LittleMissNaga wrote: I'm always miserable in what the weather folks on TV like to call "Beautiful" weather. Give me the chill, and the damp, and the gloom any day. A nice"Dreary" autumn is my perfect tank top and shorts weather. Same for me. 10C/50F is my ideal room temperature. These meat things we're walking around in are kind of haphazardly thrown together, so it's pretty hard to standardize stuff for them.
I don't have the time to keep up with Doomsday Dawn, but I'll continue to read the errata and blogs to stay in the survey loop. I really love Pathfinder, so of course I'll do what I can to help Pathfinder 2 succeed.
Quandary wrote:
I don't disagree with you. It does, may be in some cases, and is, with the exception of ease of learning tests, about that. They have their own complaints about the structure of the initial playtest, but they're grownups that can make their opinions known on their own time. I can only speak for them in the vaguest of terms, which works for me, seeing as that's how I normally speak.kpulv wrote: Some words that made sense.
kpulv wrote: I'm kinda surprised at how many posts I see talking about how their entire group gave up on the playtest for one reason or another. So far my group has been really digging it and we're excited to transition over to the new system once it becomes fully realized. We're not ultra power gamers or whatever though so maybe that's the difference? I guess I'm just not seeing what the major hang ups are other than the fact that we only have a single playtest rule book so far and not 10+ books of expansions. If people are looking for maximum customization of the most esoteric character concepts possible, the core system that exists in the playtest so far looks ripe to enable that with time. Oddly enough, my group just gave up back on Sunday. The stated reason was that they only get one day a week to do much of anything, so they would rather play a finished game on their day off. Most of them weren't keeping up with the errata, and they weren't really interested in doomsday dawn's episodic nature. We're not ultra power gamers or whatever though, so maybe that's not the difference. There are just too many unpolished rough edges that kept snagging us after so many years playing PF1, so we're just going to go back to that. Oddly enough, our first burnout was the noob, who had just joined us a few months before the playtest, rather than the stoggy old guard. Oh well, back to our dieselpunk necropocalypse game. Here's to hoping I can convince them to try again when PF2 gets a little older, eh?
When I want a group activity in which everyone falls into tightly predefined roles, then efficiently executes their purposes with each other like clockwork, I generally just connect to a Japanese VPN and play MMOs with some very nice, very busy people.
I've been watching a lot of franchises over the years chase emerging casual markets while still retaining their old customer bases.
I really hope this playtest helps Paizo shape PF2 into one of the few.
I think bulk in general was cut a little tight, while the actual items it defines were thrown out a little too loosely for that tight math. I think that alchemist feels the symptoms of the problem a little harder than other classes because they're both equipment reliant, and not strength based despite somebody bringing up secondary and tertiary stat recommendations that reveal more about their own playstyle and priorities than how the game could be played.
Sorry, that was really snipey. I should eat something. I get all passive aggressive when I forget to eat. I agree with you on that last part, Walsh. It feels super... Weird. And they've already used the word, "infused." Honestly, I wouldn't be surprised if resonance gets a rework after that +&- blog, if it doesn't get replaced. Here's to hoping oddities like this get the hammer in whatever they're doing, but if it somehow makes it through intact it really could use a callback to the old Infusion discovery. A class feat to let the imbiber run a "definitely not a potion" on the alchemist's resonance investment would be an... adequate bandaid.
I keep trying to figure that the bulk of an object is about one per half kg or pound, then either doubled or halved if the object is easy or hard to carry. But then that guess has very little to do with any of the examples available in the playtest beyond the description of bulk itself, and what the hizzleheck does "easy to carry" mean? If I tie a rope onto something to make a handle, does that cut its bulk in half? Is a shield more bulk tied to a belt than it is strapped to an arm?
ChibiNyan wrote: And the Survey results as shown in the stream indicates "Alchemists didnt run out of resonance". Huh... Ours did. So did the barbarian he was healing. The alchemist would have probably been fine if he went for a bombs only build, but he went for elixirs and poisons to push the class's flexibility. It did not go well, despite them getting lucky and skipping about 70% of the encounters.
I'm running as a GM, so I'm not going to get to play, but I built a Gnome Nerdchemist to push the system around and see how it goes. At level one, it is encumbered at four bulk. Beyond the formula book, tools, a bedroll, a single day's rations, a water skin, a dagger, and padded armor, this hypothetical gnome has five light bulk to spare before she's encumbered. Throw in a basic crafting book to compensate for her lack of equipment, and she now has four light bulk left. Then at level two, she gains the Wizard Multiclass Archetype Dedication Feat, stumbles across a spell book, and is now encumbered until either a potentially unreliable porter, PC or NPC, holds her things for her, or she gets some sick STR gains at fifth level, putting her right back were she was. A 10ft movement speed is pretty much a given for the poor wretch. Admittedly, this is the far end of how bad it can get. It's just odd that it can get so bad, you know?
I had a long rant prepared about people creating creatures too quickly, with too little mechanical oversight, and choosing the wrong numbers more often than they'd think. But let's be honest, it's difficult for people to think themselves capable of that until happens. It's easy to say that you'll fix it and that it won't happen again. That's especially easy during a playtest. On the note of verisimilitude, it is a bit odd to see a giant clumsy ogre throw javelins with more accuracy than a third level ranger who is roughly twice as dexterous can shoot a bow. That said, if oddness like that is really necessary for balance, then that's just the way it has to be.
Unicore wrote: Does the Rouge multi-class give consistent skill proficiencies or skill feats? I am having a really difficult time seeing it keep up with the others. I think it mostly has to do with paints and pigments, but I agree with you that it seems a little monochromatic. If they don't keep up they could dye.
So, is PF2's mascot going to be a centipede? Because that would be pretty metal, and it could upgrade to a millipede later on. On a more serious note, multiclassing sharing the space of archefeats is going to cause them to interfere with each other in ways that I'm not super into. The stat requirements aren't horrible considering the the generous upgrades leveling gives, but they're still pretty restrictive.
Voss wrote: I think this is going to be highly subjective Aye, indeed it is. Conan is not the only subject, too, which makes the subject of all the more subjective. One of the characters we joked about building was Drizzt, but in all seriousness I'll probably give him a go right along side both book and movie Gandalf. It's less a mechanical test that we were looking for, since that's covered pretty well by running the standard playtest. More, we were thinking that doing so would be a good way to feel out the system to see if it was compatible with fantasy tropes that we enjoy. It'll probably pass, I'm seeing most of the building blocks we'll need and we're pretty good at translating feels to rules and vise versa. Voss wrote: That goes to the thread topic too. Are you concerned about strength rogues, or members of other classes that happen to be criminals? 1of1 wrote: I played a character named Shrike, once. He was a STR based elf rogue/barbarian that used lances. Delightfully terrifying. There's the thing, the multiclassing system has a lot of things I'll probably be frustrated by, but it'll also patch over some missing character design space. But even ignoring it, I've played a B&E, traps, and dungeoneering specialist rogue that carried a sledge and a prybar. It would just be a shame if I couldn't splatter a troglodyte's brain all over the floor after he tripped on a rope tied low across a door. Well, not that much of a shame. Once that gunk has time to sink in, it doesn't wash out of your boots without magic.
I'm most concerned about alchemist. The PF1 version was something that I enjoyed very much, and it's changing a lot for the second edition. There's a heavy bias on my part, so I'm trying to distance myself from it and look at it more rationally. Least concerned about the rogue. Taking a cue from Starfinder's heavy emphasis on skills allowing operators to operate operationally, I think rogues will be fine.
Oh, they can get wild shape at first now? That's nice.
Excaliburproxy wrote: Weren't rune giants a created race? They were, in a way. A magically induced crossbreed of two giant species. Which is kinda gross depending on how they did it, but then, no one ever accused the rune lords of having impeccable ethics. The Wyrwood are a playable race that's not really prevalent in the inner sea. They were originally made in the old Azlanti empire, but after learning how to make more of their own kind, they ended up surviving the fall of the empire and established their own civilizations.There are also a few straight up androids wandering around because Numeria is an ancient ayylmao crash site.
Too... different...
But whatever it is sounds cool, so I'll reserve my opinions till I actually see it. Not that it's much of a wait anymore. It's going to be very entertaining if the occult spell list starts getting muddled with bardy bard music spells. Delve not into eldritch knowledge, for the tune will stick in your head and drive you mad!
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