Well while the state spread is quite impressive and indeed hard to duplicate as a PC. Each individual stat is reachable by PCs in combat. 20 starting con greater rage for 6 and belt for 4.
Yes people usually won't have that high of a con, but it's reachable by a PC wanting to have a high con.
if I have HOLY CASTIGATION and CHANNEL SMITE does that let me channel smite with positive energy and hurt fiends?
I guess along with this is LIFE SAPPING and negative energy.
HOLY CASTIGATION: You combine holy energy with positive energy to damage demons, devils, and their evil ilk. Heal spells you cast can damage fiends as though they were undead.
LIFE SAPPING: You draw the life force out of your enemies to heal your own wounds.
CHANNEL SMITE: Instead of casting harm or heal, you siphon the destructive
No I can't just grab the elf feat for that since I already had the elf feat. I'm wanting to go fast since movement is slow and now a big piece is missing that I can't make up. If there was a Half-elf racial to increase speed and stacking with the elf one THEN you can say I can just buy it back.But as is I can't.
but before you could get the movespeed from picking half elf and still pick up nimble elf feat at lv5 with fleet at lv3 meant base speed of 40 or 30 in armor. Now we're 5ft short of that. Just a little sad to miss out on that speed in heavy.**Ninja'd
Michael Sayre wrote:
Really a combat cleric is casting bless or forbidding ward? The action every round to maintain it seems quite the cost of these buffs going down.But also clerics have it pretty easy with their channel pool as it's another pool of top tier spells.
So how many items can I have stored? Can I have 3 potions? 4? Like for an alchemist this limit I imagine would be important and probably reached for how much stuff they want in easy access. Is there something in the rules about how to decide if something can/is stored or in backpack?
So I'm a little confused now. On page 307 it says the interact action is used to grab a stored object. But on page 175 it says 2 actions to retrieve an item from backpack and if your backpack you need another action to take off your backpack first.
What is the difference here? When do you use 1 action to get stuff vs 2 actions?
So if I'm wanting a wand or a potion or a backup weapon what actions does it take to get these?
Jason Bulmahn wrote:
Personally I love it when you DEVs provide comments like this one. Getting a little insight onto the why and that some of the drawbacks were unexpected really helps us not feel like you guys are crazy.
Like for this, if we think that you thought all feats are the same and then we go crazy yelling about how these feats are clearly weaker is a lot of wasted energy for stuff that isn't true.
I don't believe 1 and 4 are being hit at all.
Also "allowing characters to thrive in their defined role." doesn't seem to be a thing either. Again similar to the first, it's more of being slightly okay at a defined role rather than thriving. When fighters miss on a 11 against a non-boss and need like a 15 to hit the "bosses" it's more like barely useful contribution instead of the master of combat.
PF1 was where you had people that thrived in their defined role, damage dealers did damage consistently and well, supports could support well. A party with no wizard needed to play to their strengths to cope for lack of wizard. A strong fighter often needed a party to help with knowledges and talking and magic item identification. And the more mastery of the system you had the more solid and capable characters you'd have, people that could splash into other things like a diplomacy fighter or knowledge barb and have it feel fun and fitting while still being effective.
PF1 seems to be a much better fit of your stated design goals than the current playtest of PF2 seems to be and where it seems to be going.
So while playing the game we ran into a fight in the water and we were very unsure how it works.
Can I use a weapon and still swim? Does it matter the size of the weapon? Is there any guidance on floating or sinking, like does a person with no armor and only a dagger float or sink? If I'm 10 ft in the water how much do I need to swim up to get to the surface? Normally calm water requires no check to swim, should fighting in calm water make the water not calm? Is casting on the surface difficult or penalized at all? Can you concentrate when under water?
I believe the issue is how much the treadmill gets in your face and causes you to be unable to enjoy the gameplay.
A 14 str reach cleric is very viable and able to hit and deal damage in PF1 for like 10 levels and minimal investment. In PF2 a 14 str cleric feels awful cause they are behind and always will be now and need to full invest to stay at bad and not fall to awful.
Darksol the Painbringer wrote:
We've been told that an offensive touch Harm/Heal gains the attack trait.
So I kinda really dig these newest dying rules of the wounds. My BIGGEST request though is making regaining consciousness when healed a player's choice.
so this chart is saying that a fighter does on average 16.5 damage at lv9 right? wow, let me tell you about this super OP damage build. It's magic missile. Like the full round action version does 10.5 average damage per heightening, and heightening happens at the same level that people are expected to have a magic weapon upgrade. So at lv9 MM is averaging 31.5 damage from your top tier spells and 21 damage from your second best slots.
So I found out some of the rules are wrong when we did it.
The issue with your wording DM_Blake is that that changes what the spell does.
Level is the spell level
The 1 and 2 action recovery version go up 2d8, but the 1 and 2 action attack versions only go up at 1d8 like the burst.
I think this wording is great. It goes up 1d8 for everything. Cool we have our base. Then it adds the exception, IF using it for recovery it's a 2d8 increase
Sure, it's "definitely not" a company failure that we still don't have a clear answer on shields. Sure you flubbed not knowing on the live stream, sure that's not the company's fault. But to have us still not knowing is the company's fault. Like you've went and had a meeting about shields and if they have hardness or not but didn't address how shields are used.
I got REALLY excited by the active play of shields, it seemed so cool and I REALLY wanted to test it out. How does this shield play work and feel? Does the shield paladin feel cooler compared to just using a normal shield? BUT I've stayed away from shields due to not knowing the rules. And it seems I'll be finished with the playtest never getting to try them out at this rate.
Level is the spell level
The trend is healing is dice = level of first getting that spell level. harm is dice per spell level. and AoE is 1 die less than harm.
Curious what people think of this idea.
So an expert rogue trying to athletics to jump is the same along with trying to grapple someone who's an expert at fort, but an athletics to grapple someone that is only trained at fortitude gets like a bonus +2 or +3 to show that they know how to outperform due to their higher specialty.
Well according to the post about the twitch stream "Jason is not sure whether the shield takes one dent and then all other damages are transferred to the user, or if it takes multiple dents."
Right, but that they haven't' when it's been one of the first and longest asked questions is very offsetting. We've had three errata documents, that is at least 3 times they've gotten together to talk about rules stuff that needs clarifications/fixing and decided to not address the shield rules which is either asking how it works or a minute long vote about which to use.
right, I just played that fight, we had 4 people in the room apparently all next to him doing 3 seek actions a round with him in the radius and we couldn't find him. I don't know if the GM was doing it wrong or what but seeking like 12 times and not finding the ghost standing still doesn't imply that seeking worked well.
Wow, so the devs don't even know how shields work? Like it's only been asked on here since the beginning and they are reading these forums to know what's going on. I feel that the devs, being aware of the confusion on shields, if they didn't know how it works would find out how it works. To say you don't know how shields work at this point you've either intentionally not brushed up on a pretty big new mechanic that you're wanting people to use that you know they want to know how it works, OR the devs don't know how it's supposed to work and they wrote words without knowing what they wanted.
Like none of that seems reasonable. I'm glad that we finally got the clear question about shields, but SUPER sad that the answer was, "lol, who knows"
Ah, I understand he is not a specialist in fighting but a specialist in hitting things much like kamikaze. I wonder how is that even a concept for a fighter, gets into one close combat fight after the other and does not know how to defend himself but somehow survives?
It's what a lot of barbs do. A lot of them play the DPR race. I'll kill you before you kill me. Hence the lower armor proficiency and the AC penalty of rage with options to reduce it further tied with the largest hit die and some DR, and some build to embrace it, having 4 raging AC while having blur/displacement and tons of HP draining a full wand or two in some fights.For an example that some are familiar with in Sword Art online the main hero takes on a boss solo with his special TWF technique and wins the fight with like single digit hit points.
I agree that it's not an OPTIMAL plan but the idea that doing so makes you really good at your thing is fun. Like with that kind of guy someone on the team is likely a controller that helps him fight 1v1 and not get swarmed by enemies, and also provides a big draw so that a squishy rogue doesn't get noticed and can get into positions.
Why would the opposing fighter not be a specialist? Is that a thing only PC's can be?
If he was a specialist at hitting by sacrificing his defenses he'll go down really fast as now our baseline hitters will be hitting often, especially if he doesn't have a capable team to cover for him, and it's not taking advantage of the low defenses of our fighter.
So he'll maybe be wanting to be a generalist, good armor and a normal weapon. This makes it so that the fighter is the biggest threat, the others have average chance to hit while I have average against them, but this fighter looks easy to hit and is good at hitting me. I'll go for him and see if the team can stop me from dropping this guy before going to them.
Or perhaps it's the turtle approach and adds a shield, Great AC but iffy on the attacks. Now the fighter has the coinflip and the rest of the party are iffy as well, and the iffy attack is still pretty good against the fighter's sacrificed AC
Or maybe the enemy is a ranged guy, He'd drop the fighter before he reaches him, but if the fighter's party can get him there safely that ranged guy has no hope.
Here are 4 "specializations" that the players and the enemies can do that show there's lots of times things aren't coinflips against an equal opponent. Or at least the actions in the encounter. Sure it's maybe a coinflip for the first of who out damages the other faster, but the actions of "I'm going to hit since I'm accurate" are not coinflips, in the first they are guaranteed, in the second they are likely and only in the third, when going up against your counter are they at coinflips.
Like compare this to sports teams Many people are familiar with American football
Or another comparison in sports is that an athlete is actually quite good at many sports, but they are super good at their main sport. So like a soccer pro wins 80%+ against a football or basketball pros at soccer. The football and basketball player probably win 50% against semi-pro soccer people.
So yeah, I want my stick swinger to be able to hit more enemies because that's his main job. The backup hitters can have a harder time but my training makes it easier. Against an enemy with high AC I'll be at the 50% while the others miss a lot because that's what I do, hit things that are hard to hit, but I'm probably getting hit a lot in return.
I mean this concept was really well done in PF1. Barbs at lv1 can get +2 accuracy and +3 damage over the lv1 fighter. But they had lower AC and were frontloaded, the fighter scaled better and would ultimately get bigger numbers.
Or look at rock paper scissors as another example of this concept.
They've already stated that since the weapon has to be at least expert that it's subsumed by the +1
Just like in PF1 +1 subsumed the masterwork, since masterwork was required having a +1 let you know it was masterwork
Now if they had a legendary sword and added +1 they've said that would be a +1 legendary sword since the legendary isn't the default for a +1
Yes, that's kinda the idea, if I sacrifice my armor gold for weapon gold I want to be able to hit reliably. If I use all my feats for combat and not skills then I want my combat to be more reliable than skills. combo this and I should get to like 90%+ on my attacks.
Yeah, the compromise that Mark has given us is that anything he sees that he wants to discuss with his team he'll leave a "Noted" comment. So seeing which threads he's noted via his recent posts is the "blog" of stuff they are going to look at via forum.
16 actually makes a lot of sense to me. You have to make a conscious investment in the relevant stat (either through your initial stat distribution or at 5th and 10th level) in order to multiclass, adding a character building tradeoff. I like it a lot, even for classes where its more challenging to make the stat investment.
My clerics can't qualify for the cleric multi-class off of initial creating. One started with 12 wisdom and the other, a dwarf, with 14. So saying that a non-cleric needs a lot more wisdom than actual clerics to become a cleric as a side job doesn't seem to make sense.
This is what's happened in my playtest experience so far with playing and GMing part 1 and playing lv5 PFS and part 2. We do 1 or 2 fights and then need to rest cause we are out of spells and HP.
While they aren't "required" the parties without a positive energy cleric struggled in fights far more as one lucky hit brought them to critical and there's not many fast ways back into the fight.And the amount of healing they provide while providing more usefulness is FAR greater than every other class.
haha, I used to believe that, but some of the recent FAQs repeatedly seeming to go contrary to my understanding of the game I'm not so sure that the "reasonable" use is the intended rule.
What does Dread Striker do now? Is it there specifically to allow sneak attack? The penalties don't stack so it seems like a weird interaction.
Why don't the penalties stack?flat footed:
You take a –2 circumstance penalty to AC.
is there something I'm missing about stacking penalties?