Isthisnametaken?'s page

18 posts. No reviews. No lists. No wishlists.



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My issue is that the things that are being used to maintain game mechanics and balance make no sense and take away enjoyment and immersion. Obvious examples include:

1. Making a backpack effectively negative weight and a full waterskin L because bad weight balance caused starting char to be encumbered
2. Fighter dedication takes dex and str that a fighter would not have himself till higher level or at all.
3 Weapon proficiency feat that does not scale with char, so it’s a useless trap.
4. Re-grip weapon as an action. They overpowered 2-h and its a bush fix at best for some small balance.
5. Weapon damage scaling with weapon die. 4d12 anyone?
6. A stride action often wastes move. I stride 5’ and attack.
7. The feat tax on Aldori (made hard by other strange balancing” that limits it’s usefulness to a human only.
8. Halflings are very roguish in their abilities but can’t get darkvision through heritage. Humans can though....like they needed more buffs.
9. Deception, feint costs an action to give a single swing a flat foot bonus, if you criticize fail you’re flat footed, demoralize kills people...
10. Scare to death - Um....wow. Never seen anything quite like it.
11. The dreaded manipulate trait tossed on everything.
12. SO MANY abilities that overlap in parts and force retrain. Powerful leap, wall jump, cloud jump. I’m very sneaky and very very sneaky, oh wait I’m swift sneak legendary sneak.

I want FIXES, not more stuff that at some point makes me forget how inconsistent the game is. It’s almost pay to win if new content outshines existing content from a power balance perspective (ancient elf) I’m going to stop here, this is more than enough to bring death down upon me.


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Cyouni wrote:

That proposed solution just means that everyone will always use advanced weapons if physically possible. Let's not pretend general feats are any blockade whatsoever to that.

This has been a thing talked about many, many times.

(SIGH) Ok, so you like the way it is currently? To me, the feat has no value now. If, as an example, a rogue is going to invest 2 general feats into weapon proficiency I think they have earned the right to use an advanced weapon with proficiency. Is an advanced weapon better than using a class allowed martial weapon and having 2 other feats (Incredible Initiative & Toughness)?


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While I think the game has a strong foundation, the release feels rushed. At onset some characters could not carry even starting gear. For me and our group to be a long term consumer I would like to see:

Fix multiclassing. Feat taxes make it unusable for most classes. They built an interchangeable, modular feat system, why make it so hard?

Some classes have far too many dead skills. As a rogue I was at a loss for picking 2nd and 4th level rogue feats. No one wants to play for months, level, and be disappointed they don’t have even 1 solid feat.

Some classes have super feats that will always be taken, making builds vanilla instead of creating variety

Two weapon fighting is bad. Why not allow it to be on par with duelist and two-handed?

Heavy incorporation of AOO mechanic in actions and abilities, with most creatures not having it. Seems a poor carry over.

My worst problems are things that make no sense. Example: Rogue takes the weapon proficiency feat, but then cant advance those weapons as part of their class? What does the 4th level poison feat even do? Elaborate crafting system that feels like a complete waste RAW. There’s a lot more.

I am not surprised sales numbers are good, geeks like to buy books (me included). The longevity of the success will be measured in how Paizo refines what they have, not just pushing more content. I want some fixes.


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I am a veteran gamer and GM, starting all the way back in D&D 1E and have played in multiple systems. I currently GM a long running 5e campaign and play with the same group in a PF2 campaign. As a whole, the group likes 5e better and the PF2 game is on life support. I attribute it as follows:

- They have a great framework with feats to make multi-classing simple and effective, but have implemented in a way that players are “taxed” way too much for things that should be interchangeable. Ex. Requiring a fighter to have 14str & 14dex when likely the pure fighter may not have that at inception (or ever). Aldori feels cool, but the only classes interested in it can’t meet the requirements without offering up their firstborn.
- Three action economy feels clunky. Taking an action to move 5 feet (losing the remaining 20) or re-grip a weapon with a second hand feels bad. Many times your turn is “swing and miss 3 times, end turn”. No one feels combat is very fun, which is a bummer.
- Heavy incorporation or attack of opportunity mechanics from 3.5, but removing the capability of most mobs from being able to do it. Several feats (Ex mobility) and the step mechanic don’t fit the system.
- Inconsistency without content and lack of eratta . Ex. Nimble dodge feat written multiple ways without an explanation.
- Was not released with a killer campaign. We’re playing plaguestone and it’s very weak compared to large, epic campaigns we are used to.
- We use Fantasy Grounds as our virtual table. Way less automation than 5e. I expect the FG team will continue to focus the lions share of time on the most popular content.
- Many dead feats. I thought originally that characters would have more personality than 5e based on the variety of options for build. That said, every class/race gravitates to the same few feats anyway, as so many feats are bad. Any monks out there without stunning fist? Maybe this changes over time.
- Counter intuitive logic. Ex. You take “weapon proficiency” feat to get access to martial weapons, only to find RAW they don’t advance with your class proficiency so it’s effectively useless.
- Embarrassing launch problems. Ex. Can’t carry your starting equipment kit? Backpack weighs -2 now to compensate?

I think there’s potential with PF2, but if this launch is not cleaned up (quickly) interest will fade over time.


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Nefreet wrote:
Since that post it's been revealed that you only need one hand, and if you also use a Bandolier, then the entire usage is only one action.

What do you mean by “it’s been revealed?” Is there an official posting somewhere?