Artofregicide wrote:
That was always my favourite part of PF1. Combat is always boring regardless of system, but fast and simple trumps slow and complicated.
smaggi wrote: So far, I hate 2E, it's the worst of D&D's 4E with 5E gimping. Sure, there was a lot of rules bloat in 1E but you don't have to use everything, if you keep it simple and gradually integrate. However, 2E and D&D 5E will get right back to rules creep because of eonomics, selling one-shot modules and adventure paths don't pay the bills, sourcebooks in which everyone in the group "must own" does. 5e seems to be doing OK so far with a limited release schedule. Paizo likely could too though I think it's unlikely that they'll actually do so. I do think Paizo would like to put some brakes on the supplement treadmill as well - that business model's pretty much dead as it is and beyond a certain point you're just competing against your own product which means greater overhead/production costs for the same income. Personally, I don't really care for either game - too modular for my tastes, but there's no point dwelling on that. Just play something you do like instead.
Most Move actions, Standard action, etc are treated identically under the rules though which is most definitely not true of PF2 where they're still subdivided up into lots of categories that reflect how they function. In practice it's no better than PF1 and arguably worse since at least in PF1 almost everything was followed the rules for either standard, move, or full-round.
zean wrote:
Unknown and probably unknowable. PF2's mechanics doesn't really seem to have any more in common with D&D 4e than they do with 5e so I don't think there's any direct connection there. Ultimately though, to what extent, if any, PF2 borrows from 4e is purely an academic matter and the system needs to be evaluated on its own merits. The only thing it really seems to be actively emulating from 4e is that game's emphasis on tactical movement and combat which, for me, is reason enough to avoid it, but ultimately it will depend on what aspects of 4e you liked or loathed.
Gisher wrote:
I still have my copies, but thanks anyway...
You realize all of this is pointless without some objective measure of whether a given character is 'playable' or not. Having myself participated in many session with characters that the denizens of this board would decry as non-viable, I really do think some people have very odd standards on this...
My limited understanding is that both methods are used in qigong. Colloquially, they're referred to as Buddhist and Taoist breathing and have very different purposes in the meditations, but I can't expound further than that as my personal experiences were both very limited and happened over a decade ago...
With the benefit of retrospect, a lot of my complaints with the art have come down to pose and positioning and probably results in the pictures having to be dynamic and exciting, but without anything to give them context. I may not know why Kyra's standing with her legs spread so wide or why Amiri's making that duck-face, but while they do look a bit weird at times, it's ultimately preferable to the characters looking as though they were posing for DMV photos (Harsk does come close, but it kinda works for a dwarf)
Chakat Firepaw wrote:
The old kobolds had an awkward gangly appearance that I found endearing while the new ones look more muscular and imposing to me...
Longshot11 wrote: With all due respect... I actually prefer if Paizo'd gone full-hog and just REPLACE the Iconics for 2E I agree that a new edition should, ideally, feature new iconics. It would represent a firm break with the past and would allow Paizo greater latitude in terms of what classes and ancestries they include in the books as well as how they're presented in both the rules and lore. That ship has sailed, however at least so far as the core book is concerned.
PossibleCabbage wrote: If traits were meaningful in PF1, then by extension heritage and background are meaningful in PF2. They weren't. Malk_Content wrote: Racial Traits, Background Traits and Archetypes shouldn't be considered to be meaningful precisely because all they are is mechanical bloat. Agreed.
Desna's Avatar wrote:
Perhaps, but the term is inaccurate in the context of the game. Even more so when where things like half-elves, tieflings, and the like get involved. Nothing resembling these creatures exist in the real world which is why no specific real world terms apply to them. Hence we're left with three options: 1. Misuse a real world term like 'species' or 'race'.2. Make something up out of whole cloth 'metasapients' 3. Confer a specialized meaning to a vague RL term like 'ancestry' Personally, I favour option 3.
Hopefully, with the cumbersome new approach to Ancestries in PF2 we'll see the number of playable creature-types strongly reined in. I'd personally prefer if they just divorced mechanics from ancestry altogether and made it a purely aesthetic choice, but that seems decidedly unlikely at this point...
Malk_Content wrote: Really? Because looking at the PF2 CRB classes versus the PF1 CRB classes they get many of the same hard coded abilities (or an analogous one) as the old versions. I keep hearing the watered down, stripped out arguements against PF2 classes, but when I brought up in another topic that the PF2 Fighter has all the same core class elements as the PF1 Fighter (just converted to the new framework) things went quiet. If you equate identity to game-mechanics, maybe. In terms of theme, however, how does Fighter, for example, differ from say a Barbarian or Ranger? Or a Sorcerer from a Wizard? Or a Druid from a nature-themed Cleric? Dire Ursus wrote: Do you mind listing the differences from the PF1 core rulebook vs the Playtest rulebook that makes you think so? I'm not convinced that's true. Why is Monk or other non-cleric spellcaster's roles "hard to wrap your head around"? I already have. The classes don't seem to have any identity beyond, maybe maybe lending itself to a particular combat role. Given the difficulty of describing something that doesn't exist (from my perspective), I'd argue that burden of proof is on you. What do you think a Wizard's identity is in PF2?
While the classes in PF2 may, perhaps, have clearer mechanical roles in the game, their identities seem far weaker to the point I find it actually difficult to describe them to people who haven't read the playtest document and even then there are a few classes it's hard to wrap your head around (Monk, any non-cleric spellcaster)
Lady Melo wrote:
I'd argue that 90% of biological differences can be handled by the player using existing mechanics by simply taking Ancestry into consideration when making other choices - Do Elves really need +Dex, and Int and -Con and then have subraces that subvert it? Why not just rule that differences between them and humanity are negligible and let the PC allocate the scores how they want? Other stuff like Ancestral weapons don't make any sense either except maybe as a cultural trait which then raises the question of why different human cultures don't follow similar rules. Other stuff like low-light vision can be made General Feats and made available to anyone who would benefit like miners or thieves as well.
Neither the PF1 or PF2 versions of successive +s do much for me. The ability to hit harm creatures immune to non-magic weapons is cool and evocative, however, as are some of the other benefits you can realize. The biggest weakness I see with the PF2 version is that monsters' HP will likely be scaled based on the idea that PCs will have magic weapons of a certain level which could cause familiar problems.
Abilities don't make sense fullstop. Seems like we're stuck with them for the foreseeable future though so the current arrangement is about as good as we're likely to see. Honestly, if your concept requires drastically different distribution than is ideal for your chosen Class I would humbly suggest that either your concept is intrinsically flawed or would be better represented by a different Class...
I don't necessarily think it's system mastery at work as I play plenty of other systems and don't usually have these kinds of problems except for stuff life Exalted or D&D 4e where there are lots of ways to do pretty much the same thing, but in mechanically different ways. Basically, PF2s engine is lacking internal consistency which makes it harder to learn since you can't just extrapolate from similar rules elsewhere in the system. It also has a lot of moving parts that require more extensive bookkeeping than we enjoy. Certainly familiarity with a system can speed things up, but if you can't understand how something's supposed to work at all (shields, steath, etc) how do you gain experience with those rules?
Jason Bulmhan wrote:
1. While there are some moves in this direction, they just didn't take for me. Specifically, I'm usually pretty good at learning and remembering rules, but if there are a lot of steps to follow, I tend to become confused very easily so things like trying to coordinate keywords or deal with Conditions, or having each Action have its own unique rules more than counteract any benefits realized from the RAE. It does occur to me that this game may be more playable at its most basic level (player doesn't know the rules at all), but I also can't see myself ever GMing this edition without stopping the game every few minutes to consult the manual. Therefore, I can only consider this a Failure. 0/5 2. Well, you certainly CAN, but you can do it just as well, if not better, with any edition of D&D or any of a dozen other Fantasy RPGs. Let's call this a partial success. .5/5 3. I never really paid much attention to most of the optional rules in the various PF supplements so I don't really feel especially qualified to evaluate this, but many of Unchained's missteps seem to have been repeated here so we'll call it a 'success' (for what that's worth) 1.5/5 4. This is probably the most controversial point on the list as it really encompasses several different ideas and there are semantic issues that have been brought up previously to boot. Personally, I don't consider any of these to be positive developments anyway, but I'm also not really sure whether they've been achieved so let's call it another partial. 2/5 5. Nothing seems especially offensive to me (cringe-worthy as the section on ethnicity is). Still, there's no way to actually evaluate this until the book hits the street. For now, I'll give it a partial. 2.5/5 50% Overall grade: D+
FitzTheRuke wrote:
Well, Centaurs used Medium weapons so the benefits and drawbacks of Size generally balanced out - if anything I'd say it left them a tad on the weak side since they often had trouble moving in enclosed areas. Their unique anatomy played havoc with Item Slots, Trip, and certain skills like Climb or Swim though.
Cylerist wrote: I still think its odd that you need to advance in levels to become " better " in your race- oops ancestry Agreed. There are a number of conceptual problems. 1. It seems odd to consider traits acquired by these Feats to be 'Elvish', 'Gnome', etc when most members of that Ancestry won't actually possess them.2. Travelling away from your homeland and people to go on adventures seems like, it should broaden the mind and make one more cosmopolitan rather than move you some stereotypical uberdwarf. Overall, it feels more like your character's mutating or something and, frankly, it's kinda gross...
Mathmuse wrote:
There's also the point that a lot of people simply don't care so long as the Feat in question fits what they want to do thematically.
I don't real see any point in trying to balance a game where everyone's playing on the same side. If the players and GM are having fun nothing else really matters. If they're not, the goal should be to make the game more fun - which may or may not involve modifying certain rules, but is, at most, only tangentially connected to the concept of balance. On a related note, due to variations in playstyle, campaign, etc. I'm not really convinced it's even possible to 'balance' a tabletop RPG in a way that will actually withstand contact with reality.
Jason Bulmahn wrote:
Speaking purely for myself, while playing PF1, my players and I were very conscientious in our choice of spells, feats, monsters etc to ensure that we rarely, if ever, had to actually use any Conditions in play - it is very possible to do so up to about Level 5 (and possibly beyond, we've never really tried). As such, my complaint would be that Conditions and persistent damage seem to come up a lot more frequently in PF2 and indeed seem almost unavoidable based on the current roster of spells and feats as well as the bestiary we've been provided.
So far as critical success/failures go, it almost seems like a move away from d20 to something with a bellcurve like 3d6 might work better. Obviously 10 would be less useful as the margin used as it would rarely see use, but it seems like something could be managed. Possibly the margin could be based on your proficiency or something of that nature?
I've playtested for several other games. The problem is, there's not really much criticism to give when you viscerally detest nearly every aspect of a game. Sure, I could write up a playtest report detailing the problems with the Action Economy, +10/-10, Forced 'Optimization', and the excessive usage of Conditions and/or persisting damage, but in the end all it comes down to is that this is a game I would never, ever play - which means Paizo's probably not interested in my feedback since to appeal to me, they'd pretty much have to do away with their entire design philosophy for the new edition. Frankly, I don't really care much either as there are lots of RPGs I do enjoy so dropping PF from the roster isn't a big deal. I will stick around until the final release, however. I have little confidence that the finished game is anything I'll actually want to play, but if nothing else, it should interesting to watch the creative process involved as the game slowly takes shape.
Devil of Roses wrote:
1. Sort of. It's more complicated than before since a lot of the racial features would've been inapplicable to a lot of characters anyway. 2. No. They receive the Half-Elf or Half-Orc feat which allows them to select 2 of 4 minor benefits (take languages, Low-Light Vision doesn't actually work in PF2). This is easily comparable to the benefits of most Ancestry Feats other characters will be selecting.
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