@Arachanofiend I see your point, but I would like to counter it. We have seen that Goblins can scout, form war parties, and even gain alchemical knowledge to throw at PCs. Their inability to use social intelligence to form a real clan that gives other races the ability to give them a second chance is what hurts them the most. They are able to use creativity to craft traps and jerry rig contraptions that cause a headache to PF1 PCs
Reading through the book is going alright, a few questions here and there, but one thing that stands out the most are the terms and usage of words to describe rules and abilities. Describing feats as Ancestry(I dont like that we switched from race), class, general, combat, and skill is really confusing. We went from an edition that separated the different kinds of feats (General, Story, Racial, etc.) while keeping class features separate. Another issue is how the book describes powers gained from domains and such as; "You also gain a special spell tied to your order, which
To me it seems like the rules set wanted to streamline the rules and make things a bit more simpler to use, which I am fine with, but as I read the book, its really all over the place in the terminology and wordy.
As a DM/Player, I concur with the aspect that skills shouldn't just level with you regardless. Leveling has always had a sense of "For sake of game play you gain these skills this moment" mentality, but now its taking that and running with it. If I run a group and they never touch water in the campaign, but then I throw in a curve ball and make them have to do swim checks, it just doesn't sit well with me to allow them to roll checks with some degree of success because they are "x" level. |