right, but seeking gets really hard, especially if it's triple moving because you double move and seek will eventually lose track of it. Also seeking has a risky chance of working. Our Rogue spent one round seeking all 3 cause he kept rolling okay, something like 7-11 not particularly low, and that wasn't good enough.
And the fact that it can get low and then get back to full for free before engaging again means if you don't get lucky and kill it right off it'll get back to full. Meaning even if you do ready to hit when it appears, next round it can turn invisible and move and then run until it's safe to heal up to full and then keep fighting. And with it's high accuracy compare to players and it's poison it's quite likely to do some damage each time it attacks.
Also when sensed it still has a 50% miss chance so even if you get lucky and roll high enough to hit you could still miss.
Like yeah, getting lucky with some high die rolls for hitting or seeking can make this not that bad. But just some average luck and I don't see how this isn't a super hard fight.
the deal was about stats that they only can have 1 stat go to them, so you can't add charisma since saves are already use another stat to figure them out. I think it was to make it simple and less varied.
Also a +2 is basically as useful lv2 as 20 since the numbers are always the same. Having a 25 increase by 2 against a 35 is the same as a 5 to a 15. And since we're playing with bounded accuracy, those are the number's you'll see show up in games
You can also extend this by using another action for your ready to get off a two action, though I don't know off hand if you could ready a move and attack or only things like casting that need two actions.
My gosh Quasits are so OP for lv1 party. We're half way through the first module and that fight was SOOOOO deadly. The quasit having 15 AC made them so hard to damage, and all damage is so low that it's hard to kill them. And then because of lack of AoOs they can turn invisible and then run off to heal up and harass the party non stop. Unlimited healing and invisible is too much. Ugh, we even got lucky and the fighter of the party was able to AoO 1 of them trying to turn invisible and then we got a lucky crit too that round while everyone was attacking it, otherwise it wouldn't have gone down in 1 round, then the other realized to not try next to the fighter and proceeded to last for so flipping long until we finally got some crits and hits to line up on the same time. And the +7 makes it quite accurate especially against some of the lower AC characters and the poison is quite high.
well the nat 20 thing is already the rules. If a 20 wouldn't hit then it's just a hit.
The "point" of overspecialization IS to "trivialize" their thing, that's what they've invested everything into. They go and say, the game has 10 types of challenges, and the player says, I want there to only be 9 and then spends everything to do that. As the GM you shouldn't scale up the world and make that challenge a challenge again. You should allow them to shine at their thing and have the challenge be in the remaining 9 things.
I feel like I remember seeing in one of the blog posts in the comments by a dev. They commented that there's kinda two viewpoints. One with bounded accuracy where the lv1 skeleton you fought can still do something to you in mass as you reach high levels or like PF2 where high levels mean superpower, taking on 10 guys at once easily. Sorry I'm having issues finding the quote since I remember my take away more than the actual text.
I remember seeing it in one of the blog posts in the comments. They commented that there's kinda two viewpoints. One with bounded accuracy where the lv1 skeleton you fought can still do something to you as you reach high levels or like PF2 where high levels mean superpower, taking on 10 guys at once easily. Sorry I'm having issues finding the quote since I remember my take away more than the actual text.
Which is like the examples I gave. A cleric wanting to be channel and face focused and have an 18 cha, a paladin with an 18 cha. A wizard with an 18 dex or str to do a magus kind of build.
Right, but I HIGHLY doubt that if they had the option of play the game and if you lose get thrown into prison or die or not play they'd choose not play and would play where the stacks weren't so high or super in their favor.
My issue is that the crit success is like impossible for so many. If "the best" only sometimes crits on a 19 then everyone is failing and not being invested means that everyone fails.
Like if sneak at lv 10 for the rogue has a 50% chance and is +7 or more better than the fighter at sneaking then having the party sneak to get in a place means it's not happening unless the fighter gets an 18 or better or the place kinds isn't worth sneaking into.
So something I'd really like would be on stat creation to do your class before the 4 free bumps and let those 4 be able to go to the same stat, just still limited to 18. With some classes having the ability to have a different play style by focusing on a different stat like CHA for cleric and paladin. But also allowing a starting 18 in Str or DEX for classes or letting humans qualify for archetypes easier.
Haven't read all posts. One of the stated design goals of Pathfinder was for lower level enemies to quickly become a non-threat. They wanted the lv10 wizard to be basically invincible to lv1 people opposed to 5E where I hear that the enemies you fight at lv1 are still worth throwing against max level.
Exactly, that's why I'm curious which it is. If it's just the slightly worse option then I can be okay with a slight decrease to play the one big hitter plan I have. If it's just the one die then it's a tough call if I can get by doing it anyways and not feel too weak.
One of the things that may help the fighters and the golf bag of weapons is the ability to switch the runes. I just skimmed over that still so I'm not sure exactly how feasible, but it seems like a craft check and a little time lets you swap it pretty cheap. This could let the fighter use a bow pretty well if they are going against a flying enemy soon and then swap it back to his favorite greatsword for standard adventure.
I think a think that you could do with fighter is have them have auto-scaling feats. So like have the feat trees they have now, but then let them get a whole tree when they pick. Give them options for leveraging combat knowledge, like as a press action let them hit to open an enemy up to have resistance reduced, reduce by 3 for self and 1 for others or something that scales up.
If it feels like you have to be a fighter to DO the style then it feels bad. If the fighter gets the style easier, more styles, or some extra perks to the style then it feels the fighter is unique not because he's the only one that can do the style but how he does it.
Like in PF1, fighters, and paladins could all do basic TWF with their class features giving a buff to the style of accuracy and damage, making the style their own. It would feel bad to say that the fighter is only TWF class and the paladin just has to deal because a TWF paladin is not the TWF class.
You don't crit if you roll a 20. However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed.
?????What are you saying? It sounds like you're saying "You don't crit if you roll a 20, only if you roll a 20."
But regardless it seems you just said back to me what I said in my opening sentence.
Adding level to everything is simple as to why they have it. It helps mask that we are actually using bounded accuracy because we see a number going up and it makes it so that being twice the level as someone means you're twice at good at everything so 1 lv10 can take on 100s of lv1s because he's just so awesome.
I know that we crit if we roll a 20 or 10 over the enemies AC. But when is that going to happen?
at lv10 a fighter which seems to be one of the most accurate classes has a +12+5+2 = +19
AC for lv10 enemies are
18 for 5, 19 for 2, 17 for 2 and 16 for 1
This is the most accurate class and that's only some chance to crit on their first hit. This seems to show that classes will hardly be critting on their first attack and can't (outside 20) crit on any other attacks.
But I feel like I've been seeing lots of posts saying that crits are happing a lot more often, which would be opposite of what I'm seeing in the math. Am I missing something?
Yes I know that bards can give potentially a +3 to this but not all classes have bards and flanking is effectively +2 but flanking is probably a 50/50 of if you have it or not.
This also makes it pretty clear that a third attack is a pretty worthless attack needing such high numbers for the most accurate to hit means for most it's hoping for a nat 20.
Is the mammoth rider restricted to the list or do those just increase the list that the character already has access to?
Right ioun stones, forgot to check there. And that's a cool concoction.
I'm curious if there are any quick/easy and uncommon ways to boost AC or will saves and I need all will, not certain types.
I have armor, shield, natural, and enhancement to natural for AC and of course ring but that's slow and the dodge feat and armor focus and shield focus.
Will saves I have Half orc, sacred tattoo, +1 from trait, and iron will, heroism, and wisdom headband, cloak of resist. Obviously levels in classes with a strong save too and paladin.
I'm an archer with mutagen. So getting an hour of downtime to make more for myself is useful, though probably not required.
I have an adaptive bow so bull's str can work on me for damage if there's not a better recipient or spell choice.
No deflection but AC isn't great so probably not the best choice to receive the buff.
archer inquisitor is nice because there's a teamwork feat that lets you ignore cover and solo tactics lets that work for you so you have improved precise shot via teamwork feat no hoops to jump through. This makes moving for cover issues basically non-existent.
Between normal or sanctified it's tough. Sanctified is nice as it lets you buff as a move action since you're swift gated but you need to do it for every target. Judgement starts off a little slower but ramps up nicely and last an entire fight. So largely depends on how high you plan on getting and how often you fight mobs vs big things.
the RH downside is delaying your fake Improved precise shot feat.
If there was a feat like rapidshot or manyshot for melee builds you'd see them claimed as mandatory as these are.
So something I'm curious about from these, can this floating +2 be assigned to a stat you're already getting a racial boost to? It's been mentioned that it can negate your penalty, but I'm curious about a super boon. I kinda hope not cause then more races open up as having good stats where a double up makes some races king of that stat option.