Captain Morgan wrote:
I disagree. Look at the Druid or thief specializations. They were well done. Each takes the character down a different path. The alchemist specializations seems like an afterthought. Its the PF1 monk or the 5e animal companion ranger. For a class that is unique to PF, it is shocking that the ball was dropped so badly.
I am just stating a fact, I am not crapping on PF2e. PF2e doesn't support abandoning a class well, while PF1 does. And it can do it effectively (i.e. the dipping problem of 1e) and it can be garbage (F10/W10). PF2e is great at making a multiclassed caster compared to 1e (although people are still angry, see all the proficiency threads). Each edition has it strengths and weaknesses.
Cyouni wrote:
It could be in some cases, but not all. My main point is that this is one fantasy trope that cannot be replicated in PF 2E. A caster will keep getting more spells no matter what he does (aside from stop adventuring at all or breaking your faith/anathema).
ChibiNyan wrote:
I have no side in this argument but I disagree with what you are saying here. Publishing more to fix problems is a terrible thing. Half the people won't even know the options and you are also admitting to their being lots a "trap" options.
I think this is a great question as I find the mutagenist the class that seems like the biggest trap. It isn't a straight forward build and I could easily be missing something. Is it supposed to be a melee build? A mr. Hyde type of character. I see you can also go with a more finesse build with quicksilver and use bombs but I was thinking that would be more for the bomber alchemist. Lets say I want to go Mr. Hyde route. How do I make it work? The Bestial mutagen requires ST as the attacks are not finesse (or am I missing something)? The quick build suggests strength. With poor armor and average dx (+ the penalty from bestial) it looks like I am going to get murdered. Feat wise, there is minimal support until L8 (feral mutagen). I suppose I play more as Dr. Jeckyll until L8? What advise would you give for this style of character. I like the idea of him, but I worry he may be more of a liability? Would multiclassing help?
rooneg wrote:
Which I believe is the same as PF 2E. Have high Dex, go light armor. Moderate dex, medium armor, no dex = heavy armour. All 3 styles add up to the ~ same AC (+6 for PF 2e I think, AC 17/18 for 5ed). Basically, whichever way you go, you have the same AC. Proficiency will be the difference. In 3rd edition, you could get AC 18 with full plate but the best unarmored could get was 15 with DX 20. So there is a big difference. The same is true regarding TAC. Just like 5 edition.
It has been mostly silent with just a few developer posts here and there. The last blog was Nov 19 (Thanks). I think the developers are back from Thanksgiving and are hopefully rested up. Has there been an update anywhere else? I only lurk in the forums. Maybe I missed something? I am not looking for anything specific, even some general feedback. Just a curious adventurer....
I think the alchemist should be reserved for an Advanced players guide sort of book and not the core book. It is fairly confusing and not new player friendly. The entire alchemical items section is a lot of space to use for just one class. Classes that require their own subsystem should come later as they can get their own play tests on their unique new systems (I.e. Guns for gunslingers, summoner eidolon, etc.). Anyway, probably way too late for this comment. I just think the oracle or witch would be better for a core rule book as they use the same casting system as other core classes.
I'm curious. Why did the developers not use +level to damage instead of more dice? + level is an established mechanic in PF2 and seems like a natural fit. Then have weapons just add the normal + to hit and damage. At least if you are disarmed you can still do some good damage (if you hit). I believe this is used in Starfinder as well. Other advantages of + level to damage vs. more dice is: quicker game play
Captain Morgan wrote:
There is a big difference though. 5th edition D&D feats are rare and come at a cost of sacrificing your ability score advancement. Due to these two reasons, they need to be great. I also do not consider this a failure, i think it is a very meaningful decision in the development of a 5th edition D&D character. One of the few that gets made as 5th edition doesn't have a lot of character decision points as they level. With all the feats in PF2, i cannot see how you could make that many that all have such a high power level as 5th edition. Another main goal of 5th edition feats was to make them so all encompassing so you wouldn't need so many feats. It makes the game free from a lot of clutter. In some ways i find the feat system for PF2 to be like magic the gathering deck building. Only a few of the many feats are viable. Only a few magic cards are tournament viable. So you need to pick those feats / magic cards to make that Character / deck work.
I have to say yes but it has been so long so it is hard to say why. The main thing for me with the PF2 playtest book is that it actually made me angry. I didn't feel that way reading PF1. So what do i mean be feeling angry? I was angry as it wasn't fun to read. It didn't feel like a fantasy game, it felt like I was reading some sort of technical manual. It needs more stories, examples, and plain language. The technical language was very off putting to me (especially modes of game play, and the condition followed by a number). I also didn't like all the subsytems (alchemy, snares, poisons, powers merged with spells) that makes it difficult to grok some of the classes. I've played quite a bit of various versions of D&D and the alchemist is very confusing. So much page flipping to understand one class. To me, I think it may be better for a supplement. Lots of pages dedicated to one class. Anyway, just some thoughts on my reading of the PF2 manuals. I do believe it can be improved and I am sure it is high on the list of the developers to improve.
RazarTuk wrote:
It isn't just fighters. Its Barbarians, Monks, Paladins, Rangers, and Rogues. All need magic weapons of the appropriate plus or are next to useless in combat.
Ephialtes wrote:
5ed D&D doesn't have more character choice options than PF2. But I also do not think having a ton of options is necessary. The main thing about 5 edition D&D is its simplicity, focus on role playing, and elegance. Being super crunchy is not for everyone. Especially new players. I have played most versions of D&D and Pathfinder, and I prefer 5 edition D&D. A lot of people say it captures the feel of D&D and I agree it does, especially after the failure of 4th edition. The book is a pleasure to read and the art is very inclusive. Its fun! I am hopeful the 2ed PF will also be a good game. I have faith still.
HWalsh wrote:
you are missing the bonus to hit and ability to bypass DR (for the PF1 case and to hit does effect dps, but not as severly as in PF2). My problem with the PF2 magic weapons is if the 15th level paladin loses his sword he now cannot compete against level appropriate foes if he picks up a basic sword. His to hit goes down by 3 (which is everything in PF2) and even if he hits, his damage is now a fraction of what it was (1d8 + bonuses vs. 4d8 + bonuses) If PF1, the paladin would have a chance unless the target required a magic weapon due to DR. The loss to hit is not as big a deal being a Full BAB class.
Gratz wrote:
I believe he is referring to "net-decking". Using the internet to build the best deck. Like Character optimization forums and character builds.
It is a fairly common argument on these boards. Is PF2 style even TWF?
Just some food for thought. Your analysis is good comparing the two game systems. I just wanted to mention about more attacks vs. some people going for dps calculations. As someone who used to get excited about having lots of attacks....
Yeah, i brought this concern up a long time ago, and I agree. Barbarians and rangers should have access to shields. They even explained how they got the idea from watching Vikings!!! I guess the developers didn't do so because then they would need to make up more feats that fit the ranger and barbarian?
Zi Mishkal wrote:
Mine are similar to yours, except I would put the crits at a hate. I think it limits many feats and abilities. The math has to be super tight, one accidental +2 bonus somewhere and you have an over powered feat/ability. I like my fighter to have a high bonus to hit compared to other characters. So in the end I would say: 3 Loves 1. 3 action system
3 Hates 1. Magic weapons and armor being required (just build this into the class and let magic armor and weapons be interesting instead)
Captain Morgan wrote:
Lets look a bit more in detail at some of these: it takes 3 actions (at 18th level) to attack everyone in a 10' radius (with -5 to hit). Perhaps it is better just to attack 3 times (it almost always is). not very impressive. The elemental damage barbarian thing is just changing your damage type. The breath weapon is fun and flavorful, and flying for short bursts (remember you lose it when rage is off, every 4 rounds) is good but it is 12th level. At least it gives the Barbarians some utility so it is good. turning into a dragon is cool but has some issues (if you use weapons, now you suck as the dragon doesn't get the magic weapon stacking bonus). Yes, casters get some really cool things at really high levels. Getting a new level of spells is always fun and exciting. I am not seeing as many cool and exciting things for martials. Many of the feats are marginal boosts or even trap options (anything with snares, power attack, mirror shield, improvised snare (or almost any ranger feat)). It seems like it is very difficult to make good martial feats at high level.
Felling strike is a pretty situational feat. Sudden leap is even worse. Both are 8th level. At that point, i would want a fly potion or something similar and use my feats on something more reliable or consistent. I do not deny that it would be cool when you make it work though!!! As for the OP, it is an interesting thought experiment. If martials get all their attacks at first level, and bonus damage is magic weapon dependent, and my bonuses to hit do not matter as everything levels up the same as me, what am I looking forward to? Many feats are very small in their effects.
No. Rangers just need some love. For whatever reason, they seem to be the forgotten class for the PF playtest. They were given few feats, only three paths of specialization (TWF, crossbows, and animal companion) and a trap based ability that is a trap for anyone to use. I think if more effort was spent on them, the PF2 designers can come up with some interesting stuff. Take snares. It seems like they wanted a non magical way to do this but ruined it by making it take very long to do, have weak effects, and cost money. But the idea of a martial area control player is interesting. Why not make snares a ranger only thing based on spell points. A limited form of magic that makes traps all over the battlefield that only takes an action or two? This could be fun, interesting, and different.
Another bad thing which we are seeing in some playtests is when one character has a magic weapon and the others do not. I guess this is a problem for the L4 adventure. Major bad feels for the character without the weapon! I like the simple gain an extra dice every 4 levels. It could be made a bit more complicated by gating based on classes (i.e. martials, every 4 levels, casters, every 5 levels). Call it some sort of name and fill it in the class tables (i.e. Powerful blow 1, 2, 3, etc.). This way, no feel bads for martials and it further differentiates the martials from the casters.
I would like to suggest that in some areas, that PF2 follows the KISS principle. For those who do not know, KISS is an acronym for Keep It Simple, Stupid. Basically, most systems work best if kept simple rather than being made complicated. I see two main areas that could be improved, by KISS Initiative. The Exploration mode and using different skills and confusion about surprise or not is just so confusing. Turn initiative back to the way it was (dex roll), or another simple version (i.e. a perception roll). Hell make it an INT check just to make intelligence worthwhile. Just make it always simple and always the same. Death and Dying Rolls. Wow, this system is complicated. I see no reason why it can't be an unmodified roll instead of the current scaling DC determined by threat level. There is already precedent for unmodified checks (cover, persistent damage). Something easy to remember and consistent. Say DC 15 modified by CON, or even DC 10 like 5 edition. I am sure there are others that people may think of. Simpler systems, do not always mean a less complex game. Any suggestions for simplifying PF2?
Zman0 wrote:
See page 292 If your enemy is far more powerful than you or a task
This was confirmed in a post by one of the developers a while ago.
Arachnofiend wrote: The new monster creation was advertised as a means of allowing them to make numbers that made sense without faking it by padding them (like how in PF1 every monster got a crap ton of natural armor so that they could compete in AC without giving the PC's a ton of loot). Level 0 goblins being as good as the best possible level 1 PC was not part of the deal. Level 0 goblins have 14AC and 6hps. They do d6 damage with a +6 to hit. All they are better at is the to hit. The designers stated they will be not following and set formulas, i.e. abandoning the Universal Monster Rules. They will make monsters have signature abilities, and they have done so (see purple worm spitting people out that it eats). I believe this is due to the 4 edition problem. Monsters in early 4th edition had ton a hit points, low attack and damage so battles lasted forever. It was later improved by reducing durability and increasing damage. PF2 may be going in the same direction. But this is only a guess as we do not have the monster building rules. I am sure the concept is similar to 4th and 5th edition, which amounts to a large table of ranges for everything so characters are always hitting around the sweet spot (50-60% success) it could probably be back calculated by taking the averages of monsters AC, to hit, etc. Maybe the to hit is too high? It is possible that the internal monster creature table is off. That is what playtesting will highlight.
TheFinish wrote:
Its simple. Monsters do not follow PC rules. If you do not like this, it is a different argument and has nothing to do with level bonus.
Darksol the Painbringer wrote:
Thats not the argument. At L20, the fighter will slaughter 5 orcs as they are not just as dangerous (no matter what system, assuming they are the same orcs from L2). In the bounded accuracy argument (i.e. 5th edition) The orcs may hit the fighter once or twice. In the PF2 case, they will only ever hit on 20's. It's just that in the 5e case, the fighter could fight an army of orcs, while the PF2 one could.
O. N. wrote:
And there is nothing wrong with thinking that way. Its the great divide, bound vs unbound (accuracy). I prefer it the other way, but I understand people wanting it this way. Must resist urge to argue.....
@ Korahir (quotes for long messages don't seem to work for me) in regards to why I say he is one of the better martials and what martials are. MY definition of Martials are non casters. The Martial/Caster divide. So Barbarian, Fighter, Monk, Paladin, Ranger, and Rogue. The only one I am on the fence with is the Alchemist, but he is currently in a special class called SUCKS (But i am sure he will get fixed, I have faith). So out of those classes I listed, I would say the Fighter and Rogue are the best off currently in the playtest. I didn't say the fighter was perfect, but he is very good at his role (fighting things in any way you would want to). He should have more skills, (I would go with all martials but the rogue should get more skills) and then he could contribute outside combat.
ENHenry wrote:
Ahh, but the PF2 fighter could do it naked!
Noodlemancer wrote:
Its pretty smart for an INT -2 creature! I guess it would have instincts. Another thing changed is manticores use to be terrible flyers (clumsy). Looking up flying, it is now simplified. I think in the past they couldn't hover (They can now at the cost of an action). The fly action (pg 309) also states flying upwards is difficult terrain, so that would have been in your favor.
Noodlemancer wrote: I was the Double Slice Rogue there. During the Manticore encounter, I shot at it 15 times with a shortbow. 15 misses. That rather miffed me. Monster attack bonuses and AC's are way too inflated to the point where they are blatantly unfair towards PC's. You must have rolled really poor. As a rogue, I assume +8 to hit with a short bow? The first attack is almost 50/50 to hit. I suppose it could have been in long range but the short bow has better range than the quills.
in a playtest, nothing is NEEDED, but this is the initial vision from the designers. I imagine it would require a lot of negative feedback to change it. There are many threads debating the whys, positives, and negatives of this feature so I am sure it is at least on the designers radar. I for one, am against it, but it isn't a back breaker for me.
The fighter is one of the better martial classes in the playtest, if not the best. He has the most different fighting styles and decent options for them. I think all he needs is more skills, no reason for him to only be at 3. I think he should at least be bumped up by one, if not two starting skills. I guess he could also use armor upgrades for light and medium (currently only heavy).
Unicore wrote:
As I stated, it was about feel, emotions or first impression, not from playing. You read a feat title of incredible initiative and it's just a plus one. It probably doesn't help that I feel incredible is > improved, ( name wise) yet improved initiative is plus four. I know, different games, but I am talking about emotions and feel as the OP asked.
This is a good idea that may require a bit of tweaking on when various characters level up thier proficiency. The main thing I like about it is it makes proficiency really matter. There are a ton of threads about legendary being only a plus 3 or how characters do not seem to gain much as they level. All the feats are small little things, so make proficiency matter. Make the heroes the hero and not the magic weapon!
You are not alone. Hunt target doesn't synergize well with the animal companion or crossbow options. Snares are pretty terrible. Maybe they should have made snares spell like powers. Then they could be cast quickly and have non monetary costs. It may then be an interesting area control technique. And where is the bow support? I am hopeful it will get some love from the developers
FireManed_Viking wrote:
It doubles the rage bonus damage, so +4 damage. Where it gets confusing is some people are also adding in the large weapon change that was in a sidebar somewhere (I don't have my book on me). I do not think it gets that bonus. Also, give back barbarians shields! I want my Viking raider.
Gozer "Bone Splitter" wrote: You mean the lore that is published in, core books, monster manuals, supplements, and companion guides throughout 1e? The same lore that also give them negatives to Cha in multiple books and call them out as ugly and destructive, basically a blight to all races? I can't find an inconsistency with the lore and entries in the books. I am actually curious because I never got that from anything published for the Golarion world setting. It’s a retcon. For many reasons: The desire to add a popular race to improve sales.
There is probably more.... Edit: this happens a lot in all fiction, I am not trying to make Paizo out to be monsters due to this change.
|