Snow Leopard

JulianW's page

Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber. FullStarFullStar Pathfinder Society GM. 222 posts. No reviews. No lists. No wishlists. 14 Organized Play characters.


RSS

1 to 50 of 222 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Examplar traits sound very cool but am I missing something here?

"Traveler of a Hundred Lands trait allows you to gain more class skills for every two regional traits you have"

I thought one of the core rules of traits was you could only have one of each type - e.g. only ever have 1 regional trait... what am I missing?


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A bit of bump here as I'm about to start reffing this book this weekend

Did your parties get to rest anywhere ? Did they leave the cloud citadel and come back somehow?

If no to all this, how did you handle leveling?

How did it work out in terms of challenge either way?

Mainly asking because plot wise it feels like the whole book should be one break-neck run through as the party invade the flying castle, which is very cool flavour wise. But my concern is are the stats assuming the party get their spells and other abilities back once in a while? (as book 1 seemed too)


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Joey Virtue wrote:

How are they trying to leave?

Teleport? Or something else?

Teleport or flying I would expect.

They haven't got there yet.

Currently my reading of the book is that the party seem to be expected to rush in (without a rest after the last part of book 5) and then go straight through the whole of book 6 without replenishing spells or abilities at any point.

Mainly I'm looking to check that with other folks who have GM'd it to see if I'm misreading that or if that's actually part of the author's plan.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

How did other GMs handle parties resting or attempting to leave the fortress and return in this book?


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Things I would change (with hindsight, just finished book 5)

Across the whole AP there are a lot of monsters that are melee attackers with high strength + two handed weapon + power attack.

I wish had put in more time to do this but I advise, for each book, making variants of the vanilla orc / ogre / hill / stone / frost / fire giants.

Just simple stuff like some variant weapons - reach ones, weapon + shield, throwing specialists or archers.

Try swapping out some of the racial feats (and/or adding a level of fighter / warrior, freeing up feats) - perhaps some teamwork feats given all the 'training camp' stuff or combat maneuver focused guys.

There are lots of encounters that feature rank and file folks like this and some variety really helps (I had the orcs in book 2 doing pike blocks with sarissa because they had been prepping to fight the giant)

Book 5 really needs more variety - as per my post in that thread, almost all the encounter there are 'fight giants in melee' or 'fight something fiery' - once the PCs put a communal resist fire up most of the book becomes 'fight giants in melee'

Book 1 - I found the simplest way to handle the long long battle was simply to hand wave a rest point 'buoyed up by victory over so many orcs and all the adrenaline, you level up to level 3 and get the equivalent of a night's rest' and then ask any player that is too upset by that not being how the rules work to just go with it as a one thing for the sake of the story.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Just finished running this module. Sadly seems the weakest of the series so far.

The players felt the fights seemed very samey.

They did like doing a 'contest of champions' with the King and his toughest allies in the throne room as suggested, but most other encounters turned into either

- fighting waves of fire giants with greatswords
- allies of the fire giants who are all about doing fire damage

The first they are very used to dealing with by this stage in the AP, the second were all shut down by casting communal resist fire a couple of times (which is a pretty obvious spell to prep when fighting fire giants in a volcano)

I'd definitely advise anyone running this in future to look for ways to add in more encounters that are something different in style to those most common two types.


6 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Wow - the design team just gave me everything on my Christmas wish at a single stroke!

Fantastic to see levels of proficiency make a real difference again and my wizard can choose to suck at wielding weapons!

Love that magic is getting a buff.

Glad that potency isn't the only thing driving damage

Suddenly very keen again


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I reckon the economy of the game causes a few problems here - so much of a character's stats coming from their equipment, a lot of players would rather fight to the death and roll up a new character, than surrender and play a character who's lost all their gear


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
MrCharisma wrote:
JulianW wrote:
Staff magus - for a very different take on wise old guy with a stick
I alwayse loved this idea, I only wish the Staff Magus got INT to AC like the Kensai so I could properly fool my foes into thinking I'm a defenceless old man.

Combat expertise, improved disarm and improved trip make this great fun, especially when you are fighting people you don't want to kill. Especially when combined with casting true strike or blade lash.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Expulsionist & Sanctified Slayer for Inquisitor - the former for feeling like a real ghost hunter

Daring Champion Cavalier - out swashes the swashbuckler and feels like a real lead from the front type - I can great fun as one of these as a pirate captain in skull and shackles.

Staff magus - for a very different take on wise old guy with a stick


4 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Longer duration buff spells mean they are actually useful in exploration mode & the casters getting to choose if they use them for combat or non-combat purposes - hoping a lot of spells get moved back to decent durations here.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

To take it very literally - pick a big fiery monster like a demon or devil and have fire elementals appear out of their flames each round.

Variant of the same - anti-paladin type whose sword is haunted with the spirits of all the people he has murdered. Each round another wraith or similar incorporeal undead pops out of the sword and is forced to attack his opponents.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Klorox wrote:
Yeah, but D&D/PF is mostly based on Western cultures, and for some reason lamellar is a hallmark of Eastern civilisations.

One of the best tricks I ever found to making a setting feel different was changing what the most commonly found weapons and armour were - e.g. letting the players know from the start they were far more likely to see magic scimitars and lances rather than longswords and greatswords just because those were the local traditional weapons.


8 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
MageHunter wrote:

Well...

Due to circumstances I've never actually been able to play Pathfinder with a group regularly; just a couple one shots.

What's kept me interested since 2015 is theory crafting. When I started there was just a wealth of options to draw from. It took a lot of time and commitment to learn the rules, the different options, and piece everything together.

Reading and rereading all the books made theory crafting so fun since you can make just about any concept work. Particularly enticing was that no build was ever perfect or complete, and could always use continual refinement

I like that the rules are so convoluted because it makes builds so much fun to create. PF2 is less enticing because of the simpler rules, and the lack of variety compared to what I'm used to.

So I will miss how dynamic and active these forums are with all the geeks.

This reminds me of a conversation I had years ago with a friend.

Back in the 90s, the UK introduced a lottery. I had a very analytically minded friend who started buying a ticket every week. I asked him why, given the odds. He said "Ah, I'm not just buying a chance of winning, I'm buying an excuse to daydream all week about what I'd buy if I won!"

For me PF1 provides a ton of excuse to daydream and theorycraft character ideas, far beyond the weekly game if even if you aren't actively in a game. I'd miss not having that.


4 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

My all time favorite RPG in over 3 decades of gaming.

Why do I love it - the sheer freedom and variety it brings, especially to characters and player choice - that one class can be built to do a dozen different things or that one role could be filled from a dozen different classes - it gives near infinite capacity to keep the game fresh no matter how much you play, especially so long as the adventure content keeps coming...

On the pathfinder group yesterday someone asked about how she could make a character that attacked people with flowers. By the answers there were immediately 20+ ways to do it in the written rules before even considering re-fluffing or house-ruling anything. For me that's one of the essences of Pathfinder.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Grab & CMB

I dislike the way large / huge monsters tack a free grapple onto attacks and have such big CMB / CMD that even a brawler type with improved grapple or a rogue with maxed escape artist has little chance of breaking free.

Why?

Because this stops casting & attempts to break free seem doomed to fail (even with liberating command helping), the only hope the party have is to kill it quick before their friend is crushed or swallowed. Pushes players to optimise for DPR and drives the game towards rocket tag more than anything else.


8 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

It always struck me as a bit sad that archetypes and multiclasses were fighting for the same slots.

Some of the archetypes (e.g. pirate) already seem pretty skill based - if you paid for them with skill feats instead it would open up a lot more possible combinations.


5 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Colette Brunel wrote:
Ludovicus wrote:
One question, though: do you think your players' tactics have, consistently, been informed and efficient? If not, your results may reflect a mismatch between the GM and the players more than a problem with the rules.
You can view the response of a player of mine here.

Very interesting post that tells us a lot about 2E.

You've got a group where everyone is experienced, players enjoy optimising and the GM plays the monsters as efficiently and creatively as they can. Both sides play hardball and in 1E it balances out just fine for them.

In the playtest, the GM plays hardball, the players try to do the same but find they still basically have a softball, because there just isn't that much they can optimise in either build or tactics. Result - TPK after TPK.


2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

More spells designed specifically for use in exploration or downtime modes


2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

For me the amount of time you can enjoyably invest in the game outside of the game session (but don't have to) is a huge positive and something I'm worried about losing in PF2.

Its like painting minis or designing a Magic deck. The hobby provides fun beyond when you can get the gang together to play. Heck, its like the fact I enjoy cooking from scratch more than eating in a restaurant.


2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'm a big fan of Dragon Age's crit system (the tabletop rpg version - yes, there is one)

The character / NPC getting the crit gets a number of points to spend on a critical effects table - things like trips, bypassing armour based DR, knockbacks, extra damage etc

The nature of getting to choose when it happens adds a lot of tactical fun for players & referee


4 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Just so long as they don't move to inventing their own weird dice with something other than numbers.

Now that there are lots of companies out there making all sorts of elegant and attractive dice, its annoying when games are designed so you can only use the manufacturer's custom symbol ones


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Its the Stormwind fallacy again. With a side order of just insulting people for playing a different game to the author's.

If I'm playing a game, the depth or simplicity of the rules system doesn't make me roleplay any more or less.

Regardless of the system I still want to think about who my characters are as people, how they act, where they come from, what background made them that way. Those magical moments where your own character surprises you with how they'd react to something are entirely independent of system, however rules light or heavy.

If depth of rules hinder the focus on narrative and identity then why have a ruleset at all? If that were true then Mike's 5th Ed may be better than PF1, but surely by that logic its infinitely inferior to Fighting Fantasy, or better yet, freeform improv? If Mike is correct why not to do away with rulesets and hence game designers like him entirely?

Truth is, we don't suddenly become better or worse role-players or storytellers when we pick up a different rulebook. Its not a zero sum.


3 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
dnoisette wrote:

There are extensive posts on these forums that detail how using a weapon is now an essential part of playing a Bard, Sorcerer or Wizard effectively.

It's not just about armour, it's about becoming a martial character - in part. It's likely surveys from later chapters would have revealed people were also taking additional feats from that archetype and not their own, magic-enhancing class feats, because you do not need anything from your class apart from Magical Striker.

This is a core issue - there are plenty of concepts that are about playing characters that don't use weapons. Not every wizard should need to be a gish type to be useful.

Right now the whole game seems to be about either hitting things with weapons, helping yourself hit things with weapons or helping someone else hit things with weapons.


2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

With a lot of spells reduced in duration (presumably with the mindset that these are meant to be single encounter buffs), far fewer spells have much application outside of combat now.

Given exploration and downtime are more formal modes now, I'd love to see more spells that are designed to use in those modes - e.g. travel, investigation, stealth or even crafting things that aren't intended for use in combat but have more interaction with the exploration rules.

I've always enjoyed having the option to adjust my wizard or druid's focus to something other than combat.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Brother Fen wrote:


Why use "commonplace" with no advanced firearms though? I've allowed advanced weapons, It's no big deal. It does reduce the misfire penalties and makes reloading easier, but nothing game breaking.

I'm after a specific era of technology - 17th Century, in the style of The Three Musketeers, Solomon Kane and / or numerous pirate adventures.

Flintlock / wheel-lock / match lock single shot pistols and muskets are commonplace weapons - regiments of musketeers and cannon are common in most armies, any gentleman or highwayman might be expected to own a pair of pistols, even the average farmer might have a musket for hunting.

However revolvers and rifles just haven't been invented yet.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Has anyone had experience running or playing in a campaign that had the commonplace firearms option?

If so
- how did it work out?

- did you do anything for gunslingers and/or firearm based archetypes to balance the fact they have exotic weapon proficiency in weapons that are now considered martial?

- did any advanced firearms show up?

Thinking about a homebrew setting with a 17th century swashbuckling theme and looking to represent early firearms being pretty common (but no advanced firearms)


1 person marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Its a lovely archetype - really looking forward to the chance to play one


5 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
KohaiKHaos wrote:

If equal level enemies should be massively inferior at stealth and detection than players, then shouldn't they also be significantly worse at combat?

This is the problem with the +level to everything on the monster side.

It leaves little room for a monster like a big dumb giant who is great at smashing things with his club but not so good at perception.

I.e. where the sensible choice is to send the halfling rogue to try to sneak past him rather than the whole party walk up and fight.

Or conversely the alert guard dog with great perception but weak will save, where sending the rogue is a terrible plan but the ranger with a juicy chunk of meat or a wizard with a sleep spell is better.


1 person marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Likes

1. Move to silver as the basic standard. A huge amount of flavour setting for a tiny change.

2. The multi-class option. This one has grown on me - means we get an ever growing number of possible hybrid classes

3. Crit success on beating by > 10 (not the nat 20 part)

Dislikes

1. Spells and caster nerfing. I don't accept the premise that casters were unbalanced compared to maritals in the slightest or that there was a need for any kind of nerf to spells at all.

2. Skills #1 - can't specialise - lack of ability to be notably good at any skill, no degree of choice between competent at a broad range of skills or really good at a narrower list.

3. Skills #2 - too low chance of success - having a maxed out character pegged to 50% chance of success vs level appropriate monsters makes takes like scouting or bluffing so risky most groups won't let their rogue or bard try them

As things are now, all the likes are 'ooh that's kind of nice' and all the dislikes are 'this needs to change for me to want to play the game beyond playtesting'


8 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

This would certainly explain the number of 'this is not the same game' / 'this is not the style of game I wanted from Pathfinder' reactions I've seen from passionate fans of 1st edition.

**

1 person marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
HWalsh wrote:
Maybe just toss in (at least) a small section under each encounter that says things like: "The GM can, if they wish, substitute out these monsters for X, Y, or Z if they choose to."

The idea of scenarios offering you a subs bench for some encounters seems cool.

Especially as a lot of scenarios have a monster with a statblock that recurs and/or turns up in large groups - e.g. a group of 'basic orc warriors' turn up a couple of times - scenario gives the options to swap some for some archers or a shaman's apprentice or just give one a bag of alchemist's fire vials or a magic weapon


4 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Starfox wrote:


If cloaks of flying and pegasi steeds are commonly available, flying is not a problem for martials. But many GMs think magic items should be something the GM hands out and the players just have to accept what they get. In such a game, casters will shine, not because they are powerful, but because they are the only ones with access to all the candy. The other PCs have to beg them for handouts. Not cool.

Very true

I've never experienced the caster-martial disparity & always been mystified by reports casters are overpowered - and I play far more martials than casters

But then I've never had a GM that's combined both high fantasy style encounters (i.e. lots of flying monsters, long underwater sections, planar travel) with low fantasy availability of magic items.


5 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Lord_Malkov wrote:

It would actually be nice to see a list of goals rather than some over-arching philosophy.

Specifically, each contentious system could be described by what it is attempting to achieve.

Totally agree here.

I feel like the feedback surveys are trying to ask 'how well did mechanic X do at preventing Y on a scale of 1 - 10?' and I'm trying to find how to say 'But I don't want to prevent Y, I want more of it, having it is one of the cool parts of Pathfinder 1E!'


4 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Those are some pretty scary numbers.

Counting out the 2 that left due to technical issues / scheduling, that means only 1 in 3 of the signed up players is enjoying it enough to keep playing - the rest either put off by the rulebook or the experience of play.

Colette - did any/many of them say what it was that was putting them off?


3 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Captain Morgan wrote:


Actually, I feel like the current system really discourages fumble house rules for attack rolls, which is where they tend to matter most. Having it explicitly spelled out that a critical failure the same as a failure in strikes, and having critical failures be so much more common, really makes me feel like fumble decks are dead this edition. Using them would rapidly destroy your game.

Having played a demo game where we mistakenly thought fumbles did happen on attacks, it certainly felt way off - in the very first round of the very first combat, 4 people (2 PCs and 2 kobolds) dropped their weapons and it just felt farcical.

You really don't want fumbles on attacks with the current maths unless your desired theme is something like "Drunken Clowns vs Wilie Coyote"


6 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Nox Aeterna wrote:

Thank you for your post.

One thing that is quite critical for me this new edtion is the magic nerfs. Honestly in its current form there is no way i would sit to play PF2 outside the playtest.

I hope feedback during the it makes paizo see the light regarding this subject.

+1 to this many times over.

Thank you Magnuskn for all the detailed and insightful analysis.

For me too this is the most critical barrier to the new edition. While I'm happy to playtest, there's no way I'd chose to play PF2 if magic is crippled like this in the final version.

Other parts I'd like to see change in, especially the skills area, but could probably live with. This is the real deal-breaker that would stop me playing, reffing and buying PF2 products.


2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Pramxnim wrote:
Thankfully, success rates can be tweaked. It's not a matter of the core design, but just the numbers being a bit out of whack. With a little bit of change, I'm sure Paizo can get the numbers to where players feel powerful but still keep the game challenging.

Hopefully so.

My guess is that this is a by-product opposed skill checks being driven off the same proficiency mechanic as trying to hit someone.


5 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Deadmanwalking wrote:


That nets the PCs a significantly less than 50% success rate at opposing monsters of equal level in skills. Which feels terrible, and like the PCs are complete incompetents outside of combat.

It feels like the numbers were designed for combat and then extended to non-combat skills.

Regardless of if 50% chance to hit is right or wrong in combat, its terrible in more skill based non-combat situations.

In combat if it fails you can keep making more attacks / casting more spells in later actions or next turn if you haven't been knocked out.

Out of combat 1 or 2 failures quite often mean whatever your plan was has failed. The rogue's been spotted by the sentry who raises the alarm, the gate guards don't fall for the bard's story and turn the party away.

We saw the effects of this when playing game in a different system - Robin Laws' Heroquest. The mechanics there worked out to about 50% chance of succeeding even on the few things you were good at.

Its already quite depressing but worse, a lot of the time PCs need to succeed at a couple of skill rolls to succeed. E.g. spot the trap then disarm it. Sense the NPC has more to say and persuade them to do so. Then you only have a 25% chance of succeeding at two in a row.

If you have anything looking like a plan it gets worse still. E.g. 'OK so I try to climb over the wall, sneak past the patrolling guard then pick the lock on the back door' - that's three checks - we're down to a 1 in 8 chance of success.

In the end we decided we'd misread the label on the game and it must have been called Robin Flaws' Crippledpeasantquest.

We abandoned playing after a few sessions because it felt so frustrating - you couldn't plan on doing anything, just stumbled along at the mercy of the dice.

I fear for anything non-combat in PF2 will skills at these levels even for optimised specialists.


4 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I see a fair number of comments that

a) many characters will become very dependent on a single magical weapon because of how big an impact the extra damage dice have

b) when it comes to attacking a monster with a weapon, there isn't a big enough difference between martial classes, classes like cleric/bard and classes like wizard and sorcerer

I worry (a) will mean that fighters don't get the promised ability to be effective with a variety of weapons and swap them around based on situation. (b) leads to spells being painfully dialed down because everyone has a full BAB now.

(a) also leads to the potential feeling that the hero is the magic sword, not the person wielding it

Which gave me an idea - how would people feel if the effects of magic weapons and proficiency swapped?

I.e. your weapon proficiency levels lead to extra damage and magical plusses add to the to hit?

Obviously the levels you got them might need to be tinkered with for balance


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

In 3.5 / PF 1 a prepared caster got to make real strategic choices about how spells they memorized for non-combat uses vs ones geared to battle.

If they got it right you had a good chance of avoiding fights or serious attrition from hazards / environment. But if they got it wrong they still have to face the same number of encounters with a lot less combar resources.

Making that choice was one of the coolest things about being a wizard - if you wanted to be a total pacifist or an insane pyromanic you could be.

4th Ed lost this, with set amounts of daily / encounter / utility powers.

With the reductions to durations I fear most PF2 spells are no use outside of encounters and we're going down the same path


2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Voltage wrote:
INT is probably the worst stat now because lol, what skill bonuses?

Also - no bonus spells and just one bonus language if over 14


1 person marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Found the answer - Pete needs to take terrain mastery skill feat a lot.

That lets him do this kind of 'sneak up to an unaware enemy' stuff very reliably in the right terrain.

By 4th level he can have all four of the listed terrains (underbrush, reeds, rubble and snow)

Much happier now.

However I can see arguments with some GMs that involve the line 'but I have ALL the published terrain types, what do you mean scrub doesn't count as underbrush, you're just making up new ones to negate my feats!'


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Quijenoth wrote:


How I would rule scouting ahead is that your intent is not to actually encounter the next obstacle, but gain some insight as to when, where and what it is. just like how another character might study maps or history books to gain knowledge of the obstacles ahead. At the very most I would only benefit the players with a bonus on their initiatives for an encounter that has been scouted. that and the knowledge of what to expect should be enough to keep the scouting character...

Pretty much this - the usual objective is to allow the party to decide if they want to retreat, to talk to it, fight it or try to travel a different way before they are right next to it and / or have a plan before they get into initiative.

That's usually plenty of advantage without any mechanical pluses.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Fuzzypaws wrote:
Also note that scouting ahead is /incredibly/ dangerous in PF2, since even low level monsters have effectively legendary Perception and high level ones can easily trump an utterly min maxed rogue with the best possible Stealth in the game. Scouting means you die.

This was kind of why I asked... that unless I’ve misinterpreted things, even an utterly min maxed (for stealth) rogue is not going to be able to do this in practice, even vs relatively weak monsters for his level.

Plus there’s no longer much difference between between a supposedly big dumb ogre or a very well trained sentry - the ogre is still pretty likely to spot Pete if they are similar level.

Means a pretty classic fantasy role (and one I love) isn’t a playable concept in 2E.


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

A quite common situation in groups I've played and reffed. How does it work (or not) in PF2?

Imagine one character - let's call him Pete the Pointman who is good at stealth and perception type skills.

Pete loves to creep ahead of the party, look around for any obvious enemies or hazards and then creep back to report what he's found. He just loves it when he finds a bunch of monsters ahead and let the party choose between trying traveling another way to evade them or having plenty of warning to cast their buff spells before charging in.

Pete's party are pretty patient with him, because he's good at his job - they are happy to wait for a few minutes while he does his thing, or let him travel a distance ahead of them when traveling through the wilderness.

Now for 2nd Ed, I have some questions

1) How does Pete describe what he is trying to do in exploration mode?

2) How is that affected if the rest of the party genuinely are willing to wait while Pete does his thing

3) If we are looking at say 5th level - what's the best build for Pete to take? He doesn't mind building a rogue or a ranger or something else, so long as he can do his thing.

4) Based on 1,2 & 3 what are the odds him successfully reconnoitering CR5 encounters without being spotted? I must stress Pete's objective is just to make the party aware of the monsters before the monsters become aware of the party - he's not trying to get into perfect ambush position or go past them.

PS It took about 5 goes to pick a title for this thread because so many relevant words have been tied up to have specific in game meanings...


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Unicore wrote:
We will be back to people in armor never being able to move stealthily with the rogue

For me that is absolutely a design goal!

The rogue should be significantly better at sneaking than a heavily armoured character.

That's kind of the entire point of being a sneaky scout type!


Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mark Seifter wrote:

I personally prefer keeping it martial and not versatile because that lets more types of characters (and Amiri) use it. But if enough playtesters want it to be versatile for both damage types, we can certainly do that and make it exotic; Amiri could get away with having a greatsword if necessary anyway, since she rarely one-hands her weapon.

Please please please keep it martial but slashing (rather than piercing) !

An impassioned plea based purely on bastard swords being my favourite weapon* during decades of live roleplay

* they are also good for retrieving lost D20s from under the sideboard it turns out*


2 people marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Vic Ferrari wrote:
Someone else mentioned the katana, yeah, what is the point of its entry (talk about a waste of space)?

I love the fact a katana and a longsword have basically identical stats. Wield the one you think suits your character's background / personal style best without losing out.


1 person marked this as a favorite.
Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Secret Wizard wrote:
RangerWickett wrote:
It certainly doesn’t wow us or intrigue us that much.

This is the crux of the matter, I think.

I loved the action system because it seemed exciting, but it doesn't look like martials are poised to interact with it well.

I feel like Paizo needs to go bigger with martial classes, grant them for class feats simultaneously for them to do more varied things to do, not just master one playstyle but have many options simultaneously.

Think you've hit the nail on the head there.

My ideal would be for martials to have options that make multiple combat styles viable for the same character - I'd love to play a fighter that swaps between say a greatsword, a flail and shield or a spear depending on the situation

1 to 50 of 222 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>