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![]() Samurai wrote:
That was my thought as well. I also like the fact it allows for varying degrees of weakness and seems relatively well balanced as is. ![]()
![]() Samurai wrote: We don't use Stamina in our game, and I haven't heard anything massively positive or negative about it (no "this problem needs fixing" issues, nor "This fixes a lot of problems in the RAW PF2"). The ability to regain all your Stamina points in a 10 minute rest with 1 Resolve point seems like a version of the D&D5e short rest but without using Hit Dice. I don't see any issues in using my rules... No issues in particular, was just curious as to your take on it since I tend to agree with almost all of your rule changes. I've personally removed the Steel Your Resolve feat that lets you take an action to recover half your Stamina points since it's so overpowered it almost feels feat tax-ey using the system. I've also decided that any magical healing can heal both health and stamina as this addresses the issue of typical casters losing a fair bit of their power using this system. RAW healing can only recover HP and not SP but as you can imagine that would make something like a divine cleric less effective. So magic healing > mundane healing now. Don't want this to turn into a discussion of the system but was just curious about your take. Thanks for clarifying the Jousting and Charge thing! ![]()
![]() Oh I misunderstood the wording, then. I thought you were halving the vanilla splash damage (2 splash damage for a moderate acid flask). Now I see that you roll the main damage and then apply half of that as splash damage to all splash targets. Apologies for the misunderstanding. Yes, I think that looks like a pretty nice buff. Will try it out. ![]()
![]() Thanks a ton for adding the Stamina option! Unfortunately my Fighter also has Toughness as a feat so I'm temporarily putting those into the Temp HP. He also has the Barbarian Dedication so I have to add that on top when he Rages :) Will be thrilled if you find space to add a misc bonus to HP but already great that there's the Stamina option. Also a big fan of the Party Tracker and will start using that too. ![]()
![]() Samurai wrote:
The changes to the bombs are good ones and we've found them to help give the Alchemist more of an impact than he has as a baseline. The change to Tanglefoots seems like a step -too- much. I think Clumsy might be too powerful and something like flat-footed might be better. Not sure if you've gotten further feedback on this. Still thinking about the Magic Weapon option, since both options you mentioned are suitable. Might go for the one that just gives one step of Heightening and stop there. ![]()
![]() Samurai wrote:
A changelog would be a good compromise, I think. Doesn't need to start from the beginning, even just starting one up from now might be helpful. |