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My group and I played this section last weekend.
While we knew things were going to take longer due to our I experience with the new system, it took a LOT longer than expected.
Combat was not as smooth as we hoped but it was not awful. Spells seemed weaker overall compared to martials.
The heal spell worked well with the casting options.

Overall the game didn't exccite anyone and we aren't playing PF2 anymore. We are adding a lot of the Pathfinder unchained optional rules such as the three actions. In fact unchained has many of the PF2 ideas a the three action system ready to Port to pf1.


So far pf2 the following is more fun....
Three action system....
This is cool as it gives you more options (especially at lower levels) and it encourages more dynamic fights
The new critical system. This is a lot more fun, well it can be a bummer against, but it really can upset fights and makes it more exciting.
We kind of like the proficiency system but we think there should be a bigger difference between untrained, trained, expert, master and legendary. Maybe -5, 0 +2 +4 +6. ....
Shields are cool and actually useful....but a few more dents before broken would be more fun.
Heightened spells, well some of them. Some like fireball really need to scale for free to be useful.
Scaling cantrips.
The idea that sorcerers can use different spell lists than arcane. Cool idea and interesting, but it does need some work.

Less fun....a
Too nerfed spells...
This needs to be rolled back considerably especially the lack of auto heightening for sorcerers, summoning spells (they either need better monsters, more actions or both), wildshape (this is terrible too few forms, too little duration etc.), Animal companions need help as is they are less fun than before.
Since many of us play spellcasters this section as is, is a deal breaker for us.
Resonance seems pointless and not fun.
Character generation is clunky. Ancestry feet's should all be picked at first level. The old tables were easier to read/understand. Character generation was more fun in PF1.
Rareity seems unnecessary. I guess it could be a guideline but it does not make the game more fun.


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I find resonance an unnecessary completely and pointless. Anyone else?


Sorcerers definitely get the short end of the stick.
Sorcerers need two more feats to be competitive.
Sorcerers should be able to spontaneously heighten any spell at will but maybe having the ability to do that with one spell per level would be sufficient. As it is this is a huge Achilles heel for the class.
Sorcerer bloodlines need help. Most bloodline powers are not great and some are just awful. Making bloodline powers at will and innate would improve them and thematically mesh well with the sorcerer.
Another method would be to let the sorcerer use their bloodline spell as an innate powwr at will.
Different spell lists are better than others. Arcane is arguably the best, then Divine, then primal then occult.
While I find the concept of different spell lists for sorcerers very cool, practically it needs some work.
One method to balance this could be to give more feats/powers to the inferior spell list sorcerers. This may work but feels kludgy.
Another method would be to allow sorcerers access to every spell list. Have sorcerers able to pick one spell from any list per spell level. So at 20th a sorcerer could have 9 non main list spells. This would make the class more unique and add both flavor and customability.


For example why would a dragon not bite three times and use it's claws instead (melee attacks only)?


Do two handed weapons add 1.5 x the strength modifyer or is something else done for extra damage?


A few questions for developers:
Why only 2 actions? It seems to hamstring animal companions too much.
How do animal companions gain skills? Do the gain new ones as the character does?
What do they gain when they become large sized?
What is meant by "no bonuses"? Does it mean no magic armor or weapons can be used? If so this makes no sense.


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Why are characters who are untrained in x skill still able to not only do the skill but only be (at nax 5 point difference) slightly better than a legendary proficient individual? This makes some sense with certain skills such as swimming or jumping, but makes no sense for knowledge skills. I would either suggest making trained, expert, master, legendary worth more, make the untrained penalty greater (-5 or -6). Another option would be to simply not include class level for certain untrained skills (suck as knowledge) or add half the class level to proficiencies.


It states vulnerability 10 to silver for a wherewolf, but not a DR/silver? Is the a mistake?


For example, does a tiger get two claws and a bite (standard attacks) with no penalty? Does that count as three actions? Does the bite get no penalty, then the first claw gets -5, the second gets -10? If that is the case combat will take forever due to misses.


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With the bonus adding damage dice magic weapons are now basically required to be an effective character at medium to high levels and have a huge impact in damage, far more than in P1.
A character with a +2 sword is now doing an extra 2d8 damage. This is a huge improvement over -2 damage. Combine this with more common crits and the non magic using Conan type is almost non-vuable.
This is a cool mechanic and interesting but it does make magic weapons far more of a requirement than before.


After playing a few encounters armor was noted as being an issue, especially at higher levels.
The 2 points to AC chain mail gives is just so small it almost makes no difference. A non armored wizard vs an chain mail using fighter with legendary armor proficiency is only a 7 point difference. At the higher levels and AC where this occurs it is just not big enough.
Maybe increasing armor ratings would be helpful or giving nartiaks extra condional points for armor use would be good.


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I really like the shield blocking reaction, it makes shields different from armor and is cool. The problem that I had while playing a few encounters is that shield get dented/broken far too quickly. In a standard adventure shields end up being disposable items too quickly.
I would suggest increasing the number of dents maybe to six or ten before the broken condition applies.


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With everyone getting their level to attack rolls trained vs legendary is only a five point difference. This means an untrained wizard can attack almost as well as a trained fighter, especially at higher levels.
After playing a few encounters this makes me think that martial characters either need more bonuses or the level attack/bonus to ac should be half the level not the full level.


Summon monster now has concentration, which takes up an action which makes sense, but the summoned monster should get three actions not 2 as the spell is already much weaker than before.


While not identical by any means PF 2.0 is too similar for my taste to 5th edition.
Too many things are cookie cutter, so as the proficiency ratings (I think there is only a 5 point difference between trained and legendary)!
Why? I just don't see a 20th level fighter having a 5 point difference from a 20th level wizard using a dagger.
Why the static hit points? Every x character at x level has the same hit points? Why? (Baring con and maybe a feat)
AC and to hit both do the same thing, see above.
The racial feats are dumb. They should be left as racial traits.
Way too much was taken away from spellcasters without giving something back.

From first look over either lots will have to change or my group will not be purchasing PF 2.0.


Why would a racial benefit show up later in life? That is off.
All races should gain 3 racial feats at level one and change all other racial feats to general feats in all classes. That would at least make sense. I also don't see why you would make gaining other races feats as a different race? Why not just limit racial feat choices to x race? The whole concept of making racial traits feats is just not working for me.


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Sorcerers need to be redone fairly extensively.
They cast too few spells, way too few spells and scaling cantrips don't fix that.
Changing the bloodline powers from spell points to at will should fix that mistake. It may not be enough but it would flavor the sorcerer differently.
Having to learn the same spell at different levels is idiotic and needs to be removed.
Bloodline spells should be innate powers requiring to verbal, sonatic or material components.


Wildshape is just odd. Why so few, non-customizable options? Why does every druid shift into the same thing?
Wildshape needs to last at least an hour, and most likely indefinitely to be useful.
More options regarding the forms needs to be included.
More options regarding what improves the form (such as character stats etc.) Needs to be included.
In addition the animal companion also needs work.


Looking over the sorcerer I can already see things that will need change.
1) having to learn different levels of the same spell...this is just idiotic and needs to go.
2) bloodline power points are also dumb they should be able to be used at will. This would make up for the lack of spells nicely.
3) the increased damage per spell feat (forgot the name) needs to be changed to plus half the level of the caster not the current spell level damage.
Similar changes need to be made to all spontaneous casters.