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I remember having a DM that allowed the ranger to make up some details himself depending on his roll. He give the base details the amount and type, but then the ranger could choose some details as long as he rolled well enough and it was his favorite enemy.

as example.
Tracking raiding party of giants, "according to the placement and weight of these footprints this one giant is absolutely plastered". when we found them there was indeed a drunk one that was given a chance to miss and if he moved his full movement had a chance to fall over.

This probably wouldn't work on all tables, but I liked it. It added some character to the smaller throwaway minions. the best one was when he rolled a natural 20 and turned a pack of dire wolfs into a bunch of bandits wearing shoes with wolf paws on the bottom by saying the spacing was all wrong.

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Biztak wrote:
The info about Barbarian's fatigue was really interesting, they don't become useless in between rages, which is good, but they potentially open themselves to attacks. This open up some strategy for barbarian players on whether or not taking all of their actions while fatigued, each -1 to AC increases the enemy's chance to crit by 5% up to a total of 20% counting the -1 they start with that round making it the smart move to maybe take only one or two actions while fatigued

Might also allow for hp tanking mechanic. Enemies might be more inclined to attack the durable barbarian if he leaves himself open during his fatigue.

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I don't mind that the pool of skills capable of reaching legendary is small, but I do want to have some choice on what those are.

I can understand if a rogue always has stealth and thievery as signature skills. but that there are 2 i can choose myself. (social skills for face character, athletics and acrobatics for assassin/swashbuckler character)

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John Lynch 106 wrote:

So in this blog post we see Paizo have gone a particular route in divorcing skills from ability scores that make sense (Int for knowledge) and instead gone for whichever ability score best suits a particular class  (wis for knowledge religion). Can't say I'm a fan* and I know the reaction my table will have to this (based on how they reacted to other games that implemented this) and it won't be pretty.

Knowledge religion might still be an int skill. Like lore religion to recall information on religious subjects.

Always felt that wisdom is more spiritual/emphatic
wis nature is not your knowledge of nature but how well you attune to it, like connecting to a wild animal, or sensing the power of nature.

Wis religion would in this case be sensing the presence or power of deities. connecting to that power.

Just speculation but we have not yet had a list of all lore sub thingies

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Like what I am seeing so far.
Question, what are the spell points used for. The litanies or something else

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About the spell slots, I think, well speculate that we might be getting more spells than just the spell slots. In pathfinder 1e your cleric domain gives you specific spells you can cast. So I think that your domain might give you access to more spells (that might be outside the divine spell list) and these spells would be cast by spell points. So we would have
1) scalling cantrips
2)channling heal/harm
3)chosen spell slots and
4) spells from domain that are determined by that domain but can always be cast using spell points.

Also if this is the case domain might also give access to spells from the non-divine spell list, like a nature domain cleric has spells from druid spell list.

Friday blog will tell I guess