Rimon Fessel

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RPG Superstar 8 Season Dedicated Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber. **** Pathfinder Society GM. Starfinder Society GM. 3,486 posts (6,252 including aliases). 7 reviews. 1 list. 1 wishlist. 50 Organized Play characters. 17 aliases.


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I can definitively say that Harsk is very fine.

*chef's kiss*

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Three characters I'm planning to build once I have Pathfinder Second Edition:

1. Alara, a feisty monk/sorcerer who applies the discipline she learned growing up in a monastery to the burgeoning magic she discovers within herself. I'm not sure whether her bloodline will end up in the Arcane or Occult discipline.

2. Lissa, my halfling Chosen One Paladin of Shelyn from first edition. I'd like to recreate her as a Redeemer of Shelyn. I'll try to get her a familiar again as well.

3. A dwarven wildshaping druid. I haven't explored wildshaping much in first edition and I want to see if it is more appealing now.

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Yup! I played Alase for AD1. I haven't played her much since, so I'd love to hear how she plays for you.

I hope something works out for you. (And anyone else interested in a full weekend of ACG play, hit up the PMs).

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Matsu Kurisu wrote:

Yes, the middle aged guy with#1 Shave haircut :-)

Really enjoyed the game play we got in
Were you there?

I played Radillo! I had a feathered cap one of the days.

Like many conventions, I remember the people at the table best by the characters they were playing. Who were you playing again?

Convention gaming is tough for card players. ACG stories and rewards are much more linear than RPG and it isn't as easy to drop in and out of games. The game is best with a dedicated group playing through together. If you want to do another PFSACG marathon together, I would help make it happen.

Conventions:
PretzCon - Omaha, NE Apr 12-14
PaizoCon! May 24-27
KantCon - Kansas City Jul 19-21
GenCon! Aug 1-4
NukeCon - Omaha, NE Oct 4-6

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Matsu Kurisu wrote:

Hi Guys

I had a great time playing PFAG AT paizoCon 2018 in Seattle and looking to be back this year
Are there any other good conventions with lots of PFACG play?
Looking to schedule my physical game fixes for this year
Recommendations appreciated

Were you part of the table that powered through three Adventure Decks of Faction's Favor?

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John Compton said as much last week.

John Compton wrote:

I've been informed that the December–April update (Pathfinder #125–129, Potions & Poisons, Disciples' Doctrine, Merchant's Manifest, and Inner Sea Taverns) that we've sent up is slated for completion by the end of the week.

The next update we're working on is for the May–July products (Pathfinder #130–132, Blood of the Ancients, Distant Realms, and Planar Adventures). We're partway through that process.

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I really like the art for the Whimsy phantom emotion focus. I'd like make a character around a whimsical child phantom.

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The survey for Part 2 is open on the Playtest homepage.

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Vorsk, Follower or Erastil wrote:
Personally would love the new Errata to be done in a different font color.

Is the bold not distinct enough?

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Male Human Monarch 27

Dice!: 1d20 ⇒ 3

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Freder1ck wrote:
KingOfAnything wrote:
Freder1ck wrote:
Skill increase. I still haven't found the text for the limits of master and legendary.
That's under Skill Increases in your class advancement table.
Yes, that's where skill increases are listed. What I haven't found is where it says you can't increase a skill to master until 7th level. Or legendary until 15th...

Yes, it says all that under Skill Increases. Are you not seeing the second paragraph, or do you not think it answers your question?

Classes wrote:

Skill Increases

At 3rd level and every 2 levels thereafter, most classes grant a skill increase, though rogues gain them earlier and more often. Your character can use this skill increase to either become trained in one skill in which she’s untrained or become an expert in one skill in which she’s already trained.

If you are at least 7th level, you can use this increase to become a master in a signature skill in which you’re already an expert. If you are at least 15th level, you can use this increase to become legendary in a signature skill in which you’re already a master.

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Freder1ck wrote:
Skill increase. I still haven't found the text for the limits of master and legendary.

That's under Skill Increases in your class advancement table.

I used the index to find the Interact and Drop actions.

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kaid wrote:
For the halfling knapsack it looks like the action listed to use its features is an operate action for the bag and the cookware. It does appear that in reading it again the tarts are just an interaction action which seems fine so useful for those but just seems weird to burn a daily limited resource for a pure RP cookware ability. Sure its neat and very halfling but does that really warrant using up a resource or the book keeping involved in that???

The tarts require an Operate Activation to eat, so 1 RP per 2d8 + 4 points of healing.

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shroudb wrote:
Matthew Downie wrote:
shroudb wrote:
I thought that anytools were standard equip for all parties.
Anytools? How much Resonance do they cost?
considering the alternative is 2 RP per tool that i'll need a day either way (taking it out of the bag of holding and putting it back in) I'll take the 1 per tool of the anytools:P

That's fine if you are the only person who needs a tool, but the same 2 RP can equip an entire party in necessary gear rather than require all four party members to spend 1 RP on their any tool. The bag of holding is twice as RP efficient.

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I'm pretty sure we climbed down and then up the other side when I played.

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Shade325 wrote:
In the case of the ooze should I have called for initiative but left the ooze as unseen? If you call for initiative and the PCs go before the creature that is unseen doesn't that just tell them to make a bunch of Seek checks until they find it?

Initiative is determined by Stealth and Perception checks. If the PC's Perception checks are higher than the ooze's Stealth check, they've seen it and can react first. If the ooze is Stealthy enough, it gets to go first instead.

This works out about the same as the PF1 practice of allowing PCs a perception check to act in the surprise round of an ambush.

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shroudb wrote:
KingOfAnything wrote:
I think I kind of like the bag of holding. The use of resonance does make players think about what they want to store in it and why. I imagine I would fill one with a variety of tools and situational kits to make sure my party always has an item bonus for relevant situations. 1 RP is not a high cost to give the whole party a bonus to Climb the frozen waterfall.
I thought that anytools were standard equip for all parties. Just us?

Yeah, anytools can't replace climber's kits or disguise kits. And for what they can replace, an anytool requires 1 RP per party member, while a bag of holding requires 2 RP for the whole party.

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I think I kind of like the bag of holding. The use of resonance does make players think about what they want to store in it and why. I imagine I would fill one with a variety of tools and situational kits to make sure my party always has an item bonus for relevant situations. 1 RP is not a high cost to give the whole party a bonus to Climb the frozen waterfall.

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Klladdy wrote:

Is there any structured or planned way that Paizo will be addressing things that come up over the course of the play test? At what point will Paizo give people an idea of the kinds of changes that are in the works regarding issues that people bring up.

It would be helpful to have a better idea of what has been "heard" by Paizo and what is just an opinion by members of the community. It would help us move past known issues to things that still need testing. Are things like that going to addressed together (all Alchemist things, all Paladin things, etc.), all at once, or periodically?

Check out the Playtest FAQ.

Looks like the plan is to have regular discussions streamed on the Twitch channel and archived on YouTube.

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Kerobelis wrote:
Stephen Radney-MacFarland wrote:
Both are correct, but the second is more correct. What the first section is missing is "if you succeeded and rolled a 20 on the die" If a 20 would not normally succeed for you, which is extremely rare and usually outside the typical benchmarks of encounter or challenge design, but you roll a 20 on the die, it would be a success rather than a critical success.
Third attacks (with the -10 penalty) will often require more than a 20 roll. So in this case when a natural 20 is rolled, it is a hit and not a critical hit?

Yes. Continuing on page 292:

Quote:
If your enemy is far more powerful than you or a task beyond your abilities, you might roll a natural 20 and still get a result lower than the DC. In this case, you succeed instead of critically succeed or fail.

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Asuet wrote:
You can use double slice in combination with hunt target. Turn 1 you use hunt target. Turn 2 you attack and then double slice. That way you have 3 attacks with minimal penalties.

Yeah, combining Hunt Target and Double Slice is pretty potent. Is it better to attack once, then double strike at -3 or make two attacks at full BAB and then one at -6, though?

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Ghilteras wrote:

Some of you are suggesting that challenges change, even the manual say so at p.336

Quote:
For instance, when the PCs’ level is relatively low, they might be faced with climbing a stone wall with handholds, but later in the campaign they should encounter tougher obstacles, like a smooth iron wall.
So according to this for low level players players climbing my wall is hard DC20, but it magically becomes harder DC40 for high level characters because the campaign must scale so it's like the wall would become smoother, less climbable the moment a high level character approaches.

That paragraph is not suggesting the wall itself changes. It is saying that high level characters are more likely to storm the iron-walled fortress than the crumbling stone castle.

A high level character approaching the crumbling stone wall just won't consider it much of a challenge.

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Yeah, I had similar issues.

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desuwadesu wrote:
I don't understand why people are defending unclear wording. How much does it cost to rewrite a few sections of a book to make sure that they make sense? We're all acting as free editors by doing this, so why is it that half of the editing staff doesn't want to correct wording errors?

It’s not the rulebook they have an issue with, it is John’s post about PFS. If there were ambiguity in the rulebook, I would be looking for better ways to word things. But the problem here is people not understanding how PFS actually works.

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No...

If you hit, the bear gets a free claw attack (or two). That's why it is specifically slashing damage.

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Sydney S. wrote:
MaxAstro wrote:
Common class features that give you uncommon options work the same way.

This is obviously the intent, but not how the rule is currently written.

Society play is designed to eliminate as much table variance as possible, and that means deciding things in advance that the DM would normally decide for you.
In this case, because the class does not at any point actually grant access to those Uncommon options, you cannot, by the rules of Society play, select them.

It doesn't matter that in some cases you only select a Common feat that grants an Uncommon reward, you haven't been given access to the Uncommon option, and that means you can't take more than one of them. And because you can't take more than one of them, there are some classes in the game that, as per the currently written rules of the game and Society play, are not legal for play at all.
You would end up selecting more Uncommon options than you're allowed by just statting up normally; there aren't Common options to take in their place.

This is total nonsense and not how the rules work.

Edit to try explaining one more time:

FAQ wrote:
If the non-legal options are an automatic part of the archetype, such as a feat that all characters with that archetype gain, the Additional Resources page often provides a substitution. If it does not, that option is legal for your character.

Okay, from the PFS FAQ: If non-legal options are granted by legal options, those options are legal for your character. Uncommon powers granted by Common class feats are an example of this.

In terms of Weapon Familiarity, this is a feat that says "You begin play with an elven curve blade". It doesn't need to grant access, it just gave you the weapon wholesale.

FAQ wrote:
However, if the non-legal options are part of a menu of choices, such as a list of feats that includes one feat that is not legal, the option does not become legal for your character.

This is the part talking about access.

In terms of Weapon Familiarity, if a new "elven chainsaw" gets published as an uncommon weapon (and is banned in PFS), taking Weapon Familiarity (elf) doesn't make that elven chainsaw a legal choice.

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AshVandal wrote:

link?

Seifting through the Bard

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You mean the demo? I think that scenario was geared more toward demonstration than playtesting.

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Colette Brunel wrote:
KingOfAnything wrote:
When classes grant abilities, they implicitly grant access. That’s how words work.
Do they now? As far as I can tell, uncommon option access is a separate mechanic entirely.

You are reading way too far into the text. This is a game written in English, not a technical document. There is a distinction between granted access and granted abilities, but not the one you’re making.

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You are making an issue out of nothing. You don’t need to gain access a la Weapon Familiarity if you’ve already gained the power. That would just be redundant.

When classes grant abilities, they implicitly grant access. That’s how words work.

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Darksol the Painbringer wrote:
It makes no sense for a person to not want magic applied to themselves, but anything else they touch?

What is hard to understand? It's personal autonomy. A spell on the sword is still under control of the barbarian in a way a spell on themselves is not.

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Cyouni wrote:
RafaelBraga wrote:
I think you didnt read the new action economy very well.

Oh? Let's actually do the math against two things to check.

We'll take a level 0 orc brute and a level 1 orc savage.

Let's take an average turn 1 for both, assuming these guys have infinite health for ease. Let's assume the cleric has Emblazon Symbol because he's doing that.

Brute:
Cleric of Gorum can cast magic weapon in melee, making this easier for him. Swinging at +5 vs AC 13 misses from 1-7, hits on 8-17 for 16 average damage, crits on 18-20 for average 32 damage. Averages 12.8 damage. Alternately, he has to spend the turn casting magic weapon and then moving, where it's 0.

Fighter uses Power Attack, followed by Strike at -10. Swinging at +6 vs AC 13 hits on 7-17 for 17 average, crits on 17-20 for 34 average. Averages 15.3 damage. Second strike hits on 17-19, crits on 20, damage is 1d12+4, average 2.6 damage.

Turn 2:
Same math for fighter, so let's look at Cleric.

First hit averages 12.8 damage. Second hit hits on 13-19, crits on 20. Second hit averages 7.2 damage. Third hit averages 3.2 damage.

Fighter has dealt 35.8 damage if they both stand there and swing. If he has to move in and swing once (swinging normally thereafter), he deals 33.2 damage.
Cleric has dealt 36 damage. If he has to move on turn 1, he deals 23.2 damage.

In turns thereafter, cleric will beat fighter in damage, yes, but this is in the optimal situation for the cleric built for this and on turn 3+. For 2 fights/day.

Trying the same thing against an Orc Warrior (who has AOO) will always lose a Strike for Cleric on that first turn, putting him behind thereafter.

The fighter’s second attack should be at -5, not -10.

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I think Time Stop is associated with the Mental essence, so it makes sense on the occult list.

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Arcaian wrote:
I think the point Tallow is trying to make here is that Boarding Action as a feat is ridiculously limited in its use; even in a campaign that features plenty of pirate-themed adventures, you don't embark or disembark ships routinely during combat.

Avoiding ship-to-ship melee is a choice you can make in those fights. Saying a feat is useless because you avoided the situations it was made for is ridiculous.

If Boarding Action were limited to swinging on ropes, I'd probably agree with Tallow. A feat requiring you to both 1. swing on a rope; and 2. move to or from a ship to get a benefit is way too niche. One or the other is just fine, though. From what I understand, Tallow would be fine with a feat that only had one of those requirements. He just prefers swing on a rope.

I find the "swing on a rope" requirement to be much more situational (and quite possibly obnoxious to deal with as a GM) than the "board a ship" requirement for a ship-based campaign.

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Tallow wrote:
KingOfAnything wrote:
Tallow wrote:
So apparently you keep glossing over the fact that I don't want this to be better than the fighter sudden charge feat. I want to separate the "stride" portion of this feat and the "swinging" portion of the feat. I'd even be ok if the "stride" portion was removed completely.

What do you think Rope Runner does exactly? How is it not the "swinging" portion without the charge benefit?

Because Boarding Action says "Hey, you! You who can swing on ropes all over the place! If you do it on a boat I'll give you a something special."

You keep getting wrapped up in this. I don't understand why. I'm not conflating rope runner with boarding action. Great, Rope Runner lets me swing all over everything, everywhere. That's a useful feat whether you are Pirating or not.

But why does my insane skill to swing all over creation on a rope suddenly only apply to a very narrow application insomuch as granting extra damage? If rope runner applies everywhere, then getting extra damage for swinging on a rope should also apply everywhere.

Because you keep characterizing the benefits of Boarding Action as stemming from the rope use. They don't. The Benefits of Boarding Action are for being a Pirate and assaulting ships. Your crazy skill at jumping off of or onto boats give you the extra damage. That skill at jumping off boats does not translate to urban mansions or dense jungles.

Maybe you are looking for a Branch Pounce or Vine Charger feat, instead.

Quote:
So saying we didn't "pirate" is not correct. We did that, a lot. It just didn't often include boarding actions.

If your party wasn't building for taking boarding actions, why would you take the Boarding Action feat? My point is that had you and your party built for boarding actions instead of ranged ship weapons, you would have seen a lot more use from it.

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tivadar27 wrote:
Given this stat array, I can immediately multiclass into either sorcerer or Fighter, and at level 6, I likely have the option of opening that up further. Given that my "primary" class is cleric, this feels like a loophole.

Nah. They way it is right now allows for characters that weren't quite a good fit for how they were trained. That goblin wasn't cut out to be a cleric, can barely cast spells, and yet managed to enter the church. Clearly, she'd much rather be fighting or discovering her early "miracles" were due to tainted blood. The stats (and requirements) reflect that.

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Tallow wrote:
So apparently you keep glossing over the fact that I don't want this to be better than the fighter sudden charge feat. I want to separate the "stride" portion of this feat and the "swinging" portion of the feat. I'd even be ok if the "stride" portion was removed completely.

What do you think Rope Runner does exactly? How is it not the "swinging" portion without the charge benefit?

Because Boarding Action says "Hey, you! You who can swing on ropes all over the place! If you do it on a boat I'll give you a something special."

Quote:
The point being, as written, the feat is way too narrow in scope to be a valid option, even in a ship based campaign. Even in book 2 of Skulls and Shackles, I can think of maybe 3 times I actually would have used the feat through 9 levels.

Maybe you would have gone pirating more if you had it.

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Mathmuse wrote:
Valeros wanted the same trick, so he has Reactive Shield, which lets him raise his shield as a reaction in response to a hit or a critical hit. Which is bady worded: does he raise his shield after the shield bonus no longer helps stop the attack or does he back up time to stop the hit retroactively? If the later, can he do it after his player heard the exact attack roll value to judge whether the shield would help or not? He wants to save his reaction for attacks of opportunity, after all.

The feat answers your questions explicitly. You use your new higher AC and can turn a hit into a miss or negate a crit.

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Tallow wrote:
KingOfAnything wrote:
Tallow wrote:
But why does the swing on a rope have to involve a boat to get the extra strike? Ropes can hang from anywhere.

This sounds like you are asking why pirates are better on boats. Ignore the rope, it is only incidental to the feat. Boarding Action is letting you charge if you get on or off a boat.

That's the one-line summary, not rope swinging.

I think you are missing the entire point I'm trying to make.

Swinging on a rope is swinging on a rope. It doesn't matter if its on a boat, a plane or a train. It doesn't matter if its from the rafters, or across a gulch, or if it causes lots of pain. Swinging from a rope is always the same no matter where you do it, arguing differently will be quite in vain.

I'm saying that its such a specific and narrow ability to restrict it to only going to or from a boat, to be barely ever used. Unfortunately though, the design of things has removed all "flavor" from the description of the ability. While I want the mechanical part of abilities to be more technical writing and less creative writing... adding some sort of line to the description to add a 3rd line that says:

"This ability may be used while swinging on a rope in any terrain." or something like that. I wish that some flavor could be added that would explain that Pirates learning to swing on ropes on their boat during boarding actions can be applied in other places.

If you are hearing my point, stop describing the feat in terms of swinging from a rope. Make your points in terms of charging and see if they hold up.

"Stride up to twice your Speed. As long as you either boarded or disembarked a boat during this movement, make a Strike and deal an extra die of damage if you hit."

If you added "this ability can be used while not on a boat", it just becomes Sudden Charge with bonus damage, strictly better than the Fighter feat.

It makes perfect narrative sense that Pirates are better at charging onto or off of boats, but don't get that action economy advantage on land.

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MerlinCross wrote:
Enjoy not having your favorite class be put into the game then. "Here's your Fighter/Monk, it's like brawler. It's just what you wanted right?" You're happy you don't need Martial Flexibility. I'm unhappy that I won't have it. Or at least not have it to the same level as before.

The Brawler exists as a solution to PF1's problems. If PF2 avoids the problems, it doesn't really need that solution. If what you love about the Brawler is more than its function as a solution to a problem, then PF2 can help you recreate that. Let's look for what awesome combat styles we can achieve with the Playtest rulebook.

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Tallow wrote:
But why does the swing on a rope have to involve a boat to get the extra strike? Ropes can hang from anywhere.

This sounds like you are asking why pirates are better on boats. Ignore the rope, it is only incidental to the feat. Boarding Action is letting you charge if you get on or off a boat.

That's the one-line summary, not rope swinging.

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Tallow wrote:
KingOfAnything wrote:
Tallow wrote:
But only if you are doing so from ship to ship. You can swing on a rope anywhere. So why wouldn't I be able to swing on a rope in a construction site or off the chain dangling from the ceiling holding a chandelier and still get that attack? Its still the concept of swinging on a rope. Just because you name something "Boarding Action" doesn't mean you have to build something with such a narrow focus that its nigh unusable.

Just because Boarding Action only gives benefits on a ship (It doesn't need to be ship-to-ship, just either from a ship or to a ship), doesn't mean Rope Runner is similarly restricted. You are assuming a lot about a feat you haven't seen.

I'm not assuming anything about rope runner. You seem to be misreading what I'm writing.

I think you are misreading Boarding Action.

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Tallow wrote:
Things should not be balanced based on the fact that you can retrain it later.

I reasonably disagree. Retraining exists as a core mechanic and its existence should be taken into account when designing feats.

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Tallow wrote:
But only if you are doing so from ship to ship. You can swing on a rope anywhere. So why wouldn't I be able to swing on a rope in a construction site or off the chain dangling from the ceiling holding a chandelier and still get that attack? Its still the concept of swinging on a rope. Just because you name something "Boarding Action" doesn't mean you have to build something with such a narrow focus that its nigh unusable.

Just because Boarding Action only gives benefits on a ship (It doesn't need to be ship-to-ship, just either from a ship or to a ship), doesn't mean Rope Runner is similarly restricted. You are assuming a lot about a feat you haven't seen.

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Tallow wrote:
KingOfAnything wrote:
Tallow wrote:
I only have the blog to go off of right now, and Rope Runner is not in the Blog.
Well, the Boarding Action previewed in the blog doesn't give you any ability to swing on a rope. So make of that what you will.

This is what's in the Blog:

Boarding Action wrote:

[[AA]] BOARDING ACTION FEAT 6

Archetype

Prerequisites Rope Runner

Swing on a rope or Stride up to twice your Speed. As long as you either boarded or disembarked a boat during this movement, make a Strike and deal an extra die of damage if you hit.

Bolded is what I'm talking about. Sure, it says "Rope Runner" is a prerequisite, but I have no idea what rope runner is.

That doesn't give you any new ability, or do you think the feat allows you to Stride as well?

The feat is telling you to do things you are already capable of, namely swinging on a rope or Striding across the deck.

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Tallow wrote:
I only have the blog to go off of right now, and Rope Runner is not in the Blog.

Well, the Boarding Action previewed in the blog doesn't give you any ability to swing on a rope. So make of that what you will.

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dragonhunterq wrote:
KingOfAnything wrote:
Tallow wrote:
I hate the idea of retraining.
I hope you reexamine this feeling when we see the new retraining rules. I think the system could be an excellent vehicle for lateral character growth without falling into the problems of PF1's version.
The problem I see is that it doesn't matter how good the system is, there are a large number of GMs and players who dislike retraining and the easier it is the more they hate it, it's unrealistic or ruins immersion or ... something ...

It's hard to shake those subjective opinions, but I hope the concerns can be at least partially addressed in the retraining write-up. Working with a system designed with retraining in mind might help people accept the mechanic on its narrative terms.

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Malk_Content wrote:
baggageboy wrote:

Have you never heard of a dabbler or dilettante? Picking up the rudimentary aspects of something is not usually very difficult. It's usually much more difficult to achieve higher levels of understanding and excellence at something, even if you have a natural inclination.

I feel like the level of expertise such feats give you is way beyond "dabbling." Like we don't even have a frame of reference for how much it would take to dabble at being a Wizard, as none of us can actually do magic. But if I was to take a punt the level of dilettante for wizardry and the like is having put skill ranks into Arcana, Occult etc.

Don't forget skill feats! The rogue might be the most functional dilettante with their emphasis on skills.

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Tallow wrote:
I hate the idea of retraining.

I hope you reexamine this feeling when we see the new retraining rules. I think the system could be an excellent vehicle for lateral character growth without falling into the problems of PF1's version.

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rainzax wrote:
Ssalarn wrote:
...you don't have massive feat chains for combat maneuvers, they're all baked into Athletics (except feint, which wasn't technically a combat maneuver in PF1)...
Is Feint a function of Acrobatics, Thievery, or something else?

I'd suspect Deception, much like PF1.

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