Lictor Octavio Sabinus

Dire Ursus's page

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I think with a TPK every 3 sessions across different groups we can rule out player tactics tbh. This has to be a rules mistake somewhere and OP isn't really giving us enough details to figure that out.

Unless OP gives specific details like character sheets or a turn by turn combat summary, it's going to be really hard to fix what's happening.


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Rysky wrote:

Just because they have Celtic or whatever region's folklore roots or mentions for this incarnation doesn't remove the fact of anti-sematic caricature it's had for awhile, green skin? nook hose?

And that's not even getting into the misogyny of the creature as well.

You can point at whatever myth you want, it doesn't take away from the cariacture, just like you can't claim that drow were never racist because they're inspired in part by Norse myths.

"Green skin and a hooked nose" so like a stereotypical witch then? You're literally describing the wicked witch in the west.


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Sometimes I feel like people go so far to try to protect a certain culture they actually end up insulting it... Old ugly witches that steal children are definitely not an anti-semetic trope. I bet that trope has existed before our modern religious texts were ever even written.


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Ginny Di seems to be under the impression that the comments under her video are from outsiders who don't watch her content coming to 5e videos and telling people to switch to a different game system. I think it's also reasonable to think that actually a good portion of these comments are from regular viewers who switched to Pathfinder or maybe play both while consuming 5e content. Pathfinder is my main game but I also watch d&d 5e content like Critical Role (where a lot of her fanbase comes from)


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Caralene wrote:
RPGnoremac wrote:

I am not sure it is actually a change for finesse weapons, I don't think they were ever supposed to be using your Dex instead of Str for maneuvers. I don't remember anyone saying by RAW that is how it was ever supposed to work.

My interpretation of the rules was always that STR was needing for "maneuver builds" no matter what weapon. With a 14 starting STR you will just be at a -1 anyway past level 4 anyway.

I read the errata and not sure how much things will really change for our games but it is nice things explained more clearly.

Main thing I am worried about is battle medicine seems like it was nerfed with these changes as far as I can tell. Since a player will need two hands free to use the tools so it will be much more action intense.

I know this isn't a video game and balancing isn't as simple, but I am glad they buffed the Alchemist a bit. It would be nice if they added more "balance changes". Would love a TTRPG that is 100% online so that it could be balanced more freely.

Yeah, I also never interpreted finesse builds the way some people ITT are. I'm pretty confused by the fact that there's any semblance of an outrage to be honest.

If they needed to add errata then obviously there was a strong enough argument for finesse weapons letting you use dex for skill attacks.

The first time I read the finesse trait in the final core rulebook printing my very first thought was about how it affects trip because of the whip. Just because you didn't see the connection, doesn't mean that other interpretations were wrong.


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So I just GMed my first session last night and it went well! I decided to start anticipation at 10 instead of 15 based on calculations done by you fine folks, and the group ended up critically succeeding with a final excitement and anticipation of 11 thanks to the backup clown role clutching it out in the last act.

The bard of our group had some interesting questions that I thought I would post in here. He asked if he could use his guidance cantrip during the performance to help someone with their performance check. I decided that he would be able to do this once per act to only one performer but he has to be preoccupied the entire act while casting the spell. The bard also gains Inspire Competence next level, and I'm wondering how other GMs would handle this. Would you allow him to cast Inspire Competence to help out other tricks? I'm leaning towards the same ruling for Guidance, that he can aid them, but he must be preoccupied the entire time and only one performer per act.


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Something else worth mentioning as a general rule you can spend two actions to prepare a single action as a reaction. So if you are going first in the act, and dont want to spend your last two actions you could prepare the clowns as a reaction with your last two.


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That Shed Tail ancestry feat is amazing. Exactly the type of flavourful but still useful feats I want to see in the future of this edition.


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The logic is that the longbow is large and unwieldy so it's harder to set up and aim at something that's really close. The closer something is, the more you have to move the bow to keep it aimed at a moving target.


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Hmm people over reacting... what a surprise. The first paragraph spoils nothing about the AP other than that Tar Baphon escapes his prison (THAT'S PRETTY OBVIOUS CONSIDERING THE AP IS CALLED TYRANT'S GRASP). It also makes it pretty clear that this article will spoil stuff if you keep reading. At that point why would you keep reading if you didn't want to be spoiled?


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I have to agree that summoning seemed lack luster in the playtest. Especially when you consider that you have to use one of your actions to control it. Another thing I found pretty weak was Druid wild shaping. I don't like the fact that you can basically only use the highest level wild shape spell you have access to, if you basically never use the earlier ones ever again since their flat stats aren't good anymore.


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Lower res comparisons aside. I have to say I'm a bit disappointed that the new art seems a bit less detailed. Especially when it comes to shading and shadows. It could be the lower resolution playing tricks on me, but the old art just looks way better, not because of design decisions or anything (I actually like most of the design decisions) just in overall quality.


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The Raven Black wrote:
I hope Doomed increases each time you are healed back from near-death, so that players will be a bit more careful with their characters

That'd be a neat little house rule for hardcore games. Each time you are downed, your doomed condition goes up permanently.


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Exciting! Will you be able to answer questions about PF2 is that all still hush hush?


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I disagree that 5e helped Critical Role. I think it would be massively popular even playing Pathfinder 1e. I can't really see anyone being sold on Critical Role just because they were playing 5e... The system isn't really the focus of the show and it's already got a massive amount of house rules that Mercer plays with.


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masda_gib wrote:

5E seems to currently have another advantage.

In the last year, in all of the social networks I'm in were popping up people that started Pen&Paper-RPGing because of an appearantly very popular video-podcast (CriticalRole). And they chose 5E because that was what the podcast played, it was the entry point.

I don't know how big that influence really is - all I can see is that big surge of people starting to play and liking that podcast.

I would understand WotC if they held the CR people at gunpoint to never change their playing system.

Yeah, and their home game before the stream started was actually PF1e. Imagine how different the market would be if they didn't swap over to 5e when they started streaming. I imagine if PF2 was out at the time, they would probably have not switched to D&D, since PF2s mechanics are a lot more accessible and that's one of the big reasons they switched to 5e for the stream.


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I think backgrounds could be a good use for this as well. Maybe a supplementary book where based on which ability boosts your background gives you (since they won't be able to name all backgrounds they create, I think grouping them by which ability boosts they give you would be sufficient) , it will allow you to pick a background feat of some sort, that gives you flavourful out of combat abilities.


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Crayon wrote:


See, I don't think I've seen a player take either of those spells full-stop. Or Power Attack. Or Point-Blank Shot or any of the other Feats these forums insist are required to be 'viable' (except as Bonus Feat selections from restricted lists like the Monk or Ranger)

So if your player is making a ranged build without point blank shot (and by extension precise shot) do they just take the -4 for shooting into melee every single time and they somehow don't feel like they are completely useless or do you guys just house rule that out of the game. Because legitimately it feels impossible to play an archer without that feat.


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TheGoofyGE3K wrote:
The other nice thing about the math being tighter is you're less likely to have two characters optimize while others struggle. Had a game where the druid and alchemist could kill anything I threw at them, while the rest of the party struggled to keep up, and wouldn't let me help them make sure their characters were properly equipped. Ended one of my games. Glad to have that issue lessened

Yup. New players being able to have fun and be useful in combat without you as GM having to either create their character for them or scale down encounters is a huge plus for me.


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Yeah and isn't the point of race against the clock style stories that your resources are being drained and you don't have much time? Isn't this version better for that since you can get one big heal fast rather than having to spend an hour just to fully heal yourselves.


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The Raven Black wrote:

TBH in the playtest we had far more apocalyptic posts than euphoric ones. Which was to be expected

Actually we had them right from the first previews before the playtest was launched

To the extent that it seemed Paizo would have garnered more goodwill if they had not involved customers in the design process for the new edition

You know the thing that makes me most optimistic is that the push back on Pathfinder 1e was even worse. A lot of people were absolutely 100% sure they would keep playing 3.5 (me included!) and now look at us. I think 2e is gonna be a nice success and all of this whining and doomsaying will be faded and forgotten.


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Steve Geddes wrote:


If you subscribe you will probably get a free PDF (which might make the shipping more reasonable). Nonetheless, in the last two years it seems to me that if you are a cost sensitive, international customer buying direct has become a poor option.

Preach. I really would love to subscribe for everything but the shipping costs are extreme for hardcover books even to Canada which isn't even that far away! I'll have to continue manually ordering them off amazon.


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Holy crap. The whole "idea" phylactery thing you might be on to something. Perhaps that's one of the main objectives of the Whispering Way. To keep the idea of The Whispering Tyrant alive.


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N N 959 wrote:
PossibleCabbage wrote:
Rob Godfrey wrote:
not without chaining youself to the horribl3 multiclass system, you do that you maybas well make a fighter/druid and bin ranger as a class.
I mean this seriously, what is the difference between being able to spend class feats to buy spellcasting off the primal list as ranger feats and being able to spend class feats to buy spellcasting off the primal list by multiclassing?
Well, I hate the idea of having to "buy" spells, especially if my opportunity cost is other Rangerish abilities. I strongly dislike the feat tax approach to character building. I much prefer, a path whereby I get stuff as part of the deal.

They got rid of feat tax for the most part. Getting spell caster multiclass feats aren't feat tax. The very first one gives you cantrips. Each time you spend more feats you're gaining more spell casting ability. How is that feat tax at all? If rangers got spells as part of their class features and not any class feats then they would have to be nerfed in other places. And I'd rather not make rangers HAVE to be spell casters. I'd rather it be a choice.


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Ninja in the Rye wrote:

"Focus Spells"? Just ... why?

People, as least as far as I've noticed in the playtest, just do not want to call things spells unless they're actual spells being cast using the normal spell casting mechanics. It's just a confusing overuse of a particular term for no benefit that I can see.

Powers was a fine enough name, what threw people was calling the resource used to activate them "Spell Points" and them all being lumped in to the spells chapters. Now they have Focus Points, but are calling the abilities they activate "Focus Spells?"

What's with the desire to call everything slightly mystical a "Spell" in one way or another?

I mean the problem was that powers WERE spells. Like they literally were called specifically in the magic chapter as a different type of spell. Meaning anytime a "spell" was mentioned in rules it also included powers. So I don't mind them putting the word spell in their name because they are spells. The only difference is what you spend to cast them and how you get them.


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PFRPGrognard wrote:

All of those options are in Pathfinder already. Just changing the skin and wording won't make it better. It's just an excuse to sell new books and for players to get something shiny and new...

..Until D&D 6e comes along and the whole dance starts all over because PF2 is too bloated!

Lmao I think you're the only one in the history of this forum that thinks that the playtest is just "changing the skin and wording" of PF1. Have you even played the playtest?


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Draco why don't you name some items from the PF1 core rulebook that you find more interesting that the items from the playtest? I'm just not seeing it.


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Richard Crawford wrote:

It's very easy to move away from "builds" in Pathfinder. Just move away from them.

The system won't break down if you don't follow what someone has told you to do on the internet.

This will never be a satisfying way to solve the problem for anyone. Believe me, I got a lot of blow back from telling people that wanted CLW wands back in the game to just house rule that you gain full hp after every encounter. People don't like being told to change the rules if they don't like how something works. And honestly I agree, Not making "builds" in PF1 isn't as easy as just telling your players "Hey guys let's not make builds! Let's just play and see how your characters develop" some will flat out drop out of the game, and others will just make builds anyways because that's a huge part of pathfinder 1e.


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Fumbles_suck wrote:


And I just disagree on the statement that PF2 has more depth at the table. Perhaps if you compare to some cookie cutter fighter build that's only purpose is to full attack and nothing else.

Oh you mean almost every single character that wants to swing a weapon in the game? Yeah that's where the depth is gone in PF1. Everyone just makes glass cannon alpha strike builds since it's the most effective way at fighting creatures above your level. So far in PF2 my group has had to actually think and plan out their turns when they aren't playing casters which has almost never happened in PF1. Isn't that the definition of depth? You have way more choices to make in combat as every class except for maybe wizard. Even then, with the new action system it feels like you can do more in a turn: like attack and cast a spell without having to take feats.


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graystone wrote:


2- Resonance: I'll happily do a jig on it's grave. Now if we can just dig 2 more shallow graves for bulk and rarity I might think about buying the new game when it comes out.

I can understand Resonance being a deal breaker for people since the whole magic item system was balanced around it, but is bulk and rarity really what's stopping you from buying the game? Two things that could be house ruled out in 5 minutes?


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I'm sure Paizo know what they are doing. But these seem like huge changes and I'm worried that we won't even have a chance to playtest them. The proficiency changes in particular are obviously not just made in a vacuum, many things need to change from the playtest to make that work: The entire DC chart, all of the class' proficiency scalings, how skills work like intimidation. if legendary in intimidation makes it so you can always critical your demoralize check and make creatures run away that essentially breaks combat encounters.

I'm not saying these change are bad if Paizo figures out how to balance them with the rest of the rules. But it's worrying that we won't have any chances to give feedback on them before the full release since it seems like a lot.


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DM_Blake wrote:


My entire adventuring party trying to roll ungodly high DCs in Mirrored Moon to search hexes. Most of us needed to roll in the high teens to get a normal success. This means that we often entered a hex and everyone rolled too low (mid-teens or lower) and failed to find anything in this time-sensitive hide-and-seek scenario. How freaking hard is it for mid level characters to explore a hex. Mid freaking level??? Any level 1 noob should have been able to find a fort full of giants in an otherwise flat plains hex, but we couldn't.

Your GM must have ran that part of the adventure incorrectly. On a failure it only takes more time to search the hex. You still should find whatever is in the hex.


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I was a GM for my party but I'll state the first that comes to mind for one of my players. During Heroes of Undarin when the demilich comes out there is a horde of corpses (mummy retainers) that do as well. They immediately surrounded the paladin and over the course of 6 or 7 rounds he was slashing through them over and over. After he finally cleared them basically single handedly as the rest of the party battled the demilich. the demilich looks down at him and blasts him with a Polar Ray. He finally uses his Orc Ferocity racial feat and stays standing despite the massive amount of damage suffered to his already wounded body and just yells at the demilich. Just a real bad ass moment.


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Pathfinder is high fantasy. Always has been. Especially at higher levels.


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Igor Horvat wrote:
Richard Crawford wrote:
Igor Horvat wrote:


I would say that damage/HPs/special abilities/manuevars/spells should be enough to make definite difference in an encounter challenge.

If you are both increasing damage and attack roll or HPs and AC, you are double-dipping the same kind of thing and raising lowering difficulty too much over different levels, IMHO.

Sounds like Quadratic Fighters. Why is this an issue in-principle?

My only issue is that it trivializes CRs below your level really fast 2 or 3 levels max, and makes higher level CRs completely out of reach not matter how much preparation, tactics, or numbers you put in the fight.

A 20 str Orc with a huge ax, even if he is CR1 encounter should be a threat somewhat to higher level character, especially if he brings few friends along you you don't have any AoE or you are ambushed by them.

That's where I disagree completely. High level characters shouldn't have any problem dealing with low level orcs. Like at all. The fighter should laugh at them as he easily deflects all their blows and then slice through them like butter.


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I still like my idea back when dex to damage was being discussed before. I think dex to damage is lazy and it doesn't make sense why someone with dumped str and high dex does the same amount of damage as someone with high dex and high str. I think a cool little niche for dex character would be criticals.

They should add a new weapon type which allows half of your dex modifier to be added to your critical threat. So if you have +4 dex you can crit at 8 higher than their AC instead of +10. They should use this very sparringly only on weapons that are low damage dice. I'm thinking rapier, maybe the katana, shortsword, dagger.


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Igor Horvat wrote:
Unicore wrote:
Igor Horvat wrote:

Problem is in the number bloat that serves nothing.

If every class gets +1 to everything then what is the point?

If all the difference is in -4/0/+1/+2/+3, then just work with that and item quality bonuses.

Because the characters are not fighting each other. THey fight enemies of many different levels.
and monsters are defined by the same +1 per level.

Yes but you aren't going to fight something of equal level over and over. At level 4 you might fight a large group of goblins of varying levels. The lowest ones should be easy cannon fodder, the specialists should be fairly easy, but still a slight challenge, the captains should be equal level challenges, and then the big boss should be higher level than you guys. Without + to level then how would these goblins be differentiated?


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pjrogers wrote:
Dire Ursus wrote:
I find it to be an evolution of Pathfinder. We can still play the same adventures but now combats are more fun and interactive. that's a huge evolution for me because combat was the least fun part of Pathfinder 1e. You spend so much time crafting these cool character concepts but when combat actually comes around you just 5 foot step and full attack over and over because that's the best thing to do by far.

FWIW, I don't see PF2e as an evolution of PF1e/D&D3.x. There are just too many differences and changes. Heck, I think D&D5e is closer to PF1e/D&D3.x than PF2e. Also, I rarely find the combats to be as you describe them. This weekend, I ran King of Storval Stairs, and there was a tremendous amount of movement and tactical choice.

Gorbacz wrote:

PF2 isn't going after 5E players. That would be a folly, since you can't win against the good product+brand recognition combo 5e has. Heck, Vic has stated outright that poaching market share of WotC isn't Paizo's goal with PF2..

They're going after all the new people who join the hobby thanks to Critical Role and general mainstreaming of nerdy pastimes. And Paizo doesn't even need to attract more new people than WotC does, since financial goals and needs of Paizo and WotC are worlds apart.

I think this could be very, very wishful thinking. If folks are inclined towards playing table top, fantasy RPGs, why would they go with Pathfinder instead of the much more widely known D&D. While Paizo may not be trying to "poach" WOTC's customers, PF2e and D&D5e are going to be recruiting customers from the same demographic, and thus they will be in head-to-head competition.

But PF1e and D&D5e already are head-to-head competition... People who like PF1e are not that different from people who like D&D5e. The biggest difference on average probably just being when they got into the hobby.


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pjrogers wrote:
Dire Ursus wrote:
The big idea is that 3.5 and 1st edition of pathfinder has problems. Big ones. That can't be fixed without fully tearing the system down from it's roots. Paizo has enough experience and a big enough following now that they feel this is the right time for them to finally make their own system that will make it easier for them to write better adventures.
And to the degree that this is the "big idea" motivating the PF2e design team, it's the reason that I think they've got it all wrong. I think that a serious, evolutionary revision of PF1e would be both possible to do and more attractive to a wider range of gamers. From my POV, PF2e in its current form seems likely to chase away many fans of PF1e without attracting a substantial body of D&D5e players.

I find it to be an evolution of Pathfinder. We can still play the same adventures but now combats are more fun and interactive. that's a huge evolution for me because combat was the least fun part of Pathfinder 1e. You spend so much time crafting these cool character concepts but when combat actually comes around you just 5 foot step and full attack over and over because that's the best thing to do by far.


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The big idea is that 3.5 and 1st edition of pathfinder has problems. Big ones. That can't be fixed without fully tearing the system down from it's roots. Paizo has enough experience and a big enough following now that they feel this is the right time for them to finally make their own system that will make it easier for them to write better adventures.


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Barathos wrote:
I, too, dislike rolling a heap of dice in an additive system. I don't even like rolling more than a d20. Too many dice just slow down the pace of the game, especially if any players have dyscalculia.

The 10 grouping method speeds this up and I'm sure it would help people with dyscalculia. Roll your dice and then look for 4s, 5s, and 6s. Group a 4 with a 6, group 2 5s together put them to the side. Then look for 7s or 3s, then look for 8s or 2s. so on. Count the remainders. You don't have to remember any of the dice you already counted because they are grouped to the side by 10s. It helps a ton believe me.


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MerlinCross wrote:
Dire Ursus wrote:
Cthulhudrew wrote:

To add to the topic-

I still find myself shaking my head over the demon/devil summoning rituals from the Bestiary. As written, they can't be used by PCs which really makes the failure/success element of the rituals pointless, not to mention just the oddity of making them a part of their combat statistics anyway (since it isn't something the demon/devil is going to cast in combat; it should just be mentioned as encounter building to set the level of difficulty of an encounter appropriately).

I think you're confused as to the point of that ritual. It's a replacement for those creatures ability to summon other creatures of their type in 1e. In 1e it was a flat percentage if the summon would work. It's to give them a way to still have the ability to call other creatures of their type to their side while in different planes. Otherwise the plot of a lot of 1st edition adventures would not be able to be converted over easily.

Save that it takes longer, so maybe not as many demons when you go to storm the castle/base/ruins/what have you.

Although hmm, how does this work? I mean really work. Most Demons could summon forth more demons but those demons usually couldn't summon more otherwise you'd get a snowball.

But um depending on how this goes, couldn't you summon a couple demons, have them do the ritual, and then have those new demons start up another Ritual the moment they get in? The Ritual in question doesn't say they have the Summoned Trait. Granted they're supposed to last 1d4 days, but it's a Devil using it(And thus the GM). I can see a lot of things being bent here.

Also the ability to summon on creature lists seemed to be more a "Battle" power than a story one. Something PF2 monsters don't seem to have. No if this is a good thing or not depends on your own views on the matter. I see it as a loss of power but at the same time don't want fights vs tons of monsters cause the demon or two in the back spammed summon. So toss up.

Creatures with the summoned trait can't summon other things.


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Unicore wrote:

I have noticed that the single boss +2 to +4 level works very well against PCs in the playtest from level 1 to level 9 (and I am guessing higher) because of the math on it hitting so much more often and harder than the PCs, and they actually struggle to land hits and do consistent damage. In PF1, the PCs were usually able to overcome those deficiencies with Buff spells, consumable items and other little tricks, where that is much more difficult to do in the Playtest.

I think the slower scaling of level bonus in 4e meant that more actions overrode the +2 bonus for a 4 level difference.

That plus AC didn't really scale as fast as your to hit. So pretty much every PC was going to hit no matter what. So they could just go for as much damage as possible with power attack/full-attack and just do absurd damage (1 shotting creatures of equivalent CR easily). So when you have 4 of those all going at the same time, yeah how the hell is a single creature supposed to survive.


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Cthulhudrew wrote:

To add to the topic-

I still find myself shaking my head over the demon/devil summoning rituals from the Bestiary. As written, they can't be used by PCs which really makes the failure/success element of the rituals pointless, not to mention just the oddity of making them a part of their combat statistics anyway (since it isn't something the demon/devil is going to cast in combat; it should just be mentioned as encounter building to set the level of difficulty of an encounter appropriately).

I think you're confused as to the point of that ritual. It's a replacement for those creatures ability to summon other creatures of their type in 1e. In 1e it was a flat percentage if the summon would work. It's to give them a way to still have the ability to call other creatures of their type to their side while in different planes. Otherwise the plot of a lot of 1st edition adventures would not be able to be converted over easily.


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Yeah it feels good for the Martials to actually get a chance rolling some damage dice compared to the 1d12 + 30 in 1e.


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thflame wrote:
PossibleCabbage wrote:
Brother Fen wrote:
Spotted this problem ten thousand miles away before the playtest even started and it's one of the changes that killed this edition for me. Newer gamers want a board game not an immersive RPG.

What does that even mean? AD&D didn't have attacks of opportunity, and it's an immersive RPG. Call of Cthulhu doesn't have attacks of opportunity and it's an immersive RPG. If anything "AoOs" *are* the board gamey thing.

I mean theater of the mind style play may not be more immersive than grid-based play (depending on the individual) but it sure is less board-gamey, and the former features almost no AoOs.

Non sequitur.

Just because an "immersive" game lacks a mechanic, does not mean that they game could not be more immersive with it's inclusion. I feel like the inclusion of AoOs in 3rd edition (and I think even in a book of optional rules for AD&D) shows that certain people believed their inclusion was more immersive.

Also, last time I checked, CoC wasn't very combat heavy, or at least combat wasn't one of the main focuses of the game.

As far as theater of the mind goes, I guarantee if the DM told me the guy I'm standing next to tries to drink a potion/cast a spell/etc. without moving away, I would ask the GM for an AoO. If the GM says I can't because I lack the training to do so, I'll go grab my feder and ask him to demonstrate what the character is doing.

You're acting like the game works like this narratively:

"I attack guy he blocks"

his turn

"he pulls out potion."

Wait why can't I attack him!?! I'm just staring at him pull out a potion.

When narratively this is what really is happening:

You attack the guy he parries your blow and pulls a potion out and drinks it while you're still reeling back from the parry, you try to use the opening but alas you're not trained to use small gaps in defensives to land killing blows. So he manages to duck away from the attack.

Everything is happening all at the same time in a 6 second gap. You aren't just staring at someone pull out a potion. You were locked in combat with him. And he's dodging weaving. Maybe he shoulders into you while he pulls out a potion and drinks it with his other hand. Maybe he kicks you in the shin and uses that opening to get the potion out.


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rainzax wrote:
Mary Yamato wrote:
Edge93 wrote:

My 2 cents on this.

In PF1 Attacks of Opportunity ALMOST NEVER HAPPENED. Everyone knows what provokes, everyone knows that everyone has them, and barring things like Greater Trip that forced them I borderline NEVER saw someone use AoO.

There must be a lot of table variance here, because this is certainly not the case in our games. My husband in particular, our best tactician, says "I provoke" and "I cast Detect Combat Reflexes" (our standard line for "I provoke from someone who already used AoO and see if he has another one") pretty much every combat.

High-AC characters will deliberately provoke to draw out AoO and protect low-AC characters, spellcasters, and archers. Characters will provoke if they have an effective response (my swashbuckler did this CONSTANTLY). Characters will provoke because the flanking, spell area, or other benefit they can get is worth the risk. Characters will provoke because they need to get out of combat and take another action, and gambling on the AoO missing is their best chance. It happens a lot.

It was also a characterization point with several of my spellcasters: when I play casters they tend to be very non-martial, and would quarrel with the fighters about why they didn't carry a weapon, thus didn't provoke or flank!

I miss AoO terribly. Yes, a few PC types have it, though only once a turn and competing with their other reactions; but they are in the minority, and overall combat just feels so much less tactical. Need to flank? Run around and flank. Need to get on the casters? Run around and get on the casters. Unless you can totally plug a chokepoint you can't do anything about moving enemies.

Is there Ready Actions in the new system?

Yes you can spend two actions to basically turn one of your actions into a reaction that occurs on a trigger you decide on.


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Thanks so much. I'm beyond excited for more content to play with for 2e.

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