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How does this work? Like when it says min 1 does this mean you start at 1 at first level and then begin adding the fractions at second, or do you start with the fraction and just round up thus not getting the next full bonus for a long time.

Example, I'm playing a Rogue. Trapfinding says it is +1/2 per level to perception, min +1. So does that mean level 1 is +1, Level 2 +1.5 and level 3 it is +2 or Is it 1/2 at level 1 (rounded up to be usable), 1 at level 2, 1.5 at level 3 and not +2 until level 4?

A similar question with spells and what the starting point is. My wife has an Oracle. Divine Favor says it is +1 every three caster levels Does it become +2 at level 3 or level 6?

Kobold Press's Deep Magic (pathfinder compatible edition) also has a spell "Ray of the Eclipse" says it deals 1d6 damage every two caster levels. I can see three possible interpretations for when it becomes 2d6. At level 2 and then every even level thereafter? At level 3 because 1+2=3? At level 4 because it's basically the half progression again so 1/2 at level 1 rounded up, 1 at level 2, 1.5 at level 3 and then hits 2 at level 4 for the 2d6. I have legitimately no idea which is supposed to be correct so we're not picking this spell even though it looks otherwise useful.

So how do these progressions work? Help?


This is the first thing in the Playtest I've seen that I really like. (I hate the idea of resonance points, and what was done to the alchemist, and the archetypes being based on feats). But back to the positives here: Sorcerer's having a choice of spell-list based on bloodline is fantastic. I'm really hoping Primal Fey bloodline means wild/chaos magic and not just Druid magic (although either way that's likely what I'll end up playing in the playtest since alchemist is out the door). I mean I'm still not thrilled with this everyone has less spells per day and no bonus spells for the casters when the first few levels are already a struggle for casters to begin with in first edition; but overall this is the first playtest thread to get me excited about the game.

BTW if we are unhooking Sorcerer's from Wizards maybe they should get a slightly better weapon list too. Like mechanic-wise I got why they were same before but the in-world logic never made sense. Wizard's need to spend all their time studying magic so they don't have time to practice swordplay but sorcerer's have magic in their blood, hence they are not spending time in a library all day thus no reason they can't take time to learn to use a short sword or hand-axe.


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To me the most promising thing on the list is the spell "Primal phenomenon." Primal has long been Pathfinder's pseudonym for the Wild Magic found AD&D 2nd Edition Tome of Magic which to me is the all time greatest most fun RPG list ever created. (Prior to that the Bag of Beans and Wand of Wonder were my two favorite things about AD&D1). I love Pathfinder's core design and books a lot but the absence of wild/chaos magic is severely notable and the few attempts Pathfinder has made to mimic it have come across half-hearted at best (see Inner Sea Magic and the recent highly disappointing Wasteland book that promised primal magic and ended up being mostly guns). While I haven't played D&D5 (since we have been enjoying Pathfinder and only bought our Beginner Box two months before that came out) I've seen 5th edition's beautiful new wild/chaos magic list they made as one of the two primary sorcerer types in their starter book with nothing but envy that it isn't in this system. H

Hopefully this spell being listed here so early in the preview means Pathfinder will finally give us some full on wild and crazy fun chaos magic chart effects. Maybe even a primal/chaos sorcerer who has a version of the old Chromatic Orb spell as his initial bloodline attack along with a frequent ability to roll on some random chaos chart.


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Tangent101 wrote:


This is why the new rules are so important, and why changes to the magic system are needed. These rules need to be intuitive and easy to grasp. Problems like Renchard's example of Redundancy in the use of the word Level and how it can get confusing are the very reason why it has to change. And it's a minor change!

This times a 1,000. I've never met a new player who doesn't find it baffling the first time they play a spellcaster who levels up to second level but then can't pick second level spells. The game needs any other synonym in the English language for spell levels to reduce confusion.

I have a similar concern to the upcoming "spell points". If they're not directly tied to spell casting name them something else like "power points" or "mystic points" if there only function is to fuel bloodline powers and the like. Terminology can make a big difference when teaching the game; and if its too complicated to learn people then some people aren't going care enough to keep playing.


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If we're changing things for a new edition can we please change of the name of the Fighter class to Warrior? I know the name has been around since the 70s, but it really makes no sense. And if the only reason for keeping it is tradition, well your changing the name of "race" to "ancestry", which also goes back to the 70s; so if we can change that we may as well make a class name change that is heck of lot more appropriate for a fantasy world. At best a fighter sounds like a gladiator forced to fight for someone else's pleasure, and more likely it brings to mind UFC or some drunk guy in a bar. Have you ever seen a fantasy movie where the hero calls himself a "fighter". A knight, a warrior, a soldier, a mercenary, but never a fighter. Even in the classic fantasy literature is their a single character in Lord of the Rings or Conan to use the term "fighter?"--not that I recall. Heck even Munchkin (the parody game) gets this right. It's about time for the serious RPGs to follow suit.


So I'm creating an Elderitch Scoundrel and I'm wondering whether I should go with Arcane Strike or Weapon Finesse as my one feat. I have a +3 Dex Mod and as of now my strength bonus is +2 (although if I take Arcane Strike I may switch my strength and wisdom stats, which would put lower the strength bonus to +1--just because I have profession gambler and my DM tends to have us spend a lot of time interacting in town). I rolled really good gold (170) so my weapons are the hand crossbow, rapier and dagger if that factors into the advice.

Actually while I'm posting has anyone played profession gambler before? I know all professions are wisdom based but can you use dex skills in specific ways with it (sleight of hand to cheat at poker, or win at dice or darts for example)

Lastly, in the same book that has the Elderitch Scoundrel there's a trait that lets you read magic as a spell like ability. Is that worth it (I've never played a prepared arcane caster before, so I'm not sure how necessary read magic is; but I don't think I'd want to waste one of my few zero level spell slots on it every time).

Thanks for any advice.