Razorhorn

Moro's page

Organized Play Member. 869 posts. No reviews. No lists. No wishlists. 1 alias.


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Several more steps in the right direction, and I think I can safely say most of the issues I have with the current playtest system have been addressed or mentioned. Looking forward to next August!


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MER-c wrote:
Moro wrote:


Yes, sarcasm. I don't believe the devs hate freedom.

However, I am not a big fan of multiclassing as it stands, but I understand the purpose behind the changes.

I believe there is a better way to allow more open multiclassing than the playtest rules have now, without the free-for-all that 1st edition allowed. As you have stated, the 1st edition method led to a lot of dead ends.

I was actually a big fan of the 2nd Edition D&D form of multiclassing, minus the race restrictions, though, so I readily admit that I may not be the typical audience.

I mean, AD&D 2e multiclassing pretty much was the definition of commitment, considering you literally could never take levels in your previous class. Though you may be thinking of Dual Classing, which was honestly a hot mess and with the tighter math of Pathfinder in any form a Dual CLass character could not survive due to leveling at half the rate of either class, and only got a slight bonus if they had god stats due to needing a 16 in all their prime requisite stats to get the 10% bonus XP.

I think someone else already explained that you have it backwards, but wanted to note that because of the way XP was distributed and leveling was done, multiclass characters were fine in 2nd edition.

Typically a multiclass with 2 classes would be about a level behind a single-classed character at a given level, and would be fine in terms of power - for example, a 3/3 Fighter/Mage was just fine in the same party with a 4th level Fighter and 4th level Cleric. Things got a little weird, particularly with the Rogue, because different classes needed different amounts of XP to attain certain levels, but generally, multiclasses were ok without being overpowered. Since 3.0 changed the dynamics of leveling and how levels scaled, I think multiclassing has taken a hit and has been very hard to balance.

But my main point was that 2nd edition multiclassing gave a list of set multiclass combinations that were possible, and made it more difficult to unintentionally end up gimping your character by choosing a couple of classes that did not mesh well together.


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Arssanguinus wrote:

Elf to Alf.

If you want to go a bold new direction with pc species...

Felines of Golarion, run for your lives!


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Dire Ursus wrote:
Moro wrote:
2nd edition multiclassing is a terrible straitjacket. The developers obviously hate freedom.
Sarcasm I hope? The new multiclassing system has way more viable freedom than 1e's multiclassing. Which yeah you can level in any class you want to, but why the hell would you want to unless you were leveling into fighter for 1 level for free feats, armor and weapon proficiency, and +1 BAB. You'd just be a crappier version of both classes.

Yes, sarcasm. I don't believe the devs hate freedom.

However, I am not a big fan of multiclassing as it stands, but I understand the purpose behind the changes.

I believe there is a better way to allow more open multiclassing than the playtest rules have now, without the free-for-all that 1st edition allowed. As you have stated, the 1st edition method led to a lot of dead ends.

I was actually a big fan of the 2nd Edition D&D form of multiclassing, minus the race restrictions, though, so I readily admit that I may not be the typical audience.


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MerlinCross wrote:
The Once and Future Kai wrote:
MerlinCross wrote:

Not a power gamer? Too bad, become one to keep up or get out.

*Lights the Robin's Law book on fire*

It didn't let you get the numbers high enough and everyone knows you're supposed to get the numbers high enough. Otherwise you're a badwrongfun GM or player.

LOL. I love it. I need to save this somewhere so I can quote it frequently. Great post.

Love it as much as you want.

But I've never been more disheartened about a game until after coming to the forums. Where everything I seem to have done is wrong and I basically shouldn't be playing the game.

No wait. I've spent time on MOBA forums. Paizo might be third then.

I see this quite a bit, and my answer is always "well don't go to the forums, then".

If your self-worth is so wrapped up in a TTRPG character that learning that the mechanics of what you have built causes you an existential crisis, then don't go learn the details.

It always reminds me of the mathematician played by Stellan Skarsgård in that 'Good Will Hunting' movie. His entire ego is built upon being a math prodigy, and his whole world is shattered by the realization that someone out there is not just better/smarter than he is, but is so by an order of magnitude that he never realized existed. Even though Will Hunting's very existence doesn't invalidate his own in any way, he is still crushed.


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Requielle wrote:
Snowblind wrote:
Requielle wrote:

...

Why would any NPC 'kill' a downed opponent? How would they know that these folks are the 4-6 beings in the entire universe who can be brought back from 'death' with normal healing spells? Obviously, in your playthrough, *they saw it happen*. So, duh. Kill the thrice-cursed-freaks-who-defy-the-will-of-Pharasma and all that.
...
I can't be bothered finding the rules text right now, but the "0hp=dead" thing is basically a GM shortcut that they are encouraged to not use for things like major NPCs, or for any creatures that have healing backup. Going off this, any intelligent NPC would have to be aware that stabbing things until they fall over may not finish them off permanently.

OK - so let's be generous and say that 1% of all the things in existence (from mayflies to dragons) are 'important enough' to whatever powers that be to not die instantly. That's still 99% of the things out there that don't get back up. And an intelligent creature is not very intelligent if they waste their actions in combat whacking dead things that almost never get back up. Totally fine if (as happened above) they see someone cheat-death-OMG-kill-it-again-and-keep-killing-it.

It's just messy. It's very contrived. It's very inconsistent. And again - YMMV.

Messy, contrived, and inconsistent is a perfect description of a system wherein the unconscious/dying/healing rules are not the same across the board, PC or NPC.

In a world where magical healing is possible, it makes perfect sense to spend an action to ensure that a downed opponent stays down.


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Definitely doing this ASAP.


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A few more steps in the right direction...


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So yeah, you know how many game settings have an ancient civilization, with super-powerful casters who accomplished crazy, unheard of feats of wizardry, but the secrets to such arcane prowess is lost to the ages?

This is the same thing, but that civilization was just last year, and the descent into magical diminishment took just a few weeks.

Karzoug read the playtest, and wept.


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Captain Morgan wrote:

And here we have a good example of it in action. Having listened to the stream? Jason never paints it as an assumption. He says it is a choice you can make to customize your character.

He specifically says "If you want to be the guy that identifies things quick, you can be that guy. If you want to be the guy who knows a little bit of everything about nature, whenever he sees something without spending an action, you can be that character. If you want to be the guy that intimidates people with just a glare, you can be that character. The skill feats are there to customize your skill use."

So we can say definitively that Quick Identification is not going to be an assumption.

Perfect. So the assumption is that Quick Identification is going to be a luxury. Thanks for giving us the more specific rundown. I gather most of my information while in situations where noise is not really an option, and hate watching videos when reading is so much faster and more accurate. Also captioning on most formats blows.


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Data Lore wrote:
But you gotta judge a game on the game it is not on the one you want it to be.

Patently false. You can judge a game on whatever criteria you choose. Didn't used to be this way, back when there weren't many options, but there are enough TTRPG alternatives in the market nowadays that people can judge games by whether or not they like the cover art, or by how friendly or unfriendly the players of that game appear to be, and still be able to walk away completely satisfied with lots of other options that better meet their criteria for a "good game".

There are plenty of people who judge a game by whether or not it's the game they want it to be. They pick the system that is closest to exactly what they desire, and house rule the rest.


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Captain Morgan wrote:

Sounds like myself and several other posters are probably correct on shields, and they can't multi dent.

Moro wrote:
Almarane wrote:

Q: Does it really take an hour to identify healing potions ?

A: Yes. When you are high level you are supposed to take Quick Identification.
If this is true then it is not a particularly good design. If it is assumed characters will have to take something at "high level" then why aren't those classes just given that as a class feature later on?

Not necessarily. Consider that repairing a dent also takes an hour. The shield spell takes 10 minutes to respawn. We also have Natural Healing, which let's you heal sans magic in 10 minutes, but it is a hard check you'll probably have to attempt more than once to beat at low levels. (We should have more healing options like this, IMO.)

The base assumption seems to be most of the party probably has something to do over a "short rest," so stuff like ID'ing items taking an hour works out pretty well. It also stretches out the adventuring day in a meaningful way. (I'm thinking I might keep a clock displayed to show what time it is in game.)

If you and yours don't want to take as long between fights, the feats exist to let you speed it up. That seems fairly appropriate for a skill feat. But honestly, it is rare that taking 10 minutes instead of an hour will make a big difference, so I wouldn't say you really have to snag the Quick feats until you are inundated with items and you have access to the higher proficiency stuff anyway-- once you can ID something in rounds it is gold.

At that point, a single skill feat out of like 8 or whatever seems rather affordable.

No. Thanks for making excuses for the poor design, but you missed my point. IF it is ASSUMED that pretty much EVERY party takes this, then it is bad design to force them to spend a resource on it rather than baking it into whatever base ability gets modified by the spent resource from the start. If that is not the base assumption, and Quick Identification is not seen as a "must-have" or baseline assumption at X level, then it's no big deal.

This is the kind of thing that affects scenario/module/adventure path design assumptions for pacing and whatnot going forward, and is the type of detail that can often be overlooked, causing issues down the road, as well as being something that can be most easily remedied at this stage. There's no reason not to be decisive about this now. Is it a luxury, or a default assumption at X level?


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Almarane wrote:

Q: Does it really take an hour to identify healing potions ?

A: Yes. When you are high level you are supposed to take Quick Identification.

If this is true then it is not a particularly good design. If it is assumed characters will have to take something at "high level" then why aren't those classes just given that as a class feature later on?


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There will always be a large percentage of people who dislike added restrictions, no matter the situation, and this sort of shortening of the math ranges usable by PCs can definitely be viewed in that light.

This holds true even when it comes to removing the illusion of choice rather than meaningful choice.


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I want them to have a noticeable, dynamic effect on and meaningful decisions to make in combat, and significant narrative options out of combat, all on par or nearly on par with casters from earlier editions.

I don't really care what form these options or effects take, what source is used to explain them, or how mundane or over-the-top they seem. I just don't want to see martial players required to play "mother may I?" with the GM to feel relevant past level 9 or 10.


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Not necessarily. I would prefer they get better feats, preferably feats that scale with level like spells or class abilities.

I see a lot of Raging Swimmer-level feats and powers in the current version.


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I think we might be moving in the right direction.


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Gorbacz wrote:
Moro wrote:
Gorbacz wrote:
Moro wrote:
Or you could, you know, just not buy the stuff that you consider to be bloat.
I don't have to buy them. D20PFSRD and Archives of Nethys got me covered.
So what is the problem? Just don't use the content that you dislike.

This sounds perfectly fine on paper, except it requires me actually reading the content. Do you realize how much time does it take to read with comprehension every rule element put out by Paizo in 10 years?

My argument is about quantity. The current quantity makes it virtually impossible to encompass the entire material. You can't exercise quality control without checking the quality first and worst of all, a feat A may look innocent, but coupled with feat B and item X it might become your headache (goz mask + eversmoking bottle).

Sure, you can drop an atomic bomb and say "well my games are core + APG only", but this robs players of options and smells heavily of "I am a lazy bum and I like casters", because arguably casters walk away from PF1 CRB far ahead of martials.

What works or doesn't work for you and your players isn't necessarily the same for everyone.

I'd much rather you need to rob your players of options than to rob everyone else who plays the game of options, simply because you don't feel you have the time to read and evaluate the content.

Now if you wanted to discuss the amount of quality control and evaluation that should be performed on new options before they are published, I am sure that would slow down the rate of release a bit, and I would be all for that.


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Arakhor wrote:
Moro wrote:
Interesting. Every change you mentioned and labeled "for the better" was a removal of a restriction rather than the imposition of a new restraint such as resonance.
They were the first three things I thought of. Don't read too much into it.

No, it just got me thinking of the changes between editions, and how it appears that most, perhaps all, of the more well-received changes boiled down to relaxed constraints as opposed to the uproar I recall over any changes that were perceived as adding restrictions instead.


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These types of games are not at all mutually exclusive.


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Arakhor wrote:
Fallyrion Dunegrién wrote:
Stop trying to fixing the game by changing the world around it has ben working for decades.
Demi-human level limits, paladins only for humans and multi-classing never for humans were all ways the world worked "for decades". They changed, for the better too.

Interesting. Every change you mentioned and labeled "for the better" was a removal of a restriction rather than the imposition of a new restraint such as resonance.


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shroudb wrote:
dnoisette wrote:
Lausth wrote:
I dont get something.What exactly martials are having problems with that cant be solved by magical items?

Martial characters don't want to have to use magical items.

They want to be able to perform the same level of magic as spellcasters but retain all of their better combat abilities.

/end sarcasm

i like that when one of the main issues casters bring up is that they want more damage, to reach the martials, but when they confront the narrative issue their defense is: "but martials do more damage.!!!11!"

also, you can buy wands and staves and fling fireballs every round.

"i don't get why casters don't want to have to use magical items to solve their problems?"

/end sarcasm

Were people asking for casters to do more damage? I don't recall that, but I am too lazy to go and look.

I can see perhaps arguing for this if the caster niche is going to be restricted to "blaster" in this edition, but most of the complaints I am hearing at tables and reading on the forums about the playtest are aimed towards the manner in which non-damage spells have been gutted in either duration or effect.


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Lausth wrote:
Most of the spells having 1 minute duration is just an another way of saying that these powers are once per encounter right?Did i get this wrong?

Sure seems that way. You have your at-will, encounter, and daily powers...


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Cyouni wrote:
Moro wrote:
Cyouni wrote:

The other important thing that's locked behind trained competency: Practice a Trade or Stage a Performance. Standard uses of Perform (untrained) are good enough to impress someone or prove that you're decent, but it's not good enough to actually put on a performance if they have to look at you for more than a few seconds.

Similarly, Read Scripture, Read Esoterica, Treat Disease, actual Crafting, and Tracking. If you're not trained, doesn't matter how high level you are, you can't do those.

One man's "trained competency" is another's "arbitrary gatekeeping."
So what I'm hearing is that you'd have a problem either way - either you complain because everyone can do everything at full competency, or you complain because "arbitrary gatekeeping".

Then you might need your hearing checked. I never said that I do or would have a problem either way.

Either the final 2nd edition looks like fun to me and a majority of those I game with, and so we play it, or it does not, and we do not. Either way I have zero problems.

My post was simply pointing out the argument against it. There are myriad ways of handling skills, and in a system with such tightly controlled mathematical bounds, some sort of artificial enforcement of boundaries is necessary.

I personally would have preferred to see a system that handles increasing skills and their more difficult uses with an increased opportunity cost at higher ranks, but that isn't what is in the playtest. I am not a huge fan of bounded accuracy at all, as it introduces a level of gamism with which I am uncomfortable.

With the math as it is now, it's not playing great in my experiences, but I can see it being a usable skill system if the numbers are tweaked, even if it is not my cup of tea.


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Cyouni wrote:

The other important thing that's locked behind trained competency: Practice a Trade or Stage a Performance. Standard uses of Perform (untrained) are good enough to impress someone or prove that you're decent, but it's not good enough to actually put on a performance if they have to look at you for more than a few seconds.

Similarly, Read Scripture, Read Esoterica, Treat Disease, actual Crafting, and Tracking. If you're not trained, doesn't matter how high level you are, you can't do those.

One man's "trained competency" is another's "arbitrary gatekeeping."


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Ostog the Untenured says it's fine.


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Almost all people have been put in uncomfortable situations before; congratulations on your impressive luck to anyone who has not.

Recall how that discomfort felt, and take another human being's word on the matter if they tell you that something is, has, or might in the future cause them feel this way. Period. It's really not up for debate.

As far as the potential controversial subject matter of the game goes, as with any multi-person activity, up-front transparency is of primary importance. If anyone at the table even thinks that something controversial MIGHT come up, it should be discussed with and agreed upon by all participants in advance. If at any point, even after the initial agreement, any single party suddenly decides things have gone too far, and requests that it cease, then it ceases.

This is pretty much common decency, it really isn't that difficult, and sure as hell isn't too much to ask.


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DarthMask wrote:
Had a half-orc in my group. The player really liked the change to the way halfies are handled (as did I).

it gets even better. Just wait until the half-orc character reaches a level where their eyes are finally fully developed!


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Makarion wrote:
There's also an elephant in the room: spells auto-scale, but martials need to spend their class feats to scale, which gives more room to casters for conceptual development, rather than running to keep up with the tide.

I've been pushing for scaling feats since 3.0 for exactly this reason. Why does anyone need to take Cleave, then Great Ckeave, then Greater Cleave, then Greatest Cleave? Taking Cleave should eventually scale up to better Cleaves as your character advances.


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Pretty sure I have said this before, but I just adore how everyone assumes that their personal views align with the "silent majority", and yet there is never a professed member of the "vocal minority" anywhere to be found.

It's a MIRACLE!


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I don't know why skills as a mechanic haven't been split off into their own section yet, to be evaluated and balanced on their own, giving all classes the same base number of points or ranks to start.


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I'm starting to come around on the decreasing accuracy, at least for martials. I think the casters could use a little tweak upwards.

I am all for higher CR creatures being more competent and harder to kill, even at equal levels, as characters advance. Sort of gives the game a deadlier feel as players advance. Very OD&D-ish.


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This is an excellent question.


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The Rot Grub wrote:

I don't want to discourage people doing math, but wow this just seems like one of those things you need to playtest and see how it feels...

I like that the 1st attack has a decent chance to hit, and the subsequent attacks don't. It makes choices of tactics such as feint and buffs and agile weapons more valuable.

I don't know why many people have some knee jerk reaction to blanch when RPG math is presented, almost as if they wish they hadn't been shown.

Math is not really arguable or subjective in the same manner as "how it feels" and it is very good to know the hard numbers underlying the system.

The mass of playtest results is where Paizo can get a good idea of "how it feels" overall to the player base, this is not something you or I, or any group that doesn't number in the thousands, can do. What we can do is break down the numbers, compare those numbers to our anecdotal playing experiences, and then make suggestions as to how we think the system could be improved by adjusting the math.


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Lady Beldaran wrote:

The entire point of skill feats being an exclusive progression is to give you the opportunity to pick the things that will make your skill feel "legendary". Those feats can't be swapped out.

Yes, theoretically you could invest in a bunch of random skill feats instead of ones you have as signature skills, but that is clearly not the intention. And I'd much rather have options than not.

But you might make a less than optimal choice, which obviously makes your whole character terribad and useless, and will cause you to quit and play something else once you figure it out, if they allow these options in the game.

They're just trying to protect you from yourself, Lady!!!

/sarcasm


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thejeff wrote:

I'm not sure this is the proper fix - the range may be too narrow. Alternately, the d20 may just be a bad tool for this job. A bell distribution might work better?

The other part of the new system is gating things behind skill feats and upgrades. The untrained fighter might roll well and the Legendary bard roll badly, but there are things the fighter can't even begin to do.

I think there are much better ways to do this. Higher ranks having an increasing cost is the best one I can think of off the top of my head, perhaps with a cap on how many points can be spent per level, or how many ranks can be achieved overall. Keeping things within an acceptable range that fits within the d20 range of utility, isn't too difficult.

Tone down feats and items that allow for insane bonus progression, and make their advantages fit the expected range. There's not one reason the bonus should have to ever outstrip the 20 on a d20, if you build the system that way from the start, which means a DC higher than 40 would be unnecessary.


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Zecrin wrote:
Matthew Downie wrote:
edduardco wrote:
Matthew Downie wrote:
The prospect of a new edition is inevitably going to bring back the conflict between the "I hate the way my Fighter/Rogue was made to look obsolete by a Wizard/Druid/Magus" crowd and the "I like playing an awesome caster who can do anything" crowd.
Is just me or seems like both issues could have been solved by giving martials more toys? High level martials would play like mythological heroes and casters would still be awesome.
Yes, but that brings out another group: "This isn't realistic! I wanted Tolkienesque fantasy, not this anime nonsense!"

I agree. But, Tolkienesque principals being applied to rpgs breeds a very different game than either D&D or Pathfinder.

Throughout the whole series, Frodo, who was a great hero, had tactics that consisted of "run away."

Aragorn, a fantastic example of a "martial" character, would likely loose to Gandalf, Sarumon, and Sauron, all of whom are casters. His in-combat abilities consisted of swing a sword or move in and then swing a sword. Gandalf on the other hand, could summon eagles, create fire, create a barrier of light, deflect arrows, magically disarm someone, call lightning, and even come back from the dead.

Unless martials are given some sort of option besides "use weapon" they will be unable to ever compete with a caster. If you believe that fighters should be mundane that's fine, however you can't then also expect that because fighter is mundane every other class has to be balanced against the fighter. That makes for a game that is baseline low fantasy, as supposed to one that starts as high fantasy and then can easily be toned down by a canny GM.

Yes, it's pretty telling when people say they want more Tolkien in their RPG. Middle Earth had a handful of casters, and pretty much all of them feature pretty heavily in the big events that happen there. Meanwhile martials get to accompany them and stand guard if they're lucky.


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Anguish wrote:
Steve Geddes wrote:
I do sometimes wish I could be a fly on the wall of the Paizo offices

Not directly in the train of conversation that arrived at this quote but you've inspired me to share something I've been thinking for a while now.

What we see in the PF2 Playtest is being a fly on the wall at Paizo. I'd very much expect that the playtest is:

a} the game Paizo wants to make and,
b} the game Paizo believes they need to make.

Some of the directions chosen don't make me personally happy, but almost every time I summon the energy to post and explain why, I (usually) pause, and remember those two things.

When/if we ask for change, it's like asking a sous chef to skip the seasoning and just bring us a bottle of ketchup, at least from their perspective. They believe they've created a meal we should want to eat, and due to nutritional wisdom, we need to eat. This is the designer's careers, and their passions.

I feel guilty just saying I don't like something. Every time.

Then there's the financial side. My groups purchased several/many Starfinder products, because we have disposable income, and we gave it a try. We directly provided Paizo the message "we like this". Sadly, that's not the reality. We tried it, we disliked it, we abandoned it, we moved on. So poor Paizo has statistics saying "we sold umpty-billion copies of the core, and the AP, and some pawns", only it's a dead-end at our table. Poor Paizo has to predict the long-term sustainability of a new edition. Sure, next August there'll be a massive surge in sales as the curious invest in the system. Maybe even me. Maybe I'll sustain my AP subscription. Dunno. But is this the system we'll be running 24 months from now? Who knows. I don't envy Paizo.

Everyone involved in the game development and playtesting process is better off being brutally honest. From our side we get a better chance at receiving the product we want, from their side they (hopefully) get to sell more of this product thanks to our honest feedback.

I have no reason to believe anyone from Paizo has been less than truthful with me, why would I want to do them the disservice of being less than truthful in return? Because I don't want feelings to be hurt?

I'm certain they would rather I hurt their feelings than chance costing them their livelihoods. They can massage the emotional bruises with paychecks.


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GinoA wrote:

Y'all inspired me to make a thing.

http://imgur.com/a/r1w5Gsy

Awesome, a flow chart. Haven't needed one of those for a game mechanic since D&D 3.0 grappling!


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The Norv wrote:
Tallow wrote:

One thing I'm growing to enjoy is the fact that high stats are no longer almost mandatory. I can have the 16's and 12's character or the straight 14's across the board, and be highly effective.

Those who always build to an 18 are only limiting themselves. It is not the system that is limiting them.

I am VERY glad to hear this, assuming that's how it felt in combat.

Moro wrote:
If anything, with the focus on flattening of the number curves, and the smaller range in "best-to-worst" in skills, each +1 is now a bigger deal, so higher stats would be of even more importance in this new system.
Can you expand on this? Maybe I'm dense (not a game designer or a math person), but wouldn't having flatter curves mean that characters with a smaller bonus have a higher chance of succeeding?

There is much less disparity between a character who is considered "poor" at something, and a character who would be considered "best" at the same thing.

In the older system, the gap was wider, and each individual +1 meant less in the grand scheme of things. This new system seems to have closed that gap, making each bonus much more valuable overall.


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Tallow wrote:

One thing I'm growing to enjoy is the fact that high stats are no longer almost mandatory. I can have the 16's and 12's character or the straight 14's across the board, and be highly effective.

Those who always build to an 18 are only limiting themselves. It is not the system that is limiting them.

There is no difference, from what I can see. The bonus for stats has not changed, which means that for every two points in a stat, your chance of success goes up 5% relative to whatever d20 roll is associated with it. This is identical.

If anything, with the focus on flattening of the number curves, and the smaller range in "best-to-worst" in skills, each +1 is now a bigger deal, so higher stats would be of even more importance in this new system.


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Malkyn wrote:
Wowie wrote:


(I'm already increasingly afraid of INT becoming irrelevant for non-wizards, but that's off topic.)

Actually kind of relevant. The bird flew the coop a while ago. A spellcaster okay with not using spells with attack rolls could always kind of drop anything but their casting stat, and the fact that many attack roll spells are touch-based means that any boosts to other stats were entirely optional to the point where it was like "I just got a 90k payday... I guess I could slap a dex +2 onto my +4 con belt..."

Single Attribute Dependent (SAD) vs Multiple Attribute Dependent (MAD) (forgive me if you're already familiar with the terms) has always been a subject of debate. Part of why spellcasters are so dreadfully powerful is because they could do the former, and martials were often shackled with the latter, and any move toward reducing the number of attributes they needed to be successful was a good step up for them. I don't think there's anything wrong with saying "Okay, a dex fighter needs dex and con" when a wizard gets away with "just int and maybe con." At that point you've got a primary stat, a secondary stat, and further stat boosts to terts is basically gravy. Nice to have, yeah (and I do appreciate that PF2 is so generous with stat boosts), but hardly necessary.

Wowie wrote:


But this seems like the perfect thing to test. What if during one of these weekly updates there was a change to give Fighter/Ranger a dex-to-damage feat, and then 2 weeks later change it back, with it explicitly noted that it was an experimental change and you didn't have to use it in your games? I feel like not having an "Experimental" branch in the update sheets is a missed opportunity. But on the other hand they have every reason not to since multiple versions of the same game would dilute their playtest feedback. It's tough to say.
That said, I do like the sound of this. You could maybe ask in the open survey about whether experimental rules were used, and if so which ones, and how...

I recall seeing one game try to fix this by tying the ability used for DC, etc. to the school of the spell being cast. Worked ok for the most part, and was a neat idea.


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The Rot Grub wrote:
Zardnaar wrote:

Also complexity look at Calculate the Result pg 291), that is potentially 10 steps to resolve something.

I was shaking my head when I read that torturous equation. Why not simply state the following?

Result of a roll = die roll + ability modifier + level + proficiency modifier + item bonuses and penalties + other bonuses and penalties?

Because that sounds almost exactly like how much work was put into calculating the result of a roll in Pathfinder 1e, and this new edition is supposed to be SOOOOO much simpler so as not to frighten off new players...


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Mark Seifter wrote:
Which does mean you can never fall from the ladder, though.

Yesssss!

All level 10 characters report to the ladders for a drunken ladder dance party, stat!


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The Narration wrote:

unabashed powergamer who considered "I am the star of the show and the rest of you are just here to be my entourage" to be the appropriate way to play. He always played wizards. :-P

Our unabashed powergamer was awesome, but he always played his Wizard (or Druid, or Cleric) in a manner that made everyone else the stars of the show, as far as encounters went. Took the rest of the group a couple of years, and a few sessions where he wasn't able to make it, to catch on to exactly how it was working.


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ChibiNyan wrote:
Don't think it's about narrative at this point, but fun.

Which truly is the point, I think.

Treadmills aren't fun for most people. I am sure there are some people out there who love them, but they are few and far between.


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Jeff Deaner wrote:
Vic Ferrari wrote:


PF2 is a totally different situation to 4th Ed, PF2 has a playtest, a lot changed between the first 5th Ed playtest packet and the last, so much can change by later next year

5e also had a much longer playtest period. The question that has come up here is "when is the next playtest release coming out?"

Which is a valid question.

I thought that they did answer this, but the answer was "There really isn't going to be a new release of the playtest."?

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