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![]() thejeff wrote: Or punishes those who don't play "well". It rewards and thus encourages a more loot focused style, which I'm not really interested in. I'd rather have players focused on beating the bad guys than on scavenging every last bit of loot. Sure it depends on your playstyle both are viable IMO. thejeff wrote: That definition of "well" also relies heavily on what the GM plants for them, so it's not all on the players: how much of the treasure is hidden and how well, how much happens to be things the players want to keep and use rather than sell, etc. Well how much treasure could be stadarized and on some level is. How much happens to be things players want is basically random, unless the Dm chooses otherwise.Also how much treasure is easily accessible and how much requires ingenuity/searching to get could also be standarised. Though you are correct to say that how well its hidden can't be. Also think that even if I was commited 100% to the way of playing I am suggesting, I would still adjust treasure depending to my party/setting/story a bit.
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![]() I see thanks, I was thinking wbl*1,5 should be about enough, but maybe *2 is closer to the target. I think there is an arguement for not adjusting it. It rewards parties that play "well". "Well" as in were able to find all the treasure and played in a way as to not lose too much on components.
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![]() Ravingdork wrote:
Woa no need to include all age categories. Though I guess you could have include the whole dragon type entires. Regarding ruling golarion aren't many of them in other planes and planents at least the escoteric and outer varieties? While the imperial ones are in golarion japan/china. ![]()
![]() I like having some consistent rules about awarding treasure. Then I can deviate from them as much as me and the players want. I also understand HOW treasure can be awarded, but my question pertains to how much and what kind is awarded. I understand that in an adventure the boss will have most of it and stuff like vermin and oozes will have very little if any of it. Again my question is considering treasure is half sellable stuff at 100% and half sellable stuff at 50%, consumables, spell components and as Elterago and Meiril mentioned player wont always find all the treasure, how much more treasure than the wealth by level should you "drop" in a level? ![]()
![]() The encounter treasure awards average at around 30% increase from the wealth by level table or alternately the wealth by level table is about 25% decrease from the total treasure who have gained in gp. I have to say I am not a sure about these numbers so please correct me if I am wrong However I find an only 25% decrease from the treasure you have found is a bit too low or better put too optimistic. See even if half your treasure is sellable stuff at full price and half of it is random magic items sellable at half price, you will want to sell most of them to have the items you want. At that point you end up with (50%+25%) the 75% of the found loot in wealth by level.
Has anyone calculated the treasure awards from a pathfinder adventure path? Has anyone who run the adventure path as is and found that it doesn't have enough treasure? ![]()
![]() Yes obviously time and money are the main factors, but if you have a system that limits purchasing items, which the settlement rules do, then what do you do about upgrading items? Belafon said that the maximum spell level available, points to the max caster level spellcasters are capable of upgrading to in that city, after searching this it turns out its propably wrong, you can easily craft something of higher caster level if your skill check is good enough. So I think this confused me on the whole upgrading items thing. But as has also been mentioned there isn't anything that points to what kind of casters are available for upgrading magic items (apart from available spell levels), I mean its pretty clear what you can and can't buy, but not what you can pay and wait to have upgraded. There are no guidlines for it, is what I am saying. ![]()
![]() Meirril wrote:
Yes but that's another issue entirely. Here "custom item" is basically any item that's not available for sale and you want to create from zero. Spell research rules? I haven't paid any attention to those, I ;ll check them out. ![]()
![]() blahpers wrote:
Thanks for the link! So its basically as the one in the core rulebook+max spell level available. blahpers wrote:
I was going to say that I knew about the rules, but I had no idea about the settlements qualities part. So despite what I posted above if the qualities are helping a metropolis will cover 90% of you purchace needs even at very high levels.I actually just found that in Planar adventures there is a planar hubs part that pretty much could cover for 100% of what a very high level adventurer wants. So that make sense, though its funny we had to wait for so long to get purchase limits for a planar metropolis. blahpers wrote:
I guess crafting a custom item is either automatic if its within the base value of the settlements or yeah if its higher than that it gets iffy, mainly because there is no essential difference between crafting and upgrading, why can you upgrade to sth but can't really find it for buying? I guess the main difference here is waiting for the upgrade to happen. Also as you note it then becomes a dm sensibility thing of wether the wizard has the specific spells you want or not. I don't feel its that big of an issue though. blahpers wrote:
No I think you pretty much helped to cover everything I wanted. Many thanks ! ![]()
![]() Belafon wrote: Ah, so you're mainly interested in "what are the limits on paying someone to upgrade my items for me?" Basically yes that's what I was asking. (And if there were any other rules for buying magic items apart from the Core.) Belafon wrote:
That's a neat idea and it makes sense. I guess then the only issue is that even in a metropolis the maximum upgrade will be of 15th level. So items like belt of physical perfection will never be easily upgradable, which I don't especially mind actually. Belafon wrote:
Oh yeah I know how that goes. I actually I am asking because I was used from 3.5 to allowing players to buy whatever they wanted. I was thinking of using pathfinder purchase system if there was any and simply wondered if there was any version apart the one in the Core (turns out there is one in the game mastery guide). In any case thanks for the help Belafon ![]()
![]() blahpers wrote:
Yeah I was asking wether there are specific rules about purchasing magic items, beyond those in the Core rulebook. I understand you do this based upon your campaign world and what the dm thinks should be available.My main interest was wether there a more detailed or complete rule in another sourcebook. blahpers wrote:
Yes but the issue as I mentioned in the post above is that there is no guideline for spellcasters (and their crafting abilities) available to upgrade your items. ![]()
![]() Belafon wrote:
Well I generally agree, though I would add its only "your" but also any other spellcasters in town. There seem to be no guidelines for that. So that's why I am asking if I have missed any. Belafon wrote:
Actually doesn't the Core have the same rules? In any case thanks because I had forgotten that the Game Mastery Guide could have info on this issue. Belafon wrote:
Yeah I find the rules in PFS the most detailed and complete. But unless you mess up your mission many many times you will have access to basically anything you want. ![]()
![]() What is the latest iteration of the official rules about purchacing and upgrading magic items? I know about page 460 in the core rule book and the rules using prestige points in pathfinder society. Technically there are no limits I think to upgrading magic items in the core rulesbook, though I guess a dm could enforce the purchacing magic items limits on upgrades. Are there rules about this anywhere else? ![]()
![]() Vlorax wrote:
Its not the rolling low its the average of the roll. A fighter got an average of 5,5 hp now he gets 10 per level. So a con of 20 was almost a 50% increase in his hp now is only a 25% in his hp. So yes consitution isn't as important. ![]()
![]() Dasrak wrote: The size of the fighter's numbers was never the problem, Nitpicking a bit here, but in 3.5 the fighters numbers were a bit to low mainly due not being able to deal with many damage reduction at high level, but also because he generally was a bit lackluster. To add insult to injury the cleric could reach his damage numbers (without using spaltbooks). All of these problems were mostly fixed in pathfinder. ![]()
![]() I like what I am seeing, the 3-1 rounds thing, the temporary hp bonus to damage, the anathema and the damage resistance con bonus. However I am afraid the 3 rounds thing infinite times per day has a problem. Either you can use only in combat because reasons so it becomes a disascosiated mechanic or you can get its benefits outside of combat, so now you can buffer with temporary hp environmental hazards. Its not a major problem, but it still irks me a bit. ![]()
![]() Deadmanwalking wrote:
Maybe its just my personal preference and the fact I like supernatural pc's but luck doesn't cut it out for me, at least for an ability that's repeatable without any cost. I am reaching pinnacle thread derailment status but the comments lead me to this (though its once person instead of 3). Also it seems the whole scene with the nuclear explosion is pretty controversial in the Indiana Jones fan community. ![]()
![]() Vidmaster7 wrote: It was mostly a joke cause he actually did that thing I mentioned. And uh maybe? depending on the director... I would I actually say John Mcclain (die hard) could do it then go on to kill some thugs barefoot shortly there after. That's what I assumed to be case, that it actually did happen in some movie. John Mcclain has a good bleed resistance for sure. To me most these things seem to be the hit points mechanic in action.
Vidmaster7 wrote: Now if we are talking Hercules or some like really epic mythological hero then yeah probably without being facetious. I am actually a very big fan of how they are treating legendary levels and one of the main reasons I am ready to give this edition a go is their very existance. I don't think I would be very hyped for PF 2 if it didn't do that.![]()
![]() Vidmaster7 wrote:
I assume the shock wave could destroy the refrigator and not bounce it around. Its sounds more like courage and ingenuity allows for lady luck to help you out big time kinda thing, than anything else really (which I like to see in movies and actually has a kind of connection to real life, buts that's not what legendary abilities seem to be about). Again I would have to see the movies to have an informed opinion.Are you saying Indiana Jones could survive lets say 3 repeated 1000 feet free falls on concrete? ![]()
![]() Deadmanwalking wrote: Indiana Jones demonstratably has the Catfall Skill Feat and Legendary Acrobatics, to provide a concrete 'down to earth' example. Really, I am not a fan of Indiana Jones, so I have no idea about where this happens. I would never imagine indiana Jones making a straight fall 1000 feet on solid concrete and taking no damage. Deadmanwalking wrote:
That's beautiful. Now for inevitable discussion of which legendary skills belong to which class. ![]()
![]() The problem I have with batman and this short of comic book characters in general is that their powers and abilities aren't really consistent. When being with his JLA friends batman becomes essentially superhuman but when ambushed from some thugs in gotham he actually faces the danger of getting knocked out. Contrary to that dnd pc's are pretty consistent in what they can do.
Another option could be to say they only get their level bonuses above 6th level to attack, ac and saves if they have an appropriate armor or weapon. You could say only if the have at least a +4 armor or weapon can they enjoy the full 20th level bonus. Though this makes them more dependant on their equipement, its also essentially makes them awesome human beings that can perform godlike tasks only because of the excellence with which they use their powerful magic items. ![]()
![]() Deadmanwalking wrote:
This kind of assumes dex 16 and expert with bows or level 2-3 maybe? Or am I missing sth? Makes me wonder if base stats are higher in pf 2.0 for npc's and even if npc classes exist. I also think they hit for less than 3 and a critical. 10 normal attacks are sth like 3 hits of which half is a critical. Then the 10
What damage do these longbows deal? If they deal 1d8+5(vulnerability) average 8,5. So 8,5*4,5=38,25 damage per round, pretty certain death in two rounds. I wonder if we had an exploding d20 rule, instead of a automatic hit and critical (if the dc is reached) at 20 rule, the results would have been the same. Note the redcaps can be frightened by a simple holy symbol so that makes the kill it with arrows scenario easier. So in the end I like the fact that if the town is prepared it can deal with it just with its militia, but if its not prepared the redcap can deal some pretty horrible damage, but still not even come close to destorying the town. ![]()
![]() Deadmanwalking wrote:
I have seen a lot of people investing in magic weapon oils even at level 1 due to allips and stuff. I guess not everyone in the party will necessary have it though. Still I am not sure even if the main damage dealers can penetrate the dr you would have much chance against a mudlord or even a barghest with a party of 4. I mean I could be wrong because there is some weird spell or cheap item in a companion book, but baring sth like that I think its highly unlikely. I don't see the harpy and the grizzly bear as creature than can fight very well solo they seem to be made to support other creatures or each other. But yeah you are right about those. I should have said a cr 4 encounter can potentially be super deadly with the correct monster, perhaps a monster that's the overall good on stuff type and not of the brute force or weird gimick variety.For funsies: Minotaur can be dealt with a grease spell but is still very dangerous, if he crawl out of it. Firbolg is pretty dangerous he can throw with a +5 (2d6+10) rocks, has a strong attack, deflect arrows and can cast fricking confusion 1/day. Lamias have wisdom drain, spring attack, movement 60 and mirror image combat wise, but I have never used one against a low level party so I have no idea how bad this can get. Also you will end up trying to remove drain at level 1. Cave giant is also extremely dangerous due to power attack with cleave that can make a +9 (2d6+18) cleave attack and having too many hd to be dealt by color spray or sleep. In any case my point was that's its generally harder for 1st level party of 4 to deal with cr 4 creature than its for a 19th level party of 4 to deal with a CR 22 creature? ![]()
![]() CactusUnicorn wrote:
Maybe if you have a witch or sth? I haven't experimeted that much with running multiple scenarios for level 1 pc's. I remember a kind of chance encounter with a barghest causing huge problems for 1st level party of 4 and it wasn't like the barghest was especially lucky or that the fighter didn't have magic weapon oil. Even a giant phantom armor could end up being really dangerous at these levels. As for CR 6 I am really having trouble imagining a mudlord losing from a 1st level party. ![]()
![]() Malthraz wrote:
Sorry, I don't want to spam your posts and say the same thing to boot, but isn't this the case with pathfinder 1.0? Actually I guess it depends on the level as a 1st level party will find a cr 4 encounter super deadly. While a 20th level party will propably find it a 23 cr encounter normal.
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![]() Malthraz wrote:
This was always a problem for pathfinder, remember pf 2 doesn't have as many numeric stat adders while pathfinder does. I haven't done the math but I don't think normal militia can do much against CR 10 critiers from pathfinder 1.0 either. I think the solution appeared in one adventure path with devils? They has some short of swarm rules for companies of men. Another solution that I have never actually tried in pathfinder but worked well in old school dnd, was this. You get +5 to your attack but you halve your damage (rounded down) and for +10 you dealt a quarter of your damage, this helps low level creatures still contribute to combats. I also had a rule for high level creatures usually fighters actually that went like you can take a -10 to your attack to make twice the amount of attacks, -15 for 3 times the attacks and -20 for quadruple attacks (attack roll can't go below +1).
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![]() As in my other thread I am trying to get a better feel on what a +1 per level to basically all rolls boils down with regards to the internal logic of the game world. Again I should mention that obviously pathfinder isn't life simulator and edge cases will always give weird results, but I still think its interesting to think about those things. So I was thinking a 20th level guy with all abilities at 10 has basically the same stats with a 1st level guy with all his abilities at 48, that is str 48 dex 48 con 48 int 48 wis 48 cha 48! So they have the same ac, attack bonus, saves, skill modifiers and resonance. Their only difference is in hp, damage and proficiency ranks increases.
Note that his stats are compared to a 20th level pc that has his abilities at 10. If his array is sth like 22 20 20 18 16 10, then the 1st level equivalent will be 60 58 58 56 54 48. I think that this on some level at least demonstrates how much heavier and dense the new level bonuses are and what they actually represent. ![]()
![]() John Lynch 106 wrote:
Initially I didn't like adding +level to everything, but I after thinking about it in the context of the other rules we learned about, I can see it working great. It can make level progression numerically much more predictable, which can have certain benefits. These benefits include easier monster design and the ability for add more diversity in the classes through focusing the design on their exclusive class features. I also seriously doubt Paizo decided + level to everything for no reason at all. I assume they did playtest this among many other things and that's the best they came up with. Now its quite possible they made a mistake, but they propably perceived that the benefits outway the costs. Ofcourse they may also have had different priorities than you, hence my comment about gaining sth loosing sth. Regarding gating uses of skills we will see how this works out in game. Its really difficult to predict if it will become unwieldy on the table without actually giving it a try. Something can read complicated but actually play simple. John Lynch 106 wrote:
I am actually part of the people that are very against to everyone getting half or whatever part of their level to all their skills. I really disliked this about 4th edition and the only reason I leave myself open to accepting it in PF 2 is the 4 level gating of the skills. John Lynch 106 wrote:
Yes but these builds propably couldn't do it to the degree it will be achievable in PF 2 and even if they did it to a satisfying level they propably belonged to a specific set of classes or they had severe drawbacks in their main function in the game. John Lynch 106 wrote:
I actually wouldn't need to playtest a dnd system that simply adds bonus to skills, I know I am so against it that I won't bother. I just find the idea of tiered skills fascinating. Again "fascinating" or "sounds nice" is a long way from "I actually like it". ![]()
![]() The Raven Black wrote: I think the Lvl10 might know a few tricks that help him kill weak opponents in drove. Either with one attack fully affecting several enemies (a bit like PF1 Cleave) or unleashing a martial AoE low damage attack Ofcourse that is why I mention that I am interested only in the pure effect of the level's bonuses. ![]()
![]() Ah thanks Deadmanwalking. So I was pretty close in my example with all abilities at 10, I pinged it at 10 people but it was 8. So around 16 people total would bring him down? Umm why do you count the Joe's as having +0 attack bonus? Are you treating them as level 0s?
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![]() So I was thinking about how much stronger a high level character is, than a low level one based only to their number of levels, so I was thinking of running a scenario to find out about it. But before I do, I would like to say, I dont expect any roleplaying system to give normal results especially in scenarios that essentially will never happen in them. This is NOT a thread about wether if PF 2 can simulate real life its about me (and you?) having fun with a kind of thought experiment and maybe getting a better feeling of what level actually represents in the new edition. So on one side we have awesome Joe a 10 level warrior?, it doesn't matter he gets no class features and 8hp per level for a total of 88hp, 8 bonus from being human. He has only a longsword and all his abilities are at 10 to keep things uncomplicated, though if this messes up the results I am ok with changing it and people are free to make their own examples. Ok so he has 88hp, attack+10 and ac 20.
I am not good at calculating damage per round with the new rules but I think its somewhere at 6,75 for awesome Joe and 3,6 for the Joe's if all 8 Joes are attacking. I am not using iterative attacks because I am not sure if they change anything.
What do you think? Also if anyone cares enough to do the actual math you have my thanks! ![]()
![]() Jester David wrote:
As mentioned the idea is that you pick from 4 lists and everything is level gated, so every individual choice you make is much more straight forward than it initially appears. My guess is Paizo tried to go from making each level up easy to do in a normal game, but creating a full 20 character build harder.![]()
![]() John Lynch 106 wrote: The issue with that is the +level to everything requires everyone to be at least at the batman level. If you want to play a different character (such as someone who has more weaknesses) you're out of luck/stuck at low level/forced to not roll dice for certain checks/have to create houserules in PF2e. That's a problem for people who don't want to always play Batman or better. I actually agree with you, but I also understand why Paizo is doing this. The way I see you have two conflicting interests. One is allowing you to make the character you exactly want and the other is making the game fun and playable. There is no right and wrong here. Paizo decided to go the batman-basic-competence-at-everything route for playability and adventure design reasons and personally I understand their decision.Also now can easily play the typical sword and sorcery hero, who is good at everything, which in former editions wasn't that easy and for some classes impossible. For me ultimately, only playing the game multiple times, will allow me to decide if Paizos decision was a smart one. ![]()
![]() Deadmanwalking wrote:
I am going to go ahead and just assume that if you raise you intelligence it will grant you extra proficiency rank increases (ha! technically the correct term). So assuming 2 skill ranks per odd level and ending up with an intelligence of 16. We have 4 basic +3 int+18 from levels= 25 increases.
Not bad at all when compared to the the old unskilled fighter. ![]()
![]() PossibleCabbage wrote:
Me too, I also like the way class feats seem to work. You make a lot of choices over your career, but due to level gating you pick from a list of 3-4 each time, which helps avoid the analysis paralysis of too many options. ![]()
![]() First of all yeah, having an informed opinion right now is impossible. This more like fun speculation really. Having said that I think in a weird way its homogenised nature allows for more pronounced or maybe meaningful? differences between classes.
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![]() So the new basic class structure in PF 2 is 10 class feats, 10 skill feats, around 20 skill proficiency ranks plus whatever you get from intelligence, 5 general feats and 5 ancestry feats. Also plus level to basically everything for everyone.
All this means that all classes start with a pretty potent basis, contrary to former editions where some classes had weak basic stats like the wizard and others strong like the ranger.
I think I can see this working. What do you think? ![]()
![]() Deadmanwalking wrote:
I didn't say so in my post, but that's also kinda weird to me. I can see it maybe working if they need less than 3 action to do certain things, like full attacking for example. But yeah them having 1 less action because they are minions, I could see this being the case for creatures who are dominated or even charmed or even controlled undead, but what difference has an animal companion vs a normal animal to the point one can take 2 action and the other 3.
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