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Dalvyn wrote:
My God... It's... Beautiful! I spent like 2 days copying and pasting the room entries! This module just... did all of it! I am literally gobsmacked!
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Terevalis Unctio of House Mysti wrote: IIRC they had copies at Paizo con. Those were most likely some samples from their printer so they can approve of quality, and make any last minute changes that show up in a physical book. I know in other industries they are called "Artist Proofs" EDIT: Repeated myself
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goodkinghadrian wrote:
I have never had an authorization email from Paizo or my bank. I just get a shipping email and that is it
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The warehouse is in Redmond Washington (the state), so Pacific time is when things happen. Who knows the hours the employees work, especially with the pandemic here. King County (where Redmond is located) is in "Phase 2" currently which you can check out what that means HERE
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It would be fascinating to see a mirrored magus archetype: One for casters to gain martial proficiencies/feats, and another for martials to gain casting proficiencies/feats. I realize I am essentially describing multiclass archetypes, but it would be interesting to see how a Bard/Magus(caster) or a Champion/magus(martial) would look like. Probably insanity. I like insanity!
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I am actually running Plaguestone for 2 people right now! (i had 2 drop out and i had been trying to get the game off the ground for 8 months...) The biggest thing we did was to give the players a "robo cleric". he is a stern emotionless cleric of pharasma. Luckily, my players are super experienced so they have full control of the cleric for heals and combat. The cleric never takes the limelight, and is a big enough tank to keep the party alive. When it comes to combat, I make sure encounters roughly match the number of players, and if I see the fight turning pear shaped, I adjust how much hp the monster has and make the fight almost be deadly, but not quite. I usually take the boss of an encounter and apply a weak template on it. luckily, most encounters in the first 2 chapters (of 3) are with 4 or fewer enemies. The final thing I have done is to play fast and loose with magic items. this is a standalone adventure for us, so I wanted the players to have fun toys. There is an alchemical crossbow that uses bombs on arrows that is super cool, but you get as loot in the final boss. I have an alchemist, and wanted to give the player the super cool item for the game!
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I made the ultimate grappler. It is a half orc barbarian with a monk dedication. The reason is simple: Giant/Titan stature to grapple gargantuan creatures Both Barbarian and Monk allow you to separate damage grappled creatures with your STR mod there is a level 6 monk feat that lets you throw a grappled creature with bonus if you are larger (up to +10 for 2 size larger) Half orc can get an advanced weapon as a feat, so you can dual wield large sized Nunchucks (a weapon that lets you add item bonus to grapple checks) I did the math (the monster math), and at level 20, you can grapple Treerazor with a 14 on the die. I dont have the sheet in front of me to describe what I took when. I know that level 2 and 4 are quiet in terms of Barbarian feats that deal with grapple, so that was when I dipped the first time, and I believe I took the monk throw around 14, because being larger is more important than throwing (even though I based the build on this very interaction)
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Kelseus wrote:
A lot of the players at the table kept not noticing the dark red color of uncommon and I swear picked every uncommon spell and item for their builds. We had to pretty much have each other read our character sheets to make sure we didnt have something we shouldnt
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I read this thread as "will you be using rarity?" Lol. In any case, I will be using uncommon and rare treasure as a nice way to reward players with things that go above the power curve. Items like secret treasure rooms that are deadly encounters. I want the players to find a vorpal sword and say "holy crap!". I want the methods to make the item be lost to all but the most legendary smiths. (A cool quest reward for a player would be a recipe for an uncommon item when they hit legendary crafting)
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Worst case: you try it, and if it isn't your jam, you didnt really invest much into it. I'm moving from 5e to pf2 for similar reasons. 5e is a great storytelling tool, but there is only RP reasons to spend gold. (Which is fine, but I want magic items!) Everything being feats threw me for the first two character creations, but it dawned on me how much sense it made. Entire archetypes can just be feats you can opt into, and if something is missing from a class, add a feat!
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Captain Morgan wrote:
It is, in the end balance I suppose. And that will come down to the designers who I'm sure are way ahead of this
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Malckuss76 wrote:
I really liked landscape too. It made it tougher to use with a clipboard with important numbers like hp, ac, saves etc under the clip, but it made the other lines feel like there was more space
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Captain Morgan wrote:
Perhaps I still havent grappled with the unease I have, or havent expressed it well yet. I'm worried that a 1 feat dip into these legendary effects will devalue skill feats as a whole, or will make it too easy to perform way too many legendary skill effects. Maybe I'm just worried because at launch there isn't a lot of diversity in feats. I should also say that I think its wonderful that feats keep giving you bang for your buck, but there are two sides to the coin Edit:
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Captain Morgan wrote:
I'm personally a bit worried with consolidating the feats into each other. I'm having trouble coming up with words that would describe why that is. I've rewritten this like 5 times, so here is my best shot at explaining my unease:
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Wow, I must have gotten a different impression from the playtest skill feats. I really enjoyed a space where I wasnt concerned about picking up a situational social feat over a combat improvement feat. Sure some skill feats didnt come up, or were more fluffy than anything (I'm looking at you, the only religion feat). Any buff to the skill feats, is icing on the cake in my book. In fact, I just built a 1e character, and I lamented that there was no skill feat progression. I missed that play space to give my charming old man feats that reflect how neighborly he is.
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I've been playing older and older characters. It's been allowing me to RP about "the good old days", have a family, and just be friendly without the character feeling the need to prove themselves. Pappy is became a legend because of this. He is just the happiest long haul trucker you will ever meet, and always has a story about the shenanigans him and his buddies got up to.
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I am personally super excited. I really got into TTRPGs at 5e and dabbled in pf1 and starfinder. I am probably going to wholesale switch my GMing to pf2. If I could run with just playtest rules, I would. Sure the rules arent perfect, but dang are they good. A few friends who I played starfinder with were really uninterested in 2e. Not that they hated the playtest, but it just wasnt what they know. They have spent almost a decade playing with pf1 and it's like a comfortable couch after a long day. They think the rule changes are nifty, and would be open to a oneshot or a small adventure, but it just isn't for them. I feel like these people make up a lot of who are sticking with pf1. That, or it's too early and the options they are looking for havent been written
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It would be nifty to have some laminated blank monster sheets that I could fill out with the information so I could reuse the card, and only really include the stuff I need, or any stat changes I make. At the end of the session, I can write a new monster for the next encounter as well!
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Squiggit wrote:
The rules may change after the playtest, but the only ones who gain any higher proficiency in other armors are the paladin and fighter in the same feats as heavy proficiency increases. The exception is the Monk who gets it in unarmored, so it isnt quite punishing you for not going into heavy. I feel like paizo is going for more of a "If you want to do x, play y class", sort of like they did for Starfinder. If you want to deal damage, play a soldier. Squiggit wrote: Also level 17 is pretty high up there. level 17 is the level for the PCs in the last playtest adventure.
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Captain Morgan wrote:
Correct. I am drawing on my experience as a 17th lvl paladin specifically built for AC and tanking. I am having a blast with it, so perhaps that is coloring my opinion.
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necromental wrote:
I'm glad there is more than one way to high AC! Dodge tanks being viable fosters a lot more build diversity! I dont see light and heavy armor being in competition.
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Themetricsystem wrote:
I've had similar feelings about npc companions. When I controlled them, combat slowed and I always felt like it was my turn and the players had to wait that much longer. Player summoning has always made someone's turn quadruple in length as they suddenly had to think about a second body and stat block. I personally see summoning/companions supplemental to a character, not its focus. Perhaps that is because I've never seen it done well.
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Wow, I must be in the minority of people who pretty much loved everything about the playtest. I really liked resonance since it made magic item cooldowns super low or non existent. I dont think my group has even come close to our resonance cap. I even tried the animal companion on one of the adventures and really liked it! The companion wasnt there to tank for the party, but act as utility. I especially liked the 2 actions for 1 deal, since my druid could cast, and the companion can move and attack. That made it especially good as a mount! Heavy armor felt super good to use! I am on the last session with a defence oriented paladin, and there are rounds I mitigate 100 points of damage. My favorite feature is that martial get dice added to their damage instead of flat numbers. Now they scale better with casters for throwing dice at the table. And it gives money meaning. That is the thing I dislike about 5e, but I digress. When it comes to balance, I found it to be fairly tight. Monsters are scary, heroes can snatch victory from the jaws of defeat, and spell casters save the day with their spells. TL;DR dis edition gonna be great!
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Doktor Weasel wrote:
I vote we measure our book collections in Kilopages from now on!
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I have a character I have been workshopping in oneshots named Pappy. He is a long haul trucker (an underrepresented profession) who is just the nicest guy you will ever meet. Talks like Larry the cable guy and always has a story about shenanigans him and his buddies get up to. These stories are how he inspires. Another one I've wanted to do is a two weapon fighting class. I've always seen people talk about it, but have never seen it done in person. I'm thinking ranger since the playtest ranger had a lot of feats for 2wf. Though I will have to see how the fighter shakes out as well. I am in the middle of my "friendly characters with family" period and want to explore that more. |