the first and second attack simple actions taken during your turn; both of the attacks made on the second attack action are made at a –5 penalty. Further attack simple actions taken during the same turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand. If you have the Greater Two-Weapon Fighting feat, you can make two attacks on each of your attack simple actions on your turn, though you take all the normal penalties for two-weapon fighting, as well as the cumulative –5 penalty per attack simple action (all attacks made as part of the same attack action have the same penalty). The flurry of blows class feature works in a similar way. At 1st level, you can make an additional attack with a –2 penalty on your first attack simple action during a turn. At 8th level, you can make an additional attack on both your first and second attack simple actions during your turn. At 15th level, you can make an additional attack on each of your attack simple actions during your turn. You must, of course, take all the penalties associated with those attacks.
Mark Seifter wrote:
Can you not shield bash? You say rapier/shield has lower offense than rapier/main gauche but you can still attack with the shield right? But if you do, do you lose the ability to raise it for defense? All this talk of main gauche, is this hypothetical or is it in PF2 now? Another tangent but if you had two shields could you spend two actions to raise both of them?
Mark Seifter wrote:
Does that mean TWF will be more flexible in PF2 than in PF1? I always felt that if you ever do TFW you always had to use a single weapon type because sometimes feats, classes/features, or etc asked you to choose a certain weapon. I might be wrong though. The idea of a samurai using a katana and wakizashi or a duelist using a rapier and a parrying dagger are very thematic.
tivadar27 wrote:
I just hope that the Paladins are more flexible with their alignments just like how the Clerics can be flexible with theirs. No more Paladin, Anti-Paladin, and "neutral" paladin aka bad archetypes and not Cavaliers.
Why no mentioned of ranged or thrown options? I see one mention of bows in this whole post. I feel weird that in a whole blog about weapons, you only have one spectrum of them and not the other. Sure hitting things is fun but sometimes you want to hit things without getting close. In the old blog post about the fighter it was mentioned that Paladins will have a thing with armor. Does that mean Rangers will get more talk with ranged weapons? I don't really want to combine Paladins/Armor and Rangers/Ranged weapons in single articles.
Logan Bonner wrote:
I hope the talk about alignment and domains also leads towards more freedom for the Paladin. Good paladin, Evil paladin, and "neutral but not a really a cavalier" paladin. A paladin of a concept/domain if you will.
The decrease of spell slots is kind of weird to me. But I guess this is the interaction now that you can take lower level spells and slot them higher for more effects. I wonder if you get more or less spell slots overall at the end. I know it is not strictly said here but do Clerics have access to all spells like before and don't need to learn them? I can't wait for the Paladin reveal also.
I am fine with having goblins as a player race. But they always came with the stigma that they were outsiders to be wary of and it was great to roleplay with. I just don't understand the Cha boost. Before they were -2 Str, +4 Dex, and -2 Cha. That thematically made sense. The were small creatures so they were quick and agile but on the scrawny side. They were also ugly and socially..not really nice. So these stats made sense. I just don't understand how they have a +Dex, +Cha, and -Wis with a floating mod. Dex and Wis make sense. They are quick and not really the wisest creatures but cha? The floating mod makes sense based on different heritages/bloodlines. Kind of like Humans are so flexible or how there are so many different types of tieflings with varying ability mods. Has it been explained how this ugly mug of a race suddenly got more charismatic? While stat wise this is a buff, thematically it just does not make sense to me. It almost makes me want to play with the old stat block if I were to ever play a Goblin in PF2.
Looks like there still has been no mention of modifying the 10 barrier. i.e lowering the positive 10 side for more crit successes or increasing the negative 10 barrier to decrease the crit fails. Mark, is crit fishing still a thing in PF2? It seems like if you want to crit hard and often you just increase your to attack numbers as high as you can. There has been no mention of confirming crits also. It just happens if you hit hard enough. In PF1 you could modify your crit range, damage, confirmation ,etc. Meaning you did not necessarily have to have a super high to hit bonus. So it felt cool that your damage burst out really high sometimes. Unless this information has not been revealed yet like a weapons blog to explain this mechanic.
Thanks for all the hard work that you do. I did find one issue though. Not sure if this was intended but in the sources page for Potions & Poisons, I could not find any references to any of the drugs. I can't seem to find any references to any drugs by using the search bar also. Examples can be found on the d20pfsrd from such sources as, Potions & Poisons, Alchemy Manual[Keif, Golden], Black Markets[Keif], and the Game Mastery Guide[Opium] and more.
I have a question but I am not sure if this is the right board to ask. For those who do not know, Words of Power is a magic rules variant which enables players to lego block build spells. As I was looking through the Word Listsfor certain classes, the word lists were not updated for newer classes. Hybrid Classes[Bloodrager, Shaman]
I mean if it was as simple as the Arcanist(Hybrid class) which just pulls from the Wizard/Sorcerer spells list it would be simple. For the Bloodrager you could say he pulls from the sorcerer word list and the Shaman maybe some weird combo of Witch and Oracle. I would not even know where to start with the Occult classes. This would be moot point if Paizo decided to stop supporting Words of Power for future classes with spell casting capabilities. |