Filthy Lucre wrote: The play report is that a level 2 fighter with an 18 strength wielding a two-handed weapon is going to kill a goblin they hit most of the time with a single hit, and that on their first attack they're usually going to hit. Hitting the goblins usually isn't the issue (especially for a fighter), the issue is usually the goblins are going to have quite a few shots hitting the party and there's some huge swinginess to the encounters based on a few high rolls for initiative and attacks (and how tactical the GM wants to play them). For my first encounter with goblins in PF2 we were exploring a cave section. Our rogue rounds the corner. Everyone roll initiative. Quite a few of the goblins go first (they were stealthing with +5), 3 goblins shoot their shortbows at the rogue (the only one visible). One of the hits is a crit, he goes down. The rest of the battle is now our cleric healing up a person/s, our melee trying to close with the goblins, getting peppered, and then going down. The healed person would spend nearly all their turn getting their weapons, getting up, and trying to close with the goblins again. Eventually it turned into a TPK. The battle could have gone much differently if we went first, just didn't have quite so many crits against us, or just played safer as adventurers. But there are just a lot of chances for things to go bad.
Squiggit wrote:
Ya, agree on the goblin warriors. I was very surprised that the default first level enemies are given shortbows. It is a huge culture shock for PF1 players already expecting to just run up and start slaughtering "a bunch of weak goblins". The goblin warriors start unleashing 3 attacks (2 that can hit you much easier than in PF1) AND deal out a bunch of extra damage on a crit. Definitely not a training wheels encounter to transition new players into the system.
thenobledrake wrote:
Similar to how many GMs have their own way of running knowledge checks i've seen a pretty broad spectrum of how most GMs run spell effect feedback I'd have to say that most of the GMs i've played with definitely lean on the side of very little to no feedback about spell effects.Personally I like to give lots of feedback/cues/hints for the player about spell effects for many of the reasons noble stated and like it to flow like i'm reading a fantasy novel, but i'm definitely in the minority around here.
demon321x2 wrote: The best gauge for playability of classes would probably be a survey on how much people play certain classes but one of those that can actually get a random sample of PF2e players is not easy. A PFS class survey might not be a bad idea to get a feel for the dynamic right now but even then that's going to be the most dedicated and experienced group of players. Yes, it would be nice to see a little more wide ranging data such as pfs #s with a breakdown of PCs by classes played, lvls, deaths, etc. One thing that I see from players that I wish I had more wide ranging data for is when players give up on a class. In my personally small dataset I've seen multiple players be excited to play warpriests and alchemists but then be unhappy with them and switch to something else (usually fighter and sometimes cloistered for warpriest and anything for alchemist). Additionally, it would also be interesting to see if players switch back to classes (like casters) after they know the system better.
thenobledrake wrote:
Haha, "in some campaigns". Man i've been really taking it for granted to actually attack 2 (or even 3 or 4) times as a martial. For the most part i think your style of discussion isn't too bad on the forums noble, but some of these responses feel like sometimes you argue for the sake of arguing and this tends to frustrate some people. Most people don't get too bugged by it but it would feel a little better if you try to see their side a bit better. thenobledrake wrote: You still seem to be missing the "dice making you feel bad is a player trait, not a class trait" aspect of the discussion though. I think he has already acknowledged that part of the discussion even though he has not explicitly specified it. But i think you might not be acknowledging his point that spellcasters usually have less chances to do something fun since they are casting a 2 action spell like Deriven pointed out. Now, i think after PC spellcasters are more accustomed to PF2 and realize a little more how some of these 4 failure effects are still very important their opinions will change but a lot of players still struggle with doing their usual 1 spell and seeing the bad guys save against it.
Dargath wrote: Honestly I’m confused by this whole needing to go into adopted ancestry to reach back for 1st level feats. I can’t find anywhere it says you cannot train in a feat from a previous level...? You can take a lower leveled feat later. Adopted ancestry is just a way to grab a class feat with an Ancestry feat->Natural Ambition (human). Its only a 1st level feat but its nice for classes that have a good selection of 1st level feats you want and if you feel class feat strapped for your build.
All in all i think i prefer the PF1 version of the ranger but the PF2 ranger isn't too bad.
Snares and Hunter's Edge are both great additions to the PF2 ranger Focus Spells are cool but wish more of them had a little broader flexibility so they compared more favorably to just multiclassing druid spellcasting. Hunt Prey feels a little bad to use
I do like the benefit for ranged weapons negating ranged increment penalties but wish there were some benefits of the base action on a melee build. So hunt prey feels like a game designer trick to give a ranger something cool but with a drawback that you don't quite see until you start playing with it. Ideally if you were to multiclass into ranger the Hunt Prey feature should be something they were excited to get. I almost think hunt prey should have had the monster hunter effect in the base package. Favored Enemy and Favored Terrain
ikarinokami wrote:
Asking a little bit about the description like that is a style of play i like from a player, i think its more fun myself, but a lot of the GMs that i have played with around here would instantly get the old beady eyes and probably wouldn't tell you much and might throw down the "metagamer!" gauntlet and feel like you are fishing for information you shouldn't have. (I usually see people play like its a board game and just rules vs seeing it like a fantasy novel). And now that i just read the Battle Assessment feat i think those same GMs (who probably are a little adversarial) would probably use that feat and the other feats that use Recall Knowledge as ammunition that your common sense assessment is actually/should be using the feat/skill instead. I was a fairly lenient GM in pfs 1st ed who often got eye rolls from some of the other GMs when i actually gave out relevant info on knowledge checks rather than some sort of blind attribute pick 'em game (which only worked for the experienced meta gamer players and left the new players always thinking picking up a knowledge skill wasn't helpful). I have a feeling i'll be getting eye rolls in this edition as well.
pauljathome wrote:
Just to double check is @Pauljathome correct on this? I definitely don't know PF2 like i knew 1st so wonder how most GMs handle the Recall Knowledge (and other ways to get the weak save?).Everyone seems to be implying that knowing and being able to target the worst save is easy (on a recall knowledge?) and usually part of the base calculations so to speak.
Gaulin wrote: This is, as you've assumed, a very often brought up topic. Casters in second edition are much more of a support class than they used to be. If adding onto the fighters chance to hit or healing or controlling the flow of battle isn't something the players enjoy, they are a little out of luck. Definitely agree on this. Casters are doing a pretty good job of making the party more effective in this edition but oftentimes they aren't doing things that are that fun for themselves. As others have said sometimes they'll do an amazing job and buff the party and then debuff the enemy and then...the martials are even more amazing and can hit on their 2nd and possibly 3rd attacks even and the party crushes the bad guy but the caster feels like pure support and didn't get to do his own fun thing. It kind of makes the party balance feel worse.
Salamileg wrote: I've never had an encounter last longer than 6 rounds, 10 rounds is a ridiculous length to call short. I haven't had tons of play experience but with a non-powergamer party i would say the easy encounters were around 4 rounds, normal 7, and for harder encounters they would routinely go past 10 rounds since once a pc drops there's a lot of back and forth now trying to save your friend or the pc just getting back into combat and everyone's damage output tends to drop.
Gargs454 wrote: I guess my question would be, have you been able to see the giant instinct in play? Did he/she hold up well enough? Obviously its easy enough to ruminate over "could be's" and "maybes" on paper, but a different thing altogether when actually playing it. (Honest question by the way, not trying to be sarcastic/argumentative). From my play experience... The drawbacks to reflex saves and AC is pretty noticeable. You will be crit quite a bit. The main thing i was excited for was getting AoOs with reach and using Whirlwind attack to attack a bunch of people. In practice: Reach and AoOs
Whirlwind Strike
Your 3rd Attack
SuperBidi wrote:
Interesting. I usually think the psychology goes the other way for most players. For spellcaster players its often frustrating that the GM makes the save and is "in control" rather than the player and casters usually only "swing once" per se and have less chances to make an impact.
HumbleGamer wrote:
I think you have a different opinion here than most regarding druids role. Druids and clerics history have been as the original in combat hybrid casters (7 lvl spells for the win!) And why they can wear armor and shields. In pf2 it doesn't seem very optimal to attempt melee without wildshape but it's supposed to be viable from class history.
Lightning Raven wrote: If you're a dabbler, just pick any shield you want and enjoy its simple +1 or +2 AC. I like this terminology btw (and it doesn't seem ambiguous to me). A shield dabbler is the guy who doesn't invest in the shield feats and just wants the AC bonus. Obviously most of the shields would be great for a shield dabbler who NEVER wants to Edit: Shield Block.But, as for a PC who is a Shield Professional...
Shield mechanics are actually one of the cool things that PF2 has over 5e.
Not to mention that most players and GMs don't even know that you know the damage before blocking or that all these shield calculations aren't even talking about going against boss enemies where your shield is even worse with the high number of crits.
For a reference point, the disrupting (greater) rune has a slaying effect vs undead. https://2e.aonprd.com/Equipment.aspx?ID=294 Disrupting Rune: Disrupting Standard - Item 5 - 150gp
A disrupting weapon pulses with positive energy, dealing an extra 1d6 positive damage to undead. On a critical hit, the undead is also enfeebled 1 until the end of your next turn. Disrupting (Greater) Item 14 - 4300gp
Critical Success It’s enfeebled 1 until the end of your next turn.
Decimus Drake wrote:
Technically the dwarf ancestry description still mentions goblinoids as an issue but I believe in PF2 they pretty much retconned dwarven ancestry hatred vs goblinoids and have a few places where goblinoids just haven't been edited out. Which is good since Torag paladins were like judge dredd on orcs, giants, and goblins. Quote:
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I would say Torag actually kind of is racist but your point would still stand regarding PC goblins. When you say that you are NOT to "show mercy to the enemies of your people" its kind of a broad rule and stereotypes a decent amount. A PC could definitely view a good goblin or orc PC as an exception but in general they would be guilty until proven innocent.
For my opinion i think the actual biggest problem is the psychology of most spells in the new system. I don't think the balance is really that much off between martials and casters (especially compared to PF1) but seeing things in action and watching a cleric cast spells against a boss monster was painful. The boss was +3 CR over party level (6 man party) so it was definitely going to be an uphill battle for us (but it actually wasn't too difficult overall). As a martial i needed a 14 to hit with my first attack (i was eligible for a greater striking weapon upgrade but hadn't got the money yet). But after we got flanking ready i would usually hit once a round and if i didn't, not that big of a deal since i didn't use a resource. Watching the cleric casting Divine Lance and Holy Cascade at this fiend i expected to see him in his element but he needed a 15 to hit with his divine lance and only connected with 1 over multiple rounds. And when he used holy cascade the boss only needed to roll a 4 to save. The boss saved on one of his casts and crit saved on the next. The boss saving reduced the damage to less than 1 of my strikes (even with weakness 10) and no damage respectively. Over 5 rounds of battle the cleric had 1 cantrip hit and minimal damage on 1 high level spell. There's just a lot of dead rounds for casters sometimes, and i think they should have tweaked the #s a bit to still keep the balance but not feel so bad for a caster. When you are spending resources and accomplish nothing it feels much worse then a martial missing all his attacks in a round. 5ed had a good design tidbit where they decided to NOT increase AC too much and rather increase HP since missing too much felt bad from the players perspective. I wish they would have followed a similar philosophy.
I still have to see this in action but it seems like everyone really likes this. Its weird for me to think that one of the core mechanics of the warrior protecting the wizard is no longer a main theme. I just imagine both the players and the monsters swarming past their opponents and focusing on the squishy/BBEGs now.
Zioalca wrote:
re: GM can run it multiple times, getting credit each time they run it Actually GMs can only get credit once as far as applying the rewards to one of their own characters but can get GM glyph credit (old GM Stars rating).http://www.organizedplayfoundation.org/encyclopedia/pathfinder-2-0-organize d-play-basics/#replaying-adventures re: I guess I don't fully understand the argument you are making.
Nightray's PFS chapter is probably similar to how my own was about a year ago. I'll post what was a typical scenario for me.
I would post the game on meetup, "Hey guys, any requests for scenarios?" ...crickets... "Hmm, i think 2 veterans and 3 relatively new guys (with level 2 characters) will probably show up." Lets try to find a scenario that they all haven't played and in the right tier for their characters... "Damn, we've already played all of the current season tier 1-5..."
"Hmm, vet 1 started playing religiously after season 5 and vet 2 has been playing a lot but stopped playing during season 3 so i'll look through those..."
Awesome, i start prepping the scenario.
And this doesn't take into account the fact that oftentimes i would often only have 1 or 2 confirmed players and would rely on walk in players who just showed up. Trying to find a valid scenario for everyone to play would be extremely hard, not to mention the fact that you're often running it cold. ps. What if we only play the current season? So only 1 per 2 weeks?
tldr; Its really hard to schedule pfs games when you have to worry about replay and character tiers and any improvements would really be appreciated by overworked PFS GMs
And i'm sure there's a bunch of other great ideas out there but people seem to be really entrenched in the current method.
Someone made a poll regarding the change in styles in regards to the iconics a little while back. Old Valeros:
New Valeros:
Poll:
They seem to have to gone to a less detailed artistic style.
citricking wrote:
Ya i agree. With 2nd ed, i was hoping they were going to really be bold and finally do the spellcaster who is separated from vancian casting and more like the spellcasters from typical fantasy novels. I wasn't sure if this chassis would have been based on spell points, kineticist style casting, or a more fleshed out words of power or that 3rd party product which i can't think of right now... I still hope they change their mindset a bit and dream a little bigger with this playtest.
ikarinokami wrote: Right now I think the class is perfect. very much the AD&D 2nd edition cleric. a very strong healer and restorer, the spell list is good, very situational, but the situation they rectify have major affects. you don't need one, however having one, makes things a lot easier. I only played the cleric once, and i was a little underwhelmed with previous favorites like Spiritual Weapon and Bless and was having a hard time finding cool spells besides Heal. Which were your favorite "all star" spells?
I don't really follow the logic on some spells getting nerfs while others didn't.
Nerfed communal air walk?
They DIDN'T nerf invisibility
And i thought they would have made Greater Invisibility at least require concentration to give monsters a chance to stop the flying and invisible nuke wizard. I think they need to make see invisibility a targeted spell buff so martial guys can drink a potion and have some option against invisible creatures/mages.
Yossarian wrote:
I definitely agree with you that the writing can make a big difference in how the game feels, and the playtest is very dry atm. (I like your descriptions btw, maybe paizo needs a colorful description guy?).But (i think) they are waiting to add those descriptions, which are a little harder to write, once everything is a little more finalized. At this point of the playtest they are trying to test things out without fully fleshing everything out. edit: ninja'd
Philippe Perreault wrote: What I propose is to give the halfling 2 more HP. They are the "humans" of small races. No special vision but decent base HP and moves. I wouldn't be opposed to 2 more HP but the extra HP don't amount to much in the big scheme of things. I think ancestries need another balancing point besides starting HP. For the highest HP race (dwarf) vs lowest (halfling, elf, goblin) fighter at level 5 and with con of 14 for both is 70 hp vs 66 hp, meh.
Gavmania wrote:
I think we'll definitely have to agree to disagree on the point of complexity of prepared vs arcanist/5th ed casting. From my experience its much easier to teach (and play correctly with) arcanist/5th ed casting to new players (especially 5th ed players).
Stone Dog wrote: I think that it is likely that Oracle will stay Charisma, but it might not be necessary considering how the Sorcerer is turning out. As a player of dwarves and hater of prepared casting i really wish there were a few more spontaneous casting classes/options that didn't use charisma. I still can't believe there isn't a spontaneous druid option yet.
Hmm, i'm curious how golarion lore is going to explain magic and culture with some of the charisma penalty races like dwarves and most 1st level monsters. What's a good explanation as to why dwarves, or any race with a charisma penalty, make magical items when they can't use them? Do merchants with magical wares just not go to dwarven or orcish towns?
Deadmanwalking wrote:
Ya, i don't have a problem with the array of numbers themselves ;) Just that it is going to be tough to build a combat focused cleric without neglecting charisma and losing out on that class feature. Just like in PF1. At least my dwarf combat cleric will still have 2 channels to work with and won't have issues with selective channeling, but will have issues with resonance. But i still look at that alchemist stat array and get a little jealous...
I think that # of buffs are excessive but currently Pathfinder BBEGs require buff spells for them to handle "hard counters" from PCs like greater invisibility or fly. I think this is going to be redone in PF2 because buff spells are getting a pretty big nerf. I doubt that we are going to see many BBEG Wizard's without a bunch of minion blockers in the new edition.
Lockewood wrote:
re: versatility - i agree but think its a step in the right direction To be honest i agree with you that I'm probably not going to find it part of my "main kit" as it were, especially on the point of versatility.As I've said too many times before they really do need multiple power choices so people aren't stuck with a power like being forced to melee when they don't want to melee. But i definitely think Glutton's Jaws is a step in the right direction compared to the other class powers previewed. And I would like to see them push the envelope further for class powers
When i pick a Demonic Bloodline sorcerer i would definitely like to feel like a badass demon child and actually feel like i'm going full demon when i'm using my bloodline powers rather than "get ready for my marginally useful power that i break out when i can't think of a good spell to use". An example of what i'd like them to do
Gain these powers over course of advancement. These would obviously have to be balanced as appropriate, but thematically i would like to see them get elements of these. Glabrezu (melee track)
Succubus (charmer)
Shadow Demon (weird track)
Lockewood wrote:
This is the first example where i can understand why people think upcasting might be too complicated for some players. If players are doing some sort of dmg/spell level calculation for different spells at different levels it could be too complex for some. And now i finally get also why 5th ed went with their system.
Very cool! Its a bold design that i would have been scared to do in fear of highlighting contrasts between classes when you can pick up any spell list. I would be scared to make players always question whether playing a sorcerer would be better than a cleric, druid, or wizard. More like "Glutton's Jaws" and less like "Diviner's Sight"
Reiterate - Please more power options after playtest
Having a choice of at least 3 different powers for your bloodline at each level of Initial, Advanced, and Greater would be so nice and allow players flexibility in their sorcerer characters. When there isn't any choice you have the problem of PF1 where you spend a lot of time trying to NOT pick up a horrible choice of 1 of your powers in the chain for your character (PF1 cleric domains were horrible because of this). Cleric already supplanted as best channeler
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