Kylian Winters's page

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As part of channel elements, you can use 1-action Elemental Blast or a 1-action stance impulse. Can you pay an extra action to get the 2-action Elemental blast + Con Damage bonus, or is that just a straight limitation of Channel Elements where you are probably better off doing the stance THEN spending other 2 actions doing the Elemental Blast that gets +Con Dmg?


So, I've been playing P&P for awhile, but mostly D&D and Shadowrun. Bought the PF2E books and been making a lot of chars in Herolabs Online. I want to get involved with some online play given that most of my friend group are pretty heavily invested into 5e.

I was thinking of None Society game for flexibility, given variability in my social and work life; however, if Society games have fairly decent drop in drop out rules, I am open to that as well.

Where would you all suggest I begin? Are there particular forums ideal or well traveled for pick up games? Any particular tool/platform (Roll20 for example?)?

Really appreciate any suggestions, links, or help.


"you can draw
on the magic within your blood to replace any material
component with a somatic component."
-Page 303, 2e Core Rulebook

So, if a spell has a material component cost listed, does this override the listed cost given the unique nature of Sorc?


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Has anyone run into this in their play tests? Seems kind of restrictive? Why would you take the crafting path? Why wouldn't you just seek out through adventure or commissioning a NPC through roleplay, seeking out the Orichalcum shortsword you've been seeking out, spending your every last coin, forsaking every other luxury, etc?

Where is the opportunity for the crafts people, when you've got a hard level gated on your craftsmanship via level. Why not allow the opportunities of difficult skill rolls to craft great items, instead of flat out making it so, "Sorry, you're not level 20, you can't craft that because the item level is higher than your level".

Why would they be so prescriptive? Isn't the time and gold cost sufficient? If the GM was concerned about power creep, could they not handle it in their story, instead of a hard Rules As Written slamming the door in the face of crafters being able to achieve anything great?

This kind of design reminds me far too much of Action RPG or MMO design. "Can't have them getting access to this equipment to early, got to keep them in their nice little lanes! May outpace the content!" Which, imo has no place in the Pen And Paper world.

If a crafter specializes, investing their feat ups in getting to Legendary proficiency, sinks all his gold into making something magnificent, it makes me cringe that Rules As Written would put up a hard wall of, "Sorry, you rolled a nat 20 and have dedicated a lot of your RP and Character development toward making something magnificent, but RAW clearly states, you're only level 15 and are trying to make an item level 20 object. Sorry, please try again at level 20"

Thoughts? How precious do ya'll think they are about this? Hoping the playtest gives push back on this.