Rogue Elf

Leafar Cathal's page

68 posts. Organized Play character for Leafar.


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Grand Lodge

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No one could've thought that firing Sara would make Paizo recognizes an union. Tbh, I'd be pleased if I were her.

Grand Lodge

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trischai wrote:


Out of Combat:

Lets just stay with the Pathfinder PC game. The biggest weakness of the PC version is that you can't really make your own choices. If I wanted to invade Chiliax, I can't. Even if they send hellknights my way and insult my kingdom. But this would only be an excuse, the real reason is I need more land to expand because my char is power hungry and driven to impose his will on everyone.

As one of my GMs said I want the RPG to by a grand game with geopolitical reach, but the game is better played as small group of heroes safes the day. But quite frankly I can get this experience in every dungeon crawler board game / PC game or in better words this niche of game play is already filled in our group.

This is all up to you and your GM to provide that. Some GMs prefer railroady adventures, because it's easier to run and, to be honest, some of them do not want to spend hours of their week to craft and build that's out of the book just because one of his players want to do something way off the scope of the adventure.

Still, there are some of us (GMs) that gives the players the ability to go full creative with the narrative. I GMed Curse of the Crimson Throne to two different and distinct groups and the adventure came out DRASTICALLY different for both of them, even though I was using an adventure path. By the end of book two, both groups had a total different mindset of Korvosa, it's rulers, it's political biased system, it's flaws and it's economy. One groups became the rebels and formed a resistance within the city sewers, denying any help from important NPCs. They figured things out and I had to adapt a lot. I allowed them to do so, because I saw reason on that. The other group played by the rules while working with the NPCs to change what was wrong with the city. Both groups handled most situations in a very different way and approach. By the end of the adventure path, both groups had different outcomes for their characters.

What happened in our game sessions was cannon for both groups, even if they don't know each other. They changed Golarion, but just because I allowed them to do so. Of course, it does require more working and writing. The fifth book didn't work at all for one group so I never ran it. I had to adapt and learn with them, which made me step up in my GM skills and waste way more time than intended preparing the sessions, but it was all worth it.

Grand Lodge

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Bardarok wrote:
Vexies wrote:
It's worth noting that, even though I am a fan of Amazon for a lot of things, you generally do not get Paizo products anywhere close to release date. They are supplied by a supplier themselves and there is usually a significant delay (for Paizo books) for when they get books from the actual release date. In general if you want free shipping and sometimes a better price break then Amazon will work for you but if you want it at or near the release date not so much.
Has that changed? I ordered the playtest from Amazon and it was delivered on the release date.

I had the same experience. I ordered the playtest books from the Brazilian Amazon and I received them two days after the release.

Considering how long it would take if I ordered directly from Paizo, I thought it was kinda impressive.

Grand Lodge

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Oag wrote:
I pre-ordered the Core Rulebook, Bestiary, Lost Omens and GM screen. Paizo is giving $10 off shipping on orders over $100, and since I have the Adventure Path subscription I am getting 15% off all four items. I don't know if that is better than Amazon, but it was enough to make me stick with the manufacturer.

Amazon is worth for those who live abroad. It's hard to beat their shipping costs and delivery times.

I'd subscribe in no time if they confirm the free pdfs, that would cover Paizo's shipping costs.

Grand Lodge

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I'm not sure if I can post it here, but some folks asked before about pre-ordering 2e books at Amazon to avoid expensive international shipping costs and well, you can do that now.

Check it out

Grand Lodge

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Edge93 wrote:
The rules may provide us a lot of flavor to work with, but the fact is their job is first and...

I don't like the perspective of "if you don't like a CLASS FEATURE, change it as GM to suit what you believe it's the best", specially when we're talking about the Core Rulebook only.

I understand when subsystems (like hero points) are left behind to suit table preferences, but not class features.

Still, I'm a Paizo fan and I'm sure they'll deliver the best game they could've made.

Grand Lodge

Deadmanwalking wrote:
Leafar Cathal wrote:

Take Ironfang Invasion as an example. It's all about exploration in wilderness for it's first two books and still you wouldn't make random encounters at every player's step.

My problem is not being fully healed at every encounter (even though I consider that a design problem), but the way you make it. It was silly with CLW wands and it's also silly praying for half hour.

Why is the latter silly? The latter is actually accurate to most fiction featuring magical healing, at least potentially.

From what we've seen, the rules are likely: You spend ten minutes praying and you get all your focus points back. Let's set up an example where the party faced three encounters and found a secret room, so they decide to take an hour break.

Then, the Champion decides to spend her focus points healing someone with her magic and then spends ten minutes praying to get her focus points back. Neat! Then she spends all her focus points again healing someone else and then the she prays again and regains all her focus points, to spend right after healing someone else. Neat and mechanical. And then the champion prays once again to regain her focus points to do the same thing again. 40 minutes have passed, the champion prayed four different times only because it's mechanically better.

The party doesn't even care about the Champion's prayers at this point (she's like a fanatical, tbh). It would be way better if:

- Champion prays for an hour. The Champion gets her focus points back and also heals the group X hit points, that can be used the way she wants, to show the mercy of her deity. She can spend her recently recovered focus points to heal someone with Lay on Hands, but she wouldn't have it to smite things up unless another hour is spent.

The Champion also has the "Holy Defender" class feature that besides healing, everytime she prays for an hour, it also gives everyone X temporary hit points as a Holy Shield of her deity.

- The Wizard studies for an hour. He can reorganize his spell slots, based on the encounters he already had. If he has quick preparation feat, this takes only ten minutes, so he can spend his next 50 minutes as a Scout or writing scrolls.

- The Bard plays his flute while everyone is resting. Besides a small heal, the bard also inspires the next skill check any ally would make.

- The Fighter uses that hour break to treat everyone's wounds, patching them with mundane healing techniques, the same way he did back in his village. The fighter could use that hour to fix his shield that broke, but instead, he prefers to help his friends.

The fighter has a skill feat called "Poison expertise", that lets him end one of treated party member a poison effect in that hour, which is handy.

- Oh, what about the Sorcerer? She spends her "hour break" clearing her thoughts and she regains a spell slot or two. Since she's from the draconic bloodline, she can also rest her lungs to make a breath attack again.

No dedicated healer were required and everyone has flavor decisions to make in that hour break.

Grand Lodge

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TheGoofyGE3K wrote:
What's so game/immersion breaking of spending 10 minutes to perform a prayer that lets a holy warrior heal the wounded person in front of them? Haven't seen the episode yet, but it seems like something that is quite flavorful if played up for flavor

When that process can be repeated as long as you like during the day, it's almost easier to assume that everybody will have full HP for most fights and so HP becomes a battle resource - as long as you can rest between the fights, it won't matter that much.

Some parties won't have that healing capability, which makes it harder to design encounters and campaigns.

Besides that, the Champion becomes an Oprah for healing - YOU GET HEALING, let me pray, NOW YOU GET THE HEALING, let me pray, EVERYONE GETS HEALED, let me pray once more. I'm not sure about you guys, but I don't find it interesting as a story teller. The Stamina / HP of Starfinder would be a better approach imho.

I'm a huge fan of giving everyone things to do in their 10 minutes break - I really am. Maybe throughout the levels we'll see more uses of focus points and healing won't matter anymore, but the LOH spam wasn't interesting to watch.

Grand Lodge

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thejeff wrote:

Or assume everyone will be fully healed at the start of the day. At one heal/10 minutes that's not really a "between every encounter" thing, except out in the wilderness with no time pressure.

It's rare you'll have the opportunity to sit safely for an hour or more before hitting the next room in a dungeon.

Take Ironfang Invasion as an example. It's all about exploration in wilderness for it's first two books and still you wouldn't make random encounters at every player's step.

My problem is not being fully healed at every encounter (even though I consider that a design problem), but the way you make it. It was silly with CLW wands and it's also silly praying for half hour.

Grand Lodge

Ediwir wrote:

5e means you're Wolverine. You effectively have twice your normal HP per day, guaranteed.

Treat Wounds means your first aid kit is incredibly effective. You can get health back in small increments.

Choose your nonsense. Personally, I feel like 5e healing is overabundant (I always play it with some grittier limitation, such as "if you want to heal from a long rest, spend hit dice") and P2 is, if unexpectedly, making things look a lot harsher.

Keep in mind that while it only takes 10mins to heal someone, you can't try again for 1 hour after.

(also, this is a bit of an outlier case as that party has plenty of healing potential - divine caster, paladin, treat wounds, battle medic)

You could actually say the same of 5e as well. Spending hit dices to heal also takes an hour (you only heal by the end of that hour) that can't be interrupted by any activity. Also, long rests only provides half of your hit dices to spend, so it's not smart to spend all of them at once.

At streaming, it was a little bit silly Carina praying each 10 minutes to get her focus back to do the same healing as she pleases. I know that in a dungeon she probably wouldn't be able to do that as GMs would make it harder to use, but still, broke the immersion to me.

If focus points are based on Charisma and Carina had 18 of it, it means she can heal 24 HP each 10 minutes (6 HP per focus point), enough to heal the whole group in less than an hour. I know, this is how magic works, but most encounters will assume that everyone will be fully healed, which is a perspective I'm not fond of.

Grand Lodge

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I'm not sure how I feel about healing so easily with treat wounds and Lay on Hands on a 10-minutes regular basis, seems powerful at first levels but I'm waiting to see the scale of it.

I feel like 5e's style is way more elegant, spending hit dices for that. A limited resource makes hit points valuable and you still don't need a dedicated healer for that.

To be honest, HP should be a daily resource, the same way slots are. One of the 1e problems with encounter design was the assumption that everyone would be full HP at all encounters, everytime, because of CLW wands. I thought the designers would try to stay away from that for 2e.

Grand Lodge

I'm in love with the new cards design. Absolutely gorgeous.

Grand Lodge

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I'm mostly OK with the changes besides Amiri. She totally looks sick and unhealthy.

Grand Lodge

Loved the tunic and accessories as well, but every iconic seems so skinny to me. I mean, it makes sense with Lem, Lini and Merisiel, but I thought Sajan would be stronger.

Maybe he's a dex monk and the art reflects it?

Grand Lodge

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Sorcerer will always be tricky and I'm yet to see a proper use for them besides being the spontaneous arcane caster with scales. Having different spell list is a great move, but the class needs polishing, specially with Quick Preparation around.

IMHO, Wizards should be the methodic ones. It's all about studying formulas and magical components. Once you figure it out how the spell works, you can study them over and over again, so it becomes easier for you. You learned it.

Sorcerers should be diverse and wild. Indomitable. The same fire ball from Wizard? No sir, the Sorcerer has no formula for that. He just releases it the best way he can. It's magic is unstable, savage, wild like the nature. I'd love that approach. The bloodlines should shape the sorcerer (sometimes even against his will) and bring more with them. Two sorcerers of different bloodlines should share only the class name, but play in two different styles. Sorcerers should be as diverse as the fighter (sword and shield, two-handed swords, two-weapon fightning, bow, crossbow, lance, mounted combat, etc), but with magical approach.

I'm all for a 12 HP Fiend Bloodline with some sort of "burn" mechanic attached to it. You can push yourself harder, but at some risk, your magic can consume your own body.

I'm all for 6 HP Arcane Bloodline sorcerer that has the "gift" of magic and tries to understand it the best way he can to avoid collateral damage.

I'm all for 8 HP Fey bloodline sorcerer that cannot hide it's "feyish" appearance and uses it to be as pretty as exotic, making it good for social interactions, making it sort of a skill-oriented bloodline.

I believe it would be fun enough to play any of those bloodlines and it would make the class way different from Wizards.

But... ship has already sailed and I'm pretty sure Paizo wouldn't take a step so far away.

Grand Lodge

jakewell wrote:
Saedar wrote:


All of PF2 game content will be available, free of charge, on Archives of Nethys at-launch. Presumably, they will be keeping that updated as new content comes out.

Will the srd include character content, spells and monsters? Basically: will I be able to look up everything online for free except for settings and adventures?

Surely will, the same way we have for 1E now. You can check basically every monster stat-block online and every rule/class rules, and it seems like we'll have it for 2e as well at day 1.

What you won't find for free is the adventure path itself, which it's more than fair.

Grand Lodge

Like people said above, the rules will be online at release day. You don't need a huge investment to play the game, Core and Bestiary would already do it for you. You can expect monthly books in the adventure path form. That's Paizo's bread and butter and, well, they need an income to keep the business running.

Besides that, you can expect a new bestiary each year, one "lore" book (Player + GM companion) each 3~ months, and a hardcover rulebook (aka splatbooks) each semester, maybe?

Do expect a ton of accessories like different GM screens, condition cards, thematic dices and so on.

Grand Lodge

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My problem is not moving on from what we had. I do find it silly that elves takes so much time to grow up, but it made sense with the whole Forlorn thing - the idea of seeing your friends grow up, marry, have children and die at the same time the elf is still a child, physically and emotionally. I'm just trying to understand if:

1) Elves at 20's are now adults, physically and emotionally (they weren't in 1e).

2) If they start adventuring later (90+ years), which is plausible, what do they do in their 70 years before adventuring? Do they try to learn new skills and takes longer than the other races? It just looks dumb for an elf to take years to learn how to swim, for example. If they take the same amount of time to learn new skills as the other races, it should be reflected in game statistics IMO.

3) If they're mature enough at 20's, it only makes sense to see them as children in the Elvish point-of-view. To other races, they're full grown up adults and not really different from their 110 years old counterparts.

I'm just trying to understand what's the tea with Elvish ages now and I apologize if my posts sounds sarcastic or something, it's not my intention.

Grand Lodge

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thejeff wrote:

I now want to run an adventure where the PCs are hired to bring home a lost elven child.

Who turns out to be a happily married, no-nonsense businesswoman in her 40s with a couple of half-elven kids with no interest in being dragged to an elven kingdom to be adopted and treated as a child for the next 50 years. :)

Or a runaway "teen" who's a hardened adventurer several levels higher than the PCs.

I agree. If Elves mature as quickly as humans, Forlorn makes no sense to me, since nothing will stop them adventuring in their 20's.

Grand Lodge

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Roswynn wrote:

By "The scenario" do you mean Age of Ashes?

In that case, yes, a kobold pc would really shine in that ap.

Personally I still think that goblins are so iconic and unique in PF that they're the best choice for the CRB.

I certainly hope plushies kobolds reach those lofty heights one day, though!

Oh, silly me. Not scenario, but setting, Golarion as a whole.

I don't know, I'm just in love with the new kobolds and have so many good ideas for them. I'll probably make an important and silly Kobold as my first villain.

Grand Lodge

James Jacobs wrote:
Elves grow up/mature as quickly as humans, but then they slow down a lot. You can still play a 100 year old elf who, biologically, is akin to a 20 year old human, more or less, and it's that sort of elf who is a Forlorn elf if they grew up among humans or other races that grow old and die much more quickly.

If they grow up/reach maturity as quickly as humans, wouldn't they be able to understand "life and death" the same way a human does?

The whole Forlorn idea to me was that Elves weren't capable of understanding the idea of other people growing old and they staying as a child for so many years, because they wouldn't understand it anyway, they wouldn't be mature enough for that. It's like trying to explain to a child why someone dear to them passed away. They'll mourn and miss the person, but not the same way an adult would do.

Grand Lodge

Jason Bulmahn wrote:


If you want to see this grow, tell your gaming friends about it. Help us spread the word, tell folks about our YouTube playlist and our twitch stream. I am committed to telling this story, but I need your help to share it with our fans.

I just... don't feel it's enough.

At the moment, I feel like I'm the only one at my group looking forward 2e. I try to share what I learn here with my group and they're all meh about it. I can't convince them to watch an hour video.

It gets lonely. :(

Grand Lodge

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Does anybody feel that, although goblins are Paizo's brand recognition, the new Kobolds would fit the CRB (and the scenario) better?

Grand Lodge

A little bit offtopic: In the playtest book, we have that description of Elven lifespan:

Quote:


Elves typically reach physical adulthood around the age of
20 (though they’re considered by other elves to be fully emotionally mature at close to the end of their first century), and they can live to around 600 years old.

Is that a retcon? If I recall correctly, Elves wouldn't be mature (physically and emotionally) until around their first century, which makes it so painful for an elf to grow up in a human environment, where they see all their friends live and die before they can even reach maturity. Seems like Elves now grow up as fast as a human, but to other elves (and to other elves only), they're still a child until their nineties.

Grand Lodge

thejeff wrote:
It's not particularly the ears. It's the facial structure that looks more uncanny valley to me.

As it was supposed to be. Elves in Golarion have always been like that. Beauty is always relative (since it's a social construction), but imho, what makes an Golarian elf appealing to humans is the mix of "odd" features and it's long lifespan, making them look mysterious, intelligent and sometimes sad, when they stay far too long within a human community.

Grand Lodge

RakeleerRR wrote:
However, and meant as no slight to the Oblivion Oath team (whom I have honest affection for, especially Sara who is constantly channeling positive energy around here) they are not professionally charming people.

I totally disagree sir. My heart melts everytime I see Jason and Sara at screen and I'm not even bisexual. :(

Jokes aside, I do believe Paizo has great storytelling to get close to Critical Role, but I'm not sure how they can improve their marketing to get people to watch their streams. I've been watching Oblivion Oath the past two weeks and they have 140~150 viewers, which sounds low considering it's the best way at the moment to learn new rules.

I think the playtest left a bad taste in most people's mouths and left much to be desired. We could see more hype in the forums on blog previews prior playtest.

Grand Lodge

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Since Kobolds can be diverse among themselves, what about two free ability boosts as Humans?

I'm all for Kobold-only feats to make them look adorable and plushie until they start to burn everything around them as sorcerers or pierce someone's eyes with their spears.

Grand Lodge

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I love the alien aspect of the art, even though it's hard to see it at a real game table. People have LOTR elves in mind and I always try to break it off and show Golarion elves lore to them.

Grand Lodge

I don't think so. What do you have in mind? What is changing comparing to 1e or to Playtest?

If it's comparing to 1e, I do believe they already did that in a more generic way: streamlined rules, easy to pick up and play, easier to teach, etc.

A side-to-side rules change would take more than a page anyway and it can lead to wrong interpretation, driving people away from 2e CRB.

Grand Lodge

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I'm not really fond of effective mundane healing in mid-combat, it does breaks immersion to me. At the same time, it makes parties without a dedicated healer viable, specially when said healer can be of any class, which is a nice change. Bittersweet.

Grand Lodge

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As a brazilian, I can relate to what you're feeling. What I did in the playtest was pre-ordering the books at Amazon.com.br and they arrived way earlier than I expected - around 2~ days after the official release.

Although I can't find any 2e books at Amazon at the moment, I believe it's just a matter of time before pre-order starts. Amazon might be your best bet if you want the books to arrive as soon as possible.

I'm considering Paizo's subscription, though - if they provide the free pdf with it (they haven't decided on that yet), I can wait longer for the books to arrive while I can read the pdf on day one.

Grand Lodge

Quick question, although I'm not sure if it can be answered at the moment: one aspect of the playtest I really liked was different feats types having different power levels. This way, a Class feat had more impact combat-wise than a general feat and a general feat was slightly better than a skill feat.

I like that system to avoid trap choices and helps new players to know which feats are more impactful at all times.

Does 2e still keep that?

Grand Lodge

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Jason Bulmahn wrote:
Leafar Cathal wrote:
Roswynn wrote:

I think this thread will need renaming...

Another one - Diplomacy apparently doesn't affect a single person anymore (this is great news for me). Unless Qundle has a related skill feat, but I doubt that.
I believe Jason just "rolled with it", aka, GM fiat. People were desperate and willing to hear the charismatic goblin, maybe?

More of a situational thing and less of a rules as written thing. Making a call to a bunch of panicked folks might get some of them to do what you ask. In a tighter narrative scene, doing that to any effect would require a feat or not have any sort of binding effect.

Narratively it made sense for that moment.. which is a flexibility given to the GM.

Which is something I'm looking for and I believe it's an improvement of 1e. Unless the GM is trying to ruin the fun, the same set of rules to both players and GM doesn't make sense nowadays and leads to a broken set of rules.

Grand Lodge

Roswynn wrote:

I think this thread will need renaming...

Another one - Diplomacy apparently doesn't affect a single person anymore (this is great news for me). Unless Qundle has a related skill feat, but I doubt that.

I believe Jason just "rolled with it", aka, GM fiat. People were desperate and willing to hear the charismatic goblin, maybe?

Grand Lodge

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You can't compare anything to Critical Role at the moment, because they're made by professionals. Matthew Mercer is a hella of storyteller, he's engaging, he knows how to keep everyone entertained (audience included) and he also has amazing players, willing to make it happen.

The system itself is not the problem, but what kind of players you'll bring with it and what kind of people you want to watch it.

I have two players that are Pathfinder experts. They'd be BORING to watch, despite their system knowledge. They're that kinda of player that you're describing a room and they're already "I'm using that power that let me sense anything within 60ft even if it's invisible and ethereal and..." you know? That thing doesn't work in entertainment so well, but it would work with a more mechanical-oriented viewer.

If I'm there for the plot, I'd be bored as hell if someone interrupt a room description to remind the GM about their super power that don't let his character be surprised. Even though the GM has the final word, you're still playing with the same sets of rules as your players. If I cast two spells on the same round against those players, they'll surely ask if one of them was quicken, interrupting the flow again.

Some will find pleasure in a more tactical game - some won't. It seems like people are staying with Critical Role for the story, not the mechanics.

Grand Lodge

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Noir le Lotus wrote:
Rysky wrote:
Noir le Lotus wrote:
The thing I don't like is Droogami, she looks so much like a plush toy now, rather than a fierce animal ...
Have you seen a snow leopard?

Yes it's a leopard with a thick fur, not a plush toy.

And the pictures for your link are showing leopard cubs.

I must say the tendency to make several creatures look cute in PF2 is starting to worry me. If it keeps on like this, I fear the future PF2 books will look like more Ponyfinder or Playground Adventures than a general D&Desque fantasy RPG ...

The cow level is a lie

Grand Lodge

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Joe M. wrote:
Leafar Cathal wrote:
Seems like spell rolls are based entirely on casting ability score. The holy lance was +7 to hit.
Yep! Same with the Wizard's acid splash. +7 to hit, so: +1 Level, +2 Trained, +4 Int.

Should we assume that Touch AC is gone?

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Seems like spell rolls are based entirely on casting ability score. The holy lance was +7 to hit.

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I might have heard it wrong (english is not my mother language), but seems like Untrained skills you add your ability score only, without penalty. Did they drop the -4 for untrained?

Grand Lodge

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Roswynn wrote:


I'm very interested in this. I'm running Wrath of the Righteous and we're loving it, but the 1e rules aren't helping =/ We've even tried different systems, but we really would like to continue the campaign with 2e, even if it will take months to get there.

I feel your pain. I'm about to finish Curse of the Crimson Throne as GM (lvl 16) and the system is taking the best of me. I dont even have fun anymore. Most of the encounters are not challenging as written, so I try to step up and making them more fun, but everything seems to be rocket taggish. I don't find fun in 2 hours combat. To prepare a 4 hours session, I have to spend at least twice the amount of time.

I love how you can do anything with Pathfinder. I hate how you can do anything with Pathfinder.

Grand Lodge

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Any word on free PDF for subscribers? I'm about to join the subscription train, but since I live in South America, it's gonna take several days before I actually receive the books, so the free PDF would be amazing to read before they arrive.

Grand Lodge

ChibiNyan wrote:

I'm surprised they're even using XP to be honest. I got rid of that a while ago and have never been happier! (Except when converting old stuff/systems).

That page in the APs which tells you the approximate timings for level ups is one of the best innovations of this company.

XP is important in organized play. I've seen some GMs use it as well, even though I prefer milestone in general.

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pjrogers wrote:


And here's where we clearly part company on what is really a subjective matter, aka what makes a good set of rules. I would prefer one with a wider range of options, including ones that aren't really all that great, while others would prefer a set that, to my mind, "coddles" players and protects them from themselves.

Also, by the time a player has a 14th level character, they should not be "accidentally" making characters with such a poor Will save.

In my experience, having a huge range of options, including those who are not that great is a recipe for narrowing the best choices and leaving someone behind. I'm yet to see a wizard without color spray and grease at first level if they know what they're doing - which shouldn't be required to play the game (or a wizard) at all.

To be honest, I do prefer a system where everyone can contribute somehow without reading a list of 1k feats or spells to be effective.

Grand Lodge

They did change it at some point during the playtest making Untrained as -4, but the final version is +0/+2/+4/+6/+8, considering Untrained/Trained/Expert/Master/Legendary.

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Lyee wrote:
Yeah, on Spell Roll vs Skill, I think the main reason for that is the Sorcerer, who can definitely be really good at Spell Rolls with arcane spells and be Untrained in Arcane.

Which is, imho, thematically interesting. I know how to use spells, but I don't really know (or care about) how they work. I know my limitations and I know what can I do.

Talent, not science, is what defines a Sorcerer.

Grand Lodge

Both are hardcovers.

Grand Lodge

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All aboard the hype train. Even though I wasn't in love with the playtest, I trust Paizo will do a good job with the final version.

Grand Lodge

Do the modules assume Wealth by level for the PCs? I know it starts at level 8, but there's no guideline about starting money.

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It seems to me that you're not looking for a new edition and it's fair, if you're having fun with 1e. I hope you give 2E a chance when the final product is released.

Playtesting is not for everybody, specially if you're playing once or twice a month. Have fun!

Grand Lodge

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People always forget that most aspects that seems off (tight math, +1/level, "defined roles") is ignored by most, specially those new to RPGs. Most people will just pick what suits them, not what mathematically is a better choice, with a few exceptions. It's a game about playing the character you want, after all. For those people, 1E is a nightmare. There's a huge discrepancy between a well-optimized character and what a "fun concept" character can do in battle, even at low levels. That leads to frustration and GM adaptation.

I'm not a fan of defined roles as well. I like to tell my player that wants to play an archer that fighters, rangers, rogues, paladins, bards or even druids are good choices, each one with a bonus. Fighter will hit easier and harder, but druids and bards will also have spells. Rangers will be close to the fighter, but they can track targets easier and might get an animal companion. Rogues can hit harder with sneak attack, have more skills, are nimble and stealthy as heck. Paladins will be a little behind the fighter and rogue damage-wise, but you can also have divine powers to compensate that. That's the power of choice. 2e is trying to achiev that removing the whole feat taxes that are not interesting at all. In 1e, some builds requires you to be human just because of that sweet extra feat at 1st level. Is that a choice?

It's a sweet spot that different feats have different power level as well. If everything was just "feat", people would always decide on those feats that give more combat power. You won't feel guilty to get a skill feat that seems fun because you're giving up combat power in 2e.

At first I didn't find any necessity of an exploration mode - until I realised it's aimed to new GMs, to give them a guideline of how much a character can walk while detecting magic, while being perceptive and so on. It's there to guide those who are new. Bulk instead of weight is a nice addition as well.

Of course, everything can be improved, we can run the playtest for another year and we would still find things to get improved and the tight schedule doesn't help. I wish I could have more time to playtest the system without sacrificing my regular 1e sessions. We tried to keep it up, but my group is in the climax of CoCT, so they weren't that interested in the playtest.

What I don't expect is that 2e will please everyone in every aspect - that would be impossible. Some will prefer 1e the same way people prefer and play 3.5. And that's fine. Both versions can co-exist.

Strength 18
Dexterity 13
Constitution 14
Intelligence 10
Wisdom 10
Charisma 18

About Inarus the Wanderer

Offense
* To Hit: +6/+1 (BaB) +4 (Str) +1 (WF) +1 (Enchantment) -0/-2 (PA) = +12/+5
* Damage: 2d6 (Base) +6 (Str) +1 (Enchantment) +6 (PA) = 2d6+13

Race: Human
* Bonus Feat
* Skilled

Feats
Lvl 1: Power Attack, Furious Focus
Lvl 3: Dodge
Lvl 5: Weapon Focus

Skills
* Persuasion:
* Knowledge Religion

Equipment 16k
* Greatsword +1 (2350)
* Plate Armor +1 (2650)
* Amulet of Natural Armor +1 (2000)
* Ring of Protection +1 (2000)
* Cloak of Protection +1 (1000)
* Headband of Cha +2 (4000)
* 1000 gold