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![]() WormysQueue wrote: And in my opinion that shows that they are aware that their setting has much more importance for their ongoing success than you seem to think it has. It very well may be a major selling point for most of their audience/customers. It's just not for me, and I was surprised to be in a minority. For example, when I DMed 3.5 D&D we didn't do so under the impression that we had to have any kind of fealty or deference to Greyhawk. ![]()
![]() Raigeki wrote:
1.) You're actually in the wrong subforum 2.) Unless stated explicitly by an ability/condition, whether or not you radiate an evil/good aura has to do with whether or not you're an outsider, (though I believe some classes also radiate an aura like paladin and cleric - check your core rule book to be sure).Conclusion: No, they probably don't. ![]()
![]() WormysQueue wrote: That may have changed in the meantime, but given how they meshed the rules with the setting in 2E, I don't think it changed that much. Lanathar wrote: Given Paizo baked the setting into the rules of 2E in the core book then it would seem they think category one is potentially the smallest? Just a guess People keep saying that the setting and the rules are tied together but I don't see any evidence of this. For example, which class features of the rogue depend on using Golarion lore/setting? Or, which parts of the rules on animal companions are inextricably linked to Golarion lore/setting? Is it even possible to tie any kind of mechanical rules to lore in such a way that they can never be seperated or reflavored? I don't think so ![]()
![]() HumbleGamer wrote:
Not sure how 'board gamey' it feels but it definitely makes everything more dynamic - 3 is the perfect number for actions. It effortlessly solves issues that are really deflating in D&D 5e. The prone condition is a pretty great example. It isn't literally/strictly pointless to knock someone prone, (as it grants advantage), but in PF2e it doesn't just help your allies it actively harms your enemy, (as it eats an action just to stand up). 5e just doesn't have that level of design space. ![]()
![]() PF2e has a lot of things about it that I find to be clunky, poorly formatted, or otherwise unwieldy. However there are two things I think the designers should know they absolutely hit out of the park: The three action economy and the dying/wounded rules. These to features are what, ultimately, prevent me from playing or DMing 5e because despite PF2e's (many) flaws, these two systems are so robust and useful that they outweigh any cons of PF2e. What do other posters think if PF2e's biggest systemic selling point? ![]()
![]() Maybe it's because I played a lot of SRPGS and JRPGs growing up, but when I think of the elemental forms of damage I tend more toward fire/cold/acid/lightning for fire/water/earth/air. PF2e is definitely taking a more literal, A:TLAB take on it. I'm a DM and I've got a player who is playing a blaster wizard and I was thinking of making these changes to the Elementalist Metamagic feats: 1.) They're all level 4, instead of 4, 6, 10, and 14. I think this is justified because these feats aren't actually all that strong, to be honest - especially considering they aren't 'free' metamagic and require an action. I reject that the level of these feats actually correspond to their power levels unless someone can justify to me why creating a small amount of difficult terrain is worth a 10th level feat. 2.) Allowing each of the metamagic feats to change the damage type/traits of the spells they affect. Therefor, a Dousing Spell Fireball would, (as per my example in the first paragraph), do cold damage instead of fire damage. Similarly, a Burning Spell Lightning Bolt would do fire damage instead of electricity. My question for the community is: Do you think these changes will be noticeably imbalanced? ![]()
![]() YuriP wrote:
I haven't gone through them in detail yet. ![]()
![]() Karmagator wrote:
Lore is never worth spending money on, at least for me. Especially considering I don't use any of the galorion setting. But also "elementalist" doesn't even have the ability to change the damage type of spells...? ![]()
![]() Blave wrote:
For me: 1.) I don't care about summoner or magus, 2.)The class archetypes are meh, and 3.) there weren't really many interesting magic items except for a few. I can't stand how PF has like a jillion different subsets of consumables - outside of potions I've never been a fan of or interested in consumable magic items. I basically spent $75 for the ring that lets you target reflex or fortitude instead of AC. What I wanted or was hoping for was basically a splat book like we used to get in the glorious 3.5 days. ![]()
![]() James Jacobs wrote:
I wouldn't mind a very small section that explicitly details main NPCs goals and motivations in an adventure because knowing that makes it much easier to run or improvise, at least for me. It also makes it easier to understand the plot of the adventure as a whole. For me, Paizo APs read more like books than modules and what I'm looking for is information distilled down in such a way that it's really only what I need to play/understand the module. ![]()
![]() Paul Watson wrote:
I'd pay an extra $100 just to get the PDF early so it's all just annoying to me. ![]()
![]() Hsui wrote: I have finally realized why my friends are not hyped about SoM (or PF2 in general). In Paizo's quest to make high level play, they have created a system where character concepts do not come on line until level 12+ (5 class feats with 2-3 available for non class such as archetypes). I am going to see if I tell my friends to start at level 12, that I can entice them back. OF course, this does not help PFS Just use unrestricted free archetype. Problem solved. ![]()
![]() tl;dr most instances of stunned and slowed should be combined into a single condition. 'Stunned' ought only to be the condition whereby you cannot act at all for X duration/drop everything you're holding/etc. The numerical value for 'stunned' should refer to turns not actions. Implementing this with everything already written and set as it is would probably be very unbalancing. ![]()
![]() Arachnofiend wrote:
What stuff doesn't show up on AoN? ![]()
![]() Guntermench wrote:
Jesus christ, what more do people want?! I'm not being sarcastic at all. This seems completely reasonable from a game design stand point. That the a caster can, ever in any way, get even remotely close to a dedicated martial in terms of "I smack it" should be plenty. ![]()
![]() Ruzza wrote: You're back! And you're now either trolling or your GM not playing correctly. Remember this chestnut? You then went to make three more threads stirring the pot when everything boiled down to - your GM is cheating/your GM doesn't know the rules. I thought this thread seemed weirdly familiar... ![]()
![]() So, for the OP: I'm DMing a PF2e game right now and I follow the guidelines pretty closely. Typically my 4 PCs, now level 3, fight several creatures that are lower level than them, and one or two that are equal to their level. My exp budgets trend around 80/90 and my tough or boss encounters usually trend around 130/150. I've found my fights to be exceptionally fair but also pleasantly dangerous. I have not, at all, seen any of the frustration you've mentioned coming from my players. Example 1: Goblin Warrior x3
This one went really well thanks to some great rolls on my fighter's part - she was killing goblin warriors in a single hit. Example 2: Orc Warchief x1
This one was very close and could have gone really poorly for the PCs, but they pulled through. In both of these scenarios the monster's had favorable terrain or surprise. I feel like your DM is throwing crazy difficult encounters at you. Can you give us an example of the exact monsters you faced in a given situation and what your partys size and level was when you faced that obstacle? ![]()
![]() Steelbro300 wrote:
There's a difference between "figuring out the plan" using clues and in game information and PCs willfully disregarding the consequences of failed checks. ![]()
![]() Ravingdork wrote: What could I have done to make this go more smoothly? What would be some good advice for similar situations in the future, in which an NPC lies to the party? This may or may not work depending on if you're running a module or how important a plot point it is, but this is what I would have done: She is telling the truth - I change the situation so that she isn't a succubus and the PCs are, in fact, wrong. I let their suspicions get them into trouble. ![]()
![]() Ched Greyfell wrote:
That seems trivially easy to accomplish considering we have alchemist and inventor as official classes. ![]()
![]() I have a confession to make: I, personally, don't like the Golarion setting. Like, at all. I only use PF2e as a rules system. Although the forum doesn't have a poll feature I was wondering: How many people here actually use/adhere to the 'Lost Omen's' setting and how many just create their own or apply the PF2e rules to a different setting? ![]()
![]() Using the ABP variant completely solves this problem, at least for me. I don't understand why this thread even exists. Even using the ABP not all weapons are equal and you can have your ultimate weapons of legend without needing fundamental runes. It's the difference between a sword that is +1 to hit and +1dX and a sword that is +1 to hit and +1dX and shoots lightning and cuts people's head off on a 20. The very existence of property runes seems to defeat the idea that the ABP system renders all weapons identical. ![]()
![]() Exactly how much downtime is expected to occur in any given chunk? The reason I ask is that I just crunched the numbers and unless I'm mistaken, it would take a level 3 Wizard who critically succeded their craft check something like 44 days to complete a level three item worth 75gp. Am I doing this math wrong or am I just assuming 'downtime' is much shorter than it actually is...?
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