I confess all the math threads on the forums made me afeared of playing characters that aren't super-optimized. However, playing a fourth-level half-orc cleric of Shelyn with 2 16s, a 14, and a 12 ability scores for a couple of sessions tells me I have not much to worry about. It's fun. It feels like Pathfinder, but it also feels a bit to me more like AD&D what with the silver economy, the swings of the dice, and starting out as a squishy with dreams in a lethal world. Quote: "If the overwhelming response from playtesters was that we we needed to rethink the entire action economy, we would." Thankfully, the decisions will be based on playtest data, not on the passionate cries of the forums.
https://www.youtube.com/watch?v=MFzDaBzBlL0
I literally spent about 12 hours creating my first level druid for Doomsday Dawn. This was 12 hours starting with a printout of pages 12-20 of the playtest rules, and then building the character using the book. For me, character creation goes from ability scores all the way through equipment and picking spells (even for prepared casters). This was not me taking 12 hours to read the book. I've only managed to read through various parts of the book after playing DD. I hadn't expected so much relearning, and I expect that there's a correlation between more experience and more relearning... For part two, I created a cleric and fighter. The fighter took 90 minutes and the cleric took 2.5 hours. I'm glad to hear from Jason's Youtube video that I'm in the ballpark now.
Kigvan wrote: Also it seems to me that most people are ignoring generally how easy it is to fix a shield. Takes an hour, but that drops to 10 minutes with Quick Repair (gained by the Warrior background at 1st level), and gets even faster as your crafting skill goes up. So, this lines up nicely with the Shield CANTRIP. One action gives you a flat bonus to AC. If you use shield block, it gives you a one-time reduction in damage but the spell is dismissed and you can't cast it for 10 minutes.
One of our players delivered this song before going underground in Lost Star: The Tale of Kresh (sung to the tune of Gilligan’s Island) Just sit right back
The leader, Drakus the Taker,
Under Drakus things were getting rough
Drakus murdered most of us
So Talga and Kresh we ran away,
The Star of Desna to return to Keleri,
Please let me join your party, friends!
KingOfAnything wrote: Yes, it says all that under Skill Increases. Are you not seeing the second paragraph, or do you not think it answers your question? Thank you, found it. I was leveling a character for Doomsday Dawn, and I saw the table and the various headings after that. I missed the level-by-level breakdown following that (because I was adding a mass of increases and feats at a time). The level breakdown does make sense by introducing new players to concepts gradually.
KingOfAnything wrote:
Yes, that's where skill increases are listed. What I haven't found is where it says you can't increase a skill to master until 7th level. Or legendary until 15th...
We just finished it as well and enjoyed it, for the most part. Our player who usually plays a fighter instead played a sorcerer (demonic bloodline) and did not feel very useful. The other players were goblin rogue, human bard, and gnome druid. I played the druid and prepared 4 goodberries before going in (they last one full day). We fought the initial goblins pretty quickly (but forgot to loot them until after everything else, oops). Our bard used telekinetic projectile to throw the statue from the fountain, which was something that the book did not anticipate. So our GM adjudicated that the quasits appeared, replaced the statue, and vanished again. Three of us drank the water and two of those got sick. We then fought Darkus, which was a pretty tough battle. Our GM elected to do a combination of drain and longsword damage instead of just min/maxing for damage. Three of the characters dropped down to zero in the Drakus fight (hero points, yay). My druid took no damage at all. What turned the battle was a crit with a deadly d10 weapon (short bow) that had magic weapon cast upon it.
I LOVE it. Clearly, some tweaks are needed, but character creation takes me right back to Keep on the Borderland days. Maybe it's buying everything in silver and starting out with limited items. It also feels like it's encouraging a deeper role playing experience. My son's GMing our game on Saturday, so I'm looking forward to that!
I put this one together.
It's pretty basic, without any specific content for ancestry, class, etc. However, it does check to make sure that you're doing it right.
"Your familiar's saving throw modifiers and AC are equal to your own, before applying any circumstance or conditional bonuses or penalties. Its Perception, Acrobatics, and Stealth modifiers are equal to your level plus your spellcasting ability modifier. If it needs to roll any attack roll or skill check, it uses your level minus two on its modifier. It never benefits from ability modifiers or item bonuses. Hit Points
For flavor, I looked up Leshy on d20pfsrd.
1. Do you currently like pathfinder 1e? (I know it sounds loaded, but please bear with me.)
2. Did you once like pathfinder 1e but now find it troublesome? (feel free to give details.)
3. Do you like 4th or 5th edition D&D? (Also sounds loaded but again no judgments)
4. Which are you looking for class balance, smoother high level play, more options, or even all of those things? (Small edit: these weren't meant to be mutually exclusive-- I just want the gist of what you're looking for, so feel free to add additional thoughts/desires as well.)
5. How do you feel about making the game more accessible in general?
6. Are you willing to give up on accessibility if you can still gain all of the benefits listed in question 4?
7. Would you be willing to play an alternative rules system then what we have been presented? (A different version of pathfinder 2nd edition if you will).
8. And if you said yes to the above question what would you like to see in that theoretical game? (Most of you will see what I'm doing here, I'm finding common ground)
As a PC, we just finished this book. Stealth did come in very handy, but we used invisibility and bluff. Our monk went up Karguk's side and set fire to his tent, sowing discord among the orcs. The rest of us went up the other side and freed Umlo and Droja. We ended up meeting at the sewer. We sneaked past the oozes. We had been through a lot at this point so we wanted to find a place to rest. Some of us sneaked past the giant guards with invisibility to the treasure room (without lights). The remaining two bluffed the guards. In the morning, we discovered that we had been sleeping in a room with Manticores, who it turned out had resentment toward giants and orcs. We allied with them to kill the giants. And then they remained there until we spooked the ogres in the courtyard with the ghost; the ogres retreated into the fort, where they were also killed by the manticores (apparently the ogres rolled very poorly). To get rid of the manticores, we cast invisibility on them so they could get out. On their way out, they freed the bears who started gnawing on orcs. The encounter with G. went well. We started with a bluff, but this collapsed quickly when our tiefling fighter came in enlarged and wearing G's dress. Droja cursed G, and G. fell to hideous laughter and many blows. We have all been investing in stealth. In the future, we may use the locket to borrow stealth and facilitate scouting.
All the original party members died in the first book, so we brought on replacements. The second tiefling (different player) is Oni-Spawn (+2 Str, +2 Wis, -2 Cha). The armor is +1 mithral full plate with light fortification (that character came in at level 4). I expect that the Stone Warder sorcerer archetype will be useful for most of the campaign. The stonelord paladin dwarvish archetype looks impressive also.
First party was
Second party:
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