Elecguru wrote:
That sounds relatable there are a lot of parents and GMs on the server (myself included) who use PBP as an opportunity to have some regular Pathfinder when IRL games become difficult to schedule. Splinter sounds cool
Gisher wrote:
Yeah it good to have answers and I'm thankful for the devs for sharing and engaging with he community. It's just disheartening to see them consistently rule oppiset of what I would do in a home game. Of course they have a much bigger area of concern than I do, needing to balance all of PFS as best they can.
The Recall Knowledge, Additional Knowledge Rules state: "Sometimes a character might want to follow up on a check to Recall Knowledge, rolling another check to discover more information. After a success, further uses of Recall Knowledge can yield more information, but you should adjust the difficulty to be higher for each attempt. Once a character has attempted an incredibly hard check or failed a check, further attempts are fruitless—the character has recalled everything they know about the subject." https://2e.aonprd.com/Rules.aspx?ID=565 Now suppose a Thaumaturge is fighting a group of four enemies of the same variety, let's say Vampire Spawn. The use find Weakness on the first Spawn and the DC is a normal Level based DC. They kill that one. Now they want to Use Find Flaws on a second one is the DC another noromal DC because its a new individual or is it a hard DC now since it's another recall knowledge on the topic of Vampire Spawn? If it's the first one than fighting groups is essentially a way to get around the increasing difficulty of Recall Knowledge checks. If it's the second Thaumoturges (and to a lesser extent mastermind rogues and others with recall knowledge based abilities) have a severe disadvantage vs groups of similar enemies as their ability becomes harder and harder to proc. Am I missing something? I want to playtest this properly but this playtest is pointing out how unclear the recall knowledge rules are.
Puna'chong wrote: Temporary gadgets would be great. Gadgets replicating some spell effects would also be fun, and make Int more prominent. Right now it feels like a cool modular martial, but if that could be shifted more to "combat engineer" then I'd be happy. I like that idea. Maybe something like make a craft check to quickly put together cover in combat (mini wall of stone like effect). Could also be used to make a bridge or like a ladder perhaps.
Lightning Raven wrote: Remember guys, just because the fear or feature isn't used 100% of the time, doesn't mean it isn't good or useful. I agree with this for feats. I disagree for core class defining features. I think they really should be used most of the time. Lightning Raven wrote: But given that reloading is a big concern right no, I wouldn't mind changing up the movement benefits for reloading benefits. For example, each Deed would give you the current quick draw benefits (including the +2 from Pistolero) and instead of giving some kind of movement (or the extra damage), it the gunslinger a special kind of reload. For Drifters this could mean Reload+Avoid Reactions, Pistolero could Reload+Recall Knowledge (sizing up your opponent in a duel) and sniper could give Reload+Aim (avoiding Unsteady). I think that type of reload benefit is a lot better design since it gives more flavor to the class and is more commonly going to be used.
The core odd level features are martial classes in PF2 are their defining characteristics. A character might spend all of their class feats from level 2 up on an archetype but a Barbarian will always have rage, a Ranger will always have hunt target, and a Gunslinger will always have their Way and their Deeds. Unfortunately Deeds are pretty underwhelming from levels 1-8. I understand that the Gunslinger also gets higher proficiency but comparing directly to the Fighter the Deeds are less interesting and build defining than lvl 1 AoO (and the gunslinger has less HP to boot) I think that in the final version the level one deeds should pack a little more punch. Something that makes you think "that's a gunslinger" rather than that's an ability that is largely useless if you are already expecting trouble and have your guns drawn.
Old_Man_Robot wrote:
Rogue's and Bards also have a random proficiency list. I happen to think it's also a problem for them particularly rogues since it locks them out of future published sneak attack weapons (why aren't rogues proficient with the sword cane!) It's an easy enough homebrew fix but kind of a problem for the society players.
For most classes the key ability is tied to their offensive capacity either Str/Dex for martials or the spell attack for casters. The major exception currently is Alchemist which has some serious issues because of it. Investigator is in a similar spot to inventor but Divise a stratagem lets them use their key ability to attack in certain situations so probably something like that. Currently the Inventor has Tamper which is close but likely not enough.
Michael Sayre wrote:
I'm a fan of the draw and drop model of flintlock fantasy but I worry that it's not going to work once striking runes become relavent. Pistols are cheap but runes are still expensive.
AnimatedPaper wrote:
Either a direct statement "a check can only be one of these types" or a statement defining the types without all the qualifiers of things like "three main types" indicating there are other types or the intro qualifier of high variability which again indicates that not everything is covered in the text that follows. When they write everything with a bunch of qualifiers they avoid making a definitive statement. I think based off of all the evidence that you are right but I don't think that that is clearly written in the first printing RAW.
AnimatedPaper wrote:
Part of the confusion on both this and the maneuver thing was weather or not you assumed that the types of checks were mutually exclusive. The text never says that a check can't be both a spell attack and a ranged attack nor does it say that check cant be an attack roll and a skill check. Based on the fact that they were all just categories of check I assumed it was like the tag system used elsewhere in the system where you can mix as appropriate. I was wrong there.
Salamileg wrote:
Those are all good effects but they only happen if you actually succeed in tripping and are highly dependent upon initiative order. If you are more likely to hit than trip you are better off striking, this just shifts the balance to be more situations where you are better off striking.
The-Magic-Sword wrote:
Spending an action to trip instead of strike was pretty hard to justify before. Doing it "reasonably well" is most likely a waste of an action.
VestOfHolding wrote:
If MAP doesn't apply to maneuvers than the mixed maneuver feat and the agile maneuvers feat do literally nothing.
VestOfHolding wrote: Maybe it's because the way my brain works, I see two different labels, I don't assume they're related even if they have a word in common, but both me, and both of the groups I'm in, never had trouble with "attack trait" and "attack roll" being two different things. Things with the attack trait affect MAP, full stop. The section talking about MAP on page 446 of the CRB is specifically within the context of attack rolls, since it's under the much more bolded "ATTACK ROLLS" heading. It's not just that section though. There are multiple places where MAP for maneuvers is mentioned or referenced. None of these other things were errataed which makes this a new rules conflict. The text on p. 447 sidebar Striding and Striking says "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." Knockdown Fighter Feat [2 actions]
Mixed Maneuvers Monk Feat [2 actions]
Agile Maneuvers Swashbuckler Feat (From the APG obviously not the CRB)
Elfteiroh wrote:
There are enough inconsistencies that I'm not sure if a lot of theese questions have a right answer. This might be an instance of one designer disagreeing with others 50% of the time.
Dubious Scholar wrote:
I guess that's true the intent is to nerf maneuvers and finesse/maneuver weapons. I just don't get the reasoning behind that since they weren't particularly good in the first place.
There are multiple feats which only make sense if maneuvers have MAP. Knockdown, Mixed Maneuver, Agile Maneuvers. Plus the sidebar on p. 447 says: "Striking multiple times in a turn has diminishing returns. The multiple attack penalty (detailed on page 446) applies to each attack after the first, whether those attacks are Strikes, special attacks like the Grapple action of the Athletics skill, or spell attack rolls." As written this seems like just a straight nerf to maneuvers which no longer benefit from finesse, inspire courage, or bless since those call out attack rolls specifically but still suffer from MAP. I don't know if that was the intent though maneuvers were already hard to justify vs a Strike.
LarsC wrote:
The fact that agile Maneuvers is a thing also suggests they should suffer MAP. Unless that is going to get changed in the first APG errata.
I like the only high level spellcasting as a way to make a limited spellcaster. I think 3/3 would be better than 2/2 (or maybe 2/2/2) but I think it's a good concept overall I think striking spell is a little clunky in execution. It feels like it is trying to be both spell combat and spellstrike in one feature. Might be better to split it something like spell combat that lets you cast an attack spell without suffering from or incurring MAP and maybe something else more similar to eldritch shot.
I was talking with ClanPsi on a different site and reached the conclusion that I think the different styles should add alternate key ability options just like the rogue rwckets. Braggart and Fencer would add a Cha option, gymnast would add Str as an option. Additionally I think there really needs to be a style/option where you can get pinache from disarming. I mean it's the ability on the iconic swashbuckling weapon the rapier.
Due to a bunch of good but big life changes right around the time PF2 was released I didn't actually get a chance to play the final product untill yesterday. I ran Torment and Legacy (expanded a bit to make it three acts instead of two) yesterday with a group of PF1 and DnD 5e players and we had a blast. So even though I'm super late to the party I just want to say good job Dev team! The game is good and I'm excited to launch a new campaign using the system once I finish converting my Homebrew world.
gnoams wrote: Being grappled is only a minor inconvenience instead of completely shutting down spellcasters. I dunno if I'd call a 20% chance to lose any spell with somatic, material, or focus components a minor inconvenience for a caster. Not a complete shutdown either though. Edit: too many dang o's
Some thoughts: A. If you meet the str requirement for the armor the Armor check penalty goes away completely and the speed penalty is reduced by 5ft (so no penalty for medium and -5ft for heavy). Anyone who is going to be wearing heavy armor will be able to meet those easy to hit Str requierments. B. Heavy armor gives more total AC with max dex +item bonus equalling 6 instead of 5. C. Armor specialization for fighters and champions only applies to medium/heavy armor. D. Dex lost initiative so it's much less painful to leave it at 10 now
Good news you can make a character like that. Bad news what Paizo means by ranger has changed. In DnD 3 - PF1 a ranger was a martial class that had nature/survival abilities and some magic. In PF2 the ranger got dissasmbled. A lot of the hunter type abilities got moved into survival skill feats accessable to anyone who invests in it and the magic got moved into druid multiclass archetype (read feat tree) The PF2 ranger still has some built in survival abilities but their primary role is a character that excels at targeting a single enemy at a time. They are great vs big boss monsters. So IMO to recreate a PF1 ranger who had no such single target focus abilities you probably want to play a fighter. To recreate the nature abilities focus on survival skill (starting with the Hunter background) and to gain some utility spells start taking druid archetype feats starting at level 2.
Heavy armor still has a 5ft movement penalty even if you hit the str requirement. So it's +1 AC for -5ft of movement not a bad trade but not one that every character will want to make. Also if your dex is 18 or higher then bulwark from full plate is a penalty since it replaces your dex mod with a static +3 on reflex saves.
From p. 535 under section heading Heald or Worn: "An item that needs to be worn to function lists “worn” as its usage. This is followed by another word if the character is limited to only one of that type of item. For instance, a character can wear any number of rings, so the entry for a ring would list only “worn.” However, if the Usage entry were “worn cloak,” then a character couldn’t wear another cloak on top of that one."
Martial who MCAs caster works pretty well since the caster MCA grant everything you need to be a caster, spells and proficiencies Caster who MCAs martial doesn't work as well since you can't get both weapons and armor from the same archetype. It works fine if you just want armor (champion) or just want weapons (fighter) but it's slow to realize your concept if you want both. A war-wizard or war-sorcorrer class archetype that granted some armor/weapon proficiency (still maxing at expert) would fix this with the martial archetypes still being useful for to pick up combat tricks and bonus HP. Or at least a non-religious way to get to heavy armor expert. I expect some of theese options will appear in the players guide next year.
Quandary wrote:
This whole forum is the ivory tower. A brand new player wouldn't understand most of the jargon in this thread.
Bandw2 wrote:
Build however you want it doesn't change the fact that light armor profocincy isn't worth it after level 13 no matter what stats your wizard has.
Corvo Spiritwind wrote: It doesn't have to be best, and there's a lot more variables that play, so this might always seem skewed, especially as more content arrives. We can agree to disagree, but my point still is and was that if you're not interested in a dex build, say any caster who can safely attack each turn with cantrips or spells, they have the option to pump Con for survival and any combination of wis, cha or int(bard, cleric, wizard and sorcerers got pretty potent spells and rarely need to actually attack with melee or ranged). The armor check penalty on a caster only affects str/dex skills, but if you're going for neither, you can pump up utility stuff, more perception and better medicine/nature/diplomacy/lores. Even if you spend every boost on Con, Int, Wis, and Cha you still need to spend two general feats to net a benefit beyond level 13. Corvo Spiritwind wrote:
That is abundantly clear
Corvo Spiritwind wrote: 1:1 cost wise, I think Toughness will win over any general feat tbh. The armor proficiency feat looses out to no feat at all for the wizard and is at best an even trade for the barbarian. That's not a good sign. Corvo Spiritwind wrote: If we use mithral, the fullplate has 0 movement penalty. Sure but if you are being fair you need to let the medium armor barbarian spend that extra cash somewhere else. Corvo Spiritwind wrote:
Yes you get to boost four stats every five levels, so actually probably both are boosting Con every time. Lvl 1
Lvl 5
Now beyond that the unarmored wizard can try and boost dex further to get higher AC
lvl 15
Or they can boost Cha or Str if that float their boat. The wizard who went with light armor doesn't can't increase their AC with dex anymore so they can take their pick between Str and Cha. Bully for them.
Bandw2 wrote:
That does seem like the best possible argument for their inclusion in their current form.
Corvo Spiritwind wrote:
So at level 13 the barbarian who spent the feat on armor proficiency has: +2 Reflex saves vs damage effects (which is most of them)
+2 to to Int, Wis, or Cha (Both barbs will start with Str 18 and Con 16, after that they have two 12s and two 10s so whatever isn't in dex must go to a mental stat) -1 AC
At 19th level this increases to -4 AC and -19 HP over the other option. It doesn't seem like a good trade to me. Corvo Spiritwind wrote:
(you had a small typo in that leather armor has +1 not +2 ac but the total is right So at level 13 choosing light armor nets you -1 AC and -13 HP assuming the other option was toughness. Again looking like choosing the armor proficiency feat gives you a bad result Corvo Spiritwind wrote:
Full-plate barbarian actually can't pump Con since both barbs will likely start with Str 18 Con 16 and boost both every time as I mentioned above. The wizard can boost con and manage to catch up in HP with the toughness wizard and still be 2 points behind in AC. Or the unarmored wizard can boost Con themselves still be ahead in HP and continue having a higher AC. Corvo Spiritwind wrote:
Now armor proficiency feat is best if you want to dump dex. That's probably true though with how important dex is for AC and reflex saves and the four boost system it seems relatively painless to get dex 10 at least 18 for mages.
Corvo Spiritwind wrote:
Trained medicine at high levels works great for fist aid though which is always useful so it is probably a pretty good use for skill training. A better example would be stealth since it's real hard to sneak past a leveled opponent with just trained at higher levels. Of course do to the text of Follow the Expert I think they aimed for a point where just +lvl would have a chance of success in which case lvl+2 would be good but I haven't thoroughly looked at the numbers.
Bandw2 wrote:
objectivity worse options are trap options. Changing the word you use doesn't change what they are. And yes that is an advantage to ivory tower game design; People who know the system well can get a lot of enjoyment out of flexing their system mastery and being good at a thing. It's just really hostile to new players or players who aren't interested in investing enough time to achieve system mastery, and have you seen the size of the CRB? It's a lot of time.
Corvo Spiritwind wrote: Skills are exactly the same, they use the same proficiency mechanic, they give same bonuses, their DC rises with levels. You start with trained, you get some to expert then a few to master and even less to legendary. Rogue is best with skill proficiencies, fighter is best with weapon proficiencies, champion is best with armor proficiencies. There's a really whimsical take on what's invalidated, what's trap, what's same. Three things follow the same proficiency rules and two are treated differently than the third, but also one is treated differently than the other because ancestral feats add a curveball. Again my problem is not that rogues are best with skills, fighters best with weapons etc. My problem is that a character of any class who uses the general feat to expand there options is better off using their class approved options. Corvo Spiritwind wrote: But if it helps, name a class or two and I'll give it a whirl focusing on armor via general feats then we can compare them to your dex version? With exception of monk since I've no experience with them. I've admittted that dex is better at the progression, but my stance should have been clear that the medium/heavy armor builds depend on getting to that point. The armor isn't invalidated because your dex bard gets +1AC if my medium armored bard is built for melee because I never planned to benefit from that proficiency in the first place. It's kind of like saying a bastard sword a fighter is trained in is invalidated because there's longswords with expert at that level. You didn't build around longsword so it's state has no impact on your lower proficiency build. Otherwise why have any trained advanced weapons if you also have expert martials at same level? Bastard swords are martial but you probably shouldn't use advanced weapons that don't scale with your total proficiency either, use the ancestry feat or fighter feat to make it count as martial. The extra traits really aren't worth 2 to hit. And yes I think the general feats for those are also a trap option and I have no idea why they included being trained in them when you are expert in martial weapons. I didn't bring up dex but I'll assume you mean someone using the paizo approved armor weapons and correspondingly trying to max their dex to match that AC. Let's combare 1. A medium armor barbarian vs one who uses the general feat to use heavy armor 2. an unarmored wizard vs one who uses the general feat to use light armor For both cases mine will take toughness instead of the armor proficiency feat. EDIT: Assume human for stats and assume that other than toughens vs armor proficiency they took all the same feats
Corvo Spiritwind wrote:
You keep falling back to the best case scenario for general feats: Wizards/Sorcerers/Cloistered Clerics picking up heavy armor and even then you admit it's probably not worth it since even you say the class feats work better because they scale to expert. Skills aren't the same since trained in medicine never becomes completely invalidated by a class feature the same way trained in a weapon or armor does.
Corvo Spiritwind wrote:
Then that was a bad decision by the devs. New players will pick those feats and experienced players wont because there are better ways to accomplish the same thing. It's textbook ivory tower game design.
PossibleCabbage wrote:
I think you are right that future books will make this a non-issue however I think it is still reasonable to be disappointed that there are trap options in the core and to ask for an errata to fix them. They might not be traps in the future if their 'real' purpose is to be prerequisites for future archetypes or there is another feat which enables further scaling or something like that. But the core is always the default and the first book people will start with it.
Corvo Spiritwind wrote: Well not really, class feats for multiclassing are available to everyone, those two specific ancestry feats(which are more valuable than general feats) are limited to human ancestry, or others by paying a tax via Adopted. Haflings pay a lesser cost since their ancestry feat grants both adopted and an ancestry feat. Yes really. Every ancestry has a weapon familiarity -> weapon expertise. You only need to get adopted ancestry if you don't want the weapons that your ancestry provides. Corvo Spiritwind wrote:
Right class feats are give the most. Ancestry is almost always a better option because most people don't actually need expert in more than one weapon and it scales better for classes that get master proficiecy. The general feat is a trap option.
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