His joy in new experiences and fierce devotion to protecting his friends are what should be out in front for roleplaying Zemir. Guilt should color those attributes, not overshadow them.
For a similar reason that you don't roll for concealment on an area of effect spell, you don't roll for magic missile. If you can target with magic missile, it auto-hits.
I found this interpretation convincing. I would not call for a flat check on magic missile.
Colonel Kurtz wrote:
There are ways to express that view that are not purposefully inflammatory. I'd suggest you reflect upon how you are communicating your ideas to others.
I guess I shouldn't be surprised, as this forum seems to be all ganged up.
DMW has earned my respect (and many others') for his fair analysis and criticism of PF2. When you question his sincerity, it is no surprise that many people chime in to tell you how wrong you are.
So, I don't think you enter initiative without stimulus. You can enter combat without knowing where your enemies are. If your Perception for initiative is higher than all the enemies, but they managed to stay hidden, you notice a twig crack or some rocks tumble. Enough to recognize a threat is nearby, but not enough to know where, precisely.
People found it too complicated, so crafting was standardized to four days. Easy houserule to bring it back, though!
The best part of that conversion guide was the table of first edition classes and suggested second edition class combinations to approximate the feel. Although many of those were straightforward (ACG classes), the others were an interesting place to start.
@Tangent101, there is literally a paragraph explaining why basic conversion rules for monsters are impossible. An in-depth example of approximation would be way overkill.
... they just launched a new Starfinder web fiction series, John Compton is moving over from Org Play to Starfinder, and the Starfinder Twitch show is due to start up again next week. Yes, Gen Con was a big Pathfinder event, but Origins was a short two months ago.
I think your worries are unfounded, and your impression of lack of interaction dead wrong.
Vampiric touch specifies a Fort save, but no spell attack.
Or literally check out from your library if they are fortunate enough to have a copy.
Not every check has a crit-fail effect. And even if crit fail is a negative success, rolling one is pretty low probability when everyone is rolling at 40-50% chance of success.
The resonator is not a repeater, it is explicitly not transmitting anything in its passive function. This is clearly evident from how it is possible to invert the effect of boosting psychic ability.
From the description of its effect, the resonator affects the psychic medium around a planet, allowing telepathy to travel more easily through the ether increasing the effective distance. Likewise, as a dampener it causes the ether to resist the psychic energy of telepathy. These passive effects do not imply any transmission effect from the psychic resonator itself.
John Lynch 106 wrote:
"Fail Forward" is not at all the same thing as "No Consequences". Both a success and a failure on crucial checks should advance the story forward. It just might be more challenging if you failed. That philosophy is pretty essential to good adventure design in the style of Paizo's APs.
In PF1, I could do both and even more importantly I felt like I was actually investing in my concept
The feeling that you need to pay for something in order for it to have value is one that you might want to examine in yourself.
In PF1, you had to invest in a concept; in PF2, you can simply realize a concept.
Captain Morgan wrote:
This is a very good example of how system-level changes have really improved things for everyone (but especially rogues). Combat options like Two-weapon Feint and Spring Attack that improve a rogue's combat ability are just built in to the three action system. You don't have to choose between the two, get locked in to a combat routine, and spend three feats to get there.
Sure, you can't build a Spring-Attack rogue anymore. But building a character is something you do once. You can decide whether to spring attack or whether to two-weapon feint every round in PF2. I'd say that's worth it.