PF1 rules that were too circumstantial.


Prerelease Discussion


What is your list of rules that you may have liked (or hated) in PF1 but were so circumstantial that you never used them (or the GM never remembered to use them)?

Mine are:
The visual effects of multiple nearby abjuration auras.
And the concentration checks for casting spells during violent motion.

Grand Lodge

Flying rules


Gorignak227 wrote:
Flying rules

The DC 10 fly check or you lose 10 ft of elevation when you take damage when flying with physical wings?

Grand Lodge

DM Livgin wrote:
Gorignak227 wrote:
Flying rules
The DC 10 fly check or you lose 10 ft of elevation when you take damage when flying with physical wings?

We usually gave up on using ALL of the fly rules after having to deal with the minutia and having to roll for everything like slowing down, hovering, keeping track of how much you are turning, and taking damage.

Unless you are doing some sort of aerial joust it usually wasn't worth it.


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Gorignak227 wrote:
Flying rules

My group didn't so much ignore those rules as build up skill bonuses high enough to render them irrelevant. It is remarkably easy to get your bonus up to +14 so that you can move around in combat (or hover in place) almost as well in the air as you can on the ground.


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DM Livgin wrote:

What is your list of rules that you may have liked (or hated) in PF1 but were so circumstantial that you never used them (or the GM never remembered to use them)?

Mine are:
The visual effects of multiple nearby abjuration auras.
And the concentration checks for casting spells during violent motion.

I didnt even know about this one until a few months ago, and I just chose to ignore it.

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