Armor already provides 100% damage reduction by way of AC. If an attack meets or beats the AC, the damage bypasses the damage reduction.
Another way of looking at it is that AC is "Defense DC", the same way that save DCs are (10+[stuff]) and opposed checks are now a set DC, e.g. Athletics DC is (10+Athletics) or a character's Deception DC is (10+Deception).
PF2 is not designed around an active defense paradigm. A lot of other game systems are, Pathfinder and D&D are not and never really have been.
Just remembered another one from the last session. While the party is walking through a marsh I tell them from somewhere in the trees they hear eerie lute music. Dave, playing the Investigator, asks, "Is there accompanying banjo music?"
A lute is a precursor to the banjo ... ;)
Page 143. Craft's untrained use is Repair (activity).
Access to only one book and not a full book at that for a playtest can make a lot things feel kinda of samey.
Presuming that the PF Beta is anything to go on, a lot of what we are seeing will not change over the coming year.
Maybe another page or two per class for 12 classes, probably a bunch more spells (although I don't see much of a need for more) and of course more magic items. All in all there seems to be a good chance that the Nouveau Pathfinder CRB won't greatly exceed 400 pages, perhaps even coming in just under that page count.
I've played numerous systems including the generations of D&D and 3e/Pathfinder and a dabbling in Starfinder, often making use of random ability score generation.
No small part (for me) of getting a feel for a character's backstory and personality comes from randomly generated ability scores. This is the one thing that is left on the cutting floor so-to-speak with point-buy systems that do not have some method of taking behavioral limiters - in Nouveau Pathfinder they're being called anathema - in trade for something positive in return.
I dunno, maybe I'll roll a set of scores to "get a feel" for the character then use the standard chargen methods to match as close as possibly permitted systemically. Might work better. Otherwise, being accustomed to other systems that reward characters mechanically for accepting behavioral limitations, most of my PCs gravitate towards fairly simple personalities with as little as possible in the way of behavioral inhibitors as a matter of best-chance-to-survive.
I'm just curious. what if you have three players that didn't roll above a 12 and one character that rolled 18's across the board? Do you just let that player dominate the game because he rolled well at character creation?
If that is what was agreed to ... yes.
The downside to being so much above the rest of the pack is that it has a really nasty habit of drawing unwanted attention from the opposition.
If nothing else, Darwinian survival will eventually result in characters largely at parity to each other.
You assign the "uber ability scores" to the player with the least system mastery - many tables have at least one - whilst the more seasoned players take on the slightly-above-average folk as a challenge to be overcome.
My issue with hard caps is that PCs currently appear to have a hard cap on ability scores of 24 (+7).
A quick skim through the playtest bestiary reveals an apparent systemic hard cap of 30 (+10).
So long as it is possible, however unlikely, for player characters to obtain a 30 in one or more ability scores, I am fine with a systemic ability score cap.
Rare and Unique "stuff" being required for this to happen is fair so long as it is possible.
Were Paizo to have a form-fillable and page-addable sheet, this would be awesome.
Especially a sheet that did the math for you (since there are no more variables as far as character creation are concerned). This should go a long way to rapidly clearing up confusion as to how the "engine" is intended to work.
I was laughing at the parts where Venom is discussing eating someone to their face.
"Eyes. Lungs. Pancreas. So many snacks, so little time."
"We will eat both your arms and then both of your legs, and then we will eat your face right off your head. You will be this armless, legless faceless thing won't you. Rolling down the street. Like a turd. In the wind."
Asmodeus' Advocate wrote:
The devil is in the details. Most 20th level Wizards are not likely to have unlocked the secrets of immortality off the back of a package of Keebler Soft Batch Chocolate Chip Cookies (now made from real elves!) as a DIY recipe.
So it is entirely possible that the only type of immortality a Wizard may be able to confer that doesn't involve creating the undead instead involves either limited wish-powered reincarnation or becoming a golem of some sort.
Now that is a racket and a half: I am the only source of reliable eternal youth (via reincarnate). Time to pay up rich folk! Use the proceeds to perform pro-bono reincarnate, proceed to go insane from the overwhelming public attention.... erm, lemme rethink that plan ...
This is why one does not permit one's players to garner the use of such spells without really good reason. Mostly they exist for the Great Old Ones to use on hapless adventurers that will have no clue about what's gonna smack 'em in the kisser.
Which is a Good Thing.
yeah I have a hard time figuring out what regular folks should be doing in these situations. (You know besides running and screaming) I also feel like the last movie over advertised Bryan Cranston for how little he was actually in it.
Mentally I boil down his presence in that film to the parts where he's not in it. Shortens the film by a good 20 minutes or so.
Frankly ... monster brawl movies do not need people except as toe-jam and fleeing hordes. The cost to make 90 minutes of good monster stompage these days however ... not sure it's exactly affordable.
Also, people seem to want to see people in these films for some reason.
LET THEM EAT NUCLEAR BREATH WEAPONS! ;)
Well, there are feats and traits and whatnot that can make up for some of that. 10 levels' worth, I dunno.
Pathfinder companions I've found to be utterly "meh" once you're entering mid-level territory. They make great super-tough mounts. Other than that, I hate the division of a character's gear budget typically required to keep them up and running.
OTOH, the carry companion spell is Your Best Friend. Keep your trusty pet/mount/pet attack rock in your pocket once the game outstrips their usefulness as a direct attack minion.
I know the feeling. Half the time when I schedule a game I have no idea who is going to show and who isn't. Okay, I know that one girl will always be at least an hour late... *eyerolls*
If you schedule the start time session by session, e-mail her that it starts an hour before what time you tell the rest of the players. ;)
Missus Turin and I found ourselves feeling that this film was ... flat.
The kind of flat that left us feeling overall to the effect of "okay, so this film was to set up, what, exactly?"
Asides from the Baba Yaga references and the interplay between Janet and Hank ... flat.
(Pfeiffer and Douglas) Janet van Dyne and Hank Pym were our favorite characters in this film. They played off each other in wonderful, subtle ways.
I am hoping that Baba Yaga gets played up in some form or fashion in future MCU films. I am not optimistic about this, but they're getting better at laying the groundwork for future events very, very quickly.
The villains weren't really villains in the MCU scale of villainy. Granted, this is a refreshing change-up that lends some grounding to the film, at the cost of "where's the villain?". A big plus is that they were characters instead of the typical cliche MCU villain we've largely been seeing. Ones we could see reprising their roles in the future.
Lang's master of electrical engineering suddenly losing about 30 points of IQ ... 2 years of house arrest plus another 3 years' probation one would hope would not result in Lang effectively becoming stupider.
Hope almost got to push Lang into sidekick territory. If that had happened I think the film would have been a bit better.
Nice. Already pre-ordered it directly from Owlcat some months back. They're supposed to send me a Steam key whenever they get around to releasing this puppy.
Edit: 25th September of this year is the latest release date. Gonna guess that with taking pre-orders on Steam and G.o.G. that they're locked in pretty firm now.
End of September though ... mrrrggghhh ...
John Napier 698 wrote:
Your player rolled ... poorly.
Best of luck to you!