Lizardfolk

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A few comments.
First, resonance for slot items, to prevent constantly swapping x/day items, makes sense. "Attune" each slot during daily prep. I'm cool with that.

The real issue w/low level items like scrolls, wands, and potions tends to be out of combat use. A wand of burning hands made at CL 1 isn't a concern. It's only OOC items that provide a balance issue, and then, mostly healing. (Things that make skills useless, like Wands of Knock and Potions of Glibness or Spider Climb, are an issue with a different solution - make such spells enhance the skill of the user by, perhaps +1/+2 per CL, instead of providing such a powerful replacement that no skill check is needed.)

So, a simple patch: Item-based healing doesn't work if the CL of the item is more than 2 below the level of the target, because mumble mumble hit points are an abstraction and represent luck, divine favor, determination, and skill and mumble mumble when a high level character "loses" hit points they represent something beyond what a cheap potion/wand can fix. Handwave, but it'll do.

Now, let's talk about one of the points which really bugs me in your post, and in the system: The desire to remove various pools of points and create a "one size fits all" system. This greatly limits sub-mechanics, because if a paladin, a monk, and a wizard all walk into a bar, I mean, all use one pool for "special abilities" (and this one pool grows when you multiclass), then, all such abilities have to be of roughly the same power. No one worries (in PF1) if a Warpriest's Blessings are the same as a Gunslinger's Grit Deeds or a Monk's ki powers. Each pool can be adjusted in size relative to the powers they contain, and, barring a handful of specific multiclass feats, you don't have a Monk/Gunslinger (which is a cool concept, BTW) getting more Ki points by learning Deeds - which is not the case in 2e, where a Paladin who multiclasses to Wizard can get bonus Lay on hands due to all the time they spent *not* studying Divine magic.

People stuck with Pathfinder over 4e and 5e because they didn't want an overly simplified system. I'm happy to see a lot of the improvements in 2e, especially the action mechanics, but I want more improvements that expand, rather than restrict, choices, both at the meta level of character creation/building and at the round-by-round level of resource management. The flatter the design gets, the more that abilities are forced to a uniform power level without the tradeoffs of "many minor/frequent powers vs. few major/infrequent ones", the less interesting the game and the characters become.

BTW, is there any way to get the forums to email me when someone replies to a thread I've posted in?