Hezzilreen the Cunning

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4,812 posts (4,857 including aliases). No reviews. 2 lists. 2 wishlists. 7 aliases.


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Jacob W. Michaels wrote:
It was the night monarch vardo.

Thank you sir.


I have a vague memory of an item from one of the earlier contests that was like, "Varisian Funeral Vardo," or something similar. But, now I can't find it. Does anyone else remember this item and/or have a link to the entry post?

Thanks!


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HWalsh wrote:


Here is the thing:
Regardless of how you think I come off, if you think I am biased or not... In the end I was right.
I was right on every count.

Selection bias at it's finest. You have cherry picked half a dozen times that you believe you predicted something (questionable) and claim to have a perfect track record.

You have neglected to recollect the many times that your predictions have run aground or have simply not met with anything close to majority consensus.

But go ahead and favorite your OP so that you can revisit it in 3 years to see how you did. I predict this is much ado about nothing.


Steve Geddes wrote:
What are “additional resources”?

It is the comprehensive list of rulebooks, supplements, and options permitted for use in pathfinder society games.


Skeld wrote:
PossibleCabbage wrote:
Like, I do not want standard unarchetyped Paladins to be alignments other than Lawful Good, full stop.

Slightly off topic:

I've seen the possibility of non-LG Paladins pop up a few times now. Is this something that a Paizo employee has mentioned being a possibility, of just another rumor/wish floating around? I ask because back during the 1e alpha/beta playtest, some fairly important people at Paizo were dead set against the idea of Paladins being anything other than LG.

-Skeld

It’s about 8 years in coming. (Sorry, my memory isn’t as sharp on this as I would prefer.) In the hype machine for either the Advanced Players Guide or Ultimate Combat there were promises of Paladin variants of all flavors. People were excited, eager, and ready to chew on them. However, the concept was unceremoniously pulled from the book and folks were (rightly) disappointed. It was later revealed that one of the staff (I think Jacobs, my apologies James if it was someone else) was very passionately against it, and they felt it completely flew in the face of what it meant to be a paladin and so it was pulled.

So basically, there has been a desire for character support on that front for a very long time (before PF1 came to be as you mentioned) and there is an added angst among some that comes from being teased and left disappointed.


blahpers wrote:
Damn, TOZ, the T stands for "troll" today, doesn't it? : )

Today?


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Yes, but...

It seems like they aren’t finished yet. There are several top level links, header links, and breadcrumbs that I would expect them to put back to maintain parity with contemporary web design aesthetics. I hope it happens before the play test launch.


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N N 959 wrote:
Wultram wrote:
Honestly PFS should really get 0% consideration when it comes to game design in my opinion.

Considering that PFS employees are Paizo employees, it's safe to assume it does not get 0 consideration. What really matters is how much does PFS play contribute to Paizo's bottomline.

That is Wultram’s point, PFS gets far more consideration in the core game than it should. PFS should use the levers at its disposal (its own FAQ, approved play list, campaign structure, guide to play, and its scenarios) to adapt the core game for its purposes instead of influencing development of the rules. Putting PFS’s needs into the core rules just forces the majority of the player base to adjust based on someone else’s house rules.


N N 959 wrote:
BigDTBone wrote:


959 wants to “fix” a few rogue levels of a few interesting combinations by taking a hacksaw to the thing that 9/10 pathfinder players say is the thing they like best about the system; customizability.

No. That's wholly inaccurate. I've repeatedly talked about problems on both sides of the power curve and power gaming is only one part of a multi-facted problem. But don't let the truth interfere with your narrative.

The only people who are threatened by fixes to the multi-class system are min/maxers who can't stand the idea of coming in second at anything.

I GM, exclusively. Which one of us is pushing a narrative again?


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kyrt-ryder wrote:
Frosty Ace wrote:
The problem isn't multi classing, it's that some multiclassing is objectively stronger than a single class focus.

Over the course of the game as a whole that is objectively untrue.

In fact I would say the problem with multiclassing is that it's too easy to make characters that don't keep up with the single classed characters. Especially past level 10.

This is partly because many people in this thread are falling for the “squeaky wheel” fallacy. Multiclass characters have a way of peaking on a particular level or range of 2-3 levels. However both before and after that range they are dismal. No one ever notices the “broken” crappy build from level 3-8 or from 12-20 they just see “OMG MARGINALLY ABOVE THE CURVE FOR WHAT I THINK LEVEL 9-11 SHOULD BE!!”

You also don’t ever hear about the multi class builds that stay inside the power curve of the table they play at because the player knows where the edge is for their group. Or the builds that lag behind for all 20 levels.

959 wants to “fix” a few rogue levels of a few interesting combinations by taking a hacksaw to the thing that 9/10 pathfinder players say is the thing they like best about the system; customizability.


I really really like this idea. I’ve got a different idea about how to implement it. If a feat (or whatever) allowed you to reduce iterative attack penalties by your dex mod then it would really be interesting. Your first hit gains no benefit but the subsequent ones are strengthened. I think that plays a bit closer to your thinking of the fighting style. It also has the benefit of capping the effective value.

However I think that mathing these ideas is probably of dubious value until we can see the full play test document.


1d20, six times, in order.


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PossibleCabbage wrote:

If all feats are 80-100% optimal in conditions that are universal, why would anyone take feats that are narrow?

I would say 2/5-4/5 is the appropriate range for "this always helps" and "3/5-5/5" is the appropriate range for "this helps sometimes."

80-100% congruent with the baseline. Ie, if a (typical, general, everyday) feat should give "10 awesomes" under practically all circumstances then I expect most feats to deliver somewhere between 7-11 awesomes most of the time.

Situational feats should deliver more awesomes during their useful times. So, if you have a "be awesome underwater" feat, I would expect it to give 12-14 awesomes when you are underwater.


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Planpanther wrote:
Deadmanwalking wrote:

From the way they were talking it sounds to me like their solution might conceptually resemble Variant Multiclassing from Unchained more than it does conventional multiclassing in PF1. So, you pick a primary Class and then a secondary Class that you only get some of the stuff from, but you can't just keep picking bits from different ones.

That's not necessarily a bad thing, or restrictive to concept stuff. Indeed, if done properly, it might make something like Eldritch
Scoundrel just what a standard Rogue/Wizard multiclass looks like. Which would be cool. Or Magus a standard Fighter/Wizard. Or Bloodrager a Barbarian/Sorcerer.

I'm on board with that if done properly.

Im not on board. I might not be able to see the way forward here. Help me out. VMC which is very restricted like it was in 4E, basically, whatever your first class is your class, and you can add a single piece of one other class to diversify a little. A hybrid system, but not really a multi-class. Or you pick a single class and then you can cherry pick the class feats of other classes until you dont resemble your beginning class at all. That's all I can see and I want to be in the middle of all that.

I would be ok with a VMC that looked like the Eldritch Heritage feat chain, and less OK with one that worked like Unchained VMC.

Though, I would really prefer the current multiclass system PLUS a robust set of feat chains like Eldritch Heritage.


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Envall wrote:
BigDTBone wrote:


The CRB feats need to be all 4-5 stars for general conditions.
What are general conditions?

Anytime that you don't care about what terrain you are on, and times that you don't need magic to survive. Including death from falling, drowning, suffocating, freezing, or frying


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Orville Redenbacher wrote:
Man, so much stormwind breaking in here it stinks!

See, thats what gets me though. 959 seems like s/he is a Stormwinder, but then literally everything s/he describes about how s/he actually plays the game is super gamist. Like, all they care about is the mechanics of the class, they aren't interested in rolepaying at all. They just want to metagame converse about characters at the table and play their pieces on the board like a chess match.

And I think that is why they don't like multiclassing, because it disrupts their preset notions of what the different chess pieces can do. "What? Bishops can't jump in an L shape, only knights can do that!"

It is a very niche and specific position for a person to take. I've never really seen anyone else who had this exact position.

It's almost like s/he multiclassed...


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N N 959 wrote:
RumpinRufus wrote:
I'm not even hiding anything - I'd be happy to divulge my abilities in-character. But passing around character sheets sounds like metagaming for the sake of metagaming.
It's a game. It's not reality. There are aspects of the game that can only be communicated OOC because there is no IC analogy. You aren't killing the game by telling someone OOC that you are 2 Rogue / 3 Monk, or that you have an 18 STR. You really aren't, but to each his/her own.

What I find really odd, is that for someone who is so bent up about nerfing multiclassing because it’s “roll-playing,” you seem to have a very gamist approach to RPGs.


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Bardarok wrote:

Also completely unrelated I cannot get the "how to format your text" show button to work anymore.

It’s a known issue to the web team. Meanwhile, replace curlys with brackets:

{url=www.hyperlink.com/example}displayed link text{/url}


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Malk_Content wrote:
Dasrak wrote:
Malk_Content wrote:

Wait you rule of thumb is 1gp is close to $100. I've no idea how you get that.

The numbers in no way add up. 10ft of Chain does not cost $3000, it costs less the $50. Or a days worth of trail rations does not cost $50. What on earth caused you to pick such a high conversion rate as a rule of thumb? 1 GP = $10-20 might be reasonable.

It really depends on exactly which items you're looking at. You can pick specific prices to justify a higher or lower conversion rule of thumb, since the pricing tends to be all over the map. For instance, a bar of soap is 1 CP ($1), a hammock is 1 SP ($10), and a one night stay in a typical inn is 5 sp ($50).
All of which point to 1GP being not $100 to me. Soap at 50c sounds more reasonable, as does a night at somewhere pretty low end being closer to $25. If you use $100 most starting weapons cost over a grand.

Have you been shopping lately? Or stayed at a motel?


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kyrt-ryder wrote:
I would definitely appreciate some guidelines to help new GMs understand to help their players select relevant abilities.

Honestly, the guideline should be, “in the CRB? GTG!” Feats like the aquatic combatant above are good (if not even great) feats for the Skulls and Shakles players guide. But they don’t belong within a 10 foot pole of the CRB. The CRB feats need to be all 4-5 stars for general conditions.


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Steve Geddes wrote:
Planpanther wrote:
I keep hearing "this aint a preview of PF2 its a preview of the playtest" Which is fine. Though it would be nice to get something of interest about the playtest itself. Instead of saying vague things about the classes, how about some discussion on how you are designing them?
I’d like this too, but I’m not sure the meta stuff has the same broad appeal.

I'm not sure what we are getting has broad appeal...


Deadmanwalking wrote:
BigDTBone wrote:
TBH, I would be OK with it at 16th if that is indeed the effect. I don't understand the design philosophy of giving the wizard first crack at particular effects, but I can accept that it exists. It is just frustrating that the wizard will have access to that (landmark) ability of the Rogue a full level before the rogue gets it. At least give the Rogue access before the Wizard if you are going to give away class abilities as spells. ... meh.

We actually don't know Wizards get spells at odd levels any more. There are now 10 spell levels, so the details of when people get spells are definitely being reworked at least a little. It's possible everyone gets 2nd level spells at 4th level now, for example.

It's also possible everyone gets them at 3rd, of course (and then every 2 levels, ending with 10th level spells at 19th level). Perhaps even likely.

On the other hand, it's also possible Mind Blank is now a 9th level spell (with Wish and the like being 10th) and Rogues are still getting it a level ahead even so. That wouldn't surprise me at all.

We really just don't know enough about spellcasting to say at this point.

This is all true. Precedent leaves me less than optimistic. But... hopeful? Yes, hopeful. :D


KapaaIan wrote:
PF2 Fix: Spellbooks can't be stored in pocket dimensions (e.g. handy haversacks). The energies involved cause increasing chances or erasing a spell or something. Now Wizards have to carry their spellbooks and their associated bulk and risk.

I actually think this is a very smart idea, particularly if expanded to include any spell completion/spell trigger/use activation magic items. Make the caster carry all their scrolls, wands, potions, and spellbooks out in the open.


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Zaister wrote:
kyrt-ryder wrote:


Nice strawman.

There's no reason a given flair should be dramatically weaker than another.

You misunderstand me. You're right, there is no such reason. However, there is also no reason that all flairs must be equally powerful.

I just object to proclaiming that your interpretation is the only true way to play the game.

Yes, but you can have somewhat balanced options with a variety of flavor and make most people happy. Or, you can produce unbalanced options with a variety of flavor and some people will still be happy.

I understand that you fall into the later category. That's fine. But advocating for most the rest of the community isn't "one true wayism" it's just advocating for balance.

Unless you are saying that your prefer poorly balanced options. Which is true of at least a vocal minority on the boards... but then we get back into trap territory, thus the topic of this thread.


Deadmanwalking wrote:
BigDTBone wrote:
bookrat wrote:

Doesn't Blank Slate do the same thing as Mind Blank, an 8th level spell?

And heck, it may be even stronger.

No, mind blank is much more powerful. It even blocks the effects of wish and miracle, and confers a resistance bonus to mind affecting effects.

Now, if they just gave the rogue 100% on all the time mind blank at 14th level THAT would be interesting!

We actually don't know that it doesn't do all that Mind Blank does. It might easily, and assuming it doesn't is a bit odd.

So they might easily be getting 100% all the time Mind Blank, just at 16th instead of the 14th you'd prefer.

TBH, I would be OK with it at 16th if that is indeed the effect. I don't understand the design philosophy of giving the wizard first crack at particular effects, but I can accept that it exists. It is just frustrating that the wizard will have access to that (landmark) ability of the Rogue a full level before the rogue gets it. At least give the Rogue access before the Wizard if you are going to give away class abilities as spells. ... meh.


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bookrat wrote:

Doesn't Blank Slate do the same thing as Mind Blank, an 8th level spell?

And heck, it may be even stronger.

No, mind blank is much more powerful. It even blocks the effects of wish and miracle, and confers a resistance bonus to mind affecting effects.

Now, if they just gave the rogue 100% on all the time mind blank at 14th level THAT would be interesting!


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kyrt-ryder wrote:
Empty gold mine

That you fall down into.


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PossibleCabbage wrote:
Are there any things from PF1 which we can agree up on as "trap options" the sort we want to avoid having in PF2?

Spell Resistance


PossibleCabbage wrote:
Are there any things from PF1 which we can agree up on as "trap options" the sort we want to avoid having in PF2?

Whirlwind attack


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graystone wrote:
kyrt-ryder wrote:
SubiculumHammer wrote:
Hythlodeus wrote:

I never understood the 'rules bloat' discussion. You don't like a new rule? fine, don't use it. they are optional.

just like PF2 should have been

Someone stealing your PF1 books?
Kender
I think I threw up a little in my mouth... :P

You know, that’s not the kind of thing I’m typically unsure about. I am fairly confident that I *know* at any given point in time whether I have, in fact, thrown up in my mouth or not. :-)


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Jader7777 wrote:
Xerres wrote:
And, sorry to say, I think it's a bit ridiculous that you ask for this evidence and then dismiss it with "I can fix the problem, so there is no problem." It works for your games, I'm sure, but you play the game...

Hey, I know some people hate things about the system immediately like 'I hate how I have to rest for 8 hours to cast spells why can't my MP recover every second like in <video game>' and they think THAT it is a problem with the system.

Also, I rarely softball things at my players. I've killed multiple characters, both magical and martial. My game isn't a perfect 1:1 balanced CR appropriate encounter, it's usually a wild rollercoaster of tuckers kobolds and invisible, flying, exploding elementals with sudden teleporting giants and ethereal wall jaunting ghosts.

I'm also not saying I have the perfect solution to each tables problems, as I admitted in the previous post, but I am aware that the problem is more complex than a handwave and uttering the meme 'caster vs martial'. I am interested in the solution(s) not just complaining about them online and then getting upset if specific suggestions are offered in place of just moping around a subject and blaming some weird abstract system problem as opposed to what can be done at the table.

I think you are missing two important things. (1) The people in here are talking about ways this could potentially be addressed in a new version of the game. We are all (mostly) competent GMs that have taken measures to address these issues at our own tables. What we are saying is, “hey, this is something I’ve noticed I consistently needed to fix game after game. Maybe you guys could just look at fixing it in the core rules?” Telling us that there is a way to fix it at the table doesn’t mean that there is no problem, but quite the reverse, it means that there indeed is a problem. The fact that some people are so accustomed to fixing it by default is a very telling sign of just how deeply rooted the issue is.

(2) New players and GMs are running into this issue on accident (ie, not intentionally setting out to overshadow other players/encounters) and it has a negative impact on the community. Some people don’t even realize it and make accusations which typically involve hurtful phrases like, “min-maxer,” “powergamer,” and “munchkin.” When I first started playing 10 years ago I had these names tossed at me even though I (literally) had no idea what I was doing. I almost stopped playing because it made me feel unwelcome. BadWrongFun is a serious problem facing newcomers to the community, and hedging off issues of game balance in the core rules is the most direct way to help alleviate that problem; rather than leaving it to each table to figure out for themselves.

EDIT: lots of spelling and grammar. Apple autocorrect has lost its damn mind this week.


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nicholas storm wrote:
Full disclosure: my guy was a vivisectionist beastmorph alchemist and the game was the Iron Gods AP - run as written. So my guy could fly, see invisible, etc, with a high AC. But he basically acted as a martial in combat as he rarely ever did anything but charge in combat.

Wut? shaking my damn head

Well, thanks for making that point for us. The MOST OP martial you ever played was actually a caster?

[/thread]


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Hrothgar Rannúlfr wrote:

Having read a little about the new action economy of Pathfinder 2E, I'm left wondering why six second combat rounds are necessary?

Three actions and a reaction every six seconds. Why not shorter rounds? Perhaps, two seconds with just one action and possibly a reaction?

Why are six second combat rounds necessary?

Because it makes math for 10 rounds = 1 minute work out. And 10 rounds = 1 minute is pretty darn handy.


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kyrt-ryder wrote:

The martials as the casters' weapon is a great way to put it.

Who wants to sit uselessly in the sheath until another player facilitates your character to engage the game? Who wants to be a drain on party resources rather than provide resources as an equivalent partner?

Essentially, who wants to play the BMX Bandit?


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SorrySleeping wrote:
PossibleCabbage wrote:
Nathanael Love wrote:

Idk, what we've seen so far sure seems like they are just locking more things behind class walls, and increasing feat taxes.

Don't worry though, now the feat tax tyou won't even be able to ever take because what you want is locked behind someone else's class tax!

From what I understand in PF2, no feats will have prerequisites of other feats unless those two feats directly build upon each other, and many feats will automatically improve as you level (Power Attack, for example, eventually gains twice the effect with no additional investment).

And "class feats" being exclusive to classes is exactly the same thing as "only rogues get rogue talents, only barbarians get rage powers, etc." It's just that Rogue talents have been renamed "Rogue Feats".

The power of presentation matters a lot. This thread wouldn't be happening if they just called them talents. There would also be a clear divide between "feats" which can be picked up by anyone or a general list of classes, versus talents being 100% "only this class".

I disagree that it is simply a matter of presentation. If they had “fighter stunts” and one of them was “give up an action to make your opponent flat footed if you also hit them” then that would give me pause as well. It may be that calling everything a feat helped to bring a little scrutiny to this issue, but the underlying concern is there regardless of what it is called.


Here is a graphical representation of what the OP is asking

The average on 2d20 take low is ~7.2
The average on 2d20 take high is ~13.8

However, it isn't a normal distribution so you can't just say +/-3.3, although that may be good enough in a pinch.


GorzTheDark wrote:

If you give every class access to every class feat you would remove every reason to play anything but a full caster. That would pretty much be a reason for me to never pick this game up to begin with.

Right now I hope they will take the opportunity to give martials some interesting and unique abilities through class feats so my turn as a fighter can be a bit more interesting than taking a full attack action every time I can.
I just don’t see why a cleric that can revive dead people and summon angels, devils and anything in between should be as intimidating as a fighter through the use of his weapon or be able to resist fear through sheer willpower like a barbarian, their spell-given abilities are versatile and strong enough as they are.

I agree, give them unique things that only they should be able to do. If that was what we were seeing I would be all onboard. But right now we are seeing “give up an attack to make your opponent flat-footed.” Which doesn’t feel particularly fightery to me. If anything it seems like it would be more useful for a rogue.

Now, you want to combine spring attack, whirlwind attack, and vital strike in to a 3-action (read: full round attack) maneuver with a d4 rounds cool down period then I promise to be excited, and completely happy with locking it up into the fighter class.


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Cuttlefist wrote:
BigDTBone wrote:
Cuttlefist wrote:
I think OP and BigDTbone were thrown off by these class features being called feats, and this had expectations for them based on the way feats work in PF 1E.
Not really, I’m thrown off by the fact that the ones we have seen seem general rather than class specific. It gives the impression that the design aesthetic will aim the pidgeonhole character concepts toward particular classes. I find that annoying, and headed in a different direction than I would like. I would much prefer greater fluidity across class boundaries than less.
I mean that’s kinda like seeing just one or two more genera I Rogue talents and saying they should be available to everybody and then extrapolating a pigeon-holed character concept to class emphasis. All classes could very well get similar feats, it’s just these were examples of how the Barbarian gets rid of fear and fighters give it.

I would agree if I had just seen the first two on an alphabetical list; but the ones I have seen are the ones that are being teased in blog posts. I have to assume that the teasers are at least somewhat indicative of the final vision.


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QuidEst wrote:
BigDTBone wrote:
Cuttlefist wrote:
I think OP and BigDTbone were thrown off by these class features being called feats, and this had expectations for them based on the way feats work in PF 1E.
Not really, I’m thrown off by the fact that the ones we have seen seem general rather than class specific. It gives the impression that the design aesthetic will aim the pidgeonhole character concepts toward particular classes. I find that annoying, and headed in a different direction than I would like. I would much prefer greater fluidity across class boundaries than less.

I try to avoid saying "just wait for more info", because I'm looking at the stuff I like and forming opinions based on that- generally it would be unfair of me to say other people should hold on.

But, in this case, I would hold on. The reason is that we haven't seen any general feats yet. We do know a couple of things, though, and I think they're promising.
- Other classes can get at least some stuff from at least Fighter. General feats seem like a pretty likely candidate there.
- We do know that you can trade a general feat for a skill feat. Skill feats seem pretty legit so far- a "no tattling" effect for Intimidate, and a useful animal pet (animal companion?) or healing for Nature. General feats are going to be no worse than that (otherwise everybody would just grab more skill feats all the time).

True enough, if there is a general rule that we don't know about yet that essentially says, "You can take any class feat 2 levels delayed." Then I would be thrilled to death.


John Lynch 106 wrote:
BigDTBone wrote:
RumpinRufus wrote:
I'm fine with class feats that largely only modify class features - barbarian feats modify rage, druid feats modify wild shape, rogue feats modify sneak attack, etc.

I strongly agree with this, but would even push against it a little more. There shouldn't be class feats at all. Anyone should be able to take any feat. If I get access to sneak attack from some alternate pathway that comes out in a book 6 years from now, I want to be able to take that sneak attack feat. You may not gain any benefit from a particular feat, but they shouldn't be locked up.

Now, if we want to reduce prereqs for feats for certain classes, I'm all for it.

So did you allow Weapon Specialisation and Greater Weapon Focus to be taken by clerics, rogues, paladins, rangers and bards in your games? These are examples of "class feats" in Pathfinder 1e.

I never had a player ask, and I never thought to offer, but yes, I would have allowed it. But even from a more design-thinking standpoint than a rules exception in my home game; if weapon specialization had prereqs that read like, "Weapon Focus Feat, Character Level 6 (Fighters may take this feat as their 4th level bonus feat.) That would be the best of both worlds. <-- I mean, aside from it is a boring feat.

John Lynch 106 wrote:
BigDTBone wrote:
Not really, I’m thrown off by the fact that the ones we have seen seem general rather than class specific. It gives the impression that the design aesthetic will aim the pigeonhole character concepts toward particular classes. I find that annoying, and headed in a different direction than I would like. I would much prefer greater fluidity across class boundaries than less.

This is where they're headed to a point. In Pathfinder 1e you could play a fighter that focused on his defensive abilities and would be the best armor wearing guy around. Or you could focus on your weapon and be the best weapon wielder in all the land. Pathfinder 2nd edition has toned down the degree to which the fighter can specialise in armor and have instead forced him to focus at least to some degree on weapons. I expect (and others have also speculated on this) that Paladins will be the best armour wearers around.

It's nowhere near the pigeon holing we got in D&D 4th ed. But it is less free than we have in Pathfinder 1st ed. I expect Paizo will count on the expanded skills to ease some of the hurt of having slightly less...

Yeah, I'm not saying that it is the worst thing I've ever seen, it's just headed in the opposite direction of what I would like. For example, my biggest issue with archetypes is that about half of them should be PrC's. Why should 'admixture specialist' be relegated to the wizard class? It even thematically works better better for a sorcerer, changing up stuff on the fly, etc, etc.

Anyway, it's just a thing I am noticing, and I wanted to put my 2 copper in on it. It isn't that I don't understand what is happening, I didn't get confused, I just actually don't like it.


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Cuttlefist wrote:
I think OP and BigDTbone were thrown off by these class features being called feats, and this had expectations for them based on the way feats work in PF 1E.

Not really, I’m thrown off by the fact that the ones we have seen seem general rather than class specific. It gives the impression that the design aesthetic will aim the pidgeonhole character concepts toward particular classes. I find that annoying, and headed in a different direction than I would like. I would much prefer greater fluidity across class boundaries than less.


Unicore wrote:

They are being locked behind feats because class feats are the old class features. All class features used to be "locked" behind classes so mechanically it hasn't changed much, but I think the terminology is confusing to people right now because they are thinking of what feats used to be.

Ninja'd.

EDIT: Also, getting access to other classes feats is probably going to be the major point of multi-classing in the new edition.

I think it is entirely unclear if this is really the case, yet. I haven't seen anything to would lead me to believe that spellcasting, for example, is now a feat/progressed by a feat.


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RumpinRufus wrote:
I'm fine with class feats that largely only modify class features - barbarian feats modify rage, druid feats modify wild shape, rogue feats modify sneak attack, etc.

I strongly agree with this, but would even push against it a little more. There shouldn't be class feats at all. Anyone should be able to take any feat. If I get access to sneak attack from some alternate pathway that comes out in a book 6 years from now, I want to be able to take that sneak attack feat. You may not gain any benefit from a particular feat, but they shouldn't be locked up.

Now, if we want to reduce prereqs for feats for certain classes, I'm all for it.


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wraithstrike wrote:
MerlinCross wrote:

I question why DMs give out 50 charge wands like they are candy. I'm not even talking from a balance but a story side.

Mage makes a wand, goes to sell it. Buyer will want to test it out espically if they don't detect magic or spellcraft it. So it's now 49 charges. Possible repeat until someone buys it or the wizard says no more testing. And if the buyer is a traveler, then said wand is probably going to see some use before their death or the sell of the wand.

This doesn't sound too extreme does it?

They made with 50 charges by default. Also in business repeat customers are you better than new customers because you dont have to convince repeat customers to trust you, so it makes sense to not burn a charge. Additionally with your customers being adventures they are likely powerful enough to kill you, and they could be willing to do it.

On top of all this if trying to cheat people was a common thing in a game world then magic to trick people into paying for an item that didnt work as advertised would also be a common thing. So those people without spellcraft or detect magic are screwed anyway.

Cursed items already have a higher DC to recognize than normal items. It wouldn't be hard to do if someone wanted to do so intentionally. It's just not in the game rules because the rules assume that the merchants aren't trying to trick PC's.

In addition, going back to my statement about trying to trick dangerous customers, most people aren't buying wands above 2nd level, and the cheaper ones are worth risking your like over.

The 4th level wands are really pricey. You could make the argument that they're worth the risk, yet, I've never seen one purchased due to the prices.

That kinda leads us back to the dangerous adventuring group issue because if they can afford a 4th level wand they've done some things dangerous enough to get that much coin, you don't want them to come for you.

As an interesting aside, this is a good point. People complain about the use of CLW wands because it is cheesy for a high level group to use 1st level spells for primary healing. But it is entirely a price concern.

I too have noticed that picking up higher level wands (or higher CL wands) is pretty rare in my games. Perhaps the elegant solution people are looking for is to simply rebalance the price of wands.

EDIT:

Perhaps instead of SLxCLx750 it was (SL+CL)x750 for the price of a wand?

SL1CL1 wand -> 1500gp
SL2CL3 wand -> 3750gp
SL3CL5 wand -> 6000gp
SL4CL7 wand -> 8250gp

GP/HP:
CLWW -> ~5.5
CMWW -> 6.25
CSWW -> ~6.5
CCWW -> 6.6

So, CLWW is still the best bang for your buck, but it is much tighter curve that way.

Math for those interested:

CLWW
(1+1)x750 = 1,500
((1 x 4.5)+1)x50 = 275
1500/275 = 5.4545

CMWW
(2+3)x750 = 3,750
((2 x 4.5)+3)x50 = 600
3750/600 = 6.25

CSWW
(3+5)x750 = 6,000
((3 x 4.5)+5)x50 = 925
6000/925 = 6.4865

CCWW
(4+7)x750 = 8,250
((4 x 4.5)+7)x50 = 1,250
8250/1250 = 6.6


Cellion wrote:
BigDTBone wrote:
You gave all 3 eagles a flanking bonus. Only 2 should get it. DPR for the eagles should be 22 (21.97)
In my example none of them are benefiting from flanking. Check the included link to the augmented celestial eagle stat block.

You are giving them +5 to attack, why?


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MerlinCross wrote:

To be somewhat fair about the whole "Summon vs Martial" Idea that's going around in the topic right now;

I see Summons/Minions banned fairly often for a variety of reasons. I keep looking at groups for a silly idea involving summons but I keep running into: Summoner banned, Summoning banned.

Which is a fairly strong indicator that there is something broken there.


Cellion wrote:

For kicks and giggles, here's some... Summons vs. Fighters.

Fighter @3 with +1 greatsword, weapon focus, furious focus, power attack
+1greatsword +9 (2d6+10)
Against a CR3 foe with AC15.
DPR = 14.03

What about Fighter @4 with +1 greatsword, weapon focus, weapon specialization, furious focus, power attack
+1greatsword +10 (2d6+15)
Against a CR3 foe with AC15.
DPR = 19.36

Wizard @3 with Augment Summoning, Superior Summoning. Summoning 1d3+1 augmented celestial eagles (on average 3)
3 eagles, each with the following:
2 talons +3 (1d4+2), bite +3 (1d4+2)
Total of 9 attacks in full attack vs. CR3 foe with AC15.
DPR = 23.40

Also the eagles can fly at 80ft speed. And they last for 3 rounds (so for two rounds the wizard is getting to cast more spells while doing more damage than the fighter).

You gave all 3 eagles a flanking bonus. Only 2 should get it. DPR for the eagles should be 22 (21.97)


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chopswil wrote:

i do lots of DBs, links below to my google docs

a thing that people may not know, the full text field link to a PF.css file which give it a Pathfinder formatted look to the html
that file is below

Feats
Magic Item
Spells
NPC
Bestiary
Affiliations
PS css

Fixed your links.


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CLW -> CL x 10 ceiling of up to 20 HP total
CMW -> CL x 10 ceiling of up to 40 HP total
CSW -> CL x 10 ceiling of up to 60 HP total
CCW -> CL x 10 ceiling of up to 80 HP total
C5W -> CL x 10 ceiling of up to 100 HP total
HEAL -> CL x 10 no ceiling. + status removals as printed

This method also makes abilities like channel energy MUCH more relevant.


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GM Glyn wrote:

Currently there is a point at which characters will not waste healing wands to cure the last 1-4 hit points as it being not cost effective even with wands.

First option system would be that there is a effective healing of spells based on characters percent hit points.

Another way to change the effective cost point break is to reduce the effective healing received from healing.

For example if you are more than 50% injured all healing from items would be fully effective, but if you are less than 50% injured all healing from items is less effective by half.

low level with 20 hit points max would receive 1d8+1 healing for each use until they exceed there 10 hit total, after that it would be half per healing. They might get luckily and go from 9hps to 18pt on one charge or unlucky 9hp to 11hp. (The effective healing drops from 5.5 per charge to 2.25 per charge.)

A high level with 100 Hit points would have a halfway point of 50hp.
using a wand of clw would take about 10 charges to get to 55hp. it would take 20 charges to heal fully.

A second option system would be that there is a max hp limit to the cure spell level.

CLW would heal at 100% effectiveness up to 10 hp, then 50% effectiveness to 20hp, zero healing over that.

CmW would heal at 100% effectiveness up to 20 hp, then 50% effectiveness to 40hp, zero healing over that.

CSW would heal at 100% effectiveness up to 30 hp, then 50% effectiveness to 60hp, zero healing over that.

CCW would heal at 100% effectiveness up to 40 hp, then 50% effectiveness to 80hp, zero healing over that.

Heal would heal 100% rate no limit.

(Another option instead of spell level the effective rates are tied to caster level CL x 10hp for 100% rate, CL x 20hp for 50% rate. a clw wand is CL 1, potion CMW is CL3 ...)

Wait, that is pretty brilliant.

Cure slight (orison) -> restore character to 0 hp.
Cure light -> full hp restoration up to 10 hp.
Cure mod -> full hp restoration up to 25 hp.
Cure serious -> full hp restoration up to 40 hp.
Cure critical -> full hp restoration up to 75 hp.
Cure 5th level -> full hp restoration up to 125.
Heal -> As printed now.

Adjust those numbers as appropriate. I just spit balled them.

I like this a bunch.

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