Feral Halfling

Aristophanes's page

Organized Play Member. 242 posts. No reviews. No lists. 2 wishlists. 17 Organized Play characters.


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Grand Lodge

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I'd like offensive cantrips to have a scaling optionL:
1 action-1dx damage
2 actions- 1dx+mod damage
3 actions- 1dx+mod damage + condition.
MAP applies.
Obviously, everything scaling as they go up in level.

Grand Lodge

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That's O.K. The internet community is legendary for its patience................................................................... ........................................................................... ...Is it out yet? Grrrr...................................................................... ........................................................................... ........................................................................... ........................................................................... ..........How about now? AARRRGGGGHHHH!!!!!!!!!!!!!!!!! ........................................................................... ........................................................................... ........................................................................... ........................................................................... ........................................................................... ...............................................................*Jeopardy theme*...........................................

Grand Lodge

GeneticDrift wrote:

Maybe borrow from pf1 kineticists and add an action for a boost in damage.

3 actions is a big investment worthy of a boost.

Yeah, I've been playing kineticists a lot lately, and wondered how they might be handled in 2E.

This brought me to a similar idea to yours, GD.
At first level, a 1 action cantrip would do 1dx.
A 2 action cantrip would do 1dx + ability modifier, and, of course observe MAP.
A 3 action cantrip may add a conditional rider.

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I enjoyed playing this one.
I am now curious though: I wonder what percentage of groups end up facing the Night Heralds. My group was also several days ahead, so we avoided them. * Yay Camels! *

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Lady Melo wrote:
Draco18s wrote:
Angus_The_Bounty_Hunter wrote:
Not enough power in the feat as compared to the check anyone can do with the medicine skill.
You can do it without a kit in the middle of combat as a single action. That seems pretty good.
You might be thinking of Battle Medic, a completely different feat. Natural Medicine is a nature feat and takes 10 minutes, as thoroughly described by the OP.

He actually was refering to Battle Medic. Read the rest of Angus_The_Bounty_Hunter's post.

Grand Lodge

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This is why I keep saying that all DCs should be based on the assumption of a starting value of 14 at 1st level in the attribute, and no assumption of magic. Make that a 50/50 chance and work from there.

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I like this idea!
However, it should implicitly state that playing "Who Are You?" by The Who during this time is entirely optional.

Grand Lodge

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Ryder052 wrote:

@RPing a priest without abilities:

Ok, you probably CAN do it, but then your character gains the second level and BAM, now they are DIVINE spellcasters? Bye, immersion.

Midnightoker wrote:
Just so I understand this, What exactly did you do in PF1 to solve this problem?

That's my problem. Nothing. I begged my DM to raise the starting level to 2.

Can anyone actually come up with an argument as to WHY it should not be allowed to have balanced archetype dedication options on first level?

Why "Bye Immersion"? At some point between 1st and 2nd level, you completed your studies, and proved your faith, and your god rewarded you.

Grand Lodge

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Crap! I just realized that the fillable character sheet PDF I've been using is now completely obsolete. Hopefully it won't be too long for a new one to be created. ;-)

Grand Lodge

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BryonD wrote:
Still +level then?

GODS, I hope so!

Oh, and thanks, Joe!

Grand Lodge

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I guess what I really want is for a competent character that is not optimized to the gills to have a reasonable chance of contributing meaningfully to an adventuring party. I think the ABCD character creation method is a good start, but basing all DCs on the assumption of an optimized character is faulty. 16 should be the base, not 18.

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Vic Ferrari wrote:
Aristophanes wrote:
My stance on the math is that every DC should be based on the assumption that the character began with a 16 in the relevant skill, and is trained, and should never take magic into account. Magic should make things easier, not be required for competency.
Yes, this is why some like me would like extra weapon damage dice to come from your character, not your magic item.

Agreed.

Grand Lodge

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My stance on the math is that every DC should be based on the assumption that the character began with a 16 in the relevant skill, and is trained, and should never take magic into account. Magic should make things easier, not be required for competency.

Grand Lodge

Vic Ferrari wrote:
Dire Ursus wrote:
I agree with everyone stating it's just new.

I don't; convenient, but not the case.

PF2 is dry, byzantine, and has no Wow-factor, for me.

When I first got a hold of the 3.0 PHB back in August 2000, I did not feel/think this way, nor when I got the 4th Ed PHB in August 2008, nor when I got the 5th Ed PHB in August 2014, and they were all new at the time.

Just curious Vic, were these the playtest versions or the final versions?

Grand Lodge

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Dasrak wrote:
Aristophanes wrote:
I'm fairly sure(AFBATM) all medicine checks require a healing kit.
The Administer First Aid, Treat Disease, and Treat Poison actions all explicitly list healer's tools as a requirement. Battlefield Medic does not.

Huh! Well look at that!

And hey, the Quick Repair feat apparently alleviates the need for a repair kit!

Grand Lodge

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I'm of the opinion that Monsters and skill DCs should be based on a character beginning with a 16 in the decisive ability and never assume magic is involved. Magic should make things easier, not be necessary to be competent.

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While I generally like resonance, I do agree that every character should get a minimum of 1 resonance point at the start of the day. So that Dwarf, and I suspect many others, would have one RP at first and second levels.
One of the characters I had created for part 2 was a Dwarf Barbarian. I left charisma at 8, to test the resonance system, but someone else brought a Barb, so I used my backup, a Cleric with the wizard dedication.

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The Once and Future Kai wrote:
Aristophanes wrote:
I'd like to see non-magical healing made a bit more robust. Currently, Battle Medic only works 1/day/character. Why? What's the in-world logic? Why not 1/encounter. Why shouldn't you be able to treat new injuries?
Battle Medic is a strange ability as it stands. It doesn't require tools and it provides significant healing but only once a day even on a failure. It's a separate topic but Medicine could use some tightening up.

I'm fairly sure(AFBATM) all medicine checks require a healing kit.

Grand Lodge

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I think DCs should be set with an assumed starting stat at 16 rather than 18, and also assume no magic involved. Magic, whether spells or items should make things easier, not be a requirement.

Grand Lodge

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Grippli! More frog people! We need more frog people!!

Grand Lodge

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I truly like this idea, as well as making "Mundane" healing better.
As I said elsewhere:
I'd like to see non-magical healing made a bit more robust. Currently, Battle Medic only works 1/day/character. Why? What's the in-world logic? Why not 1/encounter. Why shouldn't you be able to treat new injuries? And after any combat, how about regaining some, 1 hp/level plus con mod, representing catching your breath and reducing the lactic acid buildup in your muscles.

Grand Lodge

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I think all DCs should be based on "no magic items involved".
Magic Items should make things easier, not be necessary to keep up.

Grand Lodge

I'd like to see non-magical healing made a bit more robust. Currently, Battle Medic only works 1/day/character. Why? What's the in-world logic? Why not 1/encounter. Why shouldn't you be able to treat new injuries? And after any combat, how about regaining some, 1 hp/level plus con mod, representing catching your breath and reducing the lactic acid buildup in your muscles.

Grand Lodge

Kineticist.

Grand Lodge

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Things I have been pondering for a while:

I, for one like the idea of resonance, and in the two games I've played so far, it hasn't really been a factor(I suspect the next chapter will test it more thoroughly), but anecdotal evidence tells me it may be a problem when it comes to healing.

Non-magical healing is a step in the right direction, but it needs improvement.
I had a character in "In Pale Mountains Shadow" who had the "Battle Medic" feat, and put it to good use, but I think it could be better.
My main problem is the once per person per day limitation. It would make more sense for it to be once per encounter. Why shouldn't someone with a fresh wound be treatable by the same character, just because they treated a previous injury an hour ago? And add an expert bonus of wisdom modifier(min.+1) to amount healed.

And while we're at it, healing spells should affect different classes differently. D8's are fine for 6hp & 8hp/level characters, but quickly fall behind for fighters and Barbarians and the like. Why not have healing based on class instead. A first level heal spell could heal 1d6 for wizards and scorcerers, 1d10 for fighters, rangers and Pallys, 1d12 for barbs, and 1d8 for the rest. Then let the con bonus of the character being healed be added.

Grand Lodge

And just in case you missed it, they corrected the Bag of Holding.

Grand Lodge

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Some random thoughts after reading this thread:

1: I also agree with DWM. 16 should be the base stat for DC's
and trained be the proficiency level. After 5th level, 18 & expert.

2: I wonder which edition of this games antecedents did they start balancing things based on Point Buy, as opposed to rolling for stats.

3: Re: Hit on a miss. Why not use TAC. Miss the AC but hit TAC, do Str. mod damage.

Grand Lodge

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Ricky Bell, Michael Bivens, Bobby Brown, Ronnie DeVoe, and Ralph Tresvant.

Grand Lodge

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Thanks for this, DMW.
I do want to say, that while I like the 3 action economy, >10< crit system, the UTEML proficiency system, Signature skills(although I do agree that Barbs and Fighters need more skill ranks and all classes at least one floating sig), resonance, and Goblins in core; IF THEY DON'T RESTORE FULL PRESTIDIGITATION TO BARDS, INFERNAL DAMNATION WILL SEEM LIKE A WALK THROUGH THE PARK, COMPARED TO MY WRATH!
*ahem* We now return you to our regularly scheduled thread, already in progress.

Grand Lodge

Yeah, it needs to be spelled out more clearly and more often that you add your level to your proficiency rank to get the proficiency modifier. The only place I could find it was page 291, top left, in a tiny chart. Since I've been following the playtest discussions since February, I already knew, but it should be plainly laid out in the character creation rules at the front of the book.

Grand Lodge

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Damn! I hadn't noticed that previously! That's silly. Not only should every spell list have all the abilities, but they should heighten too! Clean greater areas faster. Flavor more food for longer. Make better looking tchotchkes. As it stands, I'll need to multi-class into Wizard to get what I need from it. Rugglsby will not be a happy Goblin Bard, I assure you!!

Grand Lodge

That would jibe with Ezran's character sheet.

http://www.enworld.org/forum/content.php?5427-Pathfinder-2-Character-Sheet- 6-Ezren-Human-Wizard

Grand Lodge

Great work, people! Thanks to all who created these!!

Grand Lodge

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Jeepers Vic. Did you and Sam draw the short straws to stay home from GenCon to baby sit us? Or are you vying for Sainthood? Or a Nobel Peace Prize?
But seriously, thanks!

Grand Lodge

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Yeah, I don't think it would throw off the balance of the game if every class got one floating Signature skill.

Grand Lodge

Yep.

Grand Lodge

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Xenocrat wrote:

Mark,

Xenocrat wrote:

Ctrl-F: "Charisma"

[No results found]

Is it feasible to make a Bard that doesn't pump Charisma? (I'd really prefer an Int based Occult caster). I'm sure Charisma is the Bard's casting stat, but I'm guessing that unless you insist on mind controlling people with your spells you've got enough utility/buffs that you might get by without worrying about your DCs too much.

Given that (I think it was) Mark said that one could make a fairly effective Cleric with a 10 Wis, I'm guessing one could do the same with any caster type with the right spell selection.

Grand Lodge

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Cantriped wrote:
Starbuck_II wrote:
Hey, Sailor Moon was clumsy, frail, and even weak willed at times, but she still righted wrongs and triumphed over evil, and that means you: In the name of the moon, she punishes you.

Sailor Moon is a bad example. She would get shanked by a goblin and die in the first encounter. Nobody is just going to wait around while she spends the first three to five rounds transforming into her super-powered identity. The combat will already be half-over (with her the first casualty).

She is an example much better suited to a system that can actually handle genre-emulation, or is built for her genre (comedy urban high-fantasy).

Elric (of Stormbringer, I forget his nation of origin) would be a good example of a Heroic Fantasy Adventurer with a famously low degree of Constitution, and given his reliance on a life-drinking Artifact for basic survival, he might even be considered Untrained in Fortitude (and given that he's also a wizard) and have a low HP total as well.

Elric of Melnibone.

Grand Lodge

I wonder how much a potion would need to cost, with the current math and balancing factors, for it to not need resonance to activate.
Or, how much would a "pre-infused" potion, one that was created with resonance already in it, need to cost. *Just spitballing*

Grand Lodge

Charlatan wrote:

lol will "resonate" with you.

Must be about Fighters.

Nah, it's gonna be Humans, 'cause everybody who plays it is human. Get it?

Grand Lodge

We also may get a Wednesday blog or two for things like Multi-classing.

Grand Lodge

Benjamin Medrano wrote:
Aristophanes wrote:

Blog: Your monk could take Monastic Weaponry at 1st level, letting him use his unarmed attack proficiencies, as well as any monk abilities that normally work with unarmed attacks, with simple and martial monk weapons.

This does not say Monks aren't proficient with any weapons. It just lets them use Flurry of Blows with the weapons.

Alas, you missed this line earlier in the blog:

blog wrote:


Monks aren't trained in any weapons, but they are trained in all unarmed attacks.

I must say that I have no problem with monastic training, I just wish monks were proficient with at least simple monk weapons from the beginning.

Edit: Ninjaed!

Yeah, I missed that part. I actually noticed it about 3 seconds after I sent that post, but I couldn't stop it because it was at that exact moment when they started their "scheduled maintenance". lol

Grand Lodge

Blog: Your monk could take Monastic Weaponry at 1st level, letting him use his unarmed attack proficiencies, as well as any monk abilities that normally work with unarmed attacks, with simple and martial monk weapons.

This does not say Monks aren't proficient with any weapons. It just lets them use Flurry of Blows with the weapons.

Grand Lodge

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Re: AC- Aren't Bracers of Armor going to be a thing? would they not help with the AC disparity?

Grand Lodge

I think it will be Scorcerer.
*that should cover it!*

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I think it will be Druid.

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I think it will be Ranger.

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I think it will be Monk.

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I think it will be Bard.

Grand Lodge

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For some reason, this thread brings to mind the line from 1776:
John Adams: "This is a revolution damn it! We've got to offend somebody!"

Don't know why.

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