Im aware of that shortcoming but its thematic, now Itd be better design to reduce the flying speed while out of rage instead of taking it away
So I ran Doomsday Dawn first adventure among my PC's there was a Monk, and he was really underwhelmed by the monks ACs, during the game he was the first to go down and was afraid to actually get in the thick of it due to his low AC.
Martials need better Feat Options specially at levels 10 and above. As it stands there is little incentive not to multiclass into a caster class. Martials get their toys either late, broken or with some assembly required, all of which make it easy to be left behind in a table with Players that are either playing casters or multiclassing into one.
Some feats for martials have questionable restrictions like the duration of the fear effect on Intimidating Strike for the Fighter which only functions seems to be setting up Shatter Defenses instead of being a solid option on its own merits.
Some feats are acquired way too late like the Rangers Powerful Snare that feels like something that should be available way before level 10. In addition there is also the problem of some martials having late or worse options than the casters like Rangers getting Full-Grown Companion and Specialized companion two levels later than the Druid for no aparent reason.
My last issue is that there are some feats that seem incomplete just to make the player invest in two different feats to get the desired result, an example of this is Felling Strike and Sudden Leap, this one example is particularly problematic since those are both level 8 feats which is a major investment on a character at that level and the effects of both feats combined can easily be recreated by a level 5 Wizard casting Earthbind, this means that a Fighter needs to spend a level 8 and a level 10 feat (and spend one more action) to do what a wizard could do at level 5, which is not fun.
Not everything is bad though, things like the Fighter's Mirror Shield and the Barbarian's Dragon Totem Wings seems really fun and serve as evidence of the improvements that martials have undergone since first edition and I hope this means we'll see even more improvement when the second edition is released.
Cavaliers can fill an interesting niche in the game. It could be a martial combatant that can use actions to give specific actions to allies duting his turn. He could also give bonuses to allies by inspiring them (like the baner ability in pf1), or have features that give bonuses for working together, and do all this while still being able to pick a feat that feels like the challenge even if it doest not work the same. If you separate the cavalier from the mounted fighter gimmick it becomes a way more interesting character.
You don't need them to be good for them to be a playable option, not every character has to be heroic.
Captain Morgan wrote:
For this to be true all other ancestries need ancestry feats as good as class feats and general feats.
Colette Brunel wrote:
Though I agree that Natural Ambition seems like the most powerful ancestry feat out there we have seen some pregens that benefit from other options, like the alchemist getting access to martial weapons with the goblin trait thanks to a goblin feat, a martially inclined alchemist might benefit greatly from such an option, now if general training has something akin to Martial training then I see very few cases where humans arent the default top dog
The half elf or half orc can still take it at level 5
Im not sure 2 ancestry feats is the answer since some options would be too powerful (humans with both general training and natural ambition seems strong), but what about geting 1 ancestry feat and 1 heritage feat at level 1. That way hybrid races can have their cake and eat them while ancestries like dwarves do t have to choose between being resistant to poison and having a clan dagger.
It'd also be cool to add some powers like more hp for undead minions and more temp hp gained from sucking the life out of enemies.
I actually hope this finds its way into the CRB, but here goes.
Do shields take the full damage of the strike or do they take only part of it, for example a strke deals 11 damage and valeros uses his reaction to block it does he take 1 damage or does the shield takes all of it?
2 class feats and natural ambition again. I suppose it might do that?
It seems that way, and I'm a little disappointed about it. I mean in PF1 humans were more prevalent than any other race because their build would come online earlier and it seems that thos will be the case again.I was excited about General Training because it was a good way to keep humans on brand without having the same problem we had in PF1 but with the inclusion of Natural Ambition humans are an even better option since they can pick either feat depending on their needs.
I think is a class thing just like the barbarian in the character generation video got to choose a totem and sudden charge the fighter got to choose reactive shield and sudden charge
The Raven Black wrote:
Crossbows would be the exemption, maybe make an aditional version of bows that does not add str to damage
I'd rather have all bows add str to damage from the get go, I doubt it will break level 1, I asume that the sling is a simple weapon and as such should be weaker than a bow which is why it has the reload property, Im just disapointed because I wanted to try an urban rogue that favored a sling not because I dont understand the design choice. That said I still think that most range weapons should add str to damage from the get go, slings included
Yeah didnt notice at first, my guess is that they dont want it competing with composite bows, on that note why not make all bows composite from the beginning?
Sammy T wrote:
It could be roleplayed in many ways, in your warg example it could be something like the ranger noticing that the target of his hunt is trying to avoid putting weight on its front left paw and exploiting that knowledge to get an advantage and the warg after noticing that it is being taken advantage off simply adjusting acordingly
The martial artist is a popular character archetype that is not necessarily covered by the fighter. Weapons associated with martial arts like the Nunchuck and Bo Staff are as much a part of that character archetype as is the asumption of superior unarmed combat prowess and so I am somewhat bothered by the exclusion of the monastic weapons as part of the baseline monk. On the other hand the mystical part of the Monk like Ki belongs to a subcategory of the Martial Artist archetype and so I'm glad that it is not part of the baseline monk.
Agreed, but I also don't know why you'd need the "2 feats from the pirate archetype" even. Feats are already level limited, and sure, they want to design against dipping, but if dedications are already a thing, then you're already cutting back on the attractiveness of dipping. If archetypes are designed well enough, then they should only need to be as attractive as class feats, maybe a little less, by default, but a little more for certain situations or concepts, which means I don't see the reason for mandating full commitment to the archetype. There's power in a broader selection, but there's also already a cost to get that selection in the first place.
That was just an example but I think that the more powerful feats should need a prerequisite to avoid someone at level 12-13 to just dip and get a feat that would be considered a capstone of the archetype.
I actually like the way the new archetypes are being implemented, but I do not like how the prerequisites are being use for the class feats. I'd much rather have the prerequisites for an archetype feat be to have x amounts of feats in the archetype than a specific feat. For example for Roll with the Ship I'd rather have: For this feat you need to have at least 2 Feats from the pirate archetype. And for a feat like Boarding Action you can add a caveat that if you have Rope Runner you can use this feat While swinging on a rope.
By doing it this way you can add player customability while still limiting acces to the more powerfull feats and so preventing people from just taking the archetype at high levels to get the more powerful feats
The info about Barbarian's fatigue was really interesting, they don't become useless in between rages, which is good, but they potentially open themselves to attacks. This open up some strategy for barbarian players on whether or not taking all of their actions while fatigued, each -1 to AC increases the enemy's chance to crit by 5% up to a total of 20% counting the -1 they start with that round making it the smart move to maybe take only one or two actions while fatigued