Ronald the Rules Lawyer just released a video on the remastered Alchemist: https://www.youtube.com/watch?v=ZbufOX8_aZg Why do I bring this up in the Barbarian thread? One of the things he revealed is that the Bestial Mutagen no longer gives an AC penalty. To me this indicates that Paizo has decided that trading AC penalties for increased offense is no longer a good trade-off in most situations, so Rage losing it's AC penalty is most likely intentional.
Recent D&D editions tend to have a revised edition roughly halfway through their lifecycle, give or take a year or two (2e Revised, 3.5e, and 4e Essentials. It remains to be seen how long the 5e revision currently in development lasts). Of course Paizo is under no obligation to follow this cycle, but if they do that means PF 2e has 3-7 years left.
Claxon wrote:
I’m pretty sure that that’s all RAW. There’s nothing that says you have to commit to a destination before you start a stride, or commit to specific targets before you start a multiple attack activity, and can’t change your mind if circumstances change mid-action.
There are other options for extending the length of a campaign. The most obvious is to just slow down leveling progression; your players may or may not like the slower pace though. The other is to introduce lower level PCs that tackle lower level challenges in the same campaign, and have the players alternate between which PC they’re playing. This makes the most sense in a West Marches style campaign, but even in a more standard campaign it can provide a nice change of pace for players who might get bored of playing the same character for years.
I've seen a proposed house rule for Investigate where it gives you a free Recall Knowledge check at the start of an encounter. This brings it more in line with the other exploration activities. I find it a bit weird that Scout, Investigate, and Search all seem to describe the same in-fiction activity (looking around carefully while exploring) but all have distinct mechanical benefits that you have to choose between.
Kobold Catgirl wrote: It'd be interesting if having your weapon at the ready was an explicit Exploration action with some other benefit--you know, the idea that you can't move at normal speed while wielding your huge sword. The way I run this is if the players are doing exploration activities, it's assumed that they have their weapons out, but if they're not, they don't unless they explicitly say so.
This is relatively minor in the grand scheme of things, but something I’ve always found annoying has been cleaned up. The monster version of Sneak Attack is no longer listed in the Ability Glossary, which means it no longer has hidden rules about what weapons it works with. Which means that kobold warriors can now sneak attack with their spears, like their stat block says! This plus explicitly listing which creatures are immune to bleed damage shows that Paizo is cleaning up some of the “obscure rules hidden in places you wouldn’t think to look” problem what PF2e sometimes has.
Gaulin wrote:
That happens in the very last fight of the AP, so if a character dies it's more of a sad thing to happen at the very end than something that can derail the campaign. Also, it's not literally the grim reaper, it's a supernaturally empowered aspect of the big bad's psyche; if it using the grim reaper's stats is deal-breaker for you, ask your GM to pick out a different stat block to base it on.
yellowpete wrote:
I’m still relatively new to the system, so let me know if this isn’t actually a good idea, but couldn’t the healer delay their turn until just before the downed PC? It seems to be that would at least guarantee the downed PC would get their turn. I guess it gives the enemies more chances to kill the PC by attacking them while dying, but most enemies shouldn’t do that IMO.
Into the Unknown (https://preview.drivethrurpg.com/en/product/271107/into-the-unknown-book-4 -running-the-game), an OSR hack for 5e, has my favorite random encounter system. One of the cool things about it is that finding signs of a potential encounter is more common than an encounter itself. These can include things like monster tracks, a flying creature spotted in the distance, sounds of a nearby battle, or a column of smoke on the horizon. This both provides an opportunity for player decision making (do they pursue the possible encounter, ignore it, or take steps to try to avoid it?) and makes the world feel more alive, with creatures that exist as more than something that pops out and attacks the party. |