They probably didn't want to allow encounters to be shut off prematurally this way. Besides encounters that spell out that enemies will act intelligently and automatically surrender if low HP / low in numbers, directly applying fear to end an encounter early seems like something that should be carefully controlled by the GM, where it could work if they signal that the enemy is hesitating given X reasons, but might otherwise never work depending on the motivations of the enemies, how badass they're supposed to be, etc. I do agree it would have been cool to at least have some guidance and rules-leniency on this, though.
HeHateMe wrote:
I remember recently seeing a Conan panel where he barely dodges a blow and his helmet comes off instead, so that adds up. Although, that kind of equipment attrition doesn't lend itself well to this system, so I think it's perfectly fair to translate those instances into having taken actual damage. However, I haven't read Conan so I don't know how often his equipment takes damage for him to determine if he's kind of reckless. I can however bring up the example of Guts from Berserk, who is a pretty smart and scrappy combatant who usually tries to dodge stuff and he's pretty quick on his feet, but he's also really ballsy when enraged, and he has to be to outsmart his monstrous opponents who underestimate his tolerance for pain. In chapters 110-116, he sets a field on fire and runs through it to burn up the bugs eating him, and gets stabbed through the arm and dragged through the air by a flying monster in order to get them closer to him so he can unload his arm cannon at point-blank range. Plus he has hundreds of wounds all covering his body, so he's definitely no stranger to taking blows to end fights.
Quote: How would one go about finding Barbarians+? It's not coming up on a web search for me. Is it cool to link third party stuff here? Just tried it and noticed that Google replaced the search with "Showing results for Barbarian pf2e". I pressed "Search instead for Barbarians+ pf2e" and it showed up. It's on pathfinderinfinite .com if that doesn't help.
Because then it's part of their power budget and not every group enjoys having that mental burden around. If you don't use that part of the power budget, it's wasted. Or at least it'll feel wasted for the alchemist player. Which leads to the alchemist begging others to use their stuff so they're playing optimally. You could still pass items to the group by crafting some, since an alchemist should be really good at crafting. At least then it won't be a constant stress on the party since it would require downtime and money to perform, and you could ask the party if they'd like such items, instead of being forced to hand them items because you crafted a crapton of stuff with reagents for free automatically each day.
Squiggit wrote: I guess it's beyond the scope of day 1 errata but a bit disappointed there was no change to psychic refocusing. IME it was a key part of the class' power pre-remaster. Not sure if you've seen it, but Sayre has said that this was just an incidental power boost: M. Sayre wrote: Amps, unleashes, and psyche actions are what psychics get instead of a third spell slot per level; their Focus Point advantage is a largely incidental boost meant to ensure they have enough resource that their amps feel and function as a more essential part of their kit than their spell slots. Source: https://www.reddit.com/r/Pathfinder2e/comments/17ox39r/comment/k83isd5/?utm _source=share&utm_medium=web2x&context=3 |