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Arssanguinus's page
1,526 posts (4,416 including aliases). No reviews. 1 list. No wishlists. 2 aliases.
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exequiel759 wrote: Arssanguinus wrote: To be fair, a whole lot of items in PF1 were almost useless from the moment you picked them up due to dc. 70% of the content in PF1e was useless. That's not a reason to justify having useless content nowadays. . This is at least useful for a little while.
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To be fair, a whole lot of items in PF1 were almost useless from the moment you picked them up due to dc.
Whispers of weakness for the win.

Tridus wrote: Ryangwy wrote:
There's a part in Book 5 of Extinction Curse where the party has to cross a river with a DC15 Athletics check. The barbarian crosses, rolls, nat 1, and it turns out, well, nat 1 is still a success (the guy was ecstatic). The cleric followed... except the cloistered cleric was untrained in Athletics (and Acrobatics and...) Rolled a 13. Started drowning. One of the funnier moments in that session. (The cleric burned a casting of Fly in the end)
That's when Follow the Expert is your friend. Cleric can follow the Barbarian, and now gets level plus a bonus, and is making that check on a roll of 2.
Folks often forget it's a thing, but it makes a massive difference. Of course when they forget, hilarity like this ensues.
Arssanguinus wrote: Doesn’t a nat one reduce the level of success by one level? Did he have a 26+ bonus at that point? I figure he’d have to be at least in the teens(if you add some item or spell type bonuses,). Without them, what, 15th? To be able to score a crit on a 1 which would be reduced to a success. Because otherwise a regular success would be downgraded to a failure. No? You're right. If the result is a critical success, a nat 1 drops it to a regular success. So If they have +24, they can't possibly fail this check.
Book 5 of Extinction Curse starts at level 15. A level 15 Barbarian who is Trained in Athletics with no item bonuses almost certainly has a +22 in it (15+2+5 STR). It's a great skill so if the Barbarian invested in it, the number could be +28.
So this is definitely a "can't fail" situation, which occasionally is fun to reinforce that you're actually really good at this. Ok then. Makes sense.

Ryangwy wrote: pauljathome wrote:
I love to have an occassional encounter that is way below the characters, ESPECIALLY if it can be essentially the same as one that they did a few levels back. Makes it obvious that they ARE growing in power in world and not just on a treadmill with Bigger Numbers.
There's a part in Book 5 of Extinction Curse where the party has to cross a river with a DC15 Athletics check. The barbarian crosses, rolls, nat 1, and it turns out, well, nat 1 is still a success (the guy was ecstatic). The cleric followed... except the cloistered cleric was untrained in Athletics (and Acrobatics and...) Rolled a 13. Started drowning. One of the funnier moments in that session. (The cleric burned a casting of Fly in the end) Doesn’t a nat one reduce the level of success by one level? Did he have a 26+ bonus at that point? I figure he’d have to be at least in the teens(if you add some item or spell type bonuses,). Without them, what, 15th? To be able to score a crit on a 1 which would be reduced to a success. Because otherwise a regular success would be downgraded to a failure. No?
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Zoken44 wrote: Exequiel: Was that a change that came with the remaster?
Arssanguinus: I guess that makes sense, but fae is such a broad category that... I mean what would you do with that other than the Fey Ancestry feat that Noxious brought up.
It’s not really broader than Nephilim.
Zoken44 wrote: Arssanguinus wrote: Zoken44 wrote: You mean... changelings? Those are part Hag. Right down to their ancestry feats, Right, and Hags are fae, hence I brought them up. But it’s not like a nephilim but fae as it’s much more concentrated. .
Zoken44 wrote: You mean... changelings? Those are part Hag. Right down to their ancestry feats,
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I’ve always wanted something vaguely like a Nephilim but fae focused.
Ascalaphus wrote: I think the problem with Assurance is that it works fine for some really specific things, but that's not how the feat "sells" itself; it sells itself as being far more generally applicable.
There are backgrounds that give you assurance in skills that don't really work with it (Student of the Canon, Religion). There are skill feats that let you use assurance with Recall Knowledge, which would fail to identify any monster of high enough level compared to you that knowledge is really important.
Abilities that can't do what they promise are not fun design. The ability might be okay for other things, but then the promise should be more tailored to not give you the wrong expectations.
Are monsters really the only thing that recall knowledge matters for? Other topics might have A relatively simple DC.
magnuskn wrote: Justnobodyfqwl wrote: Ravingdork wrote: Individual responses to everyone To be honest man, if you can argue against everyone in the entire thread at once like this, I don't really know what anyone is supposed to do to change your mind. Do you, like, WANT to argue about it? Or do you think someone has an answer that will satisfy you, and it just hasn't been said yet? Making controversial topics and then argueing them to death seems to be one of RD's favorite pasttimes. Nothing wrong with testing the edges of a rule, and I don’t think dissatisfaction with assurance is THAT uncommon that it’s somehow. ‘Controversial’
TriOmegaZero wrote: There was a lot of bonking with a mace in between the party witch slinging spells when she moved away from my oracle. kept negating her stuff and the fighter and rogue bracketed the now grounded elvanna(greater dispelling) and walked on her.
TriOmegaZero wrote: Arssanguinus wrote: Warped Savant wrote: Arssanguinus wrote: Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage. Oof... she should've cast "Unwilling Shield" on the rogue earlier :)
I was so relieved when the Kineticist failed that save... I will just say my winter witch was heavily focused on dispel and being Elvana’s antiparticle for the combat. My winter oracle did that with Source Severance against arcane spells, but I can see how your witch wouldn’t be able to do that. It worked in this case. Locking her stuff down a bit let the others clean up the riffraff then take on her.
Warped Savant wrote: Arssanguinus wrote: Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage. Oof... she should've cast "Unwilling Shield" on the rogue earlier :)
I was so relieved when the Kineticist failed that save... I will just say my winter witch was heavily focused on dispel and being Elvana’s antiparticle for the combat.
Just finished the Elvanna battle. She went down when hit by three straight hits by a fighter and rogue totaling 300 points of damage.
Gortle wrote: Arssanguinus wrote: What I’d love is if there were an “archetype/dedication’” guide of some sort. I include them in my guides, but there are just so many now. I haven't been able to keep up with the last year. Use your sorcerer guide as a staple now.
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What I’d love is if there were an “archetype/dedication’” guide of some sort.
Warped Savant wrote: Arssanguinus wrote: In the middle of the Elvanna fight in ROW. i hope you had/have as much fun in that fight as my group did! Well, so far my Winter Witch is basically trying to hold serve on Elvanna, to negate her stuff to free up our other guys. Managed to dispel some of her more annoying buffs first round.
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In the middle of the Elvanna fight in ROW.
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That’s utterly ridiculous
Deriven Firelion wrote: There are tons of classless games. Why would PF2 want to move into the classless game niche which already has a ton of games competing for players? Just tossing ideas at the wall eh.
PF2's popularity stems from the D&D tree. You don't move an established class and level-based game to a classless game when you have player base that is expecting a game with classes and levels they are familiar with.
It would be like the ‘new coke’ bit, leaving behind your core audience to chase a competitor’s audience.

Ryangwy wrote: Claxon wrote: RPG-Geek wrote: Unironically, D&D 5e does feats right. You get a precious few and they're build defining, but you never feel forced to take one just to get to a baseline level of effectiveness. PF2 made too many things into feats, and it most results in false choices. I disagree on this.
I feel like Skill feats and Class feats are generally in a good spot with PF2, I like where they are. Although some skills are a bit lacking, generally skills and their feats are good (I'm specifically thinking they probably should have combined Survival skill into something else).
And let's be honest, most of the popular classes in PF1e and 5e alike had what were effectively class feats, despite not officially calling it that. What else do you call a menu of options you pick as you level up, that's unique to your class?
(And yes, Survival should be Nature - Religion and Occultism shows there's no issue with the Knowledge skills having other utility accessible through skill feats, and Nature and Survival skill feats keep eating each other's space) Then sense motive needs to be split out from perception and either become its own thing or be rolled into the social skills.

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RPG-Geek wrote: Ryangwy wrote: In a level-based game, by level 5 you do have enough HP and AC from levels (so long as you pick the right class) that a cloth wearing monk can expect to walk through five pikes wielded by level 1 soldiers, slap those pike users silly and walk out, with a pause to use their Wholeness of Body. Both classes and levels are crutches. They're what I like least about popular TTRPGs.
Quote: PF2e is still way better than most other systems Names literally two other systems, says most systems...
I have 1.15 TB of TTRPG books, which say you've hardly looked at anything out there. If WoD is as freaky as you get, why are you even speaking?
Quote: (And if your argument is levels shouldn't be doing that much, please, leave this forum, it's not good for you) Levels shouldn't provide as much vertical growth as they do. 5e's idea that we should have bounded stats is one of the few things the system does well. You claim to actually like the system yet say ‘one of the few things the system actually does w ell”. Really?
I just think the crunch went too far. There were some superfluous skills. Just not quite so many. Some things should not have been combined.

exequiel759 wrote: Skill consolidation was probably the thing that I was immediately interested when I saw PF2e for the first time. In PF1e even skilled and smart classes often felt dumber than me since you had to spend most of your skill ranks in the meta skills if you didn't want to be a pebble in your party's way (or buy wands with all the low level spells that easily replaced them, what a fantastic and well-design system, right?). It also kinda makes sense for someone that can see really far in detail to be good at spotting when someone does a smirk or similar when they are lying. The thing is that most people think Sense Motive is a lie detector when it isn't, since noticing a weird hand gesture or something can mean that the person is probably nervous or hiding information.
Meanwhile, someone with Spellcraft in PF1e was capable of identyfing any spell in existance or craft any magic item in existance (as long as you had the prerequisite feat) and I haven't seen a single person arguing about it. The same with each specific Knowledge category allowing a character to, in theory, know stuff in the realms of the gods even if they didn't even leave their hometowm. Like everything in 3.X and PF1e, the bias towards magic was so big that all magic-related stuff was way more broad and general in its use than mundane martial stuff, which was usually limited, lackluster, and could be easily replaced with magic.
Even within PF2e I'd argue Survival could be merged into Nature since its widely accepted that Survival is easily one of the most situational skills in the system, and Crafting and Performance could probably become Lore skills and turn their bespoke actions (Repair, Craft, and Perform) into generic actions that you can make with any skill that fits the circumstance like Recall Knowledge. Acting could quire Diplomacy or Deception, dancing could require Acrobatics or Athletics, instruments could require Thievery, or crafting magic items would require any of the magic skills. This plus the appropiate lores which would work...
Non granular skills are less useful and less mmersive and more ‘video games’. And that CAN make sense, but it shouldn’t be the only option.
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RPG-Geek wrote: Arssanguinus wrote: I’d list the skill consolidation as one of the solid negatives. Fair. I think if you want to double the list again to have more detail, you'd also want to hand out many more trained skills and skill increases. I'm not against it, but if you want characters that do a few things well, the consolidation works. Not double it but some things are weird. Sense motive and basic perception ring the same thing, for one example. If you’re a ranger out in the woods who barely interacts with people and is good and spotting things a long way off, you are ALSO an expert and picking up on people’s motives. There are other cases where to be good at one thing you have to also be good at a totally conceptually unrelated thing.
RPG-Geek wrote: Squiggit wrote: RPG-Geek wrote:
Why do you get to pick and choose what traits we keep and which are discarded as "made-up fantasy rubbish" when you can't even handle guns in your fantasy?
Everyone gets to pick and choose. The entire underpinings of a fantasy setting, and ttrpgs in general, is inherently a series of arbitrary decisions made to achieve some personal goal.
You were so close... You missed the point. DF was trying to port every strength of fantasy monsters into the real world, while ignoring their weaknesses and how they are written into APs and the setting in general. In other words “if they existed in the real world without any of the weaknesses they explicitly have in the game world they’d totally dominate!”
RPG-Geek wrote: Arssanguinus wrote: Ok. Name positives then. Because you sure can’t tell: The three-action system has a lot of potential, as does 4-DoS.
Once you get over your D&D and PF1 ideas of how it should work, combat flows smoothly and is easy to pick up.
The way stats are generated in character creation is a perfect blend of point buy and array while giving you at least the illusion of choice.
Further skill consolidation is good, and using skills for initiative is inspired.
The balance is nice, even if I'd like it a few notches looser.
Creating monsters is quick, easy, and just works without any fuss.
The APs are quality.
I can go on, but there's no point. Being positive here gets a thread with 3 posts and then crickets. If you're spicy, you generate ideas that might actually translate to your own table. I’d list the skill consolidation as one of the solid negatives.
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RPG-Geek wrote: Arssanguinus wrote: RPG-Geek wrote: Arssanguinus wrote: If you’re so convinced everything else is just better why are you even here? Where else should I be? Is this forum supposed to be a lifeless echo chamber where only minor disagreements, if even that, are tolerated? Seems really odd to hang around arguing on the forums of a game you don’t even like. Seems like poor usage of time. If I didn't like PF2, I wouldn't talk about it. I'm just critical of things I like. Ok. Name positives then. Because you sure can’t tell:
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RPG-Geek wrote: Arssanguinus wrote: If you’re so convinced everything else is just better why are you even here? Where else should I be? Is this forum supposed to be a lifeless echo chamber where only minor disagreements, if even that, are tolerated? Seems really odd to hang around arguing on the forums of a game you don’t even like. Seems like poor usage of time.

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RPG-Geek wrote: Ryangwy wrote: Theme parks are good, actually.
No, seriously. Don't look down on theme parks, they compress the complex history of places into a fun and interactive display. Games should be theme parks, because not even trained historians can agree on the economic impact of the production of plate mail, and most gamers don't even go that far.
I'll take a museum over a theme park any day of the week if I want a simplified take on a complex issue. Even then, you need to be wary of the biases that can be amplified when we condense things down.
Quote: Is that theme-parky? Sure! But as Walt Disney himself said, theme parks are there to evoke history in a way that's even more immersive than the real thing. Walt also said stuff about the Jewish people, and his parks highlighted a very whitewashed view of history that native groups have always had issues with. Theme parks are insidious in the way they enshrine narratives rather than highlighting truth. ‘But hitler’ is a poor argument which you shouldn’t be making.

RPG-Geek wrote: Ryangwy wrote: Theme parks are good, actually.
No, seriously. Don't look down on theme parks, they compress the complex history of places into a fun and interactive display. Games should be theme parks, because not even trained historians can agree on the economic impact of the production of plate mail, and most gamers don't even go that far.
I'll take a museum over a theme park any day of the week if I want a simplified take on a complex issue. Even then, you need to be wary of the biases that can be amplified when we condense things down.
Quote: Is that theme-parky? Sure! But as Walt Disney himself said, theme parks are there to evoke history in a way that's even more immersive than the real thing. Walt also said stuff about the Jewish people, and his parks highlighted a very whitewashed view of history that native groups have always had issues with. Theme parks are insidious in the way they enshrine narratives rather than highlighting truth. The gun heavy setting is no less of a ‘theme park’
Ravingdork wrote: Arssanguinus wrote: Agonarchy wrote: Guns are a genre issue, not a realism issue. Also very true. It can't be both? It seems that most of those who don’t want guns in their fantasy don’t want it for flavor rather than rules. At least from what I see.
Agonarchy wrote: Guns are a genre issue, not a realism issue. Also very true.

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Deriven Firelion wrote: RPG-Geek wrote: They also have no desire to be above ground, and breed slowly compared to us. The lack of reach and slow speed is also something they'd struggle to overcome. Made up fantasy rubbish. A real race with their characteristic would waste us.
Quote: One loss for them is like 100 for us because they just don't reproduce quickly enough. Skill doesn't save you from a stray arrow or getting hit from behind by the human tribe that has 10 or 20 times your numbers. See above.
Real living creatures competing for resources with advantageous traits would waste us. You're applying real evolution and biology here, right? Not made up fantasy limitations that aren't real. You want realism, right?
Realism is elves that 800 years would utterly annihilate humanity. They would have no reason to breed slow. They are competing for resources and power like humans did and will waste us.
Quote: They should also annihilate Golarion, as heroes are meant to be rare, and only the largest cities have anybody who can fight at or above 7th level. They all have to hold the idiot ball to make the setting function so we can assume they'd have the same lack of initiative if they were real. So it's realism when you want realism and made up stuff when you want that?
Quote: That's when you either shift your grip or drop your primary arm and go for a grapple with your dagger. Or you figure out that the real versions of these weapons were built with a specific purpose in mind. Absent that purpose, they would be inferior like using a polearm in one on one combat or trying to use a bow in a melee.
We don't want that version of the weapon. We want the imaginary, fantasy versions where bows can be fired effectively like in seconds and swords or halberds can be standardly carried weapons with minimal differences in capability.
We don't want the real versions of what were basically military weapons built often to counter some military advancement from an opponent or to... Once you start changing the characteristics of the race as presented you are no longer even having the same discussion. Part of the definition of elves is a low Birth rate. If you start snipping off bits and replacing them then it’s no longer even the same discussion. In the REAL WORLD long lived races tend to have lower birth rates.
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NorrKnekten wrote: Its also rather relevant to state that the Fighter might just not be as interesting as other classes who gets benefits from their subclass. Those that can invest more into feats that unlock more versatility other than just expand options with the weapon types that they are planning on using.
But considering how effective they are at advanced and multi weapon usage I have a hard time placing them as the 'worst', but its certainly a case where Champion, Barbarian and Monk gets to pick more than just combat weapon techniques.
After all I picked druid simply because I feel like druids have to few options available at each level due to how many feats are order locked.
And why can’t someone just wanting a simple class that is effective at what it does without complicated bells and whistles be a valid option?
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RPG-Geek wrote: Ruzza wrote: Are you arguing to me or to Paizo? I imagine that they have more experience in the realm of publishing than I do. You can grab your soapbox, but I fear you won't find too many on your side to adopt more WotC policies. Both. You said page count is an issue, and I disagree as a PDF costs no more to publish at 110 pages than it would at 90. However, the reason we don't get PDF first publishing is a Paizo issue.
WotC has it's issues, like not letting their team produce the volume of work said team would like to make and handcuffing them on fixing core issues with the game, but they're a market leader for a reason. Brand name and momentum. That’s the reason,
RPG-Geek wrote: Ruzza wrote: Using the rules, I would imagine.
There is an immense amount of lore and "fluff" for both monster families within the "fluff" books. There was a decoupling of the fluffier books and mechanical books back at launch.
Turns out that you ended up in the minority. There was a big thread about it years back. Why should I have to buy two books to learn basic information about a monster? I'd rather pay more for a single book with a higher page count that gives me everything than a cut-back version with a required companion text. Decoupling the fluff makes refluffung easier.
RPG-Geek wrote: Arssanguinus wrote: So if they were weaker, they weren’t the same. *bangs head into desk violently* They were often weaker than their fellow party members because monsters of a given CR back in 3.5 were rarely as good as a well-built PC. They'd be on par with, if not slightly stronger than, an average member of the monstrous species they were playing as.
I'm not sure why you're arguing with me when you're clearly not familiar with the material I'm referencing. How is it not artificial to start as a ‘baby monster’ and level up to a normal one?

RPG-Geek wrote: Finoan wrote: More importantly: Is this the optional 3.x rules that let you have a monster ancestry with some sort of level adjustment to it? So you could be a level 5 Elf Wizard, or you could be a level 3 Drow Wizard because the Drow race had a 2 level adjustment accounted to it. You could also buy down that level adjustment later, and there was an entire rulebook dedicated to playing monsters broken down into classes. This often left the monstrous PC weaker than they should be, but it gave a start for players and GMs alike to work with.
Quote: No, PF2 doesn't have anything like that.
PF1 didn't really have anything like that. Making monster races was done with homebrew of varying levels of officiality. You can homebrew monster ancestries in PF2 too if you really feel like it. Battlezoo has some already that you can check out. I didn't like that PF1 had ditched this idea either, and I'd rather homebrew my own systems than use third-party material. I know Battlezoo is held in great esteem, but I'd rather modify things for myself if we're deviating from core rules. So if they were weaker, they weren’t the same.
RPG-Geek wrote: Arssanguinus wrote: Why is it important to be ‘exactly that down to the last number”? If I'm playing a creature, once I hit the exact level where my soloing that monster should be a 50/50 toss-up down to dice and tactics, why shouldn't I have the exact same stats as them? If I'm looking to play as a monster, let me be that monster once I'm the right level. But you won’t be. You’ll be modified by whatever leveling you’ve done. Or you’ll have been massively overpowered. Or …
Seriously? This is the argument you’re making?

Finoan wrote: Arssanguinus wrote: RPG-Geek wrote: Arssanguinus wrote: I don’t see why pf2’s structure couldn’t more or less accommodate a ‘monster turned into a class’. Have the ancestry . And a class which has class feats that expand upon that monster’s abilities in addition to the ancestry feats provided by the ancestry. Boom. Monster as class. It wouldn't work. The 3.x version had you become exactly that creature, customised with feats, skills, and spell selection. PF2's design doesn't allow for this sort of exact one-to-one translation because PCs and monsters share such different design philosophies. Why is it important to be ‘exactly that down to the last number”? More importantly: Is this the optional 3.x rules that let you have a monster ancestry with some sort of level adjustment to it? So you could be a level 5 Elf Wizard, or you could be a level 3 Drow Wizard because the Drow race had a 2 level adjustment accounted to it.
No, PF2 doesn't have anything like that.
PF1 didn't really have anything like that. Making monster races was done with homebrew of varying levels of officiality. You can homebrew monster ancestries in PF2 too if you really feel like it. Battlezoo has some already that you can check out. But he wants it to be exactly the same.
RPG-Geek wrote: Arssanguinus wrote: I don’t see why pf2’s structure couldn’t more or less accommodate a ‘monster turned into a class’. Have the ancestry . And a class which has class feats that expand upon that monster’s abilities in addition to the ancestry feats provided by the ancestry. Boom. Monster as class. It wouldn't work. The 3.x version had you become exactly that creature, customised with feats, skills, and spell selection. PF2's design doesn't allow for this sort of exact one-to-one translation because PCs and monsters share such different design philosophies. Why is it important to be ‘exactly that down to the last number”?

RPG-Geek wrote: Ryangwy wrote: There are systems that really demand the ability to dynamically assess threats and where enemy profiles can genuinely hit across so many different vectors that all builds genuinely fluctuate greatly across different encounter types.
Level based d20 systems are not one of them, and PF1e definitely isn't one of them. Go play a Storyteller/Storypath system instead.
Everything in PF1e (players and monsters) do one of three things: assemble a Jenga-like set of things that result in them rolling a bunch of dice to deal a bunch of damage, cast spells or spelllikes that completely shut down enemies (generously, with a save) or useless ribbons that only matter if the GM calls for it. It's 'non-homogenous' in the sense that those that can do the second are a lot more powerful than the first, but that doesn't really have much meaning - it just means, circling back to my CR commentary, that some things are lying about being on the same power level as others. A level in wizard isn't really worth a level in fighter.
I've ran plenty of encounters that were moderate or severe and still gave my players pause, often straight from the AP with no real adjustment. And honestly, wisps aren't it - that kind of absurd defensive tech just makes battles drag, not impress. Interesting reactions (graveknights are engraved into my players psych for the ability to deny healing), some spicy crits (fatal, crit effects) or even just the ability to disrupt space boldly (swallow whole is always a star) are all ways PF2e monsters can feel dangerous even if the final encounter is fair... and make investment in odd, niche feats pay off in a way that make players feel heroic. If you need incap effects to scare your players (and for some reason won't use the perfectly sensible three same level enemy formation to do it), that's not PF2e's fault.
Honestly, having played 3.5e recently, I don't get what the difference is, unless you've perfectly memorised every single statblock. You meet an enemy, your GM ... I don’t see why pf2’s structure couldn’t more or less accommodate a ‘monster turned into a class’. Have the ancestry . And a class which has class feats that expand upon that monster’s abilities in addition to the ancestry feats provided by the ancestry. Boom. Monster as class.

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Tridus wrote: Dragonchess Player wrote: RPG-Geek wrote: Quote: So it feels to me like we are mostly in agreement on that. PF2 could potentially be played in a way where noncombat focused characters would be fun to play even though they are not very useful in combat. But that isn't how this game is normally I think PF2 isn't well designed for a campaign focused on things other than combat. It doesn't have great rules for long stretches of play where combat doesn't happen, and spends so much page count on things only useful in combat that it doesn't sell itself to RP-focused groups the way other systems might. Well maybe people could use the mechanics laid out for exploration mode (Player Core, GM Core) and downtime mode (Player Core, GM Core) if they don't want to rely on pure rolelay...
Or maybe even use encounter mode for things other than combat (such as "a race to disarm a doomsday device before it detonates, or even an impassioned negotiation with the queen"). GM Core even provides specific structure for social encounters...
Are the social encounter rules as detailed as the combat rules? No. But they don't need to be, as you don't have to account for all of the different spells and weapons, positioning, maneuvers, conditions, etc. They would need to be more fleshed out than they are if the game wanted to be primarily a social or otherwise "combat is a last resort game." PF2 isn't that and doesn't pretend to be: it's a combat focused game that gives you generally workable rules for other modes of play.
That's not a bad thing, and it's not a flaw in the system. That's just it's... Actually, if I want to run one of those games I DON’T want a system that has strict rules for ‘social combat’. I want “generally workable’ but simple rules instead, every time. Social parts of the game constrained by a high level of rules would sap the fun right out of it.
Captain Morgan wrote: Are you the player or GM in this scenario? Because if it's the former I wouldn't bother since your GM would likely be hard to convince anyway. Actually I suspect he isn’t. He tends to like cool ideas. Been playing with him for, gosh' twenty plus years. If I pitch something interesting which isn’t cheesy and out in left field ..
I don’t necessarily WANT to be able to use it consistently I just want to figure out what some of the opportunities might be so I can use them if they pop up.

Tridus wrote: Arssanguinus wrote: It does say you can use recall knowledge with other skills that knowledges and lores, and I will be playing a charisma caster so off the bat I was trying to think of examples of what situations you might be able to use, say, diplomacy, intimidation, deception or performance for a recall knowledge? Can anyone think of any? Performance: Recalling about famous operas/plays/instruments/etc. Recalling about performance concepts (like music theory).
Deception: Recalling if you already told someone a given lie so you don't use it again. ;)
The other ones are more difficult because the most obvious things to recall knowledge about with them are largely covered by something else (like Society for Humanoid ancestries, which would include diplomatic customs and protocol). Players can often sell me on something like this with a good explanation but if the skill isn't well suited to it, I'd use a higher DC if I allowed it at all.
Quote: It uses using acrobatics to judge the skill of an acrobat… This isn't a Recall Knowledge action, since judging something isn't recalling a bit of knowledge. It's using the skill in another way and so it might feel similar, but Recall Knowledge is a specific action.
Quote: could you roll intimidation to see if someone had been intimidated? Judging someone's reaction to something is generally Perception. I wouldn't allow Intimidate for that... though I also generally play it that if you succeed and they're not actively trying to hide their reaction, it's obvious (no check required). If they do try to conceal it, that would be Deception on their part.
Quote: Would you still use charisma for such a use or would it still be the intelligence bonus? You'd still use Charisma since you're using the given skill, just like you use Wisdom to recall knowledge with Medicine/Nature/Religion. Religion.
“ Using an applicable Lore to Recall Knowledge about a topic, such as Engineering Lore instead of Crafting to find structural weaknesses in a bridge, typically comes with a lower DC. Your special interests can pay off! In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. The GM might allow checks to Recall Knowledge using other skills. For example, you might assess the skill of an acrobat using Acrobatics. If you're using a physical skill (like in this example), the GM will most likely have you use a mental modifier—typically Intelligence—instead of the skill's normal physical attribute modifier.”
I used that example because it was in the text.
It does say you can use recall knowledge with other skills that knowledges and lores, and I will be playing a charisma caster so off the bat I was trying to think of examples of what situations you might be able to use, say, diplomacy, intimidation, deception or performance for a recall knowledge? Can anyone think of any?
I’m just trying to get myself in the right headspace, so I’m collecting examples.
It uses using acrobatics to judge the skill of an acrobat… could you roll intimidation to see if someone had been intimidated?
Would you still use charisma for such a use or would it still be the intelligence bonus?
pauljathome wrote: The other thing to consider is skills and Archetypes. Dex has quite a few useful skills. If nobody else in the party is handling disabling traps then going dex over con and maxing out thievery is an attractive option. And EVERYBODY wants kip up if they can manage to fit it into their build.
Probably not an issue since Oracles tend to go all in on social skills but worth at least giving a bit of thought to.
As to archetypes, there are lots of interesting archetypes that need dex to get into. Again, likely not an issue for a bones oracle but I ALWAYS give at least some thought to the rogue dedication (I love skills :-))
Well. Yes. The thought of ‘going rogue’ and being an oracle skill monkey had occurred as one branch.
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