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Goblin Squad Member. Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. * Starfinder Society GM. 122 posts. No reviews. No lists. No wishlists. 11 Organized Play characters.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Was hoping I could edit my post and link the other too Caustoject threads but too late. These are the other two threads on Caustojects:

Thread One

Thread Two


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

There have been quite a few threads around Caustojects (and similar weapons) and there interactions especially with Biohacker abilities. Would be nice to get some clarity and hopefully marking this thread for FAQ might help get us that.


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MaxAstro wrote:
The devs chimed in on the attack roll thing and clarified that it's written poorly. Attack rolls are supposed to follow the same rules as every other test - a natural 20 increases degree of success by one step.

Don't suppose you can remember where? It would be really useful for our organised play group.


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Excellent news. A lot of people I know where put off by the huge Rulebook but when I’ve put together a basic scenario plus pregens for them they have picked up the rules quickly, enjoyed it and have subsequently (in most cases) gone on to buy the main Rulebook so they can create characters of their own.

If this is anything like the PF1 and beginner boxes it should really help get new people involved.


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In the introduction text for Fields of Study it states "Each field’s booster, inhibitor, and breakthrough ability follow the rules for basic biohacks unless specified otherwise".

So with the genetics inhibitor that is (3+key ability modifier) rounds.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Val Kilmer as Doc Holiday in the film Tombstone is another example of someone with a terminal, chronic illness in what is at heart an adventure movie.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

During a session we were discussing Biohacks and the disintegrator weapons in the Character Operations Manual.

Starfinder Character Operations Manual pg42:

You can deliver any biohack you create with any attack from an injection weapon. You must declare prior to the attack roll that you are using a biohack and specify which effect you are using, but you select and apply the biohack as part of the action used to make the attack. You do not need to preload your weapon with biohacks. If you are making a ranged attack and miss your target, the biohack is expended along with the attack’s ammunition. A biohack delivered via a melee injection weapon is not normally expended on a missed attack. If you must attempt an attack roll with a biohack and your attack hits but deals no damage (normally as a result of damage reduction or an ability such as the vanguard’s mitigate), the biohack is expended but the target is not affected by it. After a missed attack that does not expend the biohack, you can remove it or change which biohack you are using as part of your next attack without taking any additional action.”

Starfinder Character Operations Manual pg 123:

“Much of the design of this pistol-like weapon is based off the biological systems of the disintegration lash class of small arms, though a caustoject’s more traditional appearance is in stark contrast to its techno-organic inspiration. Caustojects create an injectable field that transforms ordinary matter into an acidic compound, disintegrating their targets from the inside. Syringes can be loaded into these weapons, allowing other materials to be quickly injected instead of an acidic discharge (in which case only the injection effect occurs—no acid damage is dealt).

The two elements seem to contradict. In the Biohack description you need to do some damage to enable the biohack to take effect. However, the Caustoject description implies that there is no damage from the weapon but the injection effect still occurs.

If you go down the line of specific over generic, this would seem to imply that a Biohack delivered via a Caustoject effects the target irrespective of damage reduction etc but the target would not suffer any the weapon damage.

This would compare against needler weapons which would do damage in addition to delivering the biohack but would run the risk of the biohack being stopped by damage resistance.

If you take the more general text in pg42 then the Caustoject would not be able to deliver biohacks despite being an injection weapon as it would always fall foul of the no damage rule.

Is there a clear answer (It’s likely to come up in a PFS game that I’m missing that would be great), or is it more of a GM / Table variation thing.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think the highest you can get a skill at first level (outside trick attacks) is +14.

+1 Rank
+4 Ability Score of 18
+2 Lashunta
+1 Theme
+3 Skill Focus
+3 Class Skill

There are some ways to boost this temporarily as well for a particular roll (using enchantment bonuses) but I'm unaware of any other permanent boosts available at 1st level.

Operatives with +13 or higher stealth and piloting (especially piloting) seem to be pretty common in organised play.


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I wonder if it will be easy to convert to Starfinder. I can run it twice then.........


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would very much like to see a starter box sooner rather than later.

I've found the game is easy to play to an enjoyable level once you've played it for an hour or so. Yes you will miss some of the rules but the core of the game is straight forward so in a few hours you'll be happily cantripping, shield blocking and switching between encounter and exploration mode with ease.

The problem I've encountered is in getting people to play those first few hours. The rulebook is extremely daunting due to its size and I've seen people struggle to pull together a character due to fear of not knowing how to play and therefore what of many options to take.

I've started using one of the pathfinder society pregen quests which has helped quite a bit but having the trimmed down characters with simpler rules (the number of conditions for example or the rules for afflictions) would make it a lot easiet to get people started and then they will take it from there.

Also starter set bling is never a bad way to get people involved.


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Can't find a reference in the forums or the rule book but do Familiars count as significant characters for the dying rules?

It specifically calls out companions but Familiars and Animal Companions seem to be treated as seperate entities in chapter 3.

If they do count, that helps their survivability a bit.


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I'm really excited for this. Just imagine the number of favours Lisa could call in. I suspect Sutter won't be the only fan-favourite involved.


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I have exactly the same problem. All scenarios from the point where the complimentary subscription kicked in aren’t showing up. I’ll probably need to purchase one that should be covered to make sure I can GM the organised play game I’m listed as running this Sunday.


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Question removed as already answered.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Unsure if I just haven't found it yet or if it is being held back until the Gamemaster Guide but a lot of the underpinning tables don't appear to be in either the Core Book or Bestiary.
The Universal Monster table in particular doesn't seem to be in so I'm not sure how easy it is to convert an encounter where the creature isn't in the new Bestiary and ensure it is broadly the right level of challenge. On the same basis the Hazard table is also not in the new books so your stuck with only the listed hazards as a reference point rather than the full table.

5/5

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Thank you.

5/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It’s probably something obvious I’ve missed after reading through the scenario but.....

Plot Spoiler (a):

Is there any relevance regarding the track list that is provided as Handout 1? I can’t find any further mention of it in the scenario.

Plot Spoiler (b):

Is the conspiracy you investigate in data breach, sugar star heartlove etc resolved in this scenario? I can’t find any mention of that organisation in the scenario so was wondering if that conspiracy is still afoot and the events here are separate to that investigation.


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I wonder if this one will have the players in charge of a larger ship (Kind of a Star Trek type set up rather than the usual guardians/firefly type approach)?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

A couple of questions came up during my playtest of the Biohacker at the weekend.

Does the Conserving Fusion work with the Biohackers Injections ability?

The description of the infusion states the ammunition is not consumed as though the weapon has never been fired and specifically lists darts as a type of ammunition that is affected.
The rules under Injections however don’t say how long the injections last after you have made them. It does say you mix the injection as part of the standard action you take to attack with it or inject a creature so it’s possible the injection only lasts for that standard action. However, in the section on regaining daily uses it comments that when you regain your daily uses any injections you created early but didn’t use becomes inert, even if still in your possession. This implies that injections would last longer than the standard action you take to create and use them.
If it functions for Biohacker injections, then is has quite an impact upon the class as in practice it means that misses no longer use up one of your injection uses per day as you can continue to try to use the injection you made until you successfully hit. This makes the conserving fusion pretty close to mandatory once you can use it.

Do conditions inflicted by your injections escalate?

Many of the conditions that the field of study allows you to inflict on your target as a counteragent cause conditions some of which can escalate into a more serious condition if they receive the same condition again. For example: If someone who is already fatigued is fatigued again, this escalates to and they become exhausted.
The specific example in play was an opponent that was already suffering from fatigue was hit by a fatigue causing counteragent due to the Enzymology field of study. Do they therefore become exhausted as per the description of fatigue in the core rulebook?
Although there is nothing to indicate that they don’t become exhausted, it is rare that player character abilities cause this kind of escalation so we weren’t sure if this was intended.


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Xenocrat wrote:

If it had boosts to your recommended skills it would potentially be too good at creature identification, since it should have those maxed and its scanner uses those for all creatures.

As it stands the biohacker’s creature identification is not particularly effective as it takes a move action whereas normally it doesn’t take an action at all.

5/5

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For a 4th level character is it a 4000 credits in total or 4000 credits plus the 1000 you would get as a first level character i.e. build the 1st level character first then advance it to 4th and add the 4000 credits then?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don’t really want Dex to damage. That effectively makes Strength based characters and Dexterity based characters the same with damage being weapon plus your stat. If we are having Dexterity based builds then a better approach would be to make them different in the way Strength and Dexterity (or neither) are applied. Maybe Dexterity builds favour many attacks against large single attacks for strength builds, I’m sure there are other possibilities too.


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I mentioned this in the first impressions thread so with this thread being specifically about the Instinctive v Studious Scientific Method, I'll copy what I said there to make it easier to find:

Helvellyn wrote:

The Instinctive option under Scientific Method looks weaker than the Studious option. Instinctive allows you to use wisdom instead of intelligence on three skills (Life Sciences, Physical Sciences and Medicine); Studious allows you to use intelligence instead of wisdom on two skills (Perception and Sense Motive) and also allows you to use Intelligence for Wisdom saves.

This seems a little uneven and I don’t think the Instinctive Option for Spark of Ingenuity is significantly better (If at all) than the Studious one to make up for this. Not sure how to address it, maybe allow Instinctive Biohackers to use Wisdom to determine bonus skills per level? They require less time to study and learn activities, because there instincts are so keen they have a sixth sense when understanding how something works (Other Justifications are available).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Had a read through the Biohacker with a view to play it over the weekend. I’ll fill the survey in when I’ve played but in terms of initial thoughts:

The Instinctive option under Scientific Method looks weaker than the Studious option. Instinctive allows you to use wisdom instead of intelligence on three skills (Life Sciences, Physical Sciences and Medicine); Studious allows you to use intelligence instead of wisdom on two skills (Perception and Sense Motive) and also allows you to use Intelligence for Wisdom saves.

This seems a little uneven and I don’t think the Instinctive Option for Spark of Ingenuity is significantly better (If at all) than the Studious one to make up for this. Not sure how to address it, maybe allow Instinctive Biohackers to use Wisdom to determine bonus skills per level? They require less time to study and learn activities, because there instincts are so keen they have a sixth sense when understanding how something works (Other Justifications are available).

The other initial thought is that something linked to polymorph (Maybe as a field of study) would seem a natural fit for the class but currently isn’t an option.

It’s also going to need some higher level injection weapons to enable it to install level appropriate infusions but I’m going to assume they will be in the equipment section of the new book.

Everything else seems fine on an initial look.


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HammerJack wrote:
No.

No, it doesn't just apply to sniper weapons or no, you can't use it to aim with small arms as part of the trick attack?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Can you use a sight to aim a small arm as part of your trick attack at all?

If the text states:

"or as part 
of a sneak attack where you do not take any movement even 
if you also aim a sniper weapon as part of that action."

Does this mean it only applies to sniper weapons?


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Thank You


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Tried searching but I couldn’t find anything. Apologies if this has already been answered.

Does Debris Field last for the shorter of 1round or until you leave graviton mode, or the longer?

The rules text is:

This ability functions for 1 round or until you leave graviton mode.

5/5

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Arc Riley wrote:

No, the guide is correct.

The blog was referring to cases such as SFS #1-00 which is tier 3-4. As was previously clarified on the forums, since you have to play a pregenerated PC for this scenario (specifically a level 4 pregen for this one), you can apply credit to any PC in the level range - specifically a level 3 or 4 PC for SFS #1-00. So if you only have a level 2 PC and play #1-00 the chronicle sheet applies once they reach level 3.

If the scenario does not require you to play a pregenerated PC, you must apply credit to a PC of a lower level than the pregen once they reach the same level of the pregen, or to a level 1 PC using the rules on page 8.

Ah right, I understand now. Thanks for clearing that up.

5/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Quick question. On page 7, The guide seems to contradict the blog when it comes to applying credit for playing pregenerated characters. The blog states that the pregen needs to be applied to a character in the level range for the scenario but the guide seems to imply that it needs to be applied to a character of a lower level than the pregen.

The blog states

We've also allowed players to apply credit to a character of any level within the level range of a pregenerated character scenario, which should ease up some of the credit discussions around Starfinder Society #1-00: Claim to Salvation.

The guide states on page 7

Credit for playing higher-level pregenerated characters must be applied to a Starfinder Society Roleplaying Guild character of a lower level than the pregenerated character or to a 1st-level character.

I’m assuming this is a typo on page 7 as in the more detailed section on applying credit the guide agrees with the blog.

5/5

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Hilary Moon Murphy wrote:
Helvellyn wrote:

Or is it something that is permanently applied to your character when it is created so you can boost the statistic further at level 5 etc...

You have a character with 14 strength which you increase to 16 using the boon. At level 5 you then spend one of your stat bonuses to increase it further to 18 and then at level 10 you use your next set of stat boosts to raise the stat to 19.

^ It's this option.

Hope this helps!

Hmm

Thank you

5/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Sorry to ask another question about the +2 stat on the legacy race boon but I’m a little confused as to when and how it is applied.

Is it slotted at the same time as other boons. So you choose at that post briefing stage in the scenario which stat to boost and it is your scores at that point in time which are used to see if an attribute qualifies for the 14 or less criteria.
For example at the point you slot your other boons, you choose it as your one personal boon and raise strength from say 14 to 16. During a later adventure you have used one of your stat boosts at level 5 to increase strength to 16 and therefore it no longer can receive the +2 so you need to select a different stat.

Or is it something that is permanently applied to your character when it is created so you can boost the statistic further at level 5 etc..
You have a character with 14 strength which you increase to 16 using the boon. At level 5 you then spend one of your stat bonuses to increase it further to 18 and then at level 10 you use your next set of stat boosts to raise the stat to 19.

Or is it something that is permanently applied to your character when it is created so you can boost the statistic further at level 5 etc, but it doesn’t count for the purpose of increasing your attributes at level. 5, 10 etc working more like an personal upgrade.
For example: You have a character with 14 strength which you increase to 16 using the boon. At level 5 you then spend one of your stat bonuses to increase it further to 18 and then at level 10 a you use it to raise the stat to 20.

Thanks


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

With the caveat that I may have read the play test rules wrongly, we are finding that the underlying maths is really fun in combat but is proving limiting outside of combat with players just avoiding skill rolls in situations where failure would have significant impact.

As an example:
The player playing the rogue finds using stealth in combat to remain hidden and sneak up on the opponent’s mage a lot of fun. The success rate feels about right and so far the dice rolls have added to the tension rather than proved frustrating.

The same player is not prepared to use stealth outside combat to scout ahead. The relatively high chance of failure (20-30%) and the consequence of being spotted (Having to face the encounter alone until they can get the other players there) discourages them from attempting it.

As I said, maybe we are reading the rules incorrectly if so ignore me but this is currently what is happening when we use the new rule system.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Thanks for the feedback. The Envoy Expertise Talents are exactly the kind of thing I was worried I had missed. Oh well, they will just have to settle for being nearly as good.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I'm thinking of making a minor change to the skill focus feat. I don't think it would cause problems elsewhere but thought it might be worthwhile checking.

Firstly I apologise if this has come up before, I’ve had a look using search and not found anything but if I’ve missed it please feel free to ignore me.

One of the problems we have been having with Starfinder characters is the difference in effectiveness between a character with a class bonus to a skill (Mystic’s Channel Skill ability for their two connection skills, Technomancer’s Techlore with Computers and Mysticism) and one that does not have a class bonus.

This has hindered players who have wanted to have their characters be highly skilled in something that isn’t already part of their class (For example having a charming Technomancer, an Ace Pilot Envoy, or Soldiers with any skill). At lower levels this can be worked around with the Skill Focus Feat, which allows a character without a skill bonus from their class to keep up because it grants an insight bonus which duplicates the insight bonus from the class abilities. However, at the higher levels they start to lag behind as this bonus never increases beyond +3.

In order to allow characters without a class bonus to keep up even at higher levels I am considering changing the Skill Focus Feat to instead read (The bold sentence is the change):
------
Skill Focus
Choose a skill. You gain +3 insight bonus to checks involving the chosen skill. This bonus increases to +4 at 11th level and by a further +1 every 4 levels thereafter.
You can take this feat multiple times, its effects don’t stack. Each time you take this feat, it applies to a new skill.
------
I have considered allowing the feat exactly as it stands in the current Pathfinder rules (which provides a +6 bonus once you have ten ranks in a skill) but felt that that allows characters to have a skill higher at certain levels than currently possible within the game which may well create other difficulties. I also thought about an Improved Skill Focus feat to provide a larger boost but felt that two feats were unfairly expensive for the benefits gained.

Anyway. As far as I can tell this doesn’t create any potential problems further down the line but I was interested to see if there is something that I’ve not taken into account. Hence posting it here.

Many Thanks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Although not related to your initial post, and I might have misinterpreted your other post, but if you have skill focus (Bluff) that isn't going to stack with the Envoy expertise. Both are insight bonuses so only the highest will apply. Although this might be what you were after (effectively guaranteeing at least +3 even if you roll a 1 or 2 on your expertise die while it is still at only 1d6).


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I like the change. Anything that saves space by removing unnecessary rules text is a good idea. It also creates space for more exiting spell descriptions too whuch would make looking through the spells much more inspiring.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My initial impression is very much in line with the opening post. The rule mechanics and class frameworks look really good. The modular nature of character generation opens up loads of options as well as creating design space for third party publishers to create different genres (Just change the feats and you can move the game to low fantasy/wuxia setting or whatever you fancy).

However, the feats and powers themselves are not catching the imagination much. Not sure if its the clinical nature of the text in the write ups or just a lack of a wow factor in the feats function.

Will be intresting seeing how this affects actual play and how it develops from there.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I quite like resonance as a whole especially with it applying to consumables like scrolls and wands. However I have to add my voice to the choir when it comes to having resonance and restrictions in uses per day. I'll see how it works in the playtest but having to track multiple resources here sounds like unnecessary complexity.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Nice idea. It will be interesting to see how it works for small tables.

I’ve wondered about something similar but from a monster perspective. With single bad guys being difficult to use in PF1 (I find the fights either tend to be too easy or in boosting the CR of the monster you end up with powers that a group can’t yet counter) increasing their number of actions may balance out the fights without needing a high CR. Enabling the single bad guy to be a more workable option.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am concerned about the use of a stylish icon rather than the use of the word action (In the example given). This is an area that can cause problems in terms of clarity and really should be something that is tested with a large number of users.

I understand it won't be in for the formal playtest document but hopefully it will be able to be heavily tested at some point over the next nine months.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think the classes listed are about right for the core rulebook.

However I am hopefull that a number of PF1 classes can be built using the many options that exist in 2nd edition. For example, none of the classes in the Advanced Class Guide classes should be necessary as they should be available through multiclassing existing classes and the character options available (The advanced class guides were designed to be a mix of two existing classes afterall). In a similar vein I would suggest the Gunslinger, Magus, Ninja and Samurai should all be buildable through the core classes rather than needing a seperate class.

After that I think there is probably a need for some of the classes in the Advanced Players Guide to be introduced reasonably soon not just because they are popular but also because they add significant mechanical options beyond the core classes. I'm thinking Witch (Hexes), Cavalier (Teamwork), Oracle (Spontaneous Divine) for example so as to enable adventures to be easily adapted to 2nd edition and bring in classes that offer something new.

Other than that I think the approach to Occult classes should follow the approach used in PF1, namely a seperate book which adds the occult options onto the system in order to ensure all the differences are given sufficient coverage.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Looks good. Especially like the focus on the Paladin’s code. I think it might need some greater definition around what “Murder” counts as though. Considering the complexity of the term (Especially some of the modern usage which can be quite emotionally charged) it might be better to remove the term and instead just state what isn’t acceptable, for example (illustrative only): Must not kill solely for personal gain.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

One of the things that I don't think worked well in Pathfinder was the concept of the big bad guy. Action economy was always so heavily in the player's favour against a single opponent that they either folded without getting to do much or just completely wiped the party.

I know multiple opponents made much more interesting encounters that did work well but it would be nice if in some cases the new mechanics or monsters could function in such a way as to allow single big bad guy fights.

So more a worry/query about a style of monster than a specific one.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I suppose the question is will PF2 have builds at all. I see lots of options but as yet nothing to indicate selecting certain options together will create a significantly more powerful character in the way some PF1 options do. I don't think this is necessarily a bad thing and I know one of the areas of the playtest I'm most interested in is how all these options work in letting you create and develop your character.


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Don't know about a Mythic or Epic system, but I'd quite like to see a decent amount of support for the level 20 game so we at least get some use out of our capstones ;)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As much as I look forward to the changes, especially any "offical" endings for the Adventure Paths; I kind of hope that the recent adventure paths are not part of these official changes.
They will still be pretty new by the time 2nd edition comes out (Especially Rise of the Runelords and War for the Crown) and adventures people will still be playing at that time. It would be a shame if their finale was spoiled for people simply because its mentioned in the new rulebook.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

If Paizo aren't planning on taking comments from the community onboard, they are spending rather a lot of money just for the privilege of ignoring us.

More expensive print options (Canada rather than China so they can get the final copy to the printers two months later than normal); developer time on blogs and forum posts; delaying getting the new product out by a year......


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As much as I like the range of results that the critical success and critical failure rules add to the game I am not a fan of these results applying automatically to natural 20s and natural 1s.

The succeed/fail by 10 is within the players ability to control. If you are stretching, the chance of a critical failure increases and if you are doing something that is comfortably within your ability, a critical success is increasingly likely. I think this is an excellent addition to the game for all the reasons mentioned in the blog and in the subsequent posts.

However having these results on a natural 20 and natural 1 is just a player killer. Pretty much every roll in the game is either a player trying to act or a player being the subject of an action by an NPC. It is players that are effected the most by natural 20s and natural 1s so it is players who will be subject to double damage from their fumbled saves or their opponents attacks. I don't think I've ever been in a session where one of the players hasn't been on the receiving end of a natural 20 or natural 1.

I know it is part of current Pathfinder and indeed in some cases more dangerous (I'm looking at you Scythe) but I don't think it is something that should carry over to the new edition for the reasons mentioned above.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Mark Seifter wrote:
I've been running Shattered Star, which has a fair number of NPCs, and so far so good! (including a magus they already fought and a creature with gunslinger abilities soon) Tonight, the team, who just hit level 10, are going to take on the last dungeon in Book 3.

Awesome!

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