![]() ![]()
![]() Cyouni wrote: While that may be generically true for TTRPGs in general, only a masochist would want to play PF2 on Roll20 compared to any of the other solutions. Oh don't get me wrong, that's not an endorsement of Roll20, merely the case of what is. Roll20 has one of the largest brand-awareness and lowest barriers of entry for any VTT, being free, and needing a computer built in the last decade to function adequately. I'll take Foundry any day for damn near anything, system built or not. ![]()
![]() Let's start by addressing the question of failure, as that's not really relevant to what's actually being asked here. The metrics of success are set by Paizo's leadership and ultimately the product could be a "success" even if they sold 0 units, as long as that was what the company projected. One of the implied questions is: "Is 2e as popular as 1e was." and the answer to that question is a resounding no. Which is unsurprising as 1e was born out of a dissatisfaction to its largest competitor (4e). Now the scary question is: "Is 2e as popular as 1e is." and after more than a year on the market, all signs point to a resounding no. Roll20 is the de facto VTT of choice in the current era, while other solutions exist, they don't have the market share of Roll20, and their data shows that 1e games outnumber 2e games by over 2 to 1. You can even corroborate this with looking at the ratio of 1e discussion to 2e discussion on other sites. What does this mean for 2e fans? Well not much, currently Paizo is still going to be releasing their books. What do I think this means in the long run? I think that this means that a new edition is liable to come out sooner rather than later, and with a larger bent toward 1e mechanics, which again doesn't matter to 2e fans, they'll still have their books. ![]()
![]() Mathmuse wrote:
Cody's position isn't my players are using the same actions and tactics over and over and over again and that's bad. Its: "2e has systemic problems that drive repetitive behavior, and this extends into other parts of the game like spellcasting and combat." He is making the point that 2e's heavy focus on efficiency drives player choice in predictable and repetitive outcomes. Is this unique to 2e? No. Is it more noticeable in 2e than in other systems, I'd argue absolutely yes. ![]()
![]() Matthew Downie wrote:
The more work I have to put into making adjustments to material is less I have to run the game, and means those materials aren't worth as much to me. So I'd look for a game that does have the qualities I'm looking for. It looks like that's the same value proposition that Cody had to face, and he found that 2e wasn't good enough to run, and I have the same opinion for a lot of the same reasons. ![]()
![]() Ruzza wrote:
In any given encounter there are objectives that either side wants to complete. There are actions that any party can take to complete those. These actions have consequences. A "Best Turn" will be the course of actions that have the most agreeable consequences. How we define most agreeable consequences varies from person to person and context to context, but the issue that Cody is having and I am trying to highlight here is that 2e has a heavy enough focus on being efficient in their actions that most agreeable consequences and what they actually want to do are mutually exclusive. Ruzza wrote: But if someone plays the game making "sub-optimal plays" (again, disagreeing here, but using your words) and they're enjoying themselves, hey no problem. If they aren't enjoying themselves (if they want highly impactful turns), the tools are there to make those decisions. We all have the same Core Rulebook in front of us. The problem is that the severity of making less impactful turns is much higher in 2e, such that even players who do know the system will feel pressured into making impactful turns despite those particular actions being counter to the character or story they want to help tell. The only people who feel this way are the ones who do understand the system. Ruzza wrote: I want to roleplay a reckless warrior who goes into battle fearlessly and survives is absolutely a thing you can do. But you should also be ready to get... Well, beat up. Part and parcel with that playstyle. Yes, and the people who are complaining are the ones who are dead, or the ones who know they would be dead if they tried. Ruzza wrote: But, and this is hugely important, it's likely that what you are talking about isn't making poor choices in combat, but not being rewarded for them. Only if you define "rewarded" as not being killed, which 2e is having a problem delivering. Its not exactly an uncommon trope you know? Ruzza wrote: Other systems can reward a playstyle like Ulrics, but it might not be PF2. I don't think that was at the core of this video however. The core was repetition and being locked into doing the same thing over and over, which is just demonstrably untrue. Did we watch the same video? Cody spells out my point rather well with his magic missile example. Here: https://youtu.be/-fyninGp92g?t=391 ![]()
![]() Ruzza wrote:
So here's where my big problem is. Out of all the options you can select to do something on your turn, invariably, one will be "The Best" what this is different from time to time, but in AP parlance this is normally the set of actions that cause your party to expend the least amount of resources, eg Time, Magic, HP, Items, Reputation, Element of Surprise, etc. I don't have a problem with this, this is normal and expected. Sometimes players aren't aware of what those actions are, sometimes they are. Sometimes players don't want to use the best actions, because they are playing a character that wouldn't do that. It might be that stepping back and peppering the orcs with javelins might be the more prudent thing to do. "Ulric is brazen and will meet the orcs in melee combat!" This might not even be all that unreasonable because there might only be a few orcs, and narratively speaking, it makes sense that he'd be able to take them on. Taken over the course of an adventure, these sub-optimal plays will add up. This isn't something endemic to 2e, any system has this, but in 2e's case, these smaller sub-optimal decisions matter more, and will kill characters quicker than expected. Those who are aware of that and want to keep their characters will feel pressured not to make these sub-optimal plays that they otherwise want to do. ![]()
![]() Midnightoker wrote:
No, no! Don't miss understand, tactics and smart play are 100% effective. The problem that I am trying to highlight here is that, like the GM who can make enemies do sub-optimal things, like having goblins goof off in combat, in order to world build, and enhance the narrative, players, too can and will do this with their characters. The margins for failure are too small and the consequence for it is too severe for many players, and this is a fault in 2e design. Players and GMs who don't know this will be TPK'd Players and GMs who do know what is optimal, can be frustrated by the lack of space to not play optimally. ![]()
![]() Ruzza wrote:
There is absolutely specialization in PF2, and the crit system does everything in its power to highlight that, a 2 point swing in AC can double or triple the amount of times you get crit. Vice-Versa for any attack or spell or other defense. ![]()
![]() Squiggit wrote:
Thank you for agreeing with my main point. I think that you really understand that the math and how the system is designed really discourages players from trying new things, hence you see the simultaneous arguments where groups A) Complain about doing the same things over and over again because they work, and B) Complain about TPK because they wanted to try something different. I think that the system is bad because the consequences for stepping out of your lane are too harsh. How important optimization is isn't entirely based on what you're fighting, the context of the fight also matters. If your party is low on resources fights matter way more, you might want to avoid the goblin encounter that you would have bowled over when you had all your spell-slots. Taken over the course of a dungeon or area like in any adventure path, the price of sub-optimal play starts to add up which can lead to TPK. What controls the when and how characters fail, oh right the system. ![]()
![]() Squiggit wrote: They also aren't universally bad choices, they're situational choices. I'm not complaining that the game is broken because some options are sub-optimal, I'm complaining that the game is balanced around you taking the optimal options. Which leads to frustration for players when they fail, and when they ask how to fix it, they get "Were you using your actions well? No? Ok, here's how you do it." which leads to a lot of repetition, which leads to a lot of A. You can mitigate that through encounter design, but that's tautological because you can do that for any system. No, not all options need to be equally valid all the time ever or the game is super trash, but there are playstyles that need to be catered to because of the genre and legacy of the game. Clearly its not working for some people.
It's kinda like if you were new to street fighter and you liked Dan Hibiki, but nobody told you he was a joke character. Arachnofiend wrote: The CRB certainly isn't the place for that, page space isn't infinite after all. Why not? I'd argue game fundamentals are more important than Golarion lore, since there's no expectation that you'll be using that setting. Ruzza wrote:
There it is again, that's the "You're not playing right" mindset, and you're just assuming people are too dumb engage with a system. What I am saying is that the system assumes that all players are playing optimally, it has no time for players that aren't who might be doing so for narrative or stylistic reasons, which isn't great for their ability express themselves or their characters. There isn't enough wiggle room in 2e, that is my point. ![]()
![]() Ruzza wrote: Does it? This might be a strange question, but how many veterans skimmed the book rather than read it? *Snipped for space* I'd say that it absolutely does yes. Any RPG is going to expect some level of optimization in order to really play it, that's all well and good when it's spelled out explicitly by the game. Anybody that wants to have a character that "hits things with a sword good" is going to gravitate towards the martial classes, because that's where all the support for hitting things with a sword good is, and there are narrative conventions, archetypes and tropes that support this. Where you get into the weeds is when the game expects you to do something while presenting other options as equally as valid, 1e is supremely guilty of this. One example is power attack is so ubiquitous that the game expects you to pick it, even going so far that an archetype has a feature that doesn't work without it (Two-Handed Fighter). There are no indicators like high level abstracts to guide a player to this decision like there are with classes, and there isn't anything in any of the books (Outside maybe the strategy guide, but I'll admit that I haven't read that) that spells out, "Hey if you don't get power attack, the monsters that you'll face will outpace you." 2e has pained itself to try to remove some of this from the character creation process (IMO I don't think it worked, and I think they made making characters a blander task), but it has doubled down on the expectation of players optimizing their action economy. Why should there be trap options in action economy? I'm not talking about legitimately poor decision making, like trying to use a fire spell to kill a fire elemental, or walking up to an enemy and actually doing nothing, but why should taking a strike past the first one even be an option if its a bad gamble? Why is "Ulric rains blows down upon the beast before him! I make three strikes against the foul creature!" a bad idea if its something that, narratively, isn't a bad idea? That's not something that I think that reading the rules would imply. Unicore wrote: I think there is a massive difference between saying, "if you don't have your character do x,y, and z, you are a terrible player and playing the game wrong" and saying to a GM that is frustrated by the fact that their players are frustrated with the difficulty of the game, "This is a game system that has a lot of variable controls that both players and GMs can dial in to make the things that are frustrating your players not so much of a problem." 2e has enough of these frustrations that I think it merits a look at the system. 2e cannot hope to have players enter it without expectations about what they can and can't do in the game, it is the new edition of the game and not an entirely new game itself, so it MUST be able carry the conventions of its predecessor, which I don't think its doing, and I think a growing number of people are coming to that conclusion. ![]()
![]() Can we stop for a second and realize that what is being discussed here is that there are groups that "just aren't playing the game right"? If there are entire groups of people who are otherwise genre savvy that aren't getting it, than that points to a fundamental problem of the system and its presentation. ![]()
![]() Tholomyes wrote:
I am certainly of that mind myself. The 4 tier system isn't exactly what I would want in a fix to save or die spells, either, but if it's limited to saving throws, the problems it causes don't leach out system wide. ![]()
![]() master_marshmallow wrote:
This is basically the biggest problem of the entire system: The crit rules need a specific value range to function, so modifiers to rolls need to be bounded heavily. This wouldn't be all bad, the system could be designed in such a way that it presents players a way to mechanically differentiate their characters via options that don't need to interact with the d20, but given the limited nature of the content provided in the playtest, it just isn't there. I think too much of the game acquiesces to the crit system to its detriment, and it's the crit system that needs to go to open up more design space. ![]()
![]() Gorbacz wrote:
Those are bad examples. Splinter is a ninja/monk, Roshi is a monk, yoda is a monk, and Cohen was a barbarian. These are characters who have specifically trained their bodies (in yoda's case his mystical connection with the force), and have received dividends from it. Roshi is actually incredibly strong and able to manipulate his form to better suit his needs. ![]()
![]() Steve Geddes wrote:
There's nothing to confuse here, playtest of thing was bad, people pointed that out, nothing satisfactory was done about it, and the end product was bad. It would be different if they just released an unsatisfactory product without asking for feedback, but Paizo has repeatedly released prouducts that have had public playtests that revealed that the material broke down at a certain level or had problems in play, yet these issues made it to print. This has been Paizo's recent MO, and this is what I assume will happen come the playtest. ![]()
![]() Dark Midian wrote: I'll be blunt: This playtest is not an alpha, not by a longshot. It's barely even a beta. This is more like an interactive sneak peek of their new system, with the chance for us to help tweak a few minor numbers. I would estimate that unless there is some very, very strong universal feedback on certain mechanics like say resonance, nearly all of the major mechanics are set in stone. This 100% the case. I think anyone expecting major revisions to the system is in for a disappointment. Paizo has earned a reputation for going forward with releases despite clear feedback and even clearer problems with their products, take a look at the last few hardback releases especially occult and wilderness adventures. ![]()
![]() Deadmanwalking wrote: It isn't narrower than 5E in comparing characters of the same level, though it's certainly narrower than in PF1 in that regard. They do still have up to an 18 point swing between characters of the same level (in skills, some other thing might have a slightly higher or lower divergence), though, along with an increased suite of potential abilities (in the form of Feats) which has greatly increased customizability within the numerical range available. Yes! Sorry, I was talking about narrower in comparison to PF1. I don't think that 18 is likely when comparing two characters of the same level, nor even attainable given the default assumptions of the game (Stats cannot be lower than 8, and proficiency levels are gated by level and class). A wider range of abilities isn't mutually exclusive with regards to divergent bonuses, such abilities and customization could easily exist within a framework as divergent as PF1 is. So this is not where complexity is spent, the design space is simply there. Flatter math on the other hand is mutually exclusive to divergent bonuses, and is where the complexity is spent, in relation to PF1, Paizo has chosen to reduce complexity in this area. Deadmanwalking wrote: You're quite correct that monsters won't scale well, however by making a system where PCs will be within a fairly narrow variance at any individual level, and making the leveling process relatively simple in and of itself (+1 to everything), they enable GM monster creation to be much easier, and also make leveling monsters themselves much easier. But that hasn't opened up encounter design space at all. There is no change in variance with regards to what we can expect to fight at each level, in fact, because the math is flatter, there is less variance in what we can expect to fight at each level; monster statblocks of a given CR are going to be more similar to one another. Deadmanwalking wrote: I think the benefits outweigh the drawbacks significantly. I also don't think this is a 'complexity' argument per se. It's definitely a game quality argument, but not one about this aspect of the game having gotten more complicated. I think my point is that I fear that 2e is making sacrifices to complexity in areas without getting much in return, I think flatter math is by definition less complex than less flatter math. Deadmanwalking wrote:
Ease of math is something of a subjective issue, A lot of people find it much easier to keep track of a few dice with static modifiers. Extra dice aren't going to help your fellow players if they don't keep track of the character on their sheet. I can just as easily see a world where "Is Deadly a d10 or d8" or "Hey I'm flanking this guy and using kidney punch is that 3 extra d6's or 4? Oh wait is his back turned I think I forgot to add my Backstab dice!" becomes the norm. Deadmanwalking wrote: That's less than ideal from both a thematic and mechanical perspective. The opposite is true actually, consider the dichotomy between a greatsword and halberd in PF1, mechanically speaking a greatsword is far superior to a halberd. If you wanted to create a character who used specifically a halberd to do damage you would be at a loss, but the loss you would be at wouldn't grow with your level, you could tolerate that loss much easier. In PF2 that loss will grow with levels so the difference would be more pronounced, and the avenue of characters who specifically use a halberd to do damage is cut off. Deadmanwalking wrote:
Remember that players and especially GMs are designers themselves as well. Unless PF2 is only going to be designed to run adventure paths, it has to bear in mind that GMs are going to want to create their own content to run, and it needs to be designed to support that. ![]()
![]() John John wrote:
Variance is necessary to a point; I don't think most people would respond well to completely deterministic outcomes. Larger dice pools are actually more likely to give results closer to their average than smaller dice pools with fixed modifiers, but they have more variance in what results they can produce. This means that in practice there isn't much difference between 5d12 and 1d12+26 with respect to outcomes, super high and super low results are very marginal. You are correct, it is very easy to translate a dice pool to an average modifier plus a single die, but since that's the case why use a dice pool at all? Its not any quicker to add up than a single dice plus modifier, and save for the extreme end results, a dice pool produces about the same results. So the extreme end results are what the determining factor is. (I know I'm just retreading ground here but bear with me.) My concern is that extreme end results have a poor track record with regards to player enjoyment. You need only take a look at all the different gripes that the firearms rules for 1e produces and how controversial critical failure and critical hit charts are. ![]()
![]() Deadmanwalking wrote:
I think that flatter math can actually limit design space in a d20 type system if it's not handled well. In the case of 5e, it's tight bounded accuracy and expected damage values make magic items that break these expectations very powerful and very rare, designers have limited design space in these areas, conversely, monsters stay far more viable for longer across character levels in 5e, so complexity across characters was "spent" on encounter design space. In 2e, there is de facto bounded accuracy, but the range is much wider across levels yet it is much narrower when comparing characters of the same level. Monsterw unfortunately will not scale nearly as well with loves. My fear is that the system was designed in such a way that it eschews the complexity of mechanically distinct characters but doesn't reap any benefits elsewhere. Deadmanwalking wrote:
I disagree, static modifiers are much easier to predict, especially when compounding it across rounds. If I had +12 last round unless anything has changed I have +12 this roll as well. I'd argue that weapons are even harder to balance now. Consider that in the case of a battleaxe and a dagger the dagger is inherently weaker than the battleaxe, so a dagger needs to have other factors to make it at all attractive to take, the problem starts with magic weapons, a battleaxe gets more out of being +1 than a dagger, an extra d8 is worth more than an extra d4, so now we need an ability that scales with enhancement bonuses for the dagger to compete, you factor that over each weapon and now you start to see where that can be hairy. ![]()
![]() Looking over what has been released this edition, I don't think its any less complicated than 1e and while that's not automatically a bad thing, I do think where that complexity is in the game, is starting to look like an issue. One example I can cite is the "Mearlsiean" obsession with large dice pools over static modifiers. Another might be the odd way that they handle heightened spells as a prepared caster, and spell lineages for spontaneous casters. Capping ability scores is another headscratcher, especially in the face of such rapid growth of level based proficiency. What I fear most is that the design team is simply shifting complexity around for its own sake, in an attempt to both imitate 5e and subvert expectations rather than for the sake of the game. ![]()
![]() John Lynch 106 wrote:
Ahhh! Rounding up, ok yeah that makes up the 5 difference. I thought conventional wisdom was to use 4.5 for d8. ![]()
![]() Squeakmaan wrote: I think perhaps part of the problem may lie in an important distinction, playtesters are not designers. I've seen enough playtests on these forums to know that seemingly self-evident bit of wisdom can be forgotten quite easily. When we forget that, we stop being helpful to the playtest. Major changes like goblins being added as a core playable race aren't what we're testing, we're testing how things like ability scores might unintentionally make for an overly powerful build compared to every other race (as a possible example), but we need to actually test that, not just theorycraft it. I could get behind that opinion if and only if Paizo decided to come out with the stance that there are non-negotiable aspects of their designs. As it stands now not pointing out severe flaws that ruin play experience outside of the testing parameters is going to be difficult for most people. ![]()
![]() Jason Bulmahn wrote:
I think if you continue down this line of thinking and current mechanics you will find that "Not at my table!" will soon become directed at 2e instead of just at goblins. ![]()
![]() Sub-Creator wrote:
Yeah we can just imagine everything, just put away those dice! No need for anything like rolls or nothing! ;) My point is that the mechanic is sloppy, out of place, doesn't fix what they want, and introduces a new host of problems. I think they've lost the forest to the trees on this. ![]()
![]() RumpinRufus wrote:
Regardless of the edge cases, I think the general audience is going to have a hard time doing that, especially considering that the whole paradigm actually has to shift. Everywhere else in the game, damage is a measure of how serious a blow is, even with falling, and yet for death, in the case where how serious a blow is arguably at its most important, it breaks this trend. I find that very sloppy with regards to design and very dissatisfying ![]()
![]() Rysky wrote:
Off topic but I think there's evidence that Ezren is also pretty cut himself. ![]()
![]() gwynfrid wrote:
Don't you also multiply the static damage on top of that? I don't know, if that was part of anything that was released about crits. Additionally, it looks like magic items add their weapon's dice to the damage output rather than a flat modifier. There also seems to be weapon qualities that add dice to crits, like the shortbow that adds an additional 1d10. I can see a world where your regular/crit damage with power attack looks like 3d8+5 / 5d8+5+1d10, and a spread of 8-55 for any given hit is kinda scary. ![]()
![]() KingOfAnything wrote: It's not whose voice is louder. It's which way is easier to assume is default. It is wayyyy better to assume competent adventurers. It is easier for a GM to agree to introduce a flaws system if players want than it is for a GM to introduce a generous competence system. Overall player perception ABSOLUTELY matters, This was Paizo's first lesson with 4e. Its not though, it is less work to write out a rule that encompasses all skills at once than it is to encompass weaknesses into all skills individually. Albatoonoe wrote:
No one is saying that only numbers are an indication of skill, its people who refuse to believe that numbers are a part of over all skill. Come on dude, listen to what you just wrote out. Albatoonoe wrote: It is really just a determination of how seldomly you fail. How likely you are to succeed in a given skill is by definition your margin of success, and that factors into skill. ![]()
![]() thflame wrote: The idea, which has been explained NUMEROUS times at this point, is that the average adventurer, at high level is going to be competent at standard adventuring stuff. To be incompetent is outside the norm. This is the assumption that is the problem, there is no reason to expect this. If we find that most people are arguing against it (and I think we will), then Paizo needs to change the system and if you're unsatisfied with that YOU can house rule it. ![]()
![]() Charlie Brooks wrote:
Yes, I was using it to prove a point. My question then is why is this tolerated in other contexts, like a party fighting a ghost? If you don't have any access to magic it becomes a wide awake nightmare when dealing with it. You can flatten this easily by giving all characters access to magic, but then that trivializes what a caster can uniquely bring to the party, its the same way that a summoner can trivialize any of the martial characters by bringing a big beefy frontline eidolon. So why don't we do that as well? If you're not putting obstacles in front of your players as obstacles why are you putting them in front of the players at all? ![]()
![]() DM_aka_Dudemeister wrote:
So that necessitates level dependent DC's then. Otherwise you run into situations where either everyone is ok or everyone is going to fail, which trivializes the investment of the character. Why is this ok in the case of skills but not class features? If I need to put a tree somewhere why shouldn't I be able to? This is an argument for level based DC's, and further why should we forgive the wizard for not putting any ranks into climb? Why should Gandalf be able to climb a tree without expending his magic? ![]()
![]() Mark Seifter wrote:
Except in the case where you need to challenge a group. There come levels where even untrained it becomes trivial to pass a DC 15 skill check, so even those who have never even seen a tree in their life could climb an oak tree without even so much as a dice roll. Why? Why should they have a chance? You don't let the fighter just errantly cast spells, the wizard doesn't just get rage like a barbarian, and the ranger doesn't get to smite evil. These things are often available to classes via multiclassing or archtypes, but that requires a base level of investment from the character, why should skills be any different? What you are saying and what the system says are diametrically opposed to one another, automatic progression in untrained skills DOES undermine investment in any particular skill set. The fact that there are extras added or that untrained folk have a reduced opportunity to use their untrained value doesn't fix this, because it either has to be so restrictive that you might as well not have the skill to begin with or its so loose that we're back at the first problem. ![]()
![]() thflame wrote: Forgive me, but I find it hard to believe that a 15th level character, who can potentially have a Legendary Proficiency in a Skill(aka breaks physics because he's just that awesome), and has been making a living by trekking through dungeons for a LONG time, can't climb a basic rope, or what equates to a rock wall you find at gyms. For one, he most likely would have died by then falling to his death at some point earlier in his adventures. Well you need to forgive me but I find it hard to believe that Old Master Orswald, 15th level hermit of the desert kingdom, who has never seen a body of water larger than a bathtub, can now execute basic swimming with more proficiency than a 2nd level pirate. thflame wrote: Another option is that the "Climb" check isn't actually your character proficiently navigating handholds and footholds, but them tapping into their magic (in the case of a caster) to help them climb, or jury rigging something together to make the climb easier. Perhaps the party has worked out some method to help this guy climb rock faces, and his roll is simulating how well that method works? Perhaps a good chunk of it is luck (if you lived through 14 levels, you probably have some amount of luck on your side). The problem is that there are better ways to use existing skills to simulate what you propose. Magic -> Spells like Spider Climb
![]()
![]() Raynulf wrote: Arguing about changes to mechanics breaking physics or the limits of suspension of disbelief are... well... not that useful. I have to reject this notion. Game "feel", presentation, and verisimilitude ARE a part and parcel to a systems's end goal of fun. Pathfinder itself owes a part of its existence due in part to people's dissatisfaction of how 4e handled this part of the experience. ![]()
![]() PossibleCabbage wrote:
The problem then is that they have a mechanical advantage over everyone else in the world that also isn't trained in "computers", simply by virtue of being higher leveled. Some guy who just got a new computer for his office has a higher chance of failure when setting it up without the manual than THRAGGNAR-ORCSPLLITTER, 12th LEVEL BARBARIAN, CHIEF OF MOUNT KILLKLEAVE, despite THRAGGNAR, with his INT 7, having a tenuous grasp on what exactly electricity is, much less a power outlet. ![]()
![]() Mark Seifter wrote:
Then isn't the issue with the baseline mechanic of setting DCs via monster stats at all? With negative hit points the system doesn't care where the damage came from only if it's in excess of your limits. If you want more durable PCs with regards to stabilizing you can increase that limit or change the scale of the DCs eg. Maybe only Evey 3 negative hit points increases the DC by 1. This way you don't have the weird cases of the proposed system. ![]()
![]() Mark Seifter wrote: I think due to the lack of context from the GAMA game, there's some misunderstandings here. There's not a game term designation of "boss" or "mook" that changes anything about a creature. Rather, a powerful hard-hitting creature that's significantly higher level than you (aka, a boss unless your GM is particularly cruel) is going to make it harder to recover from dying than getting hit by a weakling. If a weakling with tepid attack hits you for 3 damage with a shuriken, it doesn't matter if the GM calls it a "boss," it's still going to be easier to recover than from a powerful creature. It's not a narrativist mechanic like a death card where the GM just decides to make it harder to recover; it's mathematical. Now it does end up having a beneficial side effect that you're much more likely to die to a boss fight than an easy random encounter with weak enemies, but that's not due to handwavium. That's not the issue that I think is causing objection. It's that a tepid strike from a powerful foe is, by simple virtue of CR, more deadly than a powerful strike by a tepid foe. We're in the dark wizard's tower, battling the wizard and some goblin lackeys. The fighter and the paladin both have 4 hit points, the fighter eats a fireball for 20 damage but he has his amulet of fire resistance and takes only 5, just enough to down him. The goblin pegs the paladin from across the room with a crit from a shortbow for some 26 damage. Why does the fighter have to make a higher DC than the paladin in that case? CR is arbitrary, while with damage you can quantify which hit was bigger. ![]()
![]() There has been much assuagement from Paizo staff otherwise, but the more and more that gets revealed about the game, the more and more it looks like Pathfinder: We're 5e now!(I like 5e, but not as every game) I'm starting to have suspicions that come the release of the playtest, these comparisons to 5e will be a bit more apt than most will admit. ![]()
![]() Seems like this will result in more rocket tag, more so if the rumors that they're going to multiply damage like sneak attack on a crit pan out. Also noted was the ability to critically fail/succeed saving throws vs spells and such. I hope this isn't a dev's baby and they're able to nix it after the playtest. We don't need more save or suck and we especially don't need save or suck or suck worse. ![]()
![]() Harrowed Wizard wrote:
I make no judgement about people who want to purchase a special edition of the book, what they do with their money is for them to decide. What I do think is that by releasing a special edition of a product that will be inferior to the release game by default, signals that they will be unwilling to make sweeping changes to the game if they are required. It is a poor value proposition if you end up with a fancy book that is fundamentally flawed and nothing like the delivered game. I think its safe to say that 2e larger in the scope of its changes from 1e than 1e is from its beta. My fear and the fear of the OP is that Paizo won't have the fortitude required to gut most of their new edition if its what it needs to be great. ![]()
![]() Edymnion wrote:
Unfortunately you are probably 100% correct in this assessment. Things like a special edition playtest book really tip their whole hand about this affair being a done deal and how this "playtest" will likely be little more than a great big preview. ![]()
![]() April fool's day is upon us and I thought I might share a bit of what I've been working on. ================================== In antiquity, the Goblin King Bu'Gahr, heralded as the greatest (and tallest) to ever take the throne, had commissioned his court clerics to summon him a creature of such strength that he may once and for all crush that ever present thorn in his side: the human village of Gladepass. Long did Bu'Gahr's clerics did study and pray, and in the ancient Thassilonian legend of the Oliphant of Jandelay they found their creature. With careful (Goblin) planning they devised a ritual to entreat the beast, and on an most auspicious night the court put forward their plan. No one truly knows what became of Bu'Gahr's court after that night; Bu'Gahr's kingdom fell into disarray shortly after it, but goblin oral tradition is strong, and there might still be a goblin shaman or two to the north of Gladepass who may be willing to share their knowledge of that ancient ritual. For the right price of course. The Ritual:
Awaken the Glutton of Jandelay
School conjuration (summon); Level 4 Casting Time 40 minutes Components V, S, M (Gilded sunflower seeds and mahogany wood shavings worth 1000gp), SC (at least 2, up to 8) Skill Checks Knowledge (planes) DC 26, 3 successes; Handle Animal DC 26 1 success Range close Target one creature Duration 24 Hours Saving Throw none; Spell Resistance no Backlash The primary caster takes 6d6 points of damage. Failure A hostile elephant appears at the ritual site and attacks the the casters, at the GM’s discretion the elephant may have the entropic simple template.
The Glutton of Jandelay: Hamster of Jandelay CR 5
XP 1,600 CN Large magical beast (animal, extraplanar) Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +13 Defense AC 14, touch 10, flat-footed 12 (+1 Dex, +4 natural, -1 size) hp 52 (6d8+24) Fort +9, Ref +6, Will +3 DR 5/lawful; Resist acid 10, fire 10; SR 10 Offense. Speed 40 ft., climb 20 ft., burrow 20 ft. Melee bite +9 (1d8+9 plus grab) Space 10 ft.; Reach 5 ft. Special Attacks swallow whole (2d6 Bludgeoning damage, AC 12, 5hp) Statistics Str 22, Dex 13, Con 19, Int 12, Wis 13, Cha 10
Feats Improved Initiative, Power Attack, Skill Focus (Perception) Skills Acrobatics +1 (+5 to jump), Climb +9, Perception +13, Sense
Languages Celestial, Jandelayan SQ improved initiative, power attack Special Abilities Cheek Pouches (Ex)
|