Im a little worried that reactions are too restrictive. There is going to be a lot of hoping the dice fall just right to make it happen. Even then, you only get to do your cool move once a round. I'd almost rather add a bunch of cool things you can do instead/in addition to attacking and bring back AoO.
This is something ill be looking hard at during playtetsing.
Is it spelled out somewhere that soul damage is the narrative for the penalties? Are you sure those conditions are not just game penalties for dying?
As others have noted resurrection has a different condition than raise dead. Also, resurrection is often quite rare and something reserved for PCs. This speaks to the more game part of the system. Folks want a way to keep their characters alive if they have such a luxury.
As a side note, in my home games resurrection magic has a pet cemetery effect on the target. This is why most people who can afford it, chose not to cheat death. The PCs make a good use of their hero points to avoid becoming...something....else.
Mark Seifter wrote:
Thats at the heart of the issue for me. Spell points are not for only spells. (Unless im incorrect on that?) Something like channeling or panache I wouldnt consider a spell. Thats why I think something more intuitive like ability points that are universal for pools for both martial and casters would work better. YMMV
This is exasperated by the no evil rule that is so prevalent. Folks want to RP anti-heroes, and occasionally carry out terrible acts, because its expedient or interesting. However, because they cant be evil and are supposed to be a good guy they go through a series of logical gymnastics to try and make their actions good.
Just because you are willing to employ evil tactics, doesn't make your character a bad person. Assassins and necromancers are guys willing to cut corners and get things done. They are evil characters, but that doesn't mean they have to steal all babies candy or kick every puppy.
I'd like to offer my alternative for folks with these issues. I allow evil alignments in my games under a caveat in the social contract. You can do what you like to any number of my NPCs, but you need to leave the other PCs alone. No stealing, attacking, or interfering with your fellow party mates. Under this rule ive had no issues with evil alignments. YMMV.
Im going to disagree with the witch. She was my favorite class in PF1 after the bard. I dont see the inherent evil. Sometimes the good guys are antagonistic too!
Id like to see the cavalier get a revision. I really enjoyed the orders and flavor. Id like to see more abilities and archetypes that dont kneecap the cav without their mount.
Those inconsistencies are known by Paizo. Hopefully they can take advantage of PF2 and the stronger focus on Golarion to tighten that up.
Haywire build generator wrote:
Suppose I wanted to build a wizard: Int-based casting, wizard class feats, all that. But I wanted to replace all of my mental essence spells with vital essence spells. How well-supported would this process be?
I am hoping you cant do this. I prefer the arcane and divine divide. Whatever they want to call it.
No. The process of a animating dead is evil, not the negative energy used. This has been mentioned before.
Sounds like that is the way the devs are going. I know there was a quote about a pally being able to lie when it serves a greater good and work with evil dudes without instantly falling. Though alignment was still something a pally needs to be mindful of. Sounds like a guideline instead of a standard. This allows each table to make it as stringent or non-event as they like. PFS is of course an exception.
I can live with less restrictions on characters. As long as planar beings are still the stuff of irrefutable alignment and spells affect them, I'll be good. I do like pallys being LG but I can live with some extensions like any good. Id be bummed if they make pallys of any alignment in which case I hope they dispense with 9 different codes and make some blanket statement to save space. Pally can be redefined as the armored fighter class I guess.
My problem with high levels isnt too many character options. Its gonzo math with uncapped stats and treadmill game design. I have zero issues with CRB dipping, few with APG, and then several with later splats. Its annoying that the dipping problems came about during the Paizo era of 3E and now they want to kill the concept in PF2.
To answer the question, (which I think the premise is faulty) no its not a deal breaker.
I dont give out target info as GM I just indicate success/fail. After a couple rounds the players usually can figure out the targets. So these abilities are not my favorite but they dont bug me.
That said, I put the responsibility on the player to announce their intention of using the mechanic so I can delay my response.
There are a lot of Latino diners in my area that sell the cane sugar coke. Its around if you like it. I heard from my ex who was raised in Louisiana, that in Texas there is a plant that makes Dr pepper with cane as well. She swears by it.
If PF2 turns out to be made with syrup, folks are just going to have go to a specialty shop for wholesome cane sugar PF. Or this entire premise was intentionally incendiary to get blog views. Your choice.
Stone Dog wrote:
I'm still in favor of halflings getting Wis for their tenacious spirit and gnomes getting intelligence for their keen minds. All small races getting Charisma seems bland
I'd go a different direction. Id remove the trash dwelling gobos CHA bonus and give it to INT. Makes sense they have to be clever to make their trash gizmos. I'd make their flaw STR and leave their fast speed. Give em a boost to DEX to show their quickness. For Gnomes id give them a bonus to WIS instead of CHA. Keep their CON and STR boost/flaw. Then halflings would keep CHA bonus rounding out the three smallies with three mental stats.
With magic items being less necessary for the game to work, I wouldn't mind seeing identify move back to a level 1 spell. The spell just gives you a good bonus you can still fail the check. I'm old school that way though.
Instead of your idea, I'd say just identify magic items at no cost. 1 resonance point seems like an arbitrary speed bump. /Not Signed
Every thread I've read and poll I've seen about what makes PF great puts custom chargen at the top. This is something Paizo most certainly gets. It would be suicide for them to make 5E clone.
As for the new coke thing, customers sometimes do know what they want. Back in '09 Chevrolet decided to ax the Impala in favor of keeping the Malibu. Even though customers preferred the Impala in large numbers to the Malibu. Chevrolet execs decided they simply put too much marketing into the Malibu over the Impala to let the Malibu go.
Paizo don't be afraid to keep the Impala at expense of the well marketed Malibu.
I was worried about that as well. Use X instead of Y stuff was my least favorite of PF1. Though, Alchemist may be the exception. Gives the class a little something of its own. If they open that up to all casters (and more), than its a problem.
Ignore handringing by Martial characters. Critical failures NEED to count for meele & ranged attack rolls in Pathfinder 2E!
The best way to go about it is to address whats been revealed. You cant make a full picture yet. I can only compare the reveals to PF1, unchained, and perhaps Starfinder. Even then, I'm not going to make a declaration about the entire system until August at the earliest. Probably, not even until August 2019.
There will be a learning period for sure with monsters doing their own thing in PF2. My fear is that once folks learn the monsters triggers they will never trigger them if possible. Then, only crit fails will cause enemy reactions. PF1 AOO was universal and worked the same for everyone. Its a shame there is no universal AOO on top of additional reactions in PF2.
Not necessarily need to choose, you can design for the former while leaving room for the latter with a modular design.
1. Where did you hear new ancestries are coming in bestiaries? I cant see that happening since monsters now have their own rules.
2. I hope APs have both new background and ancestry feats that cleave to the heart of the story.
3. I hope so. I prefer systems that change, improve, evolve as you level instead of set and forget of the past.
Folks remember the actions are not just based on actual time it takes you to do something in real life. Actions are an abstraction of your turn. Raising a shield is not simply raising the shield. Its engaging in a defensive mode and preparing to defend yourself. Your real world experience may not be able to grok that, but its a game and not a real world sim.
I keep seeing folks wanting to swap bombs for mutagen via archetype and its giving me hope for multi-classing. For instance, if the devs are spacing out abilities to stop dipping power, then hopefully you can archetype around to get what you actually want. For instance, a fighter with a little mutagen but not bombs. Allows you to dip an ability with out getting the entire starting package traditionally.
A guy can hope.