Sebastian Hirsch wrote: I assume the excessive version is the case since this would actually give the create a bit of versatility when it comes to casting (just changes the source staff and you change the spell repertoire). Incidentally, I really like the Transmutation Staff here, because of how Humanoid Form can be used by an unusually lucid demilich to take on the appearance of how they were in life.
Big things I've liked from the start:
Changes I've liked:
Tridus wrote:
So I realise this stuff is an out of context combination, but it did give me a rough idea for a more fun way of handling grip-shifting (esp given that so many people hate it right now). Make it a free action, but with the manipulate trait so that it interacts with entangled, restrained, and AoO.
Thematically I think I'd be cool if ranger spells were handled like ki powers. I don't actually like rangers being spellcasters by default, but it would be a nice option. That said, I'll confess to just very much liking the place the Monk is in right now in general. Which is funny, as it was one of the two classes I was most concerned about prior to the playtest dropping.
PossibleCabbage wrote:
Still happy about the death of sig skills.
I very much like Ki Rush, and Chirurgeon makes me very, very happy. As an asides. While the PF1 Investigator didn't exactly grab me (despite being formed from thematic favourites), taking into account how medicine can be used for analyze forensics, I actually very much like the idea now of alchemist MC-ed into rogue.
I feel like I have three strong opinions here:
PossibleCabbage wrote:
I would honestly love positive trait armour. Positive trait weapons are amazing.I think it would be really fun to decide to build a knight, and actually be able to geek out over equipment choices for stylistic reasons.
Captain Morgan wrote:
Also. Depending on the final chassis on the game, it might be fun to redirect crit failed attacks against a climber to the attacker, provided that the attacker is the creature being climbed.
I wouldn't object to using other rules to climb onto monsters, but I'm not convinced that should give the grabbed condition. If you see what I mean? As grappling currently works, if it worked better on large creatures it would make you better at nerfing them (higher chance for both Grabbed and Restrained to be inflicted, and a lower chance of them reverse grappling you). I have absolutely zero issues with some alternative maneuver that gives you a circumstance bonus on attack rolls or whatever against a creature you're hanging onto (with a likely circ bonus to do so for creatures of appropriate size), but I really don't think this should be the same thing as grappling.
I mean I don't even run games in an established setting outside of this playtest, nor do I particularly intend to stick with Golarion after it, but I actually really quite like pathfinder's daemons - they're relatively interesting and distinctive. Demons and devils are alright, but I'm a bit soured on them due to the fighting due to different alignments thing from D&D, and they don't strike me as super duper original in comparison (though, I do quite appreciate that PF demons have a thematic basis in sins). I do kind of like asura as well though. To a lesser degree qlippoths, but that's mostly for aesthetic and some minor divergence from demons.
ENHenry wrote:
I find that "well, if that is what you want" strikes an inordinate amount of fear into some of my players, with regards to their ideas. :/
WatersLethe wrote:
One thing that was really nice to see as a GM was my player's reaction when he wondered out loud "wait. Is the barbarian basically a muscle wizard?"
PossibleCabbage wrote: I kind of like how the most sensible featless twf is to fight with whatever in your main hand and an agile weapon in your second hand. Like Rapier+ Main Gauche is a plausible, realistic weapon combination that is encouraged in PF2 by the twf rules but was a bad idea in PF1. I also like the dwarven equivalent: Dwarven waraxe, offhanding clan dagger.
MER-c wrote:
One of the few things I came away from Shadowrun really liking about the system was the spellcasting system. It wouldn't work here, but it definitely works sort of like the Inheritance type. But I like it more as you can use basic probability to clearly cast at whichever level of risk you're up for. TL;DR you pick which spell to cast, and how many to cast at once. Pick the level of each spell (spells don't have levels by defaults, costs relative to their level), roll for each spell, and then roll a resistance check (shadowrun so dicepool. More dice you have, the more confident you can be of what exactly your tolerance is) against backlash from casting for every single spell you cast then. Below a certain amount of unmodded backlash it's nonlethal damage, above it it's lethal damage (both damage tracks accrue penalties for things you do). You can take more backlash in exchange for casting spells with a lesser action, or later unlock methods of reducing the backlash (e.g. with somatic or verbal concentration techiques, or a magical focus)
EberronHoward wrote: But don't all the caster classes have customization built into them? Sorcerer Bloodlines, Wizard Spell Schools, Druid Orders, Cleric Domains, and Bard Muses all offer ways to differentiate one PC of the same class from another. They do. It just doesn't necessarily feel like that. My wizard player before he left the playtest (2 of my players hated it, 4 seem to really like it) felt like human was the only reasonable choice for his level 1 non-universalist wizard, simply because he didn't get to pick a feat at level 1 (I think cleric and druid seem better at face value to players there though?) Whereas say, the barbarian clocks in and gets to celebrate the fact he can catch fire and take advantage of the action economy with sudden charge.
Knuck wrote:
I feel like this sort of thing would work better as a template, and if it alters the difficulty to simply adjust the effective level (much like Elite) of the boss, the template in part scaling with the original level of the boss.
PossibleCabbage wrote: I kind of want all classes to have a level 1 feat just so we can have archetypes which cost level 1 feats to take so that you can start as one. That would be nice. I want a level 1 feat for all classes not because I think casters need the buff, but because I think it feels bad to be missing level 1 customisation for a caster player.
I dislike the thematics and gut reaction with +1/level, but I think I like the effect it has on the game, especially combat. 1/2 level (more so given that the largest reliable mod without level is something like 15) would definitely be less thematically jarring, esp if it were phrased something like
MaxAstro wrote:
Just personal opinion, but I like the idea of being able to set in your daily preparations a possibly nerfed alchemical item or two that you know to be quick alchemy-able at will, and at various levels getting to prep higher level items for it.
PossibleCabbage wrote:
On a side note. Not a top end option by any means, but Scoundrel's feint with a rapier and a main-gauche is very thematic. Reactive pursuit and nimble roll or sideside makes it even better there.
Really like the visibility conditions. Similarly to you, I'd be fine with having the social conditions axed and/or tweaked and stuck elsewhere. Not a massive fan of enervated thematically, but I at least like the name over level drain by a massive margin. Fleeing I detest as a common condition, for the same reason I dislike 5e frightened -limits the options of affected PCs for RP reasons, not physical reasons. If enfeebled became any stat instead, it would be fun to see things like Ret Strike opened up to flexibility targeting.
LuniasM wrote: In the case of DPR, the Finesse and Brute builds are roughly equal, with the Finesse build having a nearly-negligible advantage at Levels 1-4. The Finesse build may be better on their second and third attacks with an Agile weapon compared to a Brute with a Longspear or 2H Staff, but they're otherwise very similar. While brute rogues could probably do with a few more weapon options, my favourite thing about the longspear rogue is how it later interacts with gang-up and opportune backstab.
Fuzzypaws wrote:
Ngl, I really like how the marilith handled "has a bunch of swords and can hit things in different ways". As a general point on monster design. Knuck wrote:
Bestiary spoilers, players should keep their grubby mitts off:
The actions symbols definitely helped with skimming that.
I'm sort of torn. I don't particularly lean strongly one way or another for the DC being based off the culprit. I like the idea, but in practice it bogs the game down, and annoys the players who are less than keen on complexity but like knowing what to expect. Given that I want to win players over to this system, and pretty much everybody I know plays 5e, I could stand to gain from less unnecessary complexity. On the other hand, I do very much like durability playing in somehow. I think my favourite suggestion was allowing various levels of fort training to modify the DC, but I am a little concerned that this would skew the importance of fort.
MaxAstro wrote: Personally I look forward to roleplaying an Int 18 goblin wizard who speaks fluent Common and finds the rest of his people hopelessly backwards... but still gets a little jumpy around horses and dogs. :) One of my players brought along a high int blatantly CE blackfingers-worshipping goblin alchemist, who still speaks in gibberish and is somehow a functional and likeable party member.
edduardco wrote:
Spell DC and to-hit does scale in that way, which keeps the pace. Getting something on top of that would be scaling an increased relative pace. It's not like a fighters get +level to the damage of any weapon they pick up, for instance. Only the to-hit.
Personally I really enjoy the flipside of it rapidly becoming absurdly easy for PCs to melt lower level mobs. For the boss, on the defensive side at least I think I appreciate the built in saves buff. Probably mostly because I'm coming from 5e, where legendary resistance became a necessity for keeping bosses in the game, and I prefer proportionately low odds of failure to straight-up wasting the first 3 spells to be cast on said boss.
Igor Horvat wrote:
Conversely, while I'd happily see Noisy or Clumsy go, I think I like the idea somebody proposed of giving armours more traits, much like weapons. In my view the weapon tweaks have been one of the coolest bits about the new system. It's the first time I've been properly excited about weaponry in a TTRPG beyond "this would look cool". E.g. you could make full plate give a circumstance or item bonus against being shoved (and maybe have a chance to change certain types of damage from lethal to nonlethal), and unarmoured or light armour giving a small bonus to reflex saves or certain maneuvers. You could even mimic the crit specs on weapons by giving armour effects against a critical miss (like a pronged set of armour giving you a chance to disarm as a reaction) or on a critical success for a save (e.g. unarmoured letting you Step after a critically successful reflex save).
Jason Bulmahn wrote: I'm not going into any specifics, but you can safely assume there will be a fair amount of additional content in the final version of the game. Thanks for letting us know! While obviously a specific number is out, do you guys have a rough idea as to the expected size of the book?
The Raven Black wrote:
I mean that sounds like an interesting house rule. Picking 1-2 skills that being untrained in means that level doesn't add to them.
An attack of opportunity is explicitly a Strike taken with the intent to maim, kill or disrupt. A nudge is a warning to draw attention to things. However, frankly if they're arguing that much detail, then they are the one that loses out. Because they didn't use subtle/melodious spell, as per the updates this would, I believe, have a spell manifestation. Visible to all those around. This means the guy would get instantly noticed and wind up in hot water.
I personally think there are some fun items. E.g. for me the skeleton key, dancing scarf, diadem of intellect, persona mask (I think I actually prefer the low level version to the high level version), possibility tome, choker of elocution (though I'll confess to being confused as to what the command activation does), anklets of alacrity, gloves of storing (although I will admit that they are uncommon), I like how the new Luck Blade is a Wish battery instead of containing a set number of one-use Wishes, etc.
Darksol the Painbringer wrote:
Thank you for reminding me that one of my Shadowrun GMs once ran Jurassic Park but with spirits.
Vic Ferrari wrote: Yes, per the spell design rules in the DMG, fireball and lighting bolt should both deal 6d6, but purposely bumped them to 8d6, for legacy reasons, and as they are standard innate spells for monsters. This is a really big pet peeve of mine tbh, I dislike "no brainer" picks on a spell list, it's part of why I'm also happy to see Wish reigned in and gated behind a capstone. On the bright side for me, I feel fairly confident so far from what we've seen that PF2 won't go down the route of making a spell disproportionately good due to legacy reasons alone.
MaxAstro wrote:
I personally was really happy when I realised that upscaled burning hands was the same damage as fireball here. It felt consistent to me. The thing is, fireball has considerable advantages that aren't raw damage, and I really like that (20 foot burst at 500 foot range is tactically insane). In a similar vein, I was happy to see lightning bolt become mildly stronger at base than Fireball. Acknowledging the utility of the different blast areas.
Fuzzypaws wrote:
I just think conditions need better organisation.
DM_Blake wrote:
Preview blog/dev comments explicitly called out Lamashtu as having access to Positive due to the "fecundity of the abyss" and called out the possibility of a Good deity who only allows negative energy (thought they did state that none of the gods provided follow that rn, I do think they mentioned a Tian god that might qualify). This is 100% intended and I personally like it a tonne. EDIT: Here you go. It was in the eminent domains preview blog. PF2 playtest blog eminent domains wrote: Listing the type of channeled energy the deity grants allows for some really exciting situations. For instance, Lamasthu may be an incredibly evil deity of nightmares, but she's also a deity of the wild fecundity of the Abyss, so she allows her clerics to choose negative or positive energy when channeling. You could even have a good deity that granted only negative energy (none of the core deities worshiped in the Inner Sea region of Golarion do so, but it could be possible for a deity like Tsukiyo, perhaps, as part of his dualism with Shizuru) or an evil deity that could grant only positive energy.
PossibleCabbage wrote: I definitely don't like how class powers work off of Charisma instead of a class's main (or secondary) ability. Like I have a Dwarf Monk and Druid who had quite a few powers and spell points, and I left Charisma at 8 as a deliberate decision of "I'll use fewer potions, I guess." Yep. I think I'm really not a fan of charisma feeling all devouring. I mean, I'd be fine with it for say, fighters, rogues, rangers, non-ki monks, barbarians, running off charisma focus as mentioned. Sorcs I think I like the idea of them actually being bosses with focus powers, so I'd be happy with something like this, plus easier access to increased points. Clerics, Wizards, Druids, I all very much want to be able to run on their primary stat. Given how alchemist seems pretty fun with some of the changes (bar mistform elixir which seems far too weak) I'm personally biased towards wanting them to potentially have it run off int in some way. |