This would be my first choice. Though, I have a feeling it wouldn't be anytime soon.
I'm stoked on the lore sections. For RP, it's cool to understand how a character might view magic to inform why they chose what they do. Not very crunchy, but a cool to dynamic for the game.
I'd also be excited if there is at least a small section explaining how they fey are able to twist primal magic to create their illusions and enchantments.
The goal is pretty much to have the coolest circus. As characters level up and hire more performers, they get access to tricks with more traits. But outside of the circus itself, there isn't much the characters get.At least not as far I've gotten running the AP. Basically it's just fun running the circus.
EDIT: You mentioned prestige. It unlocks upgrades to the circus and increases the payout for a good show. But again, it doesn't do anything for the PCs outside of the circus.
Naw. Metric's comments are just so dumb and out of nowhere. More confused than offended.
I'm running Extinction Curse and one of my players is playing an occult witch. The only reason the character isn't dead is a combination of defensive spells and the fact that the other players love the character and are constantly protecting him.
I was unsure of what traits hair would have...All these archetypes and feats are really opening the door to some creative combos. Using that 3 unarmed attack feat with a beard is worth the price of the book alone. So stoked!
Flurry of Beard!
Edit: Just reread your post. No flurry with that archetype. Darn.
Do you think the Martial Artist feats can be used with the attacks a witch can gain with their hair or nails? That would be super crazy and fun!
If players in the privacy of their own gaming table, want to allow their weirdo friend have his imaginary character, in a fantasy setting, have fun cooking up and eating the big bad guy for some cool crunchy bonus to whatever... have at it.
I cringed when one of the 2e adventure paths literally wasted the space with a sidebar to lecture on the ethics of raising wild worgs away from their mother.
Archaeologist, herbalist, and ritualist have my attention.
Archaeologist in 1e was my favorite bard archetype that let you not be performance based. That was awesome...For me at least, it made the most silly, and convoluted class fun. In 2e, it could better explain why the bard is somehow the new occultist.
The Gleeful Grognard wrote:
Amazon US. The order has also been updated to arriving Aug 1st.
I got the CRB and bestiary pre-ordered for me for my birthday from a 3rd party (it's Amazon). The last I heard, is they will send an email when they have an arrival date.
I don't have the CRB, but my impression is that numerical bonuses aren't as much of a thing for spell DCs for any class. My point was the 1e fey bloodline was pretty strongly built around having high enchantment DCs, while the switch to primal and the new math of 2e, makes that no longer the case. It makes converting a 1e character over a little more difficult, which is why I was asking.
I always assumed the metal restrictions were part of whatever ancient pacts the orders made with nature. Just like teaching Druidic to nondruids causes them to lose their magic.
Captain Morgan wrote:
I was referring to the 1e bonus they got to compulsions as part of the bloodline.
Captain Morgan wrote:
I guess the big difference between 1e and 2e for the fey bloodline, is the save DCs in 1e vs their enchantment spells were very high. They were on par with enchantment school wizards and mesmerists. I am however very glad the bloodline getting the primal spell list. As long as the bloodline feels suitability "fey", I'm happy.
So the above numbers would mean having the knowledge to identify the abilites and weaknesses of the monster, while just knowing what a monster is would be a lower DC granted it's not a rare monster.
Thanks caps! I appreciate the info!
Gonna give asking these questions one last try...
How does the Sorcerer compare to the playtest?
What direction did they go with the fey bloodline granted spells and focus spells? I'd like to convert my 1e fey bloodline character to 2e, but in the playtest they lost a lot of their enchantment ability.
Lastly, does anyone know if harrow cards made it into the CRB?
Looks absolutely amazing!
One thing I don't understand though...why would a monster's level be a factor in how difficult they are to identify? Generally you're less likely to encounter high level monsters, but that doesn't make them less well known. I'm sure the average person would know a dragon when they saw one.
On elemental bloodline / primal spells - is there any way to play a water power focused caster? Or would their powers be based off of ice like the old elemental bloodline ?
I remember on the Glass Cannon podcast, the Sorcerer cast hydrologic push (or something like that) that was suppose to have a cool effect, but the critter rolled a crit success on it's save.
How is the Sorcerer looking overall? It's the class I thought needed the biggest upgrade from the playtest.
From what I've read they have signature spells and focus spells, neither of which sound like they're unique to the class. The only thing I've heard so far that sets them apart is the ability to regain focus without needing to do anything specific. That thematically fits great,but I don't see it as all that powerful or a worthy class-defining feature.
There's also the matter of spell lists not being equally powerful (at least in the playtest). The classes that cast non-arcane spells, have other class options to make up for this. How well has that been addressed?
Any info would be mightily appreciated and help sooth the churching, hellish wait for my books.
Now that I have my hard copy of the rulebook and not forced to navigate it via my tablet, I'm absorbing things much better, and I'm feeling very optimistic overall.
There are things I feel need to be fixed, and I hope we get some official threads breaking things down by class and sections. I've read some pretty good critiques and hope it can be organized. Right now it feels like a hundred conversations in a crowded room all happening at once.
The only only thing with P2 that's reminded me of 4E, is some of the extremely short duration on some spells and powers. Feels like they were tested out based only on combat-mode consideration and not how they can be useful otherwise. When I came across those, it did send a cold shiver up my spin, but for the most part, the P2 playtest and 4E are completely different worlds.
A consequence of Signature Skills, is who can be a primary-caster in rituals. Everything we heard about rituals leading up to the release, is how they can be for any class. But it turns out most of the base skills required for rituals are those baked into the casting classes's signature skills. There are so many cool character concepts for characters like martials who learn to fight, so they can explore and get their hands on these rituals. A character like that should not have to rely on getting a caster to lead the ritual for them.
I'm in the same boat. Waiting for my hard copy to shown up and spending the last two days bleeding from the eyes staring at my tablet.
In general, I like the new skill system. But I see no upside at all to Signature Skills. Correct me if I'm wrong, but from what I understand, they don't provide any bonuses in skills, but only put a cold cap on how high you can rise in proficiency no matter how much you choose to invest. That's pretty contrary to an edtion of the game that's supposed to be predicated on character options.