Toning it down and the +1 to everything problem


Prerelease Discussion

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Sovereign Court

Folks are getting super tired of BA fans yowza...

The +1 to everything is a deliberate design decision. Ive voiced disagreement with it, but I fully understand its a preference thing. Not much you can do except try it out in the playtest. Provide honest feedback and go from there.


Isn't the solution to the "monsters keep pace with the party numerically" some linear combination of:

- Plot drives the PCs to one place and not the other, sure they could go slaughter all the trolls in the troll village, but that's not where the world ending threat is so.

- Players aren't necessarily that interested in picking fights they will just auto-win.

With these two you can populate the world with a bunch of low level areas, mid-level areas, and high level areas and the scaling will seem less artificial.


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Mathmuse wrote:
I do want to have the option of being bad at a skill. If I pretend to not be good at what does not fit my character concept--for example, a big clumsy barbarian who shouldn't be good at picking locks--then I would be letting down my party by not using all the abilities my character has. The party rogue thinks that lock might be trapped, so could the very tough barbarian please pick the lock for him? If I say no for roleplaying reasons, "Brock hates fiddly work. He wants to noisily smash door into kindling with greataxe instead," then the other players would suffer due to my roleplaying. If I made a trade-off--Brock became better at athletics because he never wasted time studying lockpicking--then the other players would understand that Brock is good at what makes sense for him.

You can get accused of subpar character play right now, in PF1; if you have 2 + int skill points per level, and you put max ranks in spellcraft, knowledge (arcana), and knowledge (local), then your group complains because you suck at perception and didn't put any points in it; or, your group complains because you are supposed to be the "smart guy," but have only two or three ranks in Knowledge (history) or Knowledge(Nobility) because there aren't enough points to go around?

Well, sucks to be you, you should have foreseen needing those skills in the game. Same thing for a Rogue player who has no skill in lockpicking, EVEN IF it doesn't fit your character concept. "It's a class skill, what on earth were you thinking?" You don't need PF2 to be accused of your character not using their resources well enough for the group. I've been the butt of table jokes plenty of times because of my crappy Perception, or crappy climb skill, or crappy knowledge skills, etc. because I wanted to have a LITTLE bit of proficiency in a backstory skill. This happened often enough that our group adopted the PF Unchained system of Background skills/Lore so that we each had an extra 2 skill points per level just to put into non-critical skills so we had some mechanical demonstration of having non-adventuring skills.

All of this is also ignoring the whole "Untrained/Trained/Expert/Master/Legendary" system in PF2, which solves that problem easily. Someone wants your barbarian to pick a lock because "it might be trapped?" Well, if it's an Expert lock, there's no way in the Hells you can do that, anyway! Tell them to get their lazy butts in front, stop being a "milk-drinker", get that fancy door open and earn their share!

Liberty's Edge

11th level swashbuckler would almost have to try not to hit that neighborhood... </tangent>


Going by the Monster creation guidelines, PF1 monsters increase their AC about 1.26 per level, and their 'high' attack modifier goes up about 1.47 per level between CR 1 and CR 20.

+1 per level seems reasonable as long as there aren't too many other bonuses.


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Matthew Downie wrote:
+1 per level seems reasonable as long as there aren't too many other bonuses.

On top of ability score mods, on top of proficiency bonuses, on top of weapon quality bonuses, thank god for the 4-tiers of success system, or this would seem like number porn for the sake of it.

Dark Archive

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Weather Report wrote:
Matthew Downie wrote:
+1 per level seems reasonable as long as there aren't too many other bonuses.
On top of ability score mods, on top of proficiency bonuses, on top of weapon quality bonuses, thank god for the 4-tiers of success system, or this would seem like number porn for the sake of it.

Have you played Pathfinder past level six? This is a serious question, because your comment really seems to lack perspective.


Ecidon wrote:
Weather Report wrote:
Matthew Downie wrote:
+1 per level seems reasonable as long as there aren't too many other bonuses.
On top of ability score mods, on top of proficiency bonuses, on top of weapon quality bonuses, thank god for the 4-tiers of success system, or this would seem like number porn for the sake of it.
Have you played Pathfinder past level six?

Yes, unfortunately.


ENHenry wrote:
Mathmuse wrote:
I do want to have the option of being bad at a skill. If I pretend to not be good at what does not fit my character concept--for example, a big clumsy barbarian who shouldn't be good at picking locks--then I would be letting down my party by not using all the abilities my character has. The party rogue thinks that lock might be trapped, so could the very tough barbarian please pick the lock for him? If I say no for roleplaying reasons, "Brock hates fiddly work. He wants to noisily smash door into kindling with greataxe instead," then the other players would suffer due to my roleplaying. If I made a trade-off--Brock became better at athletics because he never wasted time studying lockpicking--then the other players would understand that Brock is good at what makes sense for him.
You can get accused of subpar character play right now, in PF1; if you have 2 + int skill points per level, and you put max ranks in spellcraft, knowledge (arcana), and knowledge (local), then your group complains because you suck at perception and didn't put any points in it; or, your group complains because you are supposed to be the "smart guy," but have only two or three ranks in Knowledge (history) or Knowledge(Nobility) because there aren't enough points to go around?

I think the description is missing a piece: is the character with 2+Int skills a human wizard who gets 8 skill ranks per level or a gnome sorcerer who gets 3 skill ranks per level? The first can max 8 skills. The second can max 3 and spellcraft, knowledge (arcana), and knowledge (local) would be a reasonable choice.

In my last campaign, the players coordinated with each other as to who would learn particular Knowledge skills. Having two people good at a particular Knowledge protects against bad rolls, but three is more than necessary. Likewise for Perception. The personalities and backgrounds of the PCs decided the specialties.

The party had no rogue. The gunslinger took a trait, Local Ties, that gave her Disable Device as a class skill. She picked the locks for everyone, with the magus as a backup.

ENHenry wrote:
Well, sucks to be you, you should have foreseen needing those skills in the game. Same thing for a Rogue player who has no skill in lockpicking, EVEN IF it doesn't fit your character concept. "It's a class skill, what on earth were you thinking?" You don't need PF2 to be accused of your character not using their resources well enough for the group. I've been the butt of table jokes plenty of times because of my crappy Perception, or crappy climb skill, or crappy knowledge skills, etc. because I wanted to have a LITTLE bit of proficiency in a backstory skill. This happened often enough that our group adopted the PF Unchained system of Background skills/Lore so that we each had an extra 2 skill points per level just to put into non-critical skills so we had some mechanical demonstration of having non-adventuring skills.

My GMPC in the above campaign, an Int 12, Wis 11 bloodrager, had terrible Perception and the party laughed about it, too. But being lookout wasn't her job.

We don't mind wasting a few skill points on backstory, because we know how to use skill points efficiently. And we tend to play higher Intelligence: that Int 12 bloodrager was the not-quite-as-smart blonde in the party. And sometimes those backstory skills are useful. A gnome character of mine put a rank in Craft(carpentry) because he was helping rebuild a village, and that skill let him get through a boarded-up door quickly during a chase.

ENHenry wrote:
All of this is also ignoring the whole "Untrained/Trained/Expert/Master/Legendary" system in PF2, which solves that problem easily. Someone wants your barbarian to pick a lock because "it might be trapped?" Well, if it's an Expert lock, there's no way in the Hells you can do that, anyway! Tell them to get their lazy butts in front, stop being a "milk-drinker", get that fancy door open and earn their share!

If Untrained would let Brock the barbarian be bad at a lockpicking, then that will be good enough for me. If he is still great at opening peasant-level locks, then I would roleplay him as opening the door by pulling the door latch through the cheap wooden frame.


If you're Untrained in Thievery you can't pick a lock at all, even the simplest of locks are a Trained-level activity.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

The rules that govern the game do not have to govern all of the fantasy reality they live in. They are game rules, not physics, whatever is not happening as a tactical challenge at the table, can be handled by GM decision.


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DM_aka_Dudemeister wrote:
The rules that govern the game do not have to govern all of the fantasy reality they live in. They are game rules, not physics, whatever is not happening as a tactical challenge at the table, can be handled by GM decision.

This is an old argument, and a slippery slope.

Liberty's Edge

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DM_aka_Dudemeister wrote:
The rules that govern the game do not have to govern all of the fantasy reality they live in. They are game rules, not physics, whatever is not happening as a tactical challenge at the table, can be handled by GM decision.

Some people prefer this to be the case. Some other people prefer that the rules do more or less accurately reflect the 'laws of physics' of the world, not necessarily with total accuracy but with enough that the implications of them are substantially correct.

I don't see any reason that the people in the latter category (which I admittedly tend towards personally) can't be catered to a little as long as it doesn't interfere with actual game play.


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I don't personally believe in slippery slopes Its might be because I'm part mountain goat. (You can tell by the beard.)

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Weather Report wrote:
DM_aka_Dudemeister wrote:
The rules that govern the game do not have to govern all of the fantasy reality they live in. They are game rules, not physics, whatever is not happening as a tactical challenge at the table, can be handled by GM decision.
This is an old argument, and a slippery slope.

Maybe, but it's true. Even in Pathfinder 1e and 3.5 D&D I as a GM would rule whether one army would win or another, or if a dragon attacked a city maybe I'd have the local militia shoot it down with a catapult or ballista or something. Or if it's meant to be a challenge for the PCs, they miss, the dragon lands and it's PC hero time.

Anyway, universal verisimilitude is so low on the list of priorities for a fun game.

Liberty's Edge

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DM_aka_Dudemeister wrote:

Maybe, but it's true. Even in Pathfinder 1e and 3.5 D&D I as a GM would rule whether one army would win or another, or if a dragon attacked a city maybe I'd have the local militia shoot it down with a catapult or ballista or something. Or if it's meant to be a challenge for the PCs, they miss, the dragon lands and it's PC hero time.

Anyway, universal verisimilitude is so low on the list of priorities for a fun game.

This is all true inasmuch as the perfect is the enemy of the good. Perfect verisimilitude is not desirable or achievable.

But pretty good verisimilitude is both achievable and helps to keep people invested in the world and characters, and thus remains useful and a generally good goal most of the time.


Is it paladium I'm thinking of that went for as close a possible to real life simulation as possible? To the point where you had to calculate physics to figure things out sometimes?


DM_aka_Dudemeister wrote:
Weather Report wrote:
DM_aka_Dudemeister wrote:
The rules that govern the game do not have to govern all of the fantasy reality they live in. They are game rules, not physics, whatever is not happening as a tactical challenge at the table, can be handled by GM decision.
This is an old argument, and a slippery slope.
Maybe, but it's true.

To who?

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Weather Report wrote:
DM_aka_Dudemeister wrote:
Weather Report wrote:
DM_aka_Dudemeister wrote:
The rules that govern the game do not have to govern all of the fantasy reality they live in. They are game rules, not physics, whatever is not happening as a tactical challenge at the table, can be handled by GM decision.
This is an old argument, and a slippery slope.
Maybe, but it's true.
To who?

I mean, you cut off the rest of the post, but I mean, I don't sit down for hours rolling dice against myself to figure out who wins in a battle of a hundred guards vs a dragon. I just narrate a what's needed for the game to keep going and move on. I bet most GM's do.


DM_aka_Dudemeister wrote:
Weather Report wrote:
DM_aka_Dudemeister wrote:
Weather Report wrote:
DM_aka_Dudemeister wrote:
The rules that govern the game do not have to govern all of the fantasy reality they live in. They are game rules, not physics, whatever is not happening as a tactical challenge at the table, can be handled by GM decision.
This is an old argument, and a slippery slope.
Maybe, but it's true.
To who?
I mean, you cut off the rest of the post, but I mean, I don't sit down for hours rolling dice against myself to figure out who wins in a battle of a hundred guards vs a dragon. I just narrate a what's needed for the game to keep going and move on. I bet most GM's do.

Ah, yes, total, and the whole dice are only rolled when the outcome is uncertain and there is a chance of failure deal, which I stand by.


DM_aka_Dudemeister wrote:


Anyway, universal verisimilitude is so low on the list of priorities for a fun game.

Not for me.

Perfect verisimilitude isn't desirable, as most of us aren't physicists, but I absolutely HATE when rules are written in such a way that they make no sense in the context of the world. (Like PF2's shield mechanics.)

"Fun" is a delicate balance between verisimilitude, balance, and ease of play. Too much or too little of any of these will ruin a game.


I think PF2 makes it far easier to town things down than PF1. E6 seemed to work alright in PF1, but there were some major issues. Some classes didn't handle E6 progression well because they didn't have choosable class feature lists to expand on (basically, extra feats meant more for a Rogue who could take an extra Rogue Talent instead than it did to a Paladin). Some classes/builds were much more frontloaded and worked far better with a level 6 cap than others.

In PF2, you can convert it to have 5e-like bounded accuracy pretty much just by limiting level to 6, or 8 if you want master proficiency to be a thing. Level-based bonus between 1 and 6 mirrors 5e proficiency well. Progression once you hit the cap is super easy: just continue to give more class feats, skill feats and ranks, ancestry feats, and general feats at the normal rate. Or, you could instead give extra feats and skills between slow level-ups so that you don't hit the +6 bonuses from level until the equivalent of 20th level. You can end up with PCs that have as many abilities as a 20th level character without the numbers getting crazy. Classes have more similar progressions so fewer classes are likely to be traps in E6.

5e's gritty feel, for games that want it, with Pathfinder's focus on customizable characters is pretty exciting I think.


Ecidon wrote:
Dragonstriker wrote:

it’s becoming tiresome to constantly hear the same few posters ...

To those posters, I say; you’ve said your piece, we know your opinions and your feelings... Surely that’s better than insisting on changes to PF2 to make it into PF1 from a position of incomplete information?
Now, I generally try and avoid personal comments, but this attitude of "don't talk about what I don't agree with" - especially from someone who walked away from Pathfinder in 2008 after Paizo refused to convert to 4e - stinks of hypocrisy.

I’m sorry that you’ve interpreted my expression of frustration as a demand for silence. The frustration arises from the *repetition* by particular posters - people are absolutely entitled to their opinions but after expressing the same opinion on every thread, everyone is clear on what that opinion is.

I’m also sorry that comparing this post with the single post I made a decade ago saying why I wouldn’t be continuing with pathfinder makes me a hypocrite in your eyes. I feel that it is, if anything the opposite, since that was my last post until February this year.
Starfinder and PF2 brought me back to the fold after years of not playing anything.


Pandora's wrote:

I think PF2 makes it far easier to town things down than PF1. E6 seemed to work alright in PF1, but there were some major issues. Some classes didn't handle E6 progression well because they didn't have choosable class feature lists to expand on (basically, extra feats meant more for a Rogue who could take an extra Rogue Talent instead than it did to a Paladin). Some classes/builds were much more frontloaded and worked far better with a level 6 cap than others.

In PF2, you can convert it to have 5e-like bounded accuracy pretty much just by limiting level to 6, or 8 if you want master proficiency to be a thing. Level-based bonus between 1 and 6 mirrors 5e proficiency well. Progression once you hit the cap is super easy: just continue to give more class feats, skill feats and ranks, ancestry feats, and general feats at the normal rate. Or, you could instead give extra feats and skills between slow level-ups so that you don't hit the +6 bonuses from level until the equivalent of 20th level. You can end up with PCs that have as many abilities as a 20th level character without the numbers getting crazy. Classes have more similar progressions so fewer classes are likely to be traps in E6.

5e's gritty feel, for games that want it, with Pathfinder's focus on customizable characters is pretty exciting I think.

The only thing that could cause a snag is the limitations of feats. Since There's a gating of many feats by level (which previously was often done by large prerequisites, but in an E6 game could be eventually taken), I'm afraid, at least early on in the system's life, there's going to be a point where every feat just feels lackluster. Maybe cutting some of those requirements could help, but it might not solve the problem of wanting a gritty game, if later feats represent greater power levels than befit a gritty feel.

I don't mind the +1/level that much (though I would rather have a +1/2 to level, but it doesn't bug me much), but I also like some E8 feel every once in a while, and I think E6 is going to have some issues unless the breadth of low level feat options is much wider than indicated (at least based on the 4 class feat options per 4 levels as shown at paizocon)


I think that problem may manifest at first. Once a few more hardbacks hit, I doubt it'll continue to be an issue. That four per four levels is almost certainly just a starting amount. If the GM is open to a bit more work, I bet a fair number of the higher level ones would still be acceptable in terms of keeping the math pretty flat. Compared to PF1, that's a small list of problems for E6.


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Starfinder Charter Superscriber
thflame wrote:
DM_aka_Dudemeister wrote:


Anyway, universal verisimilitude is so low on the list of priorities for a fun game.

Not for me.

Perfect verisimilitude isn't desirable, as most of us aren't physicists, but I absolutely HATE when rules are written in such a way that they make no sense in the context of the world. (Like PF2's shield mechanics.)

"Fun" is a delicate balance between verisimilitude, balance, and ease of play. Too much or too little of any of these will ruin a game.

The shield rules make absolute sense. It doesn't take 0 effort to use a shield even if it is easy. The basic measure of effort in PF2 is 1 action. Therefore, 1 action is a perfectly reasonable cost to use a shield, as long as the math works out, which it seems it will with the info we have so far.

Don't mistake 'Doesn't make sense to me' with 'doesn't make sense to anyone'.


Shadrayl of the Mountain wrote:
thflame wrote:
DM_aka_Dudemeister wrote:


Anyway, universal verisimilitude is so low on the list of priorities for a fun game.

Not for me.

Perfect verisimilitude isn't desirable, as most of us aren't physicists, but I absolutely HATE when rules are written in such a way that they make no sense in the context of the world. (Like PF2's shield mechanics.)

"Fun" is a delicate balance between verisimilitude, balance, and ease of play. Too much or too little of any of these will ruin a game.

The shield rules make absolute sense. It doesn't take 0 effort to use a shield even if it is easy. The basic measure of effort in PF2 is 1 action. Therefore, 1 action is a perfectly reasonable cost to use a shield, as long as the math works out, which it seems it will with the info we have so far.

Don't mistake 'Doesn't make sense to me' with 'doesn't make sense to anyone'.

Yeah, that doesn't make sense at all.

According to one of the devs, zombies only get 2 actions because they are slow and haste and slow effect the number of actions you get. Both of these imply actions are a measure of how much you can do in one round due to TIME.

Then we get into the issue of when talking takes "effort" and when it doesn't.

Want to tell your ally to heal you next turn? No action, you just say, "come heal me".

Want to tell your animal companion or familiar to do something? That takes an action, and then they get 2, because "they aren't trained for combat". (Except wild animals still get three.) Otherwise, they get no actions. (I guess they can't apply "effort" unless told to do so?)

Want to speak the magic words for your spell? That takes an action.

The point is, actions are a game mechanic to balance other game mechanics. It doesn't "represent" anything more than "how much can you do in a turn before you hit your cap of "awesome per round". This feels "game-y" and not in a good way.

The only reason why raising a shield takes an action is because doing so for free would be too powerful, so they have to make it cost an action. I'd MUCH rather see a flat -2 penalty on attacks for using a shield to represent having to attack around the shield.


thflame wrote:
Shadrayl of the Mountain wrote:

The shield rules make absolute sense. It doesn't take 0 effort to use a shield even if it is easy. The basic measure of effort in PF2 is 1 action. Therefore, 1 action is a perfectly reasonable cost to use a shield, as long as the math works out, which it seems it will with the info we have so far.

Don't mistake 'Doesn't make sense to me' with 'doesn't make sense to anyone'.

Yeah, that doesn't make sense at all.

Do you do HEMA? I have only done a small amount, but I have watched the guys (generally) that do and they seems to put a lot of effort into using their shield effectively.

Although I do think they could have some passive bonus. A shield that is hanging out on your arm is going to be more effective than no shield at all.


Pathfinder Rulebook Subscriber

Actions are a representation of both time and effort. Essentially doing something rapidly takes more effort than doing something slowly. If your limbs are moving magically faster you don't have to spend as much effort OR time doing something, thus giving you an extra action.

This is why thinks like Sudden Charge make sense. You aren't magically capable of doing more in a round time wise. The condensed actions represent your ability to go beyond and thus require less effort to do what would normally be three actions in two.

Liberty's Edge

Bardarok wrote:

Non-suicidal creatures help make even high powered settings make sense. The monster might be able to take out a small village no problem but that's going to get the kings high level enforcers (PCs?) hunting him down the next week. Having such a setup could keep most intelligent monsters in check without having widespread high level PCs.

It would take a while but less intelligent monsters could be taught the same lesson. I grew up in a place with mountain lions and it was known that if a mountain lion wanted to it could rush into a backyard barbecue and kill everyone there no problem. But years of having every mountain lion that wanders too close to town get hunted down by the specialists make sure that the don't come close.

Remember that predators need to hunt the next day to eat, too. And don't have healing abilities beyond normal recover.

In RL a mountain lion that get a paw crushed while killing a bull will be crippled forever, so, unless driven by hunger, it will prefer easier prey.
An infected wound can easily spell death, so it will try to avoid being wounded. Or it will die young for its mistakes.

That is why most predators don't fight to the death with difficult prey. Even if they win, they risk serious damage that will reduce their ability to hunt for days or weeks.

Liberty's Edge

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Weather Report wrote:
Ecidon wrote:
Weather Report wrote:
Matthew Downie wrote:
+1 per level seems reasonable as long as there aren't too many other bonuses.
On top of ability score mods, on top of proficiency bonuses, on top of weapon quality bonuses, thank god for the 4-tiers of success system, or this would seem like number porn for the sake of it.
Have you played Pathfinder past level six?
Yes, unfortunately.

Sorry, but thatsound as "I want PF2 to be a E6 game." A very different argument and one that merit its own thread. it is out of bounds in a thread about playing a 20 levels game.

Liberty's Edge

Vidmaster7 wrote:
Is it paladium I'm thinking of that went for as close a possible to real life simulation as possible? To the point where you had to calculate physics to figure things out sometimes?

Not in the books I know. Some version of Traveler, on the other hand ... Fire, Fusion and Steel had rules to calculate the kinetic energy of projectiles based on the gunpowder used, the caliber and the length of the barrel. And that was needed to determine the damage.

And Dtons. Displacement of a ton of liquid hydrogen. Used in spaceship construction as a measure of volume (14 and something cubic meters, if I recall correctly) to as a measure of weight too. Like measuring a vehicle characteristic using the volume and weight of gasoline.

Liberty's Edge

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Diego Rossi wrote:

Remember that predators need to hunt the next day to eat, too. And don't have healing abilities beyond normal recover.

In RL a mountain lion that get a paw crushed while killing a bull will be crippled forever, so, unless driven by hunger, it will prefer easier prey.
An infected wound can easily spell death, so it will try to avoid being wounded. Or it will die young for its mistakes.

That is why most predators don't fight to the death with difficult prey. Even if they win, they risk serious damage that will reduce their ability to hunt for days or weeks.

While true for most real world predators (though there are exceptions), this is also true for the vast majority of monsters in Pathfinder. Fast Healing and the like make it less so, but also aren't super common and don't remove the issue entirely.

Liberty's Edge

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Dragonstriker wrote:


Ecidon wrote:


Dragonstriker wrote:

:

it’s becoming tiresome to constantly hear the same few posters ...
To those posters, I say; you’ve said your piece, we know your opinions and your feelings... Surely that’s better than insisting on changes to PF2 to make it into PF1 from a position of incomplete information?
Now, I generally try and avoid personal comments, but this attitude of "don't talk about what I don't agree with" - especially from someone who walked away from Pathfinder in 2008 after Paizo refused to convert to 4e - stinks of hypocrisy.

I’m sorry that you’ve interpreted my expression of frustration as a demand for silence. The frustration arises from the *repetition* by particular posters - people are absolutely entitled to their opinions but after expressing the same opinion on every thread, everyone is clear on what that opinion is.

I’m also sorry that comparing this post with the single post I made a decade ago saying why I wouldn’t be continuing with pathfinder makes me a hypocrite in your eyes. I feel that it is, if anything the opposite, since that was my last post until February this year.
Starfinder and PF2 brought me back to the fold after years of not playing anything.

I somewhat agree with Dragonstriker. When you see a thread when every third post one of two persons say: "X is too similar to 4e. That is horrible." without giving any real explanation of why the rule is bad mechanically or role playing wise we don't have a constructive argument. We simply have 2 people repeating "No!". That don't get anywhere and isn't useful after they have said that once in the thread.

It is simply added noise.

Make an argumet about why it is bad and I will read it and maybe comment it. Repeat "its is similar to 4e and so bad as a principe" and after a couple of time it will be skimmed and even the constructive posts by the same person will be skimmed and lost in the noise.


Diego Rossi wrote:
Sorry, but thatsound as "I want PF2 to be a E6 game." A very different argument and one that merit its own thread. it is out of bounds in a thread about playing a 20 levels game.

There are many reasons someone might dislike high-level Pathfinder play. Maybe they don't like tracking multiple buffs. Maybe they don't like the way characters can go outside the bounds of sensible numbers (AC 60+, for example). Maybe they prefer game-changing abilities like teleportation to be rare and limited.

And it's perfectly possible to imagine a 20-level system that doesn't work that way.


Diego Rossi wrote:
Weather Report wrote:
Ecidon wrote:
Weather Report wrote:
Matthew Downie wrote:
+1 per level seems reasonable as long as there aren't too many other bonuses.
On top of ability score mods, on top of proficiency bonuses, on top of weapon quality bonuses, thank god for the 4-tiers of success system, or this would seem like number porn for the sake of it.
Have you played Pathfinder past level six?
Yes, unfortunately.
Sorry, but thatsound as "I want PF2 to be a E6 game." A very different argument and one that merit its own thread. it is out of bounds in a thread about playing a 20 levels game.

Well, that is not what I'm saying, that ship has already sailed, but the "out of bounds" line is hilarious.


Malthraz wrote:
thflame wrote:
Shadrayl of the Mountain wrote:

The shield rules make absolute sense. It doesn't take 0 effort to use a shield even if it is easy. The basic measure of effort in PF2 is 1 action. Therefore, 1 action is a perfectly reasonable cost to use a shield, as long as the math works out, which it seems it will with the info we have so far.

Don't mistake 'Doesn't make sense to me' with 'doesn't make sense to anyone'.

Yeah, that doesn't make sense at all.

Do you do HEMA? I have only done a small amount, but I have watched the guys (generally) that do and they seems to put a lot of effort into using their shield effectively.

Although I do think they could have some passive bonus. A shield that is hanging out on your arm is going to be more effective than no shield at all.

I study HEMA, though I can't afford in-person lessons and gear, so I am limited to instructional videos.

There are 3 basic ways to use a shield.

1) Passively hold it in front of you to give your opponent less to hit. This is the very basic use of a shield for people who don't know what they are doing.

This shouldn't take any effort at all and should supply a small boost to AC.

2) Actively attempt to intercept your opponent's weapon with the shield. Usually done with stuff like bucklers.

This would be a reaction, if anything, and I could see it causing you to lose your shield bonus afterwards.

3) Utilizing "guards" (or stances for laymen) where your stance actively puts your shield in a position where it is beneficial to you.

This would be the "trained" use of a shield. This would ideally apply slightly more benefit that just holding the shield out in front of you, and the effort comes through training and knowing the guards and which guard is effective at that point in time. If this requires extra "effort" then virtually any weapon does, because all martial arts are based on the idea of guards (or stances for laymen).

It feels like Paizo is assuming the #2 use for a shield and not including the very basic "there's a hunk of wood/metal in front of you that your opponent needs to attack around" part, but actually, they have designed shield mechanics, realized that the new mechanics are slightly better than alternatives, and made using a shield cost an action to compensate.

Dark Archive

Weather Report wrote:
Diego Rossi wrote:
Weather Report wrote:
Ecidon wrote:
Weather Report wrote:
Matthew Downie wrote:
+1 per level seems reasonable as long as there aren't too many other bonuses.
On top of ability score mods, on top of proficiency bonuses, on top of weapon quality bonuses, thank god for the 4-tiers of success system, or this would seem like number porn for the sake of it.
Have you played Pathfinder past level six?
Yes, unfortunately.
Sorry, but thatsound as "I want PF2 to be a E6 game." A very different argument and one that merit its own thread. it is out of bounds in a thread about playing a 20 levels game.
Well, that is not what I'm saying, that ship has already sailed, but the "out of bounds" line is hilarious.

That was also not what I was saying. Playing Pathfinder at any sort of level after about six will achieve modifiers much greater than what you are complaining about "number porn".

And the reason I ask it is that you appear to have started posting shortly after the system was announced (three months ago), and have somehow achieved 900+ posts.

The claim displayed some serious ignorance of the nature of the system PF2 is designed to replace.


Deadmanwalking wrote:
Diego Rossi wrote:

Remember that predators need to hunt the next day to eat, too. And don't have healing abilities beyond normal recover.

...

While true for most real world predators (though there are exceptions), this is also true for the vast majority of monsters in Pathfinder. Fast Healing and the like make it less so, but also aren't super common and don't remove the issue entirely.

I agree with both of theese posts.


Ecidon wrote:
The claim displayed some serious ignorance of the nature of the system PF2 is designed to replace.

What claim, from whom?


Weather Report wrote:
Matthew Downie wrote:
+1 per level seems reasonable as long as there aren't too many other bonuses.
On top of ability score mods,

Current understanding is that ability scores for PCs will top up around 24, and you can only reach that by starting with 18, sinking all your ability increases there, and getting a magic item that boosts it. So an increase of +3 modifier. You could also start really low to get a maximum increase of +5 (from 10 to 20 stat).

Weather Report wrote:
on top of proficiency bonuses,

Going from Untrained to Legendary gives you a change of +5. Trained to Legendary +3

Weather Report wrote:
on top of weapon quality bonuses,

Should be a maximum of +5 (if the blog on magic weapons is correct that potency overrides quality), or +3 (if quality is the only thing modifying attack rolls).

Weather Report wrote:
My understanding is that thank god for the 4-tiers of success system, or this would seem like number porn for the sake of it.

Yes, a maximum increase of +35/1,75 per level (ability 10, untrained), or the more likely +31/+1,55 per level (ability 18, trained) is so much more numbers porn than PF1e was with its various sources of permanent bonuses.


PF2 is definitely reining in the number bloat, looks like the math will be very tight, 3rd Ed/PF1 can get absurd (we know the infamous builds), but it is very slick that they are making the most of the big numbers with the 4-tiers system.


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I... kinda like the OP's solution. I'd agree that while Paizo has done a good job bringing in line flat bonuses from equipment and spells (as far as we've seen), the scaling due to level does feel like "grade inflation". For a simple comparison, let's look at level 10 v level 1:

PF1e: Level 1 hits Level 10 on 18-20
* Level 1 Fighter has a 16 strength, BAB 1, weapon focus: +5 to hit.
* Level 10 CR monster has an average AC of 23.
PF2e: Level 1 hits level 10 on a 20
* Level 1 Fighter has 16 strength, Prof of 1, Weapon Focus?: +5 to hit.
* Level 10 CR Monster Wearing proficient armor that gives +5, AC of 25.

Yes, some of this is speculation, but assuming +5 to AC doesn't seem ludicrous given we know a basic chain shirt gives +2 AC. The differences here may not seem huge, but as Paizo themselves have pointed out, +10% is a pretty big deal...

I like the idea of halving these bonuses for a few reasons:
1. It makes a party where one character is a bit under/over-leveled not seem completely out-of-whack.
2. It makes proficiency bonuses stand out more, as level plays less of a role.


Mathmuse wrote:
Dragonstriker wrote:
In my opinion, the “+1 to everything problem” is not a problem. It’s a feature which is a component of a deliberate design direction, one that I wholeheartedly embrace.
The deliberate design feature is not the +1 to everything nor the unbounded accuracy. It is the Challenge Rating (CR) system. The Pathfinder CR, which is much better than the D&D 3rd Edition CR, is exponential...

Do you have any evidence this is true? Because there's evidence to the contrary. The CR for PF1E suggest that adding a creature of the same CR increases the CR by a flat 1 per creature added, meaning that CRs are linear not exponential.

Granted, in practice, I'm not sure this was actually true, as was evidenced by the PF1E issue with "5 Goblins at level 4" for earlier scenarios, but it seems like that was, at least, the design principle. If it helps, I can cite these things, but I assume they're easy enough to look up as well.


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I think you're referencing the table of CR Equivalencies. Which shows that doubling the number of creatures, raises the cr by 2. Which is definitely a non-linear progression. The number of creatures grows geometrically/exponentially with CR, or the CR grows logrithmically with number of creatures.


tivadar27 wrote:
Mathmuse wrote:
Dragonstriker wrote:
In my opinion, the “+1 to everything problem” is not a problem. It’s a feature which is a component of a deliberate design direction, one that I wholeheartedly embrace.
The deliberate design feature is not the +1 to everything nor the unbounded accuracy. It is the Challenge Rating (CR) system. The Pathfinder CR, which is much better than the D&D 3rd Edition CR, is exponential...

Do you have any evidence this is true? Because there's evidence to the contrary. The CR for PF1E suggest that adding a creature of the same CR increases the CR by a flat 1 per creature added, meaning that CRs are linear not exponential.

Granted, in practice, I'm not sure this was actually true, as was evidenced by the PF1E issue with "5 Goblins at level 4" for earlier scenarios, but it seems like that was, at least, the design principle. If it helps, I can cite these things, but I assume they're easy enough to look up as well.

Here is the actual table, from the Gamemastering chapter of the Core Rulebook.

Table: CR Equivalencies
1 Creature CR
2 Creatures CR +2
3 Creatures CR +3
4 Creatures CR +4
6 Creatures CR +5
8 Creatures CR +6
12 Creatures CR +7
16 Creatures CR +8

It is not +1 to CR for each additional creature. It is +2 for the second creature, then +1 each for the third and fourth, the fifth would have +0.64 so they skipped that, and +1 for the jump from 4 to 6.

Look at when the number of creatures is a power of 2.
2^0 = 1 gives +0,
2^1 = 2 gives +2,
2^2 = 4 gives +4,
2^3 = 8 gives +6,
2^4 = 16 gives +8.
That is an exponential curve. The number of creatures to get +X to the CR is 2^(X/2).

The curve is also in Table: Experience Point Awards. CR 1 is worth 400 xp, CR 2 is worth 600 xp, CR 3 is worth 800 xp, CR 4 is worth 1200 xp, CR 5 is worth 1600 xp, etc. Every odd CR X is worth 400*2^((X-1)/2). Every even CR is worth 600*2^((X-2)/2). The fractional CR 1/X is worth 400/X, so that section is not exponential.

Really, the xp should be increasing by 41.4% at each step, but Pathfinder alternates a 50% increase and a 33 1/3% increase to keep the numbers round. (1.5)(1.333) = 2, just like (1.414)(1.414) = 2.

The text that describes how to construct a challenge with given CR says to use the tables, and does not mention the formulae built into the tables.


Sorry, you're entirely correct here, and I was in error. I should have looked closer prior to posting! I tend to use the lower end of the scale where things are near-linear, and think I had it shortcutted to "+1 enemy = +1 CR", which is obviously not correct.


I don't have a problem adding 1+1.

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