Playtest Reveals from the Crypt of the Everflame with GCP Finale!!


Prerelease Discussion

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A burning hands only did 2 damage? I thought they were bumping up the damage of first level spells a bit.

Grand Lodge

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Pathfinder Adventure, Adventure Path, Maps Subscriber
Ninja in the Rye wrote:
A burning hands only did 2 damage? I thought they were bumping up the damage of first level spells a bit.

it's still possible to roll really poorly.

Designer

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Yeah, 2 damage has gotta be an epic fail on 2d6. Burning hands is roughly 3x as powerful as at 1st level in PF1, not counting the chance to do double damage (6x PF1 average damage) on a critical failure. But snake eyes still happen!


Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?

Designer

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NielsenE wrote:
Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?

Resonance is getting rid of pretty much the per-day tracking other than "Once per day" or "At will, as resonance allows." But consumables are still consumable. Just as casting 10 scrolls is going to cost 10 RP and use up the 10 scrolls, same with a wand (but cheaper than buying 10 scrolls).


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Mark Seifter wrote:
NielsenE wrote:
Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?
Resonance is getting rid of pretty much the per-day tracking other than "Once per day" or "At will, as resonance allows." But consumables are still consumable. Just as casting 10 scrolls is going to cost 10 RP and use up the 10 scrolls, same with a wand (but cheaper than buying 10 scrolls).

I'm kind of disappointed in this, RE: wands. I don't hate the idea that wand use expends resonance, but I almost feel like if wands are going to expend resonance, I don't see the point that every 50 uses, you have to buy a new wand.

Perhaps it's just me, but I like it when magic is less common. Not because I don't like the effects of having magic items, it's just that I don't like the idea that magic is repeatedly purchasable. I don't mind the effects of the party dropping down 750 gp for a wand of CLW every time the last runs out, but I don't like the idea that it's so common in the game that you can just pick one up in any reasonably sized settlement.

If it costed resonance in replacement to charges, that would be fine with me. In that case, resonance replaces the weird mechanics that make it so 75% of towns will just have a wand of CLW on sale, at any moment. But this just seems like it doesn't solve my issue with wands, and is even more headache inducing.


So to clarify, wands will still have charges that'll get used up per-use?


Mark Seifter wrote:
NielsenE wrote:
Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?
Resonance is getting rid of pretty much the per-day tracking other than "Once per day" or "At will, as resonance allows." But consumables are still consumable. Just as casting 10 scrolls is going to cost 10 RP and use up the 10 scrolls, same with a wand (but cheaper than buying 10 scrolls).

There should really be an item (probably a costly one) that functions as "input resonance, get spell." It could be a wand, a staff, or a holocron, I don't much care - but the concept that magical items can cast indefinitely is definitely a rope of the genre. Given that it wouldn't take any effort at all to make scrolls hold multiple pages (charges), I think wands are most suited to fill the role that really most closely matches the fiction anyways.

Designer

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SilverliteSword wrote:
Mark Seifter wrote:
NielsenE wrote:
Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?
Resonance is getting rid of pretty much the per-day tracking other than "Once per day" or "At will, as resonance allows." But consumables are still consumable. Just as casting 10 scrolls is going to cost 10 RP and use up the 10 scrolls, same with a wand (but cheaper than buying 10 scrolls).
There should really be an item (probably a costly one) that functions as "input resonance, get spell." It could be a wand, a staff, or a holocron, I don't much care - but the concept that magical items can cast indefinitely is definitely a rope of the genre. Given that it wouldn't take any effort at all to make scrolls hold multiple pages (charges), I think wands are most suited to fill the role that really most closely matches the fiction anyways.

You're certainly not wrong that there is a design space for "Resonance->Spell all day long" as an item (in fact, many items, as I said above, do work that way). But being that item would be a big departure for wands in terms of where they fit into your character's career (Imagine you had an item that was going to let a 5th-level sorcerer cast 9+ copies of a spell in a given day, every single day (and then pass it on and get even more uses from the other PCs); what level spell should that be to not completely overshadow her actual spells? Does that match your expectations for when a character might first receive a wand of that spell level?) We did have some other ideas for wands than a batch-discounted consumable, but we never really settled on them. Whether or not it's a wand, any consumable is going to have a number of total uses tied to its GP cost, not RP cost (for scrolls and potions, that is a single use).


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Personally I would prefer if wands were input resonance output spell rather than disposable. Maybe limit it X/day uses.

On a side note I would also prefer if Staves were some sort of spell boosting item rather than just big wands. Some sort of caster equivalent to a +X magic weapon though I am not sure what that would be in this system. Maybe +X to DC , damage dice, or healing dice for one school. Obviously would need non staff shaped options as well.


Mark Seifter wrote:


Imagine you had an item that was going to let a 5th-level sorcerer cast 9+ copies of a spell in a given day, every single day (and then pass it on and get even more uses from the other PCs); what level spell should that be to not completely overshadow her actual spells? Does that match your expectations for when a character might first receive a wand of that spell level?)

Well, we already have spells that can be cast all day, they're called cantrips. It (probably) wouldn't be too overpowered to give a 5th level sorcerer an item that casts a 4th (spell) level cantrip at the cost of resonance. It's a more attractive option than existing cantrips, hence the resource cost, but it won't overshadow spell slots.

The real use for cantrips in such an item, however, would be in casting a cantrip you couldn't cast before (either because you don't have access to it or because you didn't learn it). Assuming a non-caster could still use the item, it would really open up magic use to other classes.

Assuming it was an actual spell and not a cantrip, I would expect it to be a much lower spell than the player could cast, or, the resonance cost to cast the spell would be prohibitive enough that it couldn't be cast that often. Assuming that the 5th level Sorcerer has access to a item that's casting a 3rd level spell, you wouldn't want her to cast it more than once or twice per day, as that's effectively extra spell slots.

She's probably got nine or ten resonance, so if it cost one resonance per casting then she'd get nine or ten castings of a spell of the highest slot she has. However, if each casting costs 6 resonance (spell level * 2), then she can only cast the spell once. In 2 or 3 levels, she'd be able to cast it twice, but only if she didn't use resonance for anything else.

Cantrips would only cost one resonance to cast, probably, but the cost of the item would go up accordingly.


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I just wanted to clarify a potential mistake I made on my notes...

Divine Grace is a reaction that gives a +2 to a saving throw. Those are Jason's exact words. I assumed that meant +CHA to a saving throw, since the Paladin had a +2 to CHA. So it could go either way with that...


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Mark Seifter wrote:
Yeah, 2 damage has gotta be an epic fail on 2d6. Burning hands is roughly 3x as powerful as at 1st level in PF1, not counting the chance to do double damage (6x PF1 average damage) on a critical failure. But snake eyes still happen!

I guess I was hoping for a bit more consistency of damage from an ability you can only do a few times a day. Something like 1d6+Casting Mod would be around the same average damage but much more consistent.


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I would definitely prefer wands etc to be limited to a certain number of uses per day where a limit is needed, or have the resonance cost of using them increase by +1 each time they are used, rather than having actual charges that have to be tracked on top of inputting resonance into them.

I would definitely prefer to have casting modifier added to spell damage.


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Pathfinder Rulebook Subscriber

Yeah not liking the Wands reveal. Seems like a we almost got away simplified tracking but not quite.

I would rather the "differences" between consumable to be something along the lines of.

Wands: Infinite use but consumes Resonance per use.

Scrolls: High cost but resonance is consumed on creation.

Potions: Cheap, but one use and consumes Resonance.

Elixers: Does not consume Resonance, comes with conditional downsides.


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If wands were infinite they would need to really increase the price because otherwise you could just buy a wand of every utility spell then there’s almost no point in spells known.


Pathfinder Rulebook Subscriber
Rek Rollington wrote:
If wands were infinite they would need to really increase the price because otherwise you could just buy a wand of every utility spell then there’s almost no point in spells known.

Oh yeah I'd want wands to be the most costly "consumable" because of their reusable nature. Of course "infinite" doesn't mean without cost. If you've only got 10 Resonance how much are you going to put aside for all those wands?

I personally don't see much of an issue with the idea that by the time you can cast level 4 spells you are able to afford two or three wands for utility level 1 spells.


And to think that when I first hear of resonance I was so exited thinking that Wands were no going to be consumables any longer, another disappointment in PF2 to add to the list. This resonance tax on consumables sounds worse each time something is reveled BTW.


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Bardarok wrote:

Personally I would prefer if wands were input resonance output spell rather than disposable. Maybe limit it X/day uses.

On a side note I would also prefer if Staves were some sort of spell boosting item rather than just big wands. Some sort of caster equivalent to a +X magic weapon though I am not sure what that would be in this system. Maybe +X to DC , damage dice, or healing dice for one school. Obviously would need non staff shaped options as well.

You know, Spheres of Power did just that and it was brilliant, is probably one of the most obscure features from there because I have never see it being mentioned.


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Pathfinder PF Special Edition Subscriber
Mark Seifter wrote:
You're certainly not wrong that there is a design space for "Resonance->Spell all day long" as an item (in fact, many items, as I said above, do work that way). But being that item would be a big departure for wands in terms of where they fit into your character's career (Imagine you had an item that was going to let a 5th-level sorcerer cast 9+ copies of a spell in a given day, every single day (and then pass it on and get even more uses from the other PCs); what level spell should that be to not completely overshadow her actual spells? Does that match your expectations for when a character might first receive a wand of that spell level?) We did have some other ideas for wands than a batch-discounted consumable, but we never really settled on them. Whether or not it's a wand, any consumable is going to have a number of total uses tied to its GP cost, not RP cost (for scrolls and potions, that is a single use).

I understand that, but... sorry... I'm disappointed nevertheless. I had concluded, from earlier posts, that we wouldn't have to track wand charges anymore and I was really looking forward to it. Looks like I was mistaken, and it's too bad. I realized there likely were going to be balance issues with this but I thought you could design your way around the problem :-)

A question: Does the game need a 50-charge spell reserve at all? We have scrolls, we have potions (or elixirs... one of them is a spell in a can, right?), and I guess we can still have rings of spell storing, pearls of power, and the like. Aren't the one-use items enough to fulfill most needs for spell storage?

In particular, I'm hoping that the wand of healing is no longer such a must-have item. It's a crutch, and a boring one.


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gwynfrid wrote:
A question: Does the game need a 50-charge spell reserve at all? We have scrolls, we have potions (or elixirs... one of them is a spell in a can, right?), and I guess we can still have rings of spell storing, pearls of power, and the like. Aren't the one-use items enough to fulfill most needs for spell storage?

Exactly, when I think of consumables I think of one time use mostly, I have never understood why Wands and Staves were consumables to begin with, it doesn't make sense to me, is very unfortunate that Eternal Wands and Runic Staff are not OGL, I think it was a better design. For me, PF1 change to Staves was a great improvement except for the re charge limit of once per day, Paizo dropped the ball with that one.


edduardco wrote:
Bardarok wrote:

Personally I would prefer if wands were input resonance output spell rather than disposable. Maybe limit it X/day uses.

On a side note I would also prefer if Staves were some sort of spell boosting item rather than just big wands. Some sort of caster equivalent to a +X magic weapon though I am not sure what that would be in this system. Maybe +X to DC , damage dice, or healing dice for one school. Obviously would need non staff shaped options as well.

You know, Spheres of Power did just that and it was brilliant, is probably one of the most obscure features from there because I have never see it being mentioned.

Yah Spheres of Power is great. That is where I got used to +X staves of destruction or whatever and I would love that to hop over to PF 2e.


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I'm surprised that Wands are a consumable item at all, I was under the impression that wands and staffs were replacing the old spell component pouch and functioning as an Arcane Focus.

With the premium on spell slots in PF2, I was expecting a wand that lets you cast extra spells at the cost of resonance and would be the equivalent of a +1 magic weapon rather than a cheap consumable.

Or maybe they'd be an item that lets you burn a spell slot to cast a spell you didn't prepare/know that day.


Ninja in the Rye wrote:

I'm surprised that Wands are a consumable item at all, I was under the impression that wands and staffs were replacing the old spell component pouch and functioning as an Arcane Focus.

With the premium on spell slots in PF2, I was expecting a wand that lets you cast extra spells at the cost of resonance and would be the equivalent of a +1 magic weapon rather than a cheap consumable.

Or maybe they'd be an item that lets you burn a spell slot to cast a spell you didn't prepare/know that day.

Yeah, we all thought, Wands were just per day with Resonance cost, but they decided that was too easy.


Eh, I guess it makes sense. I’ve only been thinking about healing spells, but wands cover all sorts of spells. If every wand is a staff, though, Sorcerer is now much scarier than Wizard and Alchemist is going to load up on over-leveled wands rather than using class features.

There’s a big difference between that Wand of Enervation messing with things for the next level, and it being an investment for the rest of your adventuring career.

Shadow Lodge

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The more I hear about Resonance the more I really, really hope it gets removed....

What a terrible excuse to try and make Charisma relevant.


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Pathfinder Rulebook Subscriber

I don't have a problem with Resonance conceptually. It seems like a pretty natural extension of various preexisting phenomenon. And I think in practice it may work out pretty well.

It does sound like it may some kinks to iron out, but I don't have the full picture yet. I'd like to know more about things like alchemical elixirs interact with it and how the battlefield Medic feat handles HP damage before I jump to conclusions there.

Silver Crusade

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Mark Seifter wrote:
NielsenE wrote:
Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?
Resonance is getting rid of pretty much the per-day tracking other than "Once per day" or "At will, as resonance allows." But consumables are still consumable. Just as casting 10 scrolls is going to cost 10 RP and use up the 10 scrolls, same with a wand (but cheaper than buying 10 scrolls).

If wands still have limited uses before burning out how does Resonance cut down on the tracking? It's double now since you have track uses and each person's individual Resonance?


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Dragonborn3 wrote:

The more I hear about Resonance the more I really, really hope it gets removed....

What a terrible excuse to try and make Charisma relevant.

I am strongly in favor of resonance as a replacement for item slots. I'm ambivalent on it as a means of limiting consumables use.

Designer

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Rysky wrote:
Mark Seifter wrote:
NielsenE wrote:
Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?
Resonance is getting rid of pretty much the per-day tracking other than "Once per day" or "At will, as resonance allows." But consumables are still consumable. Just as casting 10 scrolls is going to cost 10 RP and use up the 10 scrolls, same with a wand (but cheaper than buying 10 scrolls).
If wands still have limited uses before burning out how does Resonance cut down on the tracking? It's double now since you have track uses and each person's individual Resonance?

Charges on a consumable are not a per-day situation. Things like boots of speed "10 rounds that need not be consecutive" or boots of teleportation "3 times per day" are some examples of per-day tracking.


Mark Seifter wrote:
Rysky wrote:
Mark Seifter wrote:
NielsenE wrote:
Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?
Resonance is getting rid of pretty much the per-day tracking other than "Once per day" or "At will, as resonance allows." But consumables are still consumable. Just as casting 10 scrolls is going to cost 10 RP and use up the 10 scrolls, same with a wand (but cheaper than buying 10 scrolls).
If wands still have limited uses before burning out how does Resonance cut down on the tracking? It's double now since you have track uses and each person's individual Resonance?
Charges on a consumable are not a per-day situation. Things like boots of speed "10 rounds that need not be consecutive" or boots of teleportation "3 times per day" are some examples of per-day tracking.

So those still work the same in PF2 as in PF1? Is that a case where investing 1 resonance to attune the item lets you use those 10 rounds through the day? Or do you have to pay 1 resonance per activation or 1 per round or what? As much as I actually like the concept of resonance I'm worried about the implementation if it's this confusing and isn't actually changing anything.

Designer

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Fuzzypaws wrote:
Mark Seifter wrote:
Rysky wrote:
Mark Seifter wrote:
NielsenE wrote:
Since you're here Mark, can you comment on the wand w/ charges compared to resonance thing? A lot of us thought resonance was getting rid of tracking charges on things like wands. Did we misinterpret things, was the on-the-fly playtest conversion a little off? Something else? Or a wait and read?
Resonance is getting rid of pretty much the per-day tracking other than "Once per day" or "At will, as resonance allows." But consumables are still consumable. Just as casting 10 scrolls is going to cost 10 RP and use up the 10 scrolls, same with a wand (but cheaper than buying 10 scrolls).
If wands still have limited uses before burning out how does Resonance cut down on the tracking? It's double now since you have track uses and each person's individual Resonance?
Charges on a consumable are not a per-day situation. Things like boots of speed "10 rounds that need not be consecutive" or boots of teleportation "3 times per day" are some examples of per-day tracking.
So those still work the same in PF2 as in PF1? Is that a case where investing 1 resonance to attune the item lets you use those 10 rounds through the day? Or do you have to pay 1 resonance per activation or 1 per round or what? As much as I actually like the concept of resonance I'm worried about the implementation if it's this confusing and isn't actually changing anything.

Ah, I was being confusing. Exactly the opposite. The examples I gave are things we wouldn't need thanks to resonance.


Pathfinder Rulebook Subscriber

So Boots of Speed don't have a limited rounds per day, they would just use a point of Resonance every time you activate them. Got it.

Can we get a little more detail on how wands work? Do you attune to it and then get to use it that day until it runs out of charges? Does it just use the Resonance of the Caster, or does it use up the Resonance of the recipient too?

I'm guessing it is just the Caster, which means the wand can potentially keep people completely topped off with a cure wand. And attuning early in the day would mean your bag of wand tricks would be more limited.

But if you only need to spend one point of Resonance to get 50 charges out of the wand, I'm not sure how that encouraged buying level appropriate healing, for example.


It sounds like wands are still consumables, ie. they eventually run out of charges. Like other consumables, they take a point of resonance to use. The caster spends resonance, but not the target.


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So one thing I do like about Resonance is that a belt which makes you grow very large or boots which allow you to fly for a limited duration is that these items are intrinsically more interesting than a potion of enlarge person or a potion of fly.

But if the belt/boots are more limited in their daily utility than "a bag full of potions" nobody is going to want the belt/boots, whether this is a "I can only use the belt 3 times/day, but I can drink an unlimited number of potions" or "I have to use resonance for the former but not the latter."

So I think "consumables cost resonance" is a better solution than "consumables are a dull alternative to interesting items."


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PossibleCabbage wrote:

So one thing I do like about Resonance is that a belt which makes you grow very large or boots which allow you to fly for a limited duration is that these items are intrinsically more interesting than a potion of enlarge person or a potion of fly.

But if the belt/boots are more limited in their daily utility than "a bag full of potions" nobody is going to want the belt/boots, whether this is a "I can only use the belt 3 times/day, but I can drink an unlimited number of potions" or "I have to use resonance for the former but not the latter."

So I think "consumables cost resonance" is a better solution than "consumables are a dull alternative to interesting items."

I think this made resonance even worse, instead of design better items with appropriate cost/utility is limiting item usage, what is going to happen is that the best items are the only ones who are going to see any usage.

Dark Archive

QuidEst wrote:
It sounds like wands are still consumables, ie. they eventually run out of charges. Like other consumables, they take a point of resonance to use. The caster spends resonance, but not the target.

But one of the ideas behind resonance was that it gets rid of tracking all the different uses per day, total charges, and time base limits as Jason said on his twitter.


brad2411 wrote:
QuidEst wrote:
It sounds like wands are still consumables, ie. they eventually run out of charges. Like other consumables, they take a point of resonance to use. The caster spends resonance, but not the target.
But one of the ideas behind resonance was that it gets rid of tracking all the different uses per day, total charges, and time base limits as Jason said on his twitter.

Thanks for finding that quote! I was sure that I heard somewhere that resonance was going to replace systems where magic items had "total charges".

Maybe Jason misspoke, miss-remembered, or changed his mind? Frankly, I think that is fine.

I think there is a design space for "consumables with multiple uses". I still think the Pathfinder economy is a many-headed beast full of problems but I understand the idea of balancing gold costs and mechanical benefits between three categories of items: At will use, single use, and multiple use (which all also bear a resonance cost).

Would you argue that resonance is not a defensible system now given that it only mitigates daily use rules rather than also mitigating "total charges" rules?

Dark Archive

Excaliburproxy wrote:
Would you argue that resonance is not a defensible system now given that it only mitigates daily use rules rather than also mitigating "total charges" rules?

I think that there is still some understanding to resonances mitigating daily use to stop cure light wounds spam but ultimately think that Wands should be changed in someway. Ie. Making them no longer spells in a can, making them rechargeable through resonance and then not having them cost resonance to use as you already used resonance to charge it, making them super cheap as you have to use 3 resources to use them (Charges/resonance/gold), or make them permanent spells in a can.

Paizo Employee Director of Game Design

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Folks,

I think there are a lot of interesting thoughts about resonance that we are going to need to fully consider as the playtest proceeds. How wands work is one of those questions. How resonance applies to over one use consumables. Whether or not the system is doing the work we want it to do. These are all valid questions are one of the biggest things we will be looking at in the playtest.

Hang in there, we will look at this in depth once the full system is revealed.


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Pathfinder PF Special Edition Subscriber
Jason Bulmahn wrote:

Folks,

I think there are a lot of interesting thoughts about resonance that we are going to need to fully consider as the playtest proceeds. How wands work is one of those questions. How resonance applies to over one use consumables. Whether or not the system is doing the work we want it to do. These are all valid questions are one of the biggest things we will be looking at in the playtest.

Hang in there, we will look at this in depth once the full system is revealed.

Deal :-)

My personal take is : Fine with resonance if it removes all other forms of object charge / use tracking; more ambivalent, if not. But it's fair to wait until after the playtest before stating a definite opinion.


Jason Bulmahn wrote:

Folks,

I think there are a lot of interesting thoughts about resonance that we are going to need to fully consider as the playtest proceeds. How wands work is one of those questions. How resonance applies to over one use consumables. Whether or not the system is doing the work we want it to do. These are all valid questions are one of the biggest things we will be looking at in the playtest.

Hang in there, we will look at this in depth once the full system is revealed.

We are all eager and willing to playtest away : )

Shadow Lodge

Maybe the next blog could be about Resonance?


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Jason Bulmahn wrote:

Folks,

I think there are a lot of interesting thoughts about resonance that we are going to need to fully consider as the playtest proceeds. How wands work is one of those questions. How resonance applies to over one use consumables. Whether or not the system is doing the work we want it to do. These are all valid questions are one of the biggest things we will be looking at in the playtest.

Hang in there, we will look at this in depth once the full system is revealed.

Personally I was hoping that wands (and staffs and similar items) would be like weapons/foci for spell casters that boost their spalls rather than the big gulp of consumable spells that they are in 3.X/PF1.

More Harry Potter, less ... actually I don't know of anywhere in fiction where wands are treated like consumable items that have a bunch of charges of a specific spell in them outside of DnD/PF related stuff.


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The last episode is online!! I'll have some notes up in the next couple days...


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Dragonborn3 wrote:
Maybe the next blog could be about Resonance?

Haven’t the Bards waited long enough?


Iron_Matt17 wrote:
The last episode is online!! I'll have some notes up in the next couple days...

I'll see what I can do in the meantime.


ElSilverWind wrote:
Dragonborn3 wrote:
Maybe the next blog could be about Resonance?
Haven’t the Bards waited long enough?

Gotta save the(hopefully) best for last.


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Bat Swarms have [[A]] Swarming Bites: Everyone within the swarm takes 1d4 piercing, plus 1 persistent bleed. DC 15 Ref halves. Bleed is on your turn. They can do this every time they have an action, apparently, though the bleed doesn't stack.

Distracted is no longer a swarm trait.

Burning Hands is exactly 2d6, but it looks like you can't use the corner trick to cast cones upwards anymore.

Bat swarms have weakness 4 to area damage, which replaces the 1.5x from 1E. They seem to have resistance 5 to weapon damage.

A torch is 1 bludgeoning, 1d3 fire.

Bleeding stops on a natural 20. On your turn, you can spend your turn trying to staunch the bleeding (1 action), and it stops on a 15 or higher.

Stronger healing potion is 2d8+4, probably level 3.
(Later options, by the way:
Moderate, Level 5, 20 gp: 3d8+8
Greater, Level 8, 60 gp: 5d8+12
Major, Level 12, 250 gp: 7d8+20
True, Level 18, 1200 gp: 9d8+30)

Searching is now secret Perception checks by the GM, and you likely can't re-search an area.

Bull rush is vs Fort DC.

Falling is half the distance fallen in feet.

Dying rules:
You stay at 0 HP, and get dying 1 (dying 2 from a crit). Hitting an unconscious person increases the dying condition by the appropriate amount (prone penalties still apply, which might be flat-footed). If you fail the Fort save, you go up a step, with fumbling going up two steps. You die at dying 4. Critically succeeding lets you stabilize. Getting healed leaves you unconscious, but you need to succeed at the Fort save to regain consciousness. DC of the save is set by what knocked you down - level 0 skeleton is apparently DC 12, and you take a penalty equivalent to your dying amount. If you get up after being downed, you keep your dying penalty, but it begins to fade at the end of your next turn.

Climbing appears to be just one roll/turn, but you only fall when you fumble.

Thievery is confirmed for what Disable Device was rolled into.

Acid flasks do persistent acid damage (1d4?) and 1 splash. Persistent happens on your turn.

Antipaladin has a Retributive Strike reaction that only triggers on him being crit.

I'm just remembering Magic Weapon is actually relevant now since it adds an extra die.

Invisibility bonus is just flat-footed.

Coup-de-grace no longer exists.

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