PossibleCabbage wrote:
they already have a neutral deity...gorum...he's just as much an orc god as he is a human one
math balance aside with shields what really makes no sense is the arbitrary ban on magical barding or animals not being able to benefit from any item bonuses at all...it seems like it's a byproduct of the resonance system since they don't get any...but that's more a problem with the resonance system that needs to be fixed rather than something we should just get used to...limits on what can and can't become magical is the only real part of the resonance system that blatantly fails the in-world continuity test since those things plainly existed before and now are just gone...
Alric Rahl wrote:
it really depends on how the feat section is organized...in 1e you had a giant chapter of feats organized alphabetically that you had to sift through to actually find feats you qualify for...if they do that here it will be a nightmare...if they are organized by class or ancestry or archetype and then by level and further in chains by prerequisite that will be much more useful...just a table at the beginning isn't good enough...it's too much to cross reference when the entire system is feat-based
i don't mind resonance being spent to attune magic items as it limits the number of items worn while eliminating item slots...i'm less fond of having to spend resonance to benefit from potions and scrolls but i can live with it...what i really dislike is being double-charged by having to both attune an item and then later have to spend more resonance each time i activate it...choose one or the other but not both...
the problem with 4e for me wasn't that classes were mechanically streamlined so they all used the same basic framework...it was that the classes basically had identical powers that only changed the stat they ran off...every class basically had a power that did the same attack and damage that was based on their primary stat...so every class felt exactly the same...i'm not getting that vibe from these previews at all...sure a lot of classes are getting abilities that work the same as casting spells...but they aren't all getting the exact same spells at the exact same level...
Dilvias wrote:
i agree with most of these concerns...but the more i think about it the flurry actually seems a bit better...in pf1 you have to decide each round whether to flurry or not because there's always the chance you will miss both attacks by taking the negative...in pf2 there's never a reason not to try because you don't actually lose anything on the first attack and the second attack doesn't waste an action...
the one thing i'm not a huge fan of is the misleading way the ogre hook is worded...it is listed as having the reach property but then outside the statblock it is mentioned that the reach comes from the ogre itself and not the weapon...if i just took the statblock on its own i would have no idea that any other weapon it happened to wield would also get reach with it...or that anyone who picked up the ogre hook would not be able to use its reach ability...it seems like reach innate to a creature should be listed separately like other abilities that affect more than one aspect of the statblock...
at first the +2 cha for goblins really shocked me...but then it got me wondering...does this mean that all the other ancestries are getting their good and bad stats adjusted?...this could be a good thing...especially the way building characters seems to have changed... flavour wise the goblin text could just be a placeholder for the playtest...it was mentioned before that goblin pcs would be addressed in an upcoming adventure path...so it could be that the explanation and flavour in the actual 2e core book could be different since i doubt they'd give spoilers here for an ap that hasn't even been written yet...
i find it a bit odd that people complain about feats seeming too weak at certain levels when they have no idea about the power level the game will have...you can't make accurate assumptions about 2e based on 1e...you have to take 2e as it's own separate thing...i think this assumption is the basis of most of the negativity i've seen... now about the rogue...i see a lot of the unchained rogue in the preview and that makes me happy...i just hope them getting skill feats every level doesn't overshadow everyone else's skill choices (perhaps this will be akin to how fighters in 1e got a feat every level but it seems like every class gets that now)...i guess it really depends on how personal skills are in 2e...in 1e pretty much every non-physical skill only needed to be taken by one pc...anything more than that was redundant and a waste of skill points other than as character flavour...it would be nice to see an in-game use for multiple characters investing in the same skill...
Doc_Alpha wrote:
i actually like it...for one thing it forces players to acknowledge that they are actually doing something when a spell is cast...all too often in games i've been in all spellcasting turns into effects just being announced as having happened...for another it gives an actual reason for some spells taking longer to cast than others...it was kind've arbitrary before...this feels more structured
i'm all-in for a new edition...the last few years i've started to get a bit of pf fatigue...i still enjoy playing it in the moment because i like the stories the adventure paths tell...but we have so many house rules and established tropes now it'll be nice to be able to do some new things with the game...i've always liked the golarion setting more than the rules anyway which is why i can't wait until some new novels come along...but until then this sounds like just the refresher i need... back when starfinder released i honestly thought i was done with pathfinder for good since sci-fi is really more my thing and the rules looked more streamlined...but sadly my group hasn't wanted to give it a try yet so a second edition for pf seems much more likely to actually see some play time...
i agree with many that this class (and most of the classes in this playtest) are very bookkeeping-heavy...but i think this should be assumed since these are advanced classes for advanced players...here are some of my ideas: 1) either make it a d10 full bab or give it full 9 lvl spellcasting...it should either hit like a fighter or cast like a cleric...this class does neither... 2) lose channel energy...we already have the paladin to be a combat healer other than these two areas i like the ideas in this class... i plan on genning one of these up for a wrath of the righteous campaign...i had originally envisioned a cleric of gorum...but when i heard about this playtest and the warpriest i knew i needed to give it a try...
...from Paths of Prestige... the text of the ability Colossus Hunter:
Spoiler:
Quote: Colossus Hunter (Ex): At 2nd level, a mammoth rider gains a +1 bonus on weapon attacks and damage rolls against Large and Huge creatures, and a +2 bonus on weapon attacks and damage rolls against Gargantuan and Colossal creatures. on the table for the Mammoth Rider it shows "colossus hunter +1" at 2nd lvl, and "Colossus hunter +2" at 8th lvl there is no mention of ability advancement in the text...does this mean you get the +1 bonus vs. large and huge creatures at 2nd lvl and the +2 vs. gargantuan and colossal creatures at 8th lvl?...or is this a typo or edit mishap?
James Jacobs wrote:
thanks for the answer...i know it can be a touchy subject for some which is why i almost didnt ask...also at the risk of "outing myself" hehe i am an atheist (and also a bit of a philosophy nerd which i always find myself explaining why that's not a contradiction) and i assure you your comments are not insulting at all...i really enjoy playing characters who worship deities and find it hard not to worship them since in that world they obviously exist...i'm thinking of making a character from rahadoum...and i was curious as to the afterlife ramifications of simply being born and raised in a country that had abandoned all gods without denying their existance... so essentially it just comes down to whatever alignment you were "born" to be and whether you live up to that ideal? or is it just a matter of good vs. evil?...would a neutral character find it harder to escape the graveyard of souls if he believed he lived a life true to him/herself? this is a bit of a tangent but your reply got me thinking...since it seems like the earliest life in the multiverse began in the abyss and therefore inherently evil...judgements by pharasma seem to be biased towards rewarding good and punishing evil...being truly neutral i would think she would not use descriptors like reward and punish...if a mortal exceeded at being evil it could be seen by them as a reward to be judged and sent to an evil-aligned outer plane...even though once they got there they'd probably quickly change their tune hehe once again thank you for taking the time to answer all of my silly questions...also really looking forward to your dungeon level in the upcoming thornkeep book |