Thanks! My secret weapon is this searchable database of Unicode characters. I searched for "diamond", and then "arrow", to find these symbols. Other interesting diamonds are: ❖ ⬖ ⬗ ⬘ ⬙.
Jester David wrote:
For homebrew stuff, you could use unicode symbols to approximate:◈ Single Action
◈◈ Two-Action Activity
◈◈◈ Three-Action Activity
⟐ Free Action
One thing I find confusing about the black-and-white version: In the "Melee Strikes" and "Ranged Strikes" sections of page 1, there is no visible separator between each strike. But there IS a visible separator WITHIN each strike. So the grouping reads wrong; it looks as though each "Damage" secion is associated with the "Weapon" section below it, rather than the one above it.
This is something I've seen on the web as well, and it always bugs me: sections separated by nothing but whitespace, but visible separators within a section, so it's easy to mis-read which subsections are grouped together. I've most often seen this in web forums, where one could mistakenly associate the wrong user info line with the wrong post.
...Hey, come to think of it, this web forum does that very thing! And not too long ago, it caused me to "flag" the wrong post, because I mistook the "FLAG | LIST | REPLY" controls as being attached to the post above them, rather than the one below, thanks to the separator line.
In summary, sections should have MORE prominent separators between them than the sub-section separators within them.
In Rise of the Runelords,
we got to a part where there's a hallway of mirrors, from which doppelgangers of the party members emerge and attack. If your PC dies, the corresponding doppelganger disappears. We were getting beaten badly, and had to retreat. One of our PCs was fairly low on HP, while her double was still quite healthy, and was a really tough opponent.
So I decided that the most expedient course of action was for me to kill the PC, in order to remove the threat, so we could escape. We of course resurrected her later.
Even when 1E was first released, players weren't limited to just the contents of the CRB, because it was designed to be compatible with existing 3.5 material. So PF2E will actually be the first edition that doesn't have a bunch of supplimentary material available right out of the gate.
Lewis Carroll's poem Jabberwocky played with words to introduce both the deadly Jabberwock and the vorpal blade that beheaded it with a snicker-snack.
No. Just... no.
Sorry for the off-topic rant, but you hit a major pet peeve of mine. The poem Jabberwocky uses a bunch of nonsense words whose meanings are to be inferred by context. When I first read the poem, my impression was that "vorpal" simply meant "trusty". I've always imagined the boy's sword as a simple peasant weapon, nothing special. When he fought the creature, he simply struck several good blows (snicker-snack!) with a decent weapon. He then severed the head and took it back to show his dad.
Later I found out that D&D had co-opted the term "vorpal" to mean some powerful magical quality, and have since always felt that they totally missed the point.
Just like stealing a Wizard's spellbooks cripples them. Yet the "but your spelllbook might get stolen/destroyed!" doesn't really figure into discussion about design and balance. And rightfully so, going after spellbooks is a cheap move, just as is going after weapons.
Apples and oranges. It's not about the fighter having a weapon vs. not having one, it's about having a magic weapon vs. a mundane one. Wizards don't need to replace their "mundane" spellbook with some kind of special one at higher levels to stay relevant.
I think "Class X", "Ancestral Y", and "Skill Z" is useful, even if X, Y, and Z are all different, because the modifier indicates what the ability relates to. But "General W" is not useful, and should just be "W".
I would go with Class Ability, Feat, Ancestral Trait, and Skill Trick. Other than "trick", these terms tie back into their PF1e meanings.
The first one, because I don't have to then flip to Fireball to learn the rest of the rules for the spell.
For the sake of argument, let's take this to the opposite extreme. Suppose that the spell description for Fireball looked like this:
Fireball Spell 3
Now you don't have to reread the parts that multiple spells have in common! In addition to knowing what "basic saving throw" means, you only have to learn once that:
If all of your PCS had 1 RP exactly, then all of them dumped Charisma to 10. In this game, it is a decision about just as smart as dumping Constitution.
I don't consider a 10 a "dump"; it's just something you haven't particularly invested in. If you're saying that ALL characters have to raise both their CON and CHA, in addition to whatever other attribute(s) their signature class abilities may depend on, then that effectively makes every character MAD in this game. Which is not a good thing.
OP, as you're seeing from this discussion, the actual reason we're still using alignment is that it's a sacred cow. It's tradition, and no tabletop RPG is steeped in so much tradition as D&D. For the same reason, you won't see Vancian magic or the six ability scores disappear, even if developers thought they could replace them with something better. When you play D&D, you either deal with it as it is or you house rule it. Expecting official changes to the sacred cows will result in disappointment.
That's a good point, but it only applies to RPGs called "D&D". This is Pathfinder. PF1E had to maintain compatibility with D&D 3.x, so it wasn't going to get rid of any sacred cows, but PF2E has no such restriction. So I'd hope that the designers would be willing to rethink any and all aspects of the game.
Jason Bulmahn wrote:
Finally, as for calling things feats, we have decided to use that term to help new players understand "feat means I get to pick a new rule to add to my character", much as it did in the past.
Maybe it's just me, but I never liked the way 3.X/PFRPG used the word "feat", because this usage is different from the common meaning in English. The word "feat" generally refers to a specific instance of a difficult/impressive achievement, rather than the ability to perform the achievement. For example, if a person were to lift an automobile over their head, one might say, "Wow, what an incredible feat of strength!" The word "feat" would refer to this individual action, rather than the great strength required to lift cars in general.
So I feel it's more confusing to new players when a game term is a common English word, but its meaning is different from the common one. When I first read the 3.0 rulebook and learned about "feats", my first thought was, "How is this a feat? This is actually the ability to perform feats." But again, maybe it's just me.
But this is confusing and inconsistent. Suppose a wizard learns heal. If he prepares it in a level 2 slot, it is cast as a level 2 heal. If he prepares it in a level 3 slot, it is cast as a level 3 heal.
In contrast, suppose a sorcerer learns heal 2. Then, one day, when she's out of level 2 spell slots, she decides to cast it in a level 3 slot (assuming PF2 still allows casting lower level spells in higher slots). This means it will cast as a level 2 heal from a level 3 slot?
So, you say that there is only one heal spell, but this is not entirely true. For the wizard, there is only one heal spell to learn, which auto-heightens to the slot it is cast from. For the sorcerer, there are a bunch of heal spells at different levels to learn, which are cast at their respective spell levels, regardless of spell slot used. Just like in PF1.
The problem is that poster enjoys survivalism type challenges and wants to be immersed in Roughing It, but their GM is handwaving something they enjoy.
It's not even that I want to be immersed in hard-core survivalism type challenges; it's the fact that the issues of food and comfortable rest are ignored to the point that I can completely neglect to equip my character for such necessities and never be called out on it, which breaks the verisimilitude. I want to play a role-playing game, not a video-gamey series of combats or dungeon crawls, and I feel that these types of real-world practical concerns should at least come up and have to be addressed.
Actually, in the case of Sacred Geometry, here's what I think happened: A developer wrote a feat, and then submitted it. An editor looked at it, but didn't notice that it was submitted on April 1st, and thought the developer was actually being serious.
Having to search 10'/round or traps are undetectable especially in overland travel... 10' open pits are invisible if you move overland speeds... :P
Eh, I would argue that anything that could reasonably be called a "trap" would be concealed in some way. A 10' open pit is more of a terrain feature.