Imron Gauthfallow

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YuriP wrote:
Stamina doesn't help casters with their spells.

It does. After party runs out of stamina, advancing with less than half HP is not recommended, so the party will look for a long rest, replenishing the spells.

It is probably the balance step wanted by designers, as easy fights spend few stamina and spells, while hard ones get much from both.


If you want to establish it by rule just apply the Stamina rules from GMG, as it is clearly made for that IMO.


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I like Monk as base class because the lack of armor for better mobility and unarmed attacks.

But noticed that for attacking with shield needs martial weapons, so it should get first the Fighter archetype, that can benefit for taking also AoO and Reactive Shield from it (shield block as general feat), then Bastion mixing with Monk feats starting at level 8 (also the 1st level feat would be Monk) depending if want more shield or unarmed combat based.


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If you allow to throw shields, someone with dwarf Returning Throw feat, Shield Block, Reflexive Shield and Adamantine Sturdy shield. Can also get other shield feats if wanted.

Notice that you can get the shield stuff with Bastion archetype, so you could use Monk as class, and Adopted Ancestry if don't want to use a dwarf.


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The Raven Black wrote:
I now wonder what is the best class to build Captain America.

If you allow to throw shields, someone with dwarf Returning Throw feat, Shield Block, Reflexive Shield and Adamantine Sturdy shield. Can also get other shield feats if wanted.

Notice that you can get the shield stuff with Bastion archetype, so you could use Monk as class, and Adopted Ancestry if don't want to use a dwarf.

The Bastard Sword feels great in versatility as you can in the same round:
release hand (free), take a potion, drink the potion, strike (d8)
Then the next round:
Grip with 2 hands, strike (d12), strike (d12).
Greatsword is much more limiting, and with longsword you are stuck with d8. So unless the foe is resistant to slashing, is a nice weapon to use.


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If you feel that breaks the game maybe it could be less radical just remove the heighten for Longstrider, so you can only cast 1 hour version.


Finoan wrote:
Dark_Schneider wrote:
Oh yes I removed runes. The capabilities including bonuses are embedded all, non-transferable, AKA old-school items.

Lovely.

So... Why did you choose this thread to promote your houserules on? There is an entire subforum for houserules.

Yes that is houserule, but others are supported directly by GMG. So you consider GMG are houserules? Also think that I’d only mentioned then others asked, so I responded, not sure if not responding would be better.

Anyway I’d say no more, looks like @Errenor didn’t understood what I wanted to say.

Don’t want to generate what seems to be more offending material.


Finoan wrote:
Dark_Schneider wrote:

I mean availability. Just use the buying and selling of GMG about magical items and market.

https://2e.aonprd.com/Rules.aspx?ID=870
In a point between 2 and 3 (including).

That could imply you cannot find whatever you want, but randomly determining what items are in the shops, and making them hard to find.

Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.

The core rules ruins many things of the game, classes, features and etc. and looks like a single simplification for attracting new players and casuals in a more wargame style playing: you clean a map, exchange money in the virtual shop by items, and go to the next map. Awful for RPG IMHO and experience.

We have a recent example about Prepared vs Spontaneous, where you can go with a Spontaneous and just buy scrolls for single usage circumstantial spells (like breath water). What about if you have harder access to that, not able to get that collections of spells at all? Maybe could find eventually 1 or 2 of some spell you want, but that's all, use them wisely.

Or who is going to use any other than just stacking damaging runes in the weapon, for doing insane amounts of damage by its own with no need of companions? Finding a flaming sword has no value at all, as you can easily build your optimal on demand LEGO weapon making that flaming sword just a trash.
I see much more natural and satisfactory for everyone:
- You were lucky and found an elemental weapon!
- Now combine with your Wizard using Forcible Energy (could require retraining) of your weapon element if want to deal extra damage.
Everyone is useful, and the amount of damage is more realistic.

And this example is repeated "every 2 pages of the book" as you can find so many things ruined for having that unlimited source of any item.

And in all of that, you still haven't mentioned why Rune of Armor Potency +1 shouldn't be held to that...

Oh yes I removed runes. The capabilities including bonuses are embedded all, non-transferable, AKA old-school items.

And magical weapons are armors are like any other magical item, harder to find. What is easier are quality items, that grant only non-magical bonus.

@Errenor if you prefer instead realistic call it more old-school. There are no few things on these modern games that sounds to me too casual and far from true RPG concept and try to get away from those things.


The one formula is from the remaster? I am pretty sure in the original is one formula per spell.

Looks the remaster just reinforces the core system, so I’ll pass.

What I apply (original game) is that for quality items (those with bonus but non-magical, from GMG, and with no property) and scrolls there is no need of formula. As writing your own spells in scrolls is a core feature IMO.

Looking at the GMG that “designed with widely available magical items in mind” seems to be after the simplification I mention. Combining rules from the own GMG we can get a much more realistic game.
That so freely magical items everywhere system just stinks and makes me sick, can take seriously any game with that. Fortunately can adapt the game to our expectations, less fortunately it requires some work as in the GMG the lack of items is mentioned but later they don’t give any guidance about implementing it.


Errenor wrote:
Dark_Schneider wrote:
Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.
Good thing that in a campaign 1-20 there must be a couple of crafters (probably including PCs) and a bit of time to craft 5 common (and completely commonplace in lore) lvl 3 items which use a common (and widespread) spell!

The formula could not be available Is another source of getting items (but must be crafted), that requires some more work and time, but is not guaranteed you can get.

As mentioned, the only way is a character having Crafting and Inventor feat, is investment so it must be rewarded. And even in that case it requires more time and money.


I mean availability. Just use the buying and selling of GMG about magical items and market.
https://2e.aonprd.com/Rules.aspx?ID=870
In a point between 2 and 3 (including).

That could imply you cannot find whatever you want, but randomly determining what items are in the shops, and making them hard to find.

Probably you could not even get a single wand of longstrider in the whole campaign, maybe if you are some lucky.

The core rules ruins many things of the game, classes, features and etc. and looks like a single simplification for attracting new players and casuals in a more wargame style playing: you clean a map, exchange money in the virtual shop by items, and go to the next map. Awful for RPG IMHO and experience.

We have a recent example about Prepared vs Spontaneous, where you can go with a Spontaneous and just buy scrolls for single usage circumstantial spells (like breath water). What about if you have harder access to that, not able to get that collections of spells at all? Maybe could find eventually 1 or 2 of some spell you want, but that's all, use them wisely.

Or who is going to use any other than just stacking damaging runes in the weapon, for doing insane amounts of damage by its own with no need of companions? Finding a flaming sword has no value at all, as you can easily build your optimal on demand LEGO weapon making that flaming sword just a trash.
I see much more natural and satisfactory for everyone:
- You were lucky and found an elemental weapon!
- Now combine with your Wizard using Forcible Energy (could require retraining) of your weapon element if want to deal extra damage.
Everyone is useful, and the amount of damage is more realistic.

And this example is repeated "every 2 pages of the book" as you can find so many things ruined for having that unlimited source of any item.


The Gleeful Grognard wrote:
Atalius wrote:
My GM is the worst, he doesn't even allow a wand of longstrider because he says it's "one of the most broken things in pf2e".

It is though? I ran it myself in a campaign that went to 20 where the whole party had them, it was extremely powerful. Disproportionately so.

Try asking your GM about subsequent turn activation... or maybe leave their game if you truely feel like they are "the worst".

Yeah, the problem is that expending machine which you insert money and it returns the exact thing you have in mind.

Without that, tell me a way for all the party to have it apart from one character having Crafting with Inventor feat and spending extra money for creating the formula.


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Shield block fits nicely in the fighter profile, as a class to adapt any combat situation.

Maybe we could be used to the “perfect situation” of typical playing, I wear my perfect equipment, with my perfect companions.

Think that in reality it could be forced to use anything at hand. It is already prepared to use 2-handed weapons (just strike), can also use 2 weapons (but usually requires some extra training as is more complex), but maybe you find in the situation where you have some fighting equipment around to get quickly and ready to combat, which could be some weapons and protections (like a shield), so no matter what you get you are able to fight properly.

So I think it fits perfectly in the base fighter class training.


Red Griffyn wrote:
Gortle wrote:

The GM can prohibit whatever he likes.

Common or not.

A GM could ban all core classes, or only allow characters he builds for others, or ban any feat that is accessible at a level that is a multiple of 4 (i.e., 4,8,12,16,20).

Being a GM doesn't suddenly prevent you from being irrational or overbearing.

Or allow only dwarves :)


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But the fighter get both AoO and shield block! How can a fighter complain about its use of reaction! The ones to complain could be spell casters.


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Just get an archetype of the tradition arcane or occult so you add its spell list to your character. Then you don't need to trick the item.

So currently with your decisions you are not able to cast that spell from an item. The character creation is an important choice on any RPG.

Anyway surprised that your GM is so restricting with some things but looks like uses the garbage magical item shopping core rules with that Amazon that has everything (but wands of longstride haha) and in any quantity (it makes me sick).


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They learnt to use a shield in basic fighter training. Others must pay a feat for that.

The Bastard sword is a nice weapon, if it would have the same features than longsword and greatsword, costing the same, who then would use any other?
Is a weapon that let's you have a free hand when required (like grabbing), and change to greater damage die with a single action. There must be some tradeoff.


Atalius wrote:
nicholas storm wrote:
If the wand of longstrider is broken, just buy scrolls of it.
Lol ya I did that, he said "do you think I'm dumb?"

?? It is not even an uncommon spell, you can prepare and craft your own items easily as is a low level spell.

How can you prohibit that? Even game designers don't consider it as is not uncommon, and is so easy to get the effect anyway.

About scouting, I was thinking about reducing 2 the creatures perception, they are indeed high, always with Perception maximized like if all them was a Ranger (which players cannot do).

But then I realized that you usually use covers, and the scouting process is supposed to be that way. Remember that with cover we get +2 to hide and sneak, and using the taking cover can change it to greater cover for a +4, which you can also get by crawl if there is no much cover.
Think that this way is realistic as corresponds to how is done really, that is crawling and using any cover actively, without covers is really harder to scout inadvertently. So how the player scouts is very important instead only using raw numbers and a single die roll.

Anyway this doesn't change the fact that the creature perception could be a bit too high and if not justified (i.e. animals with improved senses) could be reduced a proficiency tier.


What I understand is that you can't act while stunned. So if you are stunned 2 then you can't act while those 2 actions, then the stun ends and you can, but then there is no stun.


pH unbalanced wrote:

The text for FoB is

Flurry of Blows wrote:
Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
So I would absolutely increase the MAP for the 2nd strike of a readied FoB just like always.

That is how I understand too. You use the MAP of when readied, but later you are using a skill that increments the MAP for each attack within.


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It could be interesting to see how the titan wrestler guy now suffocates the huge Hydra or the gargantuan Tarrasque. Seriously, don’t you think this should be revised?


I think suffocation works just like underwater, so it would start counting from that moment like if you were underwater and not directly fall unconscious.


Think that usually only martials have AoO so for a mostly full martial party is a nice way to use reactions, but in a mixed party let’s say of 5, with 2 casters, 2 martials, and maybe the last one a mixed one or a Rogue without AoO is not so clear.


PossibleCabbage wrote:
Bluemagetim wrote:
I don't have fun playing a game like with cartoon physics.

I mean, cartoon physics is a matter of perspective isn't it?

Like take a level 20 fighter who is naked and standing in a field blindfolded with their hands behind their back. This person has an AC of about 40, a level one commoner with 18 dex and a crossbow literally cannot hit them even from point blank range (even a raw 20 is a critical failure, so it gets upgraded to a regular failure.) If they were somehow able to hit the fighter with a crossbow bolt, they would need to repeat this feat roughly 67 times in order to bring them down- the naked fighter with 50 crossbow bolts stuck in them is feeling fine.

Any way you slice it- this is silly. If this level of silliness doesn't amuse you, then you don't hang a lampshade on it. After the entire army of level 1 commoners fails to miss the fighter with 100% of their shots, they're probably going to execute a tactical retreat.

Anyway you slice it, very high level people are superhuman by design. If this bothers you, simply don't play at those levels- there are plenty of APs that stop at 10th level (where the crossbow brigade can still at least hit you.)

Exactly, for that PWL. As maybe (not sure) mentioned earlier, this game has so many things that sounds stupid to me using its core rules, with GMG helping a lot to make it a more serious (so playable to me) game. But the core one has so many things that looks like "cheap?", video game, or simple tabletop game, that meh.


Jacob Jett wrote:

Rounds taking only 6 seconds is cartoon physics. In real life the fastest rate of fire that an Arbalest is capable of is 2 shots / minute. IMO, if you want a more realistic simulationist set of boundaries then you have to start by pegging the length of rounds in combat to 30 seconds.

So I suppose the most OP thing from my perspective is that you can shoot a musket or an arbalest 10 times in a minute. That's alot (not sure how aiming is even possible). To say nothing of melee combat.

Agree. That is another established habit in modern games that cannot understand, to save the world in 5 minutes.

In other older systems rounds was 10 seconds, and you usually only could attack once (and only attack if want to use all your bonus), o cast a spell taking multiple rounds.

Those “epic” battles against powerful bosses enclosed in 1 minute…damn you cannot imagine how I’d like real epic long battles against huge monsters, having to think your tactics and taking advantage of anything around you.


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Calliope5431 wrote:
Dark_Schneider wrote:

It would be more credible with the condition “if you can grab”, I think about it like the typical brute pulling a chain to avoid the big dragon to move away. But if your hand cannot grab any part of the target to make the catch…

The use of tools should be required, the abstraction sometimes is excessive.

Meh, I disagree. I'm sure you can invent something. The alternative is the "guy at the gym" fallacy where the fighter is bogged down to within human limits but the wizard goes "lol but magic", and nobody wants that.

It's like asking how Gaston (in the original Beauty and the Beast) can essentially juggle refrigerators without all of his joints snapping. He's a literal cartoon, people! You can relax.

Yes, but for me a good role-playing is not a cartoon. There are many things that ruins the experience but that’s another story. And magic is not related is something totally apart, but that’s another of another story.


It would be more credible with the condition “if you can grab”, I think about it like the typical brute pulling a chain to avoid the big dragon to move away. But if your hand cannot grab any part of the target to make the catch…

The use of tools should be required, the abstraction sometimes is excessive.


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Reading much about actions like grapple or trip, but both have the same requirement: “Your target isn't more than one size larger than you.”

This makes Enlarge spell much better if you use that tactic.


Trip should apply only flat-footed on success (because unbalance) and prone on critical success.


What sucks is the magical items loot and shopping. Restrict both using the GMG point 2 or a mid between 2 and 3 (3 = no magical items) and Crafting is the only way to have what you want.

The time is not bad, is the way to prevent to fill the world with magical items. And also makes players to chose what items they want to craft, instead just getting all of them, that could if there is no hurry at all, but probably will be more selective for items that could be outdated quickly.

What I introduced is a raw material collecting system. Retrieve materials from creatures and environment and if you refine them (currently requiring crafting specialization that can be got multiple times) the material cost is halved, that is the cost of refinement process.
Just use the creature and area level and the materials collected will be the same.

Also the time can be reduced if multiple characters work at it, if possible (usually up to 2 characters can work on any item). Each one makes its own roll to check their contribution to time reduction, so can combine characters with different proficiencies.
As option could require the proficiency requirement only to one character, that would be the main crafter, but not for the remaining supporting ones, as the work team would be directed by the main one.

What I like less is the consumables with that trivial simplification of using the same system but you craft 4 units. Currently I give the option to craft individually with the corresponding relative time used.


Ed Reppert wrote:

How do you define "flexibility" and "rigidity" when speaking of attributes?

You want to get rid of attributes entirely. Does that mean get rid of attribute modifiers too? If so, how do you differentiate between characters? How will things like saves work?

Maybe development? As more skills/features you develop you increase associated stats.


Easl wrote:


I'm also a big supporter of the notion of tuning the campaign to the characters. If someone takes Vegetable Lore, I'm going to stick in some chances for it to be useful. My kid's first ttRPG (I was not GM), one of the players played a pie chef and the GM brought that into the story, with several different pie-related checks and scenes. So in that respect, too, the "objective" claim falls flat to me. I would counter the 'objectively worse stat' claim by saying that if a GM isn't at least somewhat considering the player's build choices in creating their adventures or modifying a canned AP...then I challenge: isn't that an objectively bad GM?

I am the opposite, the adventure content is what it is and not going to change or modify just because players made their characters in some way. But an adventure goes much beyond combat, so if the party is only focused in combat, maybe they lack something useful to make it easier.


SuperBidi wrote:
Teridax wrote:
I think the issue is less that I'm engaging in hyperbole, and more that you're making a straw man out of what I've been saying, and not just my own arguments. Note for instance how I specifically mentioned freedom of optimal build choice: you are free to allocate your character's attributes as you want; the simple point being made in this discussion is that some distributions of ability scores are optimal over others. As with the example of that other character, you can dump Dex on your Barbarian to boost your Intelligence if you really want, and in less challenging adventures that's likely fine, but you are still sacrificing a major benefit (Dex saving throws) in exchange for a minor benefit (RK skills you can't use while raging), making for a suboptimal decision. Really, the issue here with several people seems to be less that they disagree with the notion of optimal build decisions, and more with the fact that they feel personally targeted when the sort of suboptimal build decisions they make in their own games are labelled as such in a broader conversation.

Optimal is purely subjective and circumstantial.

For example, my PFS studious Barbarian traded 1 point in Constitution for 1 point in Intelligence. I'm pretty sure it's suboptimal to you. But it is optimal for PFS (combats are not deadly and skill challenges are very important) and for me (I prefer to have better skills than better saves/hp).

Suboptimal tradeoffs, like you call them, don't really exist. There are tradeoffs and then depending on people they will be either optimal or suboptimal. But for most of them there won't be any general agreement.

Once you consider that optimal is subjective you point falls appart.

That is half-truth. It is true that you can trade some points and be playable. But let's say we have traded some not only one (magical item selection, etc.), it is not the same hitting a creature with a 10 (optimal) than requiring a 14, much harder.

I repeat the problem is the d20 with all-or-nothing system. If instead the previous example of 10vs14 to even hit, it would be that you deal 12 damage instead 18, probably it would be much more relaxed to trade points, as probably the main issue is that fear of wasting rounds not contributing anything in a just missing all your hits.


As many noticed some Int features are relevant if the game is like GM not guiding the party.

There can be texts with relevant information, with more chance to read them if you have 4 languages instead only 1.

And having trained skills as assurance, if the main character fails, it is always better if you can succeed with a 16 than only with a 20. And can always get relevant lore skills, like Dragon Lore, Demon Lore, or Region Lore if relevant to the adventure can helps a lot.

About the removing stats, instead that could be a good change to link them more to the associated skills. I.e. a weight lifter usually will have good Str as is associated to the training itself. Then a system in which you increase the associated stat when you increase proficiency in an associated skill to show a normal character progression.
IMHO that sounds better than just being able to increase them at will as if not you can have a character with Str 18 with no physical training at all, unrealistic.


An option could be the GM changing some creatures numbers and features in time to avoid the player knowledge. Just exchange saving numbers and some weakness/resistances. There is no need to be written with iron just to fit.


OceanshieldwolPF 2.5 wrote:
Dark_Schneider wrote:
GMG is on of the best books, as let's you to configure your game and fix some terrible core rules.

Hmm. I’ll have to take another look. Is that where Free Archetype and Zero level characters are or is that APG?

Dark_Schneider wrote:
Is something new included in the GM Core?
Or conversely, is it missing something particularly useful that the GMG has…?

Yes. But mainly interesting variants and a fix to the awful magic item loot system compensating with ABP alternative, which can be applied partially.


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GMG is on of the best books, as let's you to configure your game and fix some terrible core rules.

Is something new included in the GM Core?


Bluemagetim wrote:

The DC increasing by level just is removing the Proficiency gains by level.

If a level 1 PC and a level 20 PC attempted a rock pushing contest youd want the difference in str and skill to matter but not level itself.
But if the same PCs attempted a troll killing contest the difference do want the difference in level to matter.
Rocks get to keep their difficulty no matter the level of the PC trolls don't. Rock trolls on the other hand might be an exception. Attempted humor warning.

Neither for creatures. It pushes too much stress to all the maths stuff because that all-or-nothing system.

It also heads to stupid situations which you can literally make a picnic in the battlefield if you are X levels greater than foes as they cannot literally touch you.

So remove level and make others matter more. Remember that level also puts HP difference and other abilities.

And could be interesting some for advanced players, a system like the GMG skill points variant but for all skills, including combat, spell-casting, perception, and those attached to class level, allowing to specializing earlier paying the cost or bypassing. It could be good for small parties as some character could get Perception expertise with no need to be Ranger or Rogue, or a caster could decide not getting weapons beyond trained only to focus on spells.
With intermediate results there would be not so much penalty for not specializing, but at the same time reward at long-term for those who do.


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Teridax wrote:
ElementalofCuteness wrote:
After reading through this thread as a whole, I have to ask another question. What about having your KAS starting at 16/+3 instead of 18 when you make a character? Would any of you consider such a bold move in the end? Is there any benefit to not having a 18/+4 in your KAS?
For most characters, starting with a KA mod of +3 instead of +4 effectively means taking a -1 penalty to all of my most important rolls and DCs, a penalty that can stack with all of the other status and circumstance penalties that may occur. Unless I'm playing an extremely funky and MAD build like a Mutagenist Alchemist, which doesn't rely as much on their key attribute so much as others, I would consider lowering my key attribute to be really suboptimal in a game where every +1/-1 matters.

The “every +1 matters” is because the all-or-nothing system. After playing some of them, definitely have a problem with all that maths stuff and the obsession it generates.

We need intermediate results. A table or formula for applying different damages once you have made the attack - defense and get the result, maybe with fixed damages then adding damage dice depending the the result.

Also the stats should start lower, and give more relevance to proficiency, developing both stats and skills getting the final bonus. And the level itself should be lowered a lot (if any), something like level/3 or /4.

The PWL is far superior to the core in the realism but is a half-way solution. It is good but training (defined in previous lines) should matter more.
There is no sense that if you want to push the same rock at level 1 and level 10 the DC would be much different because hey you have to use the expected DC for the characters level. A rock with X weight must have a fixed DC and is your proficiency and Str what you use to push it, the level has nothing to do but maybe some if it is class associated.


3-Body Problem wrote:
Base stats made a lot make a lot more sense when you either roll for them or can have them change, such as getting a new body in an Altered Carbon game, than they do in games where they don't change except slowly by leveling up. In a game like PF2, they could ditch them entirely or set a primary and secondary array for each class and 99.5% of characters would be fine. They're already all but set for you and vestigial so ditching them or making them interesting in some other way for PF3 would be a big improvement.

Played a game with all stats duplicated (the same than the variant with Dex) and worked well.

We already have it for Str/Con, with one for bonus to skills, attacks and damage, and the other for HP and ST. Repeat for each stat, like Dex in the variant, but also for Int, Wis and Cha. One for bonus to skills, attacks and etc. and the other half for granting useful stuff.


Bluemagetim wrote:

I think the problem with int is solved by allowing the trained skills gained by int auto scale to expert at level 5. If you gain a +1 to int at level 5 you get expert instead of trained in the skill right away.

Just dont go past expert without investing with level up skill increases.
The human heritage skilled human has that kind of scaling and would never be picked if it only got to trained. (the general feat from versatile would simply be strictly better even if you wanted skills)
its a better trade off when deciding well do i want a language and expert in a skill or do I want extra hp and fort or extra perception and will. Most people will still take the hp, AC, and saves over expert but it is at least a better option than trained.

Maybe not auto-scale but at least allow to apply to any skill to upgrade up to X, which X could be Expert (safe) or Master (aggresive), Legendary could be excessive.

Also including the 1st level, allowing to use the points from Int to upgrade trained skills to Expert, if not those characters starting with 18 could have many Int points wasted forced to get other skills instead improving those it really wants.


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The variant stats rule does well but only half. It is good how it splits Dex, and moves Will saves to Cha, but makes Str too strong and Int is untouched while Cha is improved a lot.


exequiel759 wrote:
Dark_Schneider wrote:
Unicore wrote:

The real problem with INT particularly as an attribute is that there is nothing your character can really do with it that you as a player don’t have to do with it first, beyond m possibly having it represent a database in your character’s mind.

There are classes that let you do more, but there is no generic option for letting a character try to critically think their way out of a situation. You can talk or fight or sneak, but thinking your way out always falls back on the player, not the character.

Trying to mechanize critical thinking will always be tricky, which is why it tends to get class locked with features like devise a stratagem , the mastermind racket, and prepared casting. PF2 has raised the bar on how much the player has to critically think to have a character who is good at critical thinking. I think this has lead to a fair bit of player frustration. Especially because players can critically think for characters who cannot with relative ease.

There are other things, like deciphering, or maths. This last one is a good example, as probably the players uses their own maths instead the character's, or even worse get a calculator (any GM allows that?). That is totally wrong, we all are at least trained in maths (by school), and in modern society the Int value can be high on average compared to a fantasy RPG character. So if a character wants to approximate the numbers of an army, must check with its Lore War or Society skills using Int, but I am almost sure that some GMs gives that info to the player if it asks without requiring any check, as they could see it something normal.

So remember to require a check as the characters are not the players, who have learned in academics opposed to their characters, with Int and its associated skills the ones showing who went to academics.

The player can have the ideas, but is its character who executes it. So the player could guide ahead the correct direction, but is the character who have

...

Yes but I mean you need the training, something that we usually take for granted as we all get training on it.


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Unicore wrote:

The real problem with INT particularly as an attribute is that there is nothing your character can really do with it that you as a player don’t have to do with it first, beyond m possibly having it represent a database in your character’s mind.

There are classes that let you do more, but there is no generic option for letting a character try to critically think their way out of a situation. You can talk or fight or sneak, but thinking your way out always falls back on the player, not the character.

Trying to mechanize critical thinking will always be tricky, which is why it tends to get class locked with features like devise a stratagem , the mastermind racket, and prepared casting. PF2 has raised the bar on how much the player has to critically think to have a character who is good at critical thinking. I think this has lead to a fair bit of player frustration. Especially because players can critically think for characters who cannot with relative ease.

There are other things, like deciphering, or maths. This last one is a good example, as probably the players uses their own maths instead the character's, or even worse get a calculator (any GM allows that?). That is totally wrong, we all are at least trained in maths (by school), and in modern society the Int value can be high on average compared to a fantasy RPG character. So if a character wants to approximate the numbers of an army, must check with its Lore War or Society skills using Int, but I am almost sure that some GMs gives that info to the player if it asks without requiring any check, as they could see it something normal.

So remember to require a check as the characters are not the players, who have learned in academics opposed to their characters, with Int and its associated skills the ones showing who went to academics.

The player can have the ideas, but is its character who executes it. So the player could guide ahead the correct direction, but is the character who have to make the check when required, that is not always of course, but if some kind of skill is required, just when your character want to climb, that don't uses its player skill.


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Yes the RAW are not good in this case.

In fact, most probably GMs can improvise a rule better.

I.e. increase difficulty only on failure, and require some kind of refocus to reset the modifier. I see no reason why if I am in the correct path of recalling the difficulty must increase.
This can even be applied to many skill checks, like lock picking and more. I.e. you want to push a rock with your Athletics, if you fail, increase difficulty, as your muscles are more tense and you can get some tired, then require a refocus (AKA some resting) for reset the modifier. In the case of RN, could require to get some kind of info, like documentation.

In my experience, general rules work better, are easier to remember so to apply. Just get your skill bonus, the DC, and then some global rules to apply no matter the skill, then there can be some exceptions, but the lesser the better.


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Think the same, just a starting bad roll is not enough reason to no get any info at all, it just means that more time is required. Remember that on critical failure you get false info.

Can set a limit from which if you fail then cannot try more, but not the 1st one.


MEATSHED wrote:
Also the 2nd point doesn't really make sense because if you wanted to get expert in religion you could just spend your standard trained skill into religion instead of a skill you only planned to have trained.

?? So you are saying that losing something planned is not a concern?

As mentioned, I got surprised, about what is qualified as important and with so many assumptions, like if when adventuring you would only face the predefined A, B or C and that's all.


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Surprised about how easily are extra trained skills underrated. You get:

1) It is better to be trained than untrained. A co-op check, if you are alone (so improves individual survivability). It is better if you can succeed with a 16 than only with a 20.

2) Saves you skill points. Use extra trained skills as starting then improve. I.e. you could be a Wizard but be interested to be able to cast Resurrect ritual, use Int to get trained in Religion then just use 1 skill point to get expert, instead using 2 SP.

3) Also, take advantage of it to get trained in skills that usually you wouldn't, i.e. get Athletics even if you are a caster to compensate your probably low Str.

Certainly I can only see advantages.


Int based skills are really cool, and very well categorized by the system.

But the same than Int could be for Str for many characters.

What I think is that some stats are favored, granting many things in a single stat. The GMG suggests other stats, but I don't end liking it.


It could be necessary for newcomers for giving tips about what you can do, but I think all that stuff of "modes" is not necessary at all, just play naturally and sometimes rounds will be required, and that's all. I find trivial when to do the transition, with no need of modes or anything.

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