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There's a gazetteer in the PF1 module Wardens of the Reborn Forge, granted that module came out like 8-9 years ago.
As someone who just started running AV on Roll20 for free, and doing all the setup on my own, this new deal is very intriguing and I was considering paying money for Foundry.
But since I bought the 3 adventures separately as a subscriber when they came out, to find out that I can't get the same benefits as someone who buys the compilation makes this a hard pass for me. I would think that Paizo would want to at least offer the same benefits to the people who made the hard cover a possibility in the first place.
And if Paizo we're to ever release PDFs for sale in advance- months in advance, potentially- the physical sales would plummet.
Snipping out this part, because in this case I/we are not expecting them to put the PDFs on sale on their site, BUT to provide them to the people who paid for the project in 2019.
I don't think they were saying the project was 3 years late. But that those who backed the project in 2019 were charged money at that time for shipping. And with recent increases in overall shipping costs in the world, they were wondering if we would be charged more now to account for this, or if Paizo will "eat" any additional shipping costs.
And I will also echo the question of them releasing the PDFs now/soon. Since the backers already paid for the project in 2019, there should be no problems breaking Paizos usual process of not issuing PDFs until physical product shipped.
I am a little disappointed in the delays for this project, but I understand the pandemic threw a huge wrench into everything.
But, Paizo has been able to release multiple books from the rulebook line, multiple books from the lost omens line, and monthly AP volumes all throughout the pandemic. With the majority of those being released on schedule, or only a month or 2 late.
So why does this project keep getting shoved to the back of the line such that what was supposed to be the 10th anniversary edition, will hopefully be the 12th anniversary edition?
The only difference I see is that they already have the money for this product, so there's less incentive to get it out on time. And all the other stuff they only get the money when it is released so there's more incentive to make sure it is released on time.
So what's the deal with this project?
Announced in July 2019 (not sure what the original release date was)
In December 2019 (2 years ago) it was delayed until march-2020
In January 2020 it was delayed until december-2020
In September 2020 Erik Mona said it would be 2021 more or less for sure
In June 2021 Erik says 2022
Now Aaron says indefinite hold
I think one thing that would be useful for me, is to have something similar to page 61 from Dragons Demand module. In just 1 easy to read chart on 1-page there is basically most of the info you need to run NPCs and a bit of info on each location.
Perhaps an NPC/Location summary chart like this that list all the NPCs and locations for that particular volume wouldn't take too much extra work?
The thing that I don't prefer about this particular type of re-skinning is that from the POV of NPCs in the game world, a summoner with a (truly) flying eidolon suggests a minimum power level of that PC. While a Summoner with a climbing eidolon suggests a lower minimum power level.
Be virtue of re-skinning climb to fly, you are misrepresenting the power level of your PC. But if everyone at your table is cool with it, then go for it.
So what happens if someone casts "earthbind" on your "flying eidolon"? They just wasted their spell because its not really flying and not a valid target.
Or someone has "grease" prepared but decides not cast it on the wall because you are "flying"?
The reflavoring you are suggesting does not work for me, but if your group is cool with it, have it at.
Regarding Evil Eye, I must be not understanding something.
And how does spellcasting work if you don't select a Lesson. It says "Trained in spell attack rolls of your spellcasting tradition,
I wonder how much the module, Malevolence, that James Jacobs is writing that is due out in March 2021, is contributing to the delay?
I am GM-ing a veteran PF1 group of 5 going thru Plaguestone.
They go down all the time. I have stopped scaling the encounters for 5, and also have toned down my tactics too, but they still drop constantly. I have suggested that teamwork is important, and "wasting" an action early in a combat (like to demoralize or recall knowledge, or spend an extra stride to get into a flank etc) can really make things easier for them in the long run, but players be players and they do what they feel is true to their PC. Such as the goblin barbarian sudden charging out of healing range to attack the stone-horse makes sense in the lore of the game world. While a group of strangers who only met a few days ago suddenly being like a swat team makes no sense, but that seems to be the only way to have success.
Anyway, my question for the people having more success with teamwork, is how does the game not turn into 1 or 2 people basically dictating what everyone else does? (one of my pet peeves about cooperative board games is that for the team to win, the less strategic players basically have no say) I have some players that are not as rules savvy, and I hate for other more strategic players to constantly tell others how to play their character.
I had thought PF2 was going to be way more beginner friendly. And I guess it is in learning the system. But it is brutal to play for the less rules-mechanics savvy people.
Has anyone had any experience basically starting an adventure at level-2, and having the party always be 1 level above expected? I wonder if that will give me the experience that I think my players will enjoy better?
While I wasn't necessarily expecting a 5 round competition, having it be a single round seems to make this more of simply a design a monster contest rather than RPG Superstar. Happy to see it's back in some form to help develop new talent, but must admit I'm less excited after the details than I was before.
I agree, in the old contest, it was fun to see who made items you liked, and then see what else they can do for a monster. And then see how they do on a map etc.And also it gave people a chance to take feedback and apply it to the next round's entry. Here it's just 1 monster, with no chance of growth for the designer as the contest progresses.
You will probably never get a general guideline, but for SPECIFIC portions of adventures, it would be great for a sentence or 2 from the author on how they envisioned the players interacting with the dungeon, and how many rests they assumed when they created the dungeon, and some general thoughts on how the denizens react when their dungeon is invaded.
Even if they would never quantify any guidelines. I think it would be very enlightening to hear from the designers (in a blog post?) and how they run their own games. It would be great to hear from James J, Jason B, Mark S, etc just to hear how they pace their games under this new system, and how they deal with rests of all varieties. They are the experts, while most of us are just learning.
It would be great though, to include some of the creators thoughts and processes they use when designing monsters. Something to stoke the creative juices of the new GM who doesn't have the experience or confidence.
I used to be annoyed when my players would steamroll at high levels near the ends of APs. But I find it easier just to let them have their glory instead of trying to find inventive ways to challenge them. That way we can start a new AP sooner. Hopefully PF2 at high levels is more balanced.Maybe Troy is taking the same approach as GS is getting kind of stale for me.
Maybe it's just because I am already used to the huge Core Rulebook, but now that I have the physical book, I can see why some are balking at the price. This book looks and feels so small. I can see how someone browsing at a bookstore would think twice before dropping $36.
While in my current ironfang campaign, i doubt Azaersi will live. I don't mind that paizo chose this outcome.
In every Ap I have played and Run, our group always starts in a fresh iteration of Golarion. Whatever happened in previous APs we have played is not canon for the new game we are starting. Old PCs do not show up.
I suppose if I run Return of the Runelords, my Rise of the Runelords PCs may make an appearance, but otherwise our group's AP results don't carry over to new campaigns.
NA Palm wrote:
But there are spells with the ATTACK trait with saves and no attack roll.Such as :
I would imagine that if you plan to cast any of these and STRIKE in the same round, you are better off Striking first, since the MAP penalty won't affect the spell. If you cast first then the Strike will be at -5.
I thought PF2 was supposed to be a system where hunting for the perfect array of stats was not necessary. And as long as you don't dump your class stat you should be a viable character that contributes relatively well. Heckle stats are maybe not what I would choose, but should still be something that makes your PC a reasonable threat. It seems a lot of people are saying that at least for the alchemist, you real DO need to focus on every stat and every possible +1 or else the PC is borderline unplayable.
I have read everything you quoted. Not sure why you think I wouldn't have read that. And yes I know you are trying to beat the caster's DC. The question I have is "how do i determine my effect's counteract level?" It seems the text you quoted only says how to determine the TARGET's counteract level.
So lets say the caster is level 5 wizard and has a 18 intelligence and casts Fireball. I am a level 5 sorcerer with an 18 charisma, and I have Fireball in my spell repertoire, and I have the "counterspell" reaction (which is a level-1 feat).
So, assuming he is just Trained, his DC would be 21.
So I roll a 15 and get a total of 26, Success!! The rules say:" Counteract the target if its counteract level is no more than 1 level higher than your effect’s counteract level."
So since it is a level-3 spell, the target's counteract level is 3.
So I need to compare MY effect's counteract level to 3. And here's my question...what is MY counteract level?
Is it 1 because the counterspell reaction is a level-1 feat?