Duke Arvanoff

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What I love
- 3 Action system. Wonderful setup to provide endless feats to combine various actions into activities.
- Skill Feats potential. I can see this becoming great, they are a bit limited right now though.
- Weapon/potency design. I love how choosing your weapon is more than picking the 18-20/x2 option. Could be better, as the d4-d6 weapons are fairly useless, but its much improved.

What I hate
- UTEML difference in skill level. I'm OK with +level, provided it only works while trained. Expert should give +2, Master +5, Legendary +8. As it is, whatever you keep maxed out seems to result in a 50% chance of success.
- Certain classes don't feel fleshed out. Ranger seems to run out of meaningful feats at 10. Sorcerer seems like a wonderful multiclass base, purely due to having nearly no feats you want to take.
- Armor. Heavy armor feels like such a tax to ignore dex. Its hard not to try to get 16 dex to avoid the penalties of medium/heavy armor. On top of that, dex is a useful stat for nearly anyone anyways. So far one guy tried heavy armor in Pale Mt and felt like he was slowing the group down tremendously.

What I'd houserule
I've avoided houseruling anything yet, so none of these have actually been tested yet.
- Multiclass feats being available at level -2(maybe -4, testing would be required). 1/2 level feels too restrictive, opens up more options and getting a third class doesn't feel as bad.
- I despise goblins as a playable race in most campaigns. They occasionally have a place, but in general they are a fun monster, not a player. Especially since their stat layout makes them the best at odd things. Goblin Paladin shouldn't be a thing.
- Demoralize bonus to things higher level/larger than you (or possibly immune to critical success). I feel like it's silly that a character can glare at a Manticore that is pelting you with spikes and make it run away. That thing could kill you in 1 round if it focused you.


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You effectively remove his last 7-9 levels of damage. You can easily equate this to removing the highest 4-5 spell levels of a caster. Fairly neutered but still better than an empty space.

Not sure of the relevance, other than looking at the effects of disarming a character. If the goal is to take them out of the fight, other CC feels more fair then taking away their weapons. If you simply are playing "low magic", than there isn't much point playing a fighter in 2e at higher level.


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I could see this being an archetype purchased with a skill feat. I don't think we have a good grasp on how strong those are but Pirate seems like it'd fit in nicely there.


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I think what most people need to realize is that balance is going to be weighted more than the narrative behind the characters. Allowing you to dip into 4 different classes across your career while allowing each class to gain its key features immediately is nearly impossible to balance.

The rules are set for PFS use to level the playing field so one player won't easily outshine another. For general play, the rules are more of a guideline that the GM can adjust. You can allow multi-class and archetype dedications to be separate or remove dedication entirely with the knowledge that your players will tone their characters down if/when necessary.

The rules also allow easy use of the gestalt system. Giving your players bonus multi-class feats is super easy to implement in your game.

Finally, it should be remembered we are still in the playtest phase of things. Give the existing system a chance and try to give feedback based on the strength of your characters. If multi-classing feels weak, let them know. I could easily see dedications being separated into archetype and class, especially since the Pirate archetype really felt weak in comparison to Wizard multi-class. But they could also simply boost the archetypes up a bit. We'll have to see.


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I don't understand how someone with pathfinder background found the 3 action system complicated. I have 2 players who were unwilling to try pathfinder because it was too much willing to give 2nd edition a shot because of simplicity.

Giving someone an entire page worth of info as a cheat sheet to show what they can do each turn, and thats without feats, was crazy. This system brings in new players easily and allows feats to combine multiple actions into a new activity that overall costs less actions allows customization.