Increase in Perception is hidden in Class Abilities. Example is Ranger who gets Master Perception at 7th Level via Evasion and Legendary Perception at 15th Level via Improved Evasion. Bottom line is you really have to read into the class abilities to see these increases as they do not stand out on their own.
My answer to this has changed with the announcement of 2nd edition. For about a year I took a break from Pathfinder after playing consistently since the beginning because it just kept getting bigger. Now that 2nd edition is on the visible horizon I can look at 1st edition as being complete. I won't have to worry about what new books are coming to make it more complicated. So it's not too big anymore.
I look forward to playing 1st edition again, but I am also looking forward to seeing what 2nd edition will look like.
I think it might have been that the table-time for us to explore an empty hex was perhaps 15 seconds.
I think this is my main takeaway from the hex exploring. Tough to get bored when all you have to do is take 15 seconds to roll dice and move on to the next one. My group is doing the same thing - quick roll and move on.
Wait, only until the end of the year? Between meeting only roughly every other week and taking longer to go through chapters, my group is just about to start In Pale Mountain's Shadow. At that rate we'll be lucky to finish Chapter 3 before the surveys close. :(
I'm guessing no reason to keep them open longer if the end of the year date represents the time frame of finalizing the rules for printing.
Play testing is not for everyone. Does your group currently play and enjoy 1st edition? If so, you probably can just ignore the playtest and keep playing 1st. Then in a about a year you can check it out again to see what the final product looks like.
Has your group played through all the available content for 1st edition? My thought on the playtest is - if it doesn't fit for my group I have tons of material for 1st edition we can still play.
A level 8 untrained Wizard might have a +6 bonus to Athletics checks compared to a level 1 trained Barbarian's +5 bonus to Athletics checks, but that dooesn't mean that the Wizard should be attempting to make every check that the Barbarian can attempt. The Wizard might have a better chance to succeed when making a check both can perform due to experience but the Wizard can not attempt any check that requires training, expertise, mastery or being legendary.
I agree. The gatekeeping is the most important part of this system. Because of that I would like to see very clear details on exactly what activities are 'gated' for the final product. Each Skill should have a specific list showing the gated actions. Very important list because it becomes 'anything not on this list is basically available for anyone to attempt.'
It would be bad form if future supplements added to the gated actions so they need to have this comprehensive from day one.
On the bright side - the staggered pace will allow for groups that are not keeping up to be able to report using all the tweaks and changes being implemented. This play test goes up in level every Chapter, so I think it will be a good thing that some groups might be reporting on the early chapters using the accumulation of changes on the horizon.
In fact, I might argue that could be more important that every group keeping the same pace.
Expect more changes every couple of weeks as they get feedback. Like the dying rules changing already and FYI signature skills are going away as of this upcoming Monday's change notes.
I'm guessing Resonance will change before the play test is over as well. But it is still too early for that in my opinion since the first two chapters are low level. Probably see more resonance feedback at the mid-level chapters.
You are not really falling behind until December when they officially close all the surveys. Paizo has made it clear they are collecting all the survey data up into sometime in December. So just keep plugging along at the pace you can.
As the weeks go by I'm sure the number of people not keeping pace with the survey release dates will just keep growing.
I think splitting Detect Magic into two cantrips is a bit... "too much". I have been searching how to identify items for some days, and if you did not answer this, I would have never known there was a Read Aura cantrip.
I agree. I'd like to think something like this will get fine-tuned for the final product. There are quite a few things in the play test that I have to remind myself 'it's only a play test document.'
I understand what Resonance is supposed to represent, so at first glance I assumed Magic Weapons would be 'invested.' However, now I see that they do NOT count against daily resonance. I think this needs to be stated more clearly in the rules.
Knowing that Magic Weapons don't count towards Resonance, I figured - maybe Magic Armor is treated the same. After all, they both use Runes and they share the same description on pages 377-378.
I'm wondering did anyone is had trouble figuring out Magic Weapons don't require Resonance while Magic Armor does?
I don't think the new rules coming out Monday will change this scenario. If I remember correctly the changes coming had more to do with what happens after you succeed on a save. Stats so far show 6% of characters die in the first play test chapter. At dying 2 your entire party has 2 chances to do something to save you, in addition to your own saves. Not to mention you start each session with a Hero Point that could have saved you as well. I'm guessing no one in your group could help you survive?
captain yesterday wrote:
This is the type of information it would be nice to get - something that says 'we know why this happened, so you can trust it won't happen again.'