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![]() I had a session today and my players purchased two pack animals. Lester they were attacked by a hungry river drake and I couldn't find their stats. It was mid session so I just used the stats for a riding pony. Do they have actual stats for donkey or mules in the beastiary or Core rules? I still can't find them. By the end of the session the drake was well fed and the party had one less mule! ![]()
![]() graystone wrote: Familiars at least seem to have some intelligence: they are able to use quick alchemy without extra guidance so they'd have to be reasonably smart and have to have a good recall and comprehension to understand and remember alchemical formulas. So, IMO, if you can get over the logistical issues with a familiar scouting, I wouldn't give them a hard time trying to communicate ideas if they've taken speech. Nothing in the book says that familiars are intelligent. My understanding is they are of animal intelligence and any abilities they gain are magical / alchemical in nature. ![]()
![]() Captain Morgan wrote:
I disagree. Look at the Druid or thief specializations. They were well done. Each takes the character down a different path. The alchemist specializations seems like an afterthought. Its the PF1 monk or the 5e animal companion ranger. For a class that is unique to PF, it is shocking that the ball was dropped so badly. ![]()
![]() I am just stating a fact, I am not crapping on PF2e. PF2e doesn't support abandoning a class well, while PF1 does. And it can do it effectively (i.e. the dipping problem of 1e) and it can be garbage (F10/W10). PF2e is great at making a multiclassed caster compared to 1e (although people are still angry, see all the proficiency threads). Each edition has it strengths and weaknesses. ![]()
![]() Cyouni wrote:
It could be in some cases, but not all. My main point is that this is one fantasy trope that cannot be replicated in PF 2E. A caster will keep getting more spells no matter what he does (aside from stop adventuring at all or breaking your faith/anathema). ![]()
![]() It seems to me that two of these three issues are most likely errata and/or over sites and only one is an actual change (Proficiency). Are there any mild dislikes of how something has changed from 1e? I mean in a more general way such as (monsters using their own rules, modes of play (more specifically the new one exploration), changes in how BAB / multiple attacks work, determination of initiative, small PCs having minimal penalty's, bulk, etc, etc, etc. ![]()
![]() Kyrone wrote:
Okay, I see what you are saying. As I am starting at L1 I will look through a few of the creatures in that range and "reskin" them to fit my needs. I may make a leader up using the PC rules though. Say a cultist cleric or brigand chief a fighter. ![]()
![]() My one concern with browsing through the new bestiary is that there is no info for the types of villians / NPCs that are class based? I am going to be starting my first session this weekend and I was hoping to have a few of these essentials as the party is starting in a town (Riddleport) and I am sure they will face a few local thugs... Or did I miss something? I was thinking of just finding a similar creature and then re-imagining it as the town thug or bar bouncer? I know I can just use the PC rules, but I have a feeling that is a little overpowered, especially for the NPC's I am looking for. I only have the core rules and the bestiary. I didn't purchase any of the starting adventures as I like to make up my own stuff. Is there an online source (PFS - which I know little about) or website with a few PF2 essential creatures like this? ![]()
![]() shroudb wrote:
At least my alchemist can carry his junk ;) For the alchemist I was thinking he wouldn't be expected to carry the team, just be a support guy. Throw the occasional bomb, brew up healing potions, make a few skill checks. I do think a bard or cleric would be more effective, not that I would ever make such a character but it is fun thinking about it. ![]()
![]() Joe Average is a human hero who distributes his stats as evenly as possible. I think it works out to: 14 / 14 / 14 / 14 / 12 / 12 I think an alchemist jack of all trades character could work. Or some sort of buffing caster (bard or war cleric). If you wanted to melee, i would take a fighter but he would be a sad fighter compared to all the other characters. Actually a skill monkey Rogue might be perfect. Get all the skills and be decent at everything! I havn't read the book in detail, what abilities might such a character make the most out of? ![]()
![]() ChibiNyan wrote:
I have no side in this argument but I disagree with what you are saying here. Publishing more to fix problems is a terrible thing. Half the people won't even know the options and you are also admitting to their being lots a "trap" options. ![]()
![]() Deadmanwalking wrote:
Medium armour doesn't seem to add a lot unless I dump DX. DX is such a good stat, I may as well stick with light armor (max DX +3) which I think is doable (14 or 16 starting dex) to get my max +5 to AC. Also if I take medium armour it doesn't upgrade later (although that is a long way away..) Maybe a shield would help? Not sure how that will affect my handiness (have to look in detail if I need 2 hands all the time). I was even thinking of dumping INT a bit as it isn't the most helpful. Surely not start with 18. 14 or 16 may be enough. ![]()
![]() I think this is a great question as I find the mutagenist the class that seems like the biggest trap. It isn't a straight forward build and I could easily be missing something. Is it supposed to be a melee build? A mr. Hyde type of character. I see you can also go with a more finesse build with quicksilver and use bombs but I was thinking that would be more for the bomber alchemist. Lets say I want to go Mr. Hyde route. How do I make it work? The Bestial mutagen requires ST as the attacks are not finesse (or am I missing something)? The quick build suggests strength. With poor armor and average dx (+ the penalty from bestial) it looks like I am going to get murdered. Feat wise, there is minimal support until L8 (feral mutagen). I suppose I play more as Dr. Jeckyll until L8? What advise would you give for this style of character. I like the idea of him, but I worry he may be more of a liability? Would multiclassing help? ![]()
![]() rooneg wrote:
I don't have the 2e PF book yet, so you are saying every armor choice could be an optimal choice? ![]()
![]() Rysky wrote:
I found this an odd decision in the PT that I hope was going to be changed. Being surprised is a classic in all genres. I suppose you can give a big initiative bonus but then it just becomes a back and forth between sides (surprised team goes first, then all those who were surprised, and so on). I guess i miss the verisimilitude. I liked small characters not being able to wield the same giant sword as the half orc. Instead they should get some other bonus (like PF 1e). ![]()
![]() rooneg wrote:
Which I believe is the same as PF 2E. Have high Dex, go light armor. Moderate dex, medium armor, no dex = heavy armour. All 3 styles add up to the ~ same AC (+6 for PF 2e I think, AC 17/18 for 5ed). Basically, whichever way you go, you have the same AC. Proficiency will be the difference. In 3rd edition, you could get AC 18 with full plate but the best unarmored could get was 15 with DX 20. So there is a big difference. The same is true regarding TAC. Just like 5 edition. ![]()
![]() Jason Bulmahn wrote:
Thanks for the update!! Hopefully we will get some blogs in January? ![]()
![]() It has been mostly silent with just a few developer posts here and there. The last blog was Nov 19 (Thanks). I think the developers are back from Thanksgiving and are hopefully rested up. Has there been an update anywhere else? I only lurk in the forums. Maybe I missed something? I am not looking for anything specific, even some general feedback. Just a curious adventurer.... ![]()
![]() While more feats can be a good thing, more feats can cause other problems though. The game becomes more complicated which is often not new player friendly. I also worry about power creep with more and more feats, but I guess we have to first worry about a good core book! I may be getting ahead of things. Make the core book the best it can be with feats that are not traps (perhaps the opposite of meaningful choices). ![]()
![]() I think the alchemist should be reserved for an Advanced players guide sort of book and not the core book. It is fairly confusing and not new player friendly. The entire alchemical items section is a lot of space to use for just one class. Classes that require their own subsystem should come later as they can get their own play tests on their unique new systems (I.e. Guns for gunslingers, summoner eidolon, etc.). Anyway, probably way too late for this comment. I just think the oracle or witch would be better for a core rule book as they use the same casting system as other core classes. ![]()
![]() My other thought is you make an ability called Powerful blow #. The # is the # of dice you add when using a weapon. This could then be tweaked for each class. Then you don't need to tie weapon dice to proficiency or level. It would give the developers more control and it makes sense that a fighter should do more damage than a wizard with a weapon. So Powerful Blow 3 would add 3 more dice to the damage (same dice as weapon used). Maybe a wizard gets this at 20th level while a fighter gets this at 10th or 12th level. Just examples to show how it works... ![]()
![]() dmerceless wrote:
Yes, this is what i proposed. Instead of growing dice via magic weapons, just add + level to damage. So a characters skill/training (i.e. level) and not his weapon is the main source of damage. I suppose you could add a bonus to this if it is a two handed weapon. My main question is more about why + level is not added to damage when it is added to most other things. It does solve the pick up any weapon and still be decent with it issue. ![]()
![]() I'm curious. Why did the developers not use +level to damage instead of more dice? + level is an established mechanic in PF2 and seems like a natural fit. Then have weapons just add the normal + to hit and damage. At least if you are disarmed you can still do some good damage (if you hit). I believe this is used in Starfinder as well. Other advantages of + level to damage vs. more dice is: quicker game play
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![]() I think the only one that really needs a buff is intelligence. Strength has uses for a decent amount of characters (most melee fighters) and for bulk/heavy armor. CHA has the resonance thing to help it out but I am not sure what is happening to resonance in the final book but I am sure it will still be based on CHA. Intelligence is only useful to the classes that have INT as a core requirement (Alchemist and wizard). Having one high INT player in the party meets all your needs (int skills). Everyone else should dump it. Even letting INT give more skills is not such a big perk as everyone has a decent number now. I saw someone mention you could have initiative be based off on INT. Just a flat check modified by INT. Fluff wise that is a bit difficult to explain (compared to Dex like in PF1). I do think it would help balance the ability scores though. ![]()
![]() PhoenixSunrise wrote: When my Str bonus is increasing on a linear growth pattern while my damage dice increase exponentially, I still maintain it's worthless mid game and beyond. Add to that many ranged combatants and nearly all casters who won't even use it for damage... It's marginally helpful at low levels for around 60% of builds. That's it. You need STR to hit for most melee characters and every plus to hit is essential. Of course it isn’t to useful for casters and bowmen It also helps bulk. ![]()
![]() Tridus wrote:
The current system is nice as it gives players the choice. Not all people like rolling. And if casters want to roll, they can play blasters or touch attack casters or Gish. You have classes for each style of play. Now a lot of the area control / god wizard style casters has suffered as everyone gets good saves but there is hope that will be tweaked based on the blogs. ![]()
![]() Captain Morgan wrote:
There is a big difference though. 5th edition D&D feats are rare and come at a cost of sacrificing your ability score advancement. Due to these two reasons, they need to be great. I also do not consider this a failure, i think it is a very meaningful decision in the development of a 5th edition D&D character. One of the few that gets made as 5th edition doesn't have a lot of character decision points as they level. With all the feats in PF2, i cannot see how you could make that many that all have such a high power level as 5th edition. Another main goal of 5th edition feats was to make them so all encompassing so you wouldn't need so many feats. It makes the game free from a lot of clutter. In some ways i find the feat system for PF2 to be like magic the gathering deck building. Only a few of the many feats are viable. Only a few magic cards are tournament viable. So you need to pick those feats / magic cards to make that Character / deck work. ![]()
![]() I have to say yes but it has been so long so it is hard to say why. The main thing for me with the PF2 playtest book is that it actually made me angry. I didn't feel that way reading PF1. So what do i mean be feeling angry? I was angry as it wasn't fun to read. It didn't feel like a fantasy game, it felt like I was reading some sort of technical manual. It needs more stories, examples, and plain language. The technical language was very off putting to me (especially modes of game play, and the condition followed by a number). I also didn't like all the subsytems (alchemy, snares, poisons, powers merged with spells) that makes it difficult to grok some of the classes. I've played quite a bit of various versions of D&D and the alchemist is very confusing. So much page flipping to understand one class. To me, I think it may be better for a supplement. Lots of pages dedicated to one class. Anyway, just some thoughts on my reading of the PF2 manuals. I do believe it can be improved and I am sure it is high on the list of the developers to improve. ![]()
![]() RazarTuk wrote:
It isn't just fighters. Its Barbarians, Monks, Paladins, Rangers, and Rogues. All need magic weapons of the appropriate plus or are next to useless in combat. ![]()
![]() Ephialtes wrote:
5ed D&D doesn't have more character choice options than PF2. But I also do not think having a ton of options is necessary. The main thing about 5 edition D&D is its simplicity, focus on role playing, and elegance. Being super crunchy is not for everyone. Especially new players. I have played most versions of D&D and Pathfinder, and I prefer 5 edition D&D. A lot of people say it captures the feel of D&D and I agree it does, especially after the failure of 4th edition. The book is a pleasure to read and the art is very inclusive. Its fun! I am hopeful the 2ed PF will also be a good game. I have faith still. ![]()
![]() HWalsh wrote:
you are missing the bonus to hit and ability to bypass DR (for the PF1 case and to hit does effect dps, but not as severly as in PF2). My problem with the PF2 magic weapons is if the 15th level paladin loses his sword he now cannot compete against level appropriate foes if he picks up a basic sword. His to hit goes down by 3 (which is everything in PF2) and even if he hits, his damage is now a fraction of what it was (1d8 + bonuses vs. 4d8 + bonuses) If PF1, the paladin would have a chance unless the target required a magic weapon due to DR. The loss to hit is not as big a deal being a Full BAB class. ![]()
![]() Edge93 wrote:
Hmm, I see that now in the damage modifier. Well, that is another lost bonus to hit. I do feel it sucks how PF2 severely punishes you if you do not max out on your to hit (crit wise, accuracy on secondary attacks, etc.). ![]()
![]() you had All attack lines:
I calculate the to hits as (making a few assumptions about attack stats): Paladin: +20 (+12 level, +2 Weapon, +5 STR, +1 Proficiency)
This doesn't take into account any buffs or feats or other magic items you may have. Perhaps the Barbrian added an extra +3 due to have the +3 handwraps (which do not help him in any way). These new to hits would make a major difference, especially for the Barbarian. To make your Paladin even better, I would take that +3 weapon instead of +2 flaming. As per what Edge posted, each +1 means a lot. |