Angel Mask

Luceon's page

83 posts. Organized Play character for Manowar.



Scarab Sages

First of all, this is for a West Marches style campaign, basically a huge sandbox with many varying levels of creatures and challenges and varying character levels and an old school feel, with a new school rules system. This concept is not related to play testing, I don't care about strict RAW. I want the players to show up when they can, which means they will have varying levels. My current solution is this: The +1 to prof every level is going to be +0 from levels 1-3, +1 from levels 4-6, +2 7-9, and so on. This 'bounded' progression will apply to the monsters and traps as well. It should allow players to explore the entire sandbox with varying threat levels, within reason, say + or - of 7 level difference from a monster. Should allow a level 4 character to be with a level 8 character without too much pandemonium. Any fixed DC's like Battle medic for example, would be rolled as if you had the normal proficiency numbers, as far as the math is concerned its all the same % chance of success. What are your thoughts, any ideas that can help us? What are some pitfalls?

Scarab Sages

Does anyone have a simple formula yet? I just need something in the ball park. Without further guidance, I plan on going with a level 5 PF1 treasure horde of 1000 gp = a level 5 PF2 treasure horde of 1000 sp?!?!?

Scarab Sages

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Add the rule from Pathfinder 1E. It is found on page 152 of the core rule book.

Shield, Light, Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it.

I have yet to see anybody even consider a light shield, let's at least make some incentive (besides weight) for carrying a light shield.

Scarab Sages

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I’m at my wit’s end. I can’t find any compelling, or logical reason why to play a TTRPG that adds +1 to everything / level. Wise players please help me. Is there a way to play this cool game without having Useless bloated numbers. Go look at at a level 20 character, it looks stupid. Seriously make a level 20 character. It looks utterly silly.

Scarab Sages

Paizo designers,
Awesome work you have done on PF2. One of my favorite character designs in PF1 was a Retiarius, a traditional Roman style Net and Trident Gladiator.
Please, add a net to the current rules, there is no net. And make the net either target Touch Armor Class, or Reflex saves.
Also please make the Trident two hand-able, so after I pitch my net I can two hand it with a small bonus, like one die type. Have it keep the thrown property :)
Here is an example Trident from D&D 5ed.
Trident 5 gp d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
The Net in D&D 5ed is garbage you have to hit AC(they have no TAC). And you always have disadvantage with it.
If you fulfill this request, I will buy your game.
If you don't I will buy your game anyway :)
Thank You.

Scarab Sages

Your high level fighter escapes from captivity. Finds an armory with a non magic weapon, due to the scaling, he won’t be able to defeat any level appropriate challenge, but if he finds his +4 weapon, he’s a god again.

Elephant in the room: get Starfinder out of Pathfinder 2. Starfinder wow’d a lot of people not my group, we made characters, played one session, and all said “NOPE.”

Scarab Sages

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I would like to offer a compromise with those of you who support the +1/level. I was wondering if you would be willing to agree with an adjustment to that mechanic to +1/every 2 levels. That's how D&D 4ed was, and I'm not a fan of that version, But surprisingly I think it could work well in PF2 structure due to the proficiency bonuses.

I think it works well for my purposes, because I rarely run campaigns past lvl 16, so it would max at +8, that bonus of +1 to +8 shouldn't eclipse the other type bonuses that much. The characters would have there other bonuses be more meaningful, like abilities, proficiency, aid and buffs etc.

What do you think?

Could you meet me half way, so to speak?

Scarab Sages

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I like PF2 a lot.

I am concerned about the +1/level to everything.

I am having difficulty expressing how I think this mechanic is a pitfall.

I am looking for a collaborative thread in which we discover a solution to the +1/level to everything mechanics.

I realize that some of you may think I'm using hyperbole when I say +1/level to everything so I'll be more specific.

+1/level for PC and all NPC's AC,TAC,Attacks,saves,all Skill,Spell DCs, Skill DCs by level and difficulty table, ad nauseam.

Now, this is not a new thing D&D4ed did it with +1/every 2 levels.

I'd like others to share their thoughts on the good and bad of this mechanic. If you are leaning toward bad, I would like to hear some possible solutions.

I would like to share one possible solution. This idea is kind of a hybrid of D&D5e, PF2, and other TRPGs I have played.

Keep everything as is but instead of the current level bonus use this prgression:
Level...... Bonus
1-3. ...... +0
4-7........ +1
8-11. ..... +2
12-15.......+3
16+.........+4
So, what I am proposing is the modifiers for experience be closer to the modifiers of other factors, not a huge disparity. for example, I don't want +5 from my ability, +3 from my skill, +2 from a buff, +3 from an item, and then a huge number of +16 from just being level 16. Do we earn level 16 yes of course, do I think it should net me +16? No.

Note: I am very fond of the -2,+0,+1,+2,+3. It's genius, you always want the non proficient to be a negative, and the proficient, or the thing characters and NPCs use most of the time, to be the least amount of math. D&D 5ed actually shouldn't have done +2 proficient starting out, but instead -2 if not proficient, and baseline +0 for proficient.

In the GEN CON Q&A the designers got asked about the +1/level to everything, and they spent a very long time explaining why they did it. I think much of the answer was somewhat misguided, listening to people complain that there wizard sucks at grappling, or their fighter's will save sucks, etc. etc. I believe you need a healthy balance of clear weaknesses by each class, and not just limited to a -2 or +2.

If you support the current mechanic. I would love to hear viable reasons to maintain the +1/level mechanic.

Scarab Sages

My list of 10 underwhelming Starfinder feats

• Diversion - most GMs are going to let you do something similar to this with RP & Skills without using a feat. Most not all.

• Drag Down - Ok this feat is too conditional. Let's picture an example. A creature uses an ability to knock you prone. Then you get to use your reaction to knock them prone (If they are adjacent to you), so if you succeed and knock them prone they can in most cases just use there move action to stand up. And let's not forget that standing up is safe and does not provoke AoO.

• Improved Critical - so I increase my crit range? NO. So I can increase my crit magnifier? NO, just increases the D.C. Of your crit effects by 2. Uh no thanks, not now, not ever, not when I only have a 1 in 20 chance of critting.

• Jet Dash - the amount of times you will need to run that distance is very rare. It's an amazing x6 your speed but it has to be in a strait line and not through any difficult terrain, and if note flat footed is no longer that detrimental.

• Kip up - ooh so cool, false, not cool just stand up like everyone else. I could see some characters using this feat to some success, won't be me though.

• Side step and Improved sidestep - yaaa I can accomplish the same thing by just being tactical and understanding the initiative, delay action, ready action rules.

• Step up - if this didn't take my reaction, I would take it. You can take step up and strike, paying two feats to basically accomplish what you can do in Pathfinder with one feat.

• Strike back - very conditional, not worth a feat slot.

• Veiled threat - I want someone to take this feat so I can make fun of them during the game, then trick them and make them unaware that I mocked them. Definitely, without a doubt get this feat, said no one ever.

• Stand still - Awesome, I can stop your movement with an AoO, sounds great, sign me up, oh wait When you attack them they get +8 AC what the......? Oh you can spend two feats on this to lower it to +4 AC for the target. Seems like an unnecessary penalty to your AoO for trying to protect your team.