Grundhu the Derhii

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Organized Play Member. 15 posts. No reviews. 1 list. No wishlists. 3 Organized Play characters.




To get an understanding of the system, and to prep for the adventure since it needs five characters each, I did the following:

Half-Orc Barbarian/Hunter, Human (Varisian) Cleric of Desna/Acrobat, Dwarf Fighter Blacksmith, Elf Angelic Sorcerer/Esoteric Scion and Halfling Ranger/Scout.

Things I liked:

1. Barbarian took me awhile since the system was new. After that, each one took me 15 mins, sans equipment. I mostly used the book and had the pdf left open to the spells section. I read the book a couple of times before doing this so my quick creation time is a factor.

2. Skills are so much easier to do now. Used to take awhile figuring out which to get and how to divide up points.

3. So much easier to figure out feats this way. Previous edition took too long. The other thing I didn't like about P1, you need to plot out your feat paths to be effective. For new players, this can be overwhelming.

4. The visual breaks with the text helps the flow of information better. The page layout is amazing.

5. Once I knew all the powers and spells were together, I think it works. Really doesn't need to be split off.

6. I prefer this proficiency system. Sure TEML is weird at first, but it's easy to remember.

Things I noticed:

Halfling- Attentive and Keen Eyes felt too situational. The bonuses were fine, but it seemed like those would be rare occasions compared to their other feats.

Backgrounds- It's stated that you cannot get a skill feat without the skill, but I know the Alchemist gets a feat without the prerequisite. I see this in a few ways. If you get a free skill with the feat, you can game the system, but what if you already had that skill? Or, maybe you are untrained, but that skill feat gives you a slight edge in the attempt.

Cleric- Many of the domains appear meh or situational. I thought Luck, Zeal and Fire were the more useful ones.

Paladin- Deific Weapons mentions if the deity's weapon is uncommon, you gain access to it. I didn't see a deity listed with an uncommon weapon.

What I'd like to see:

Quick starter gear bundles. This could work in the class sidebar in the beginning, under Signature Skills. Gets new players in the game faster.

The final book being close to this size. Pathfinder 1 is a tome. Hand it to a new player and see how long it takes them to get through it.

Final thoughts:

Overall, I'm pretty happy with the playtest. This is the direction I want to see Paizo go. It's still going to have more rules than D&D, but to some degree, Pathfinder needed to be slimmed down to grab other players as well.

Another thing I'm amazed with, on these boards there seems to be a sense of entitlement with some people. I can understand when someone doesn't agree with certain rules, but the demanding that Paizo does such and such, is a bit much. This was a playtest, not a full release. The rules were free unless you wanted a hard copy. What I've noticed it appears like there are some that really want Pathfinder 1 as is. If that's the case fine, nobody is stopping people from playing Pathfinder 1. But it's time for a new version.

The fact is, rpgs usually hit a ten year cycle.I REALLY like the direction of where Paizo is heading with the Playtest and I'm not interested in seeing these rules getting tossed out. Refined sure, but not tossed out.


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I really dig the art and page layout. Huge fan of Wayne Reynolds. I've got prints, his artbook and met him a couple of times. There's a reason why his work is on most the products. It sells. Not just in the respect of money, but it "sells" you on the world and the characters personalities.

I really liked the Beginner Box and Strategy Guide, and I think the layout in this book can help new players. It's a hard sell to get someone that never played a rpg, not be intimated by how big of a tome the Player's Guide is.

Frankly, I'm surprised how many "experts" there are concerning rules, for a game that just came out the other day. I think there are some wonky things, but, I'm going to try the game out before deeming something broken.

I'm more of a rules light player, like Shadow of the Demon Lord and Savage Worlds. I got turned off on Starfinder's complexity. I didn't care for P1's feat system, yet I think it's awesome in P2. I never cared for figuring out where to spend skills points and how many skills never got used, I prefer how it's handled now. Fighters tend to be bland in fantasy games, I really want to try one now.

Glad the economy changed to silver. In most rpgs, any currency other than gold becomes pointless too fast. I like how weapons can have different effects. I think the downtime events sound interesting. There is quite a bit of interesting things here that I feel some folks are glossing over.

I still have 20% left in the book to read, but I've skimmed the end part. I have to say, I'm pretty impressed with it.


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Will the playtest have art in it? I seem to remember the previous Beta had some. I'm a big fan of Wayne Reynolds art, so I hope to see his work inside. In particular, I'm loving the concept work posted on the blog. Will this be used in the book?