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![]() Mathmuse wrote:
Run a game so that it is fun for people? What trickery is this? ![]()
![]() I think balance is important in so far as unbalanced game system can be very hard to run for the GM, and not fun for people playing characters that get eclipsed by the super characters. On the flip side, games that sacrificed fun options for balance, are also making a substantial trade off. My experience is that PFe1 with all of the additional material was so unbalanced that it caused problems. Whereas PFe2 has stripped out so many options as to become dull and boring for players. It does seem really good for GMs though. I think more interesting options can be put back into PFe2 without compromising balance. However, this is not a trivial task. Maximising fun is obviously the most important thing for a system. Game balance is part of this equation, and for some people it has a higher priority than others. Good game design is about balancing mechanical game balance against the other factors that make the game fun. ![]()
![]() As an experienced GM with great game knowledge PFe1 is very hard to run. There are plenty of ways too improve it, n but it is a huge overhead to enjoying. PFe2 has made a lot of changes to address this. However, I think it had also sacrificed a lot of player fun. I think a lot of the negative reviews are coming from the players rather than the GMs. It is great to have a game that is easy to run, but it is hard to run a game without players. So I think there is a decent amount of work to be done to put back characters customisation and abilities and systems that feel enjoyable. ![]()
![]() The advantage of being able to hit only 40-60% of the time is that it means that defensive and offensive tactics become viable. If you hit 95% of the time on your first strike, then actions like raise shield drop this to 85%. That only mitigates 11% of the damage for the first. Totally not worth it. But if you have a only 50% chance to hit, then it will drop that to 40%.
Similarly, you really want to be getting into position to flank to boost it up again. Or getting that bless or bard song. A lot of these options are useless if you have a 95% chance to hit with your first attack. It also means that crits become very common. I think crits are more exciting if they only happen 5-15% of the time. Randomness also makes the game more exciting. With unexpected rolls, a straightforward encounter can turn into edge of your seat action. ![]()
![]() General
Most things (saves, AC, skills, attack bonus) get a +1 bonus every level. These things have an associated proficiency which gives you a small bonus to the roll and is relevant for unlocking some feats and other perks.
A lot of master and legendary proficiency is lock to particular classes. You have fewer bonuses you can stack, so the difference in competency between a character that has super specialised in a particular thing compared to someone that is essentially untrained in that thing has been greatly reduced. Someone talk about 4 degrees of success. Spells The spell lists have been divided into four: cleric, wizard, druid, bard. Sorcerers pick a blood line which is tired to one of the four spell lists. They are then that type of caster. Sorcerers and bards now get spells at the same level as the prepared casters. Spell DCs for your various spells now are all identical. Still based off your main caster state, but now it includes your level and your proficiency. Paladins and Rangers do not have spells in the traditional sense. Paladins use spell points to cast "spells". The other casters also get spell points. Generally when you are casting a spell from a magic item it requires an additional resource cost called "resonance". Few people like it as it is currently implemented. Actions
You can make 3 attacks at level 1, but it takes all your actions and you get -5 on the 2nd attack and -10 on the 3rd. There are some class feats/abilities and weapons that can reduce this penalty. Haste grants 1 extra action that you can only use for some specific actions. ![]()
![]() Either familiars are rubbish for Sorcerers or this is typo: Familiar and Master Abilities (page 287) • You can prepare one additional cantrip. You must be able to
• You can prepare one additional spell at least 3 levels lower
---- COUNTERACTING CONDITIONS (page 319) If your ability’s counteract level is the same as the
-- How can you take a -4 or -5 if you automatically fail?! ---- TELEKINETIC PROJECTILE (page 263) Heightened (3rd) The damage increases to 1d8 + your
-- Should be 1d10 (I think). ![]()
![]() Virellius wrote:
It's because level 1 characters are no very good at things. Orc weapons are hard. You think being a half orc teaches sorcerers how to use falchions from level 1? 100% don't agree. ![]()
![]() Ogres were specifically designed not to have riders. They are a big lump of HP that can hit stuff. The redcap actually does have quite a bit going on in it's start block, maybe not in terms of attack effects, but certainly other abilities. It seems highly likely that other creatures will have attack riders. If for some bizarre reason they do not, then just put your own in. ![]()
![]() Voss wrote:
For the first time ever, I agree with Voss. At least in the blog it says explicitly that you cannot multiclass into you in class. Hopefully things are clear in the book as well. ![]()
![]() I was pretty sure this is the way PFe2 was going to approach multi-classing. Given how class feats work, I think it is sensible. Multi-classing is very hard to balance in PFe1. This way of doing it does reduce options a bit, but it is far cleaner and easier to balance. I am expecting this to be very controversial. I think it is a compromise situations, but I think it really will allow people to build the characters they imagine, reduce the amount of rules overhead, and reduce broken combinations. This definitely gets a thumbs up from me. Great work! ![]()
![]() Mathmuse wrote:
There has been a bunch of other stuff revealed. Maintaining buffs
http://www.enworld.org/forum/content.php?5411-Pathfinder-2-Character-Sheet- 2-Kyra-Human-Cleric It requires concentration now to maintain. I believe this costs 1 action per round. I think a lot of buffs work this way. So it looks like there is no more fire and forget buff stacking. Going by the bard cantrips, buffs also seems to affect fewer people. Less stacking
http://paizo.com/threads/rzs2v5y7&page=1?Druid-and-other-PaizoCon-banqu et-information Flatter bonuses
Reduced duration
Debuff sliding scale
No automatic damage scaling
Burning Hands is previewed in the Wizard pre-gen character sheet. http://www.enworld.org/forum/content.php?5427-Pathfinder-2-Character-Sheet- 6-Ezren-Human-Wizard It does 2d6 fire damage. This is better than PFe1 at level 1, but then it is behind from level 3. Of course, it was quite possible to be doing 3d4+6 at level 1 with a particular character build, 5d4 with another. Save scaling
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![]() As someone that does a lot of home brew adaptions to PFe1 stuff I will give my take on the official play test feedback process. Unfortunately, I do not have time to run the whole play test scenario. What I am going to do it adapt the level 7-8ish scenario. It is going to be mechanically identical to the play test scenario, but it will be a totally different story (so far as is possible with identical mechanics). So, it will be my story, in my game world, my fluff and flavour, only with identical encounters, skill tests, traps etc. That way I can run (kind of) what I want to, but still give useful and relevant feedback to Paizo. I will also be giving a fair amount of general feedback. I hope it will be insightful enough to warrant Paizo's attention. ![]()
![]() Mathmuse wrote:
I fixed that for you. Mathmuse wrote:
What play test previews have you been reading? They are absolutely making spells weaker. And more power to Paizo for doing so. ![]()
![]() Mark Seifter wrote:
Make the paladin suck. Oh the tears... ![]()
![]() magnuskn wrote: I think if people do get their books before August 2nd, the playtest PDF should release as soon as the first people start posting their first impressions. Otherwise this will lead very early on to a skewed perception of the playtest and many, many angry customers. Which will make for a bad start to the playtest, IMHO. I just got my book. Paizo now has to release the playtest pdf. Do it! ![]()
![]() This is my level 14 Paladin buff list: Already Active:
Priority:
Scrolls:
(DF and RV were subbed out for some of the situation spells) Scrolls (situational):
I did not ever go the full cycle, because it was ludicrous, but I certainly was prepared to do so. It has been a few months, I could not remember exactly what one or two of them did. I think it would be good if buffs were toned down a bit. ![]()
![]() Allowing Sorcerers to automatically heighten all their spells creates some problems. Let’s take a spell load out for a Sorcerer of level 7. You get: 4, 4, 4, 3 You might take: Level 1 : Vanish, Summon Monster I, Magic Missile, Mage Armour
Now assuming you get automatic heightening, what does this turn in to (definitely some guess work on what spells are lumped together): Level 1 : Vanish, Summon Monster I, Magic Missile, Mage Armour Level 2 : Invisibility, Summon Monster II, Magic Missile II, Glitter Dust, Create Pit, Pit, Scare, Darkness Level 3 : Invisibility Sphere, Summon Monster III, Magic Missile III, Mage Armour II, Spiked Pit, Deeper Darkness, Dispel Magic, Fire Ball, Haste, Protection from Energy Level 4 : Improve Invisibility, Summon Monster IV, Acid Pit, Fear, Dispel Magic 4th, Fire Ball 4th, Protection from Energy Communal, Dimension Door, Confusion, Overland Flight. It is only level 7, and it is seriously out of hand. I will do a down casting version later. It looks better, but I still prefer spontaneous heighten for its adaption and planning element. ![]()
![]() Deadmanwalking wrote:
Great. I edited my post as you were replying, speculating exactly this. Greta stuff. Edit: Bloody hell, now you are editing to catch up with my editing, while I was posting this, which I am now editing. Deadmanwalking wrote:
Yeah, I have been thinking about this. I figured there could be. They really have thought through a lot of the scaling issue very thoroughly. It is very impressive for the mathematically inclined person. ![]()
![]() Looks great. Maybe a slight rewording for a few parts of the pit trap description, removing a "trap door" and describing it as "camouflage": Description Camouflage trapdoor covers a 10-foot-square pit that is 20 feet deep. Disable Thievery DC 12 to remove the camouflage, making the trap no longer hidden (Perception DC 0 to notice) Trigger A creature walks onto the square with the pit. Reset The trap still causes falling damage if anyone falls in, but the camouflage must be reset manually for the trap to become hidden again. This takes 5 minutes. {or some other amount of time} ![]()
![]() Feros wrote:
I think running out of resonance happens if you use consumables and magic items like they are going out of fashion. But judicious use means you will not run out unless your GM wants you to. I think the design principal behind a lot of PFe2 is presenting players with interesting choices in combat and out of combat. If you can always just spam a good spell, then you will just do that most of the time. But if you can cast a good spell only a few times, use a item only a few times, and use spell point spenders only a few times, then you have to start making interesting choices. Is this encounter easy, or am I going to have to break out some big abilities/consumables? Is using an item and 1 resonance to blast these guys going to be more effective than using at will abilities and then spending 1 resonance to heal up the additional damage from not blasting? A lot of people enjoy the tactical decision making. However, a lot of people also seem to want to blast, blast, blast, potion, potion, potion all day long. This is not wrong, it is just at odds with the design of the system. So, arcade blasting or tactical optimisation? Paizo has gone with the latter to underpin their game design. I cannot see a way to accommodate both styles of game. I am in the tactical camp, which is why I am loving a lot of these new features, but I can see the other style of player being very unhappy. ![]()
![]() Thanks for the blog Stephen, I really appreciate all of the hard work you guys are putting in to this new system. Resonance I understand the design principals behind resonance, and I think it will really add to the game. There needs to be more than just gold expenditure to balance magic item use and slots for magic items worn. However, I think the added overhead of tracking resonance as well as uses per day (and charges for wands) is legitimate cause for concern. We definitely want to have strong items, which would be too good if you could freely cast until you run out of resonance. Limiting it in some way is important. However, I think we should move away from uses per day currently previewed and emphasising the unpredictable nature of magic items. Proposed Change Here is my proposal: Every time someone Activates a magic item they spend 1 resonance and make a flat d20 roll. If they pass the DC the item is still active (maybe “resonating” as the word). So long as the magic item is resonating, they can continue to activate it by spending resonance and making the roll. If they fail the roll, the item is silent and cannot be used for the rest of the day. The DC can be set based on how many uses per day you think is reasonable, but it is still very up to chance. For example rather than 3 times per day, you set a DC of 8. So, you are guaranteed 1 activation, with a 65% of a second activation. Providing you get the 2nd activation you still have a 65% chance of a 3rd activation. Because of how statistics work, DC of 8 will be 42% chance of a 3rd activation, 27% chance of 4th activation, 18% chance of 5th activation. Sounds about right for a limit of 3/day. The equivalent of 2 per day would probably DC 11. So you get guaranteed 1 activation, then a 50% chance of a 2nd activation, 25% chance of 3rd, 13% chance of a 4th. The equivalent of 5 per day might be DC4. So you get guaranteed 1 activation, then a 85% chance of a 2nd activation, 72% chance of 3rd, 61% chance of a 4th and a 61% chance of a 5th. You still have a 23% of a 10th. Let’s say you want activation to only be limited by resonance, then you set the DC to 1. If you only want strictly 1 use per day, you set the DC to 25. Key Advantage This proposed system only requires tracking 1 resonance per activation. Then there is simply a flat d20 roll and the DC. It is definitely simple and streamlined. Drawback RNG can be a harsh mistress. An item with a low DC can still go silent after the first use. Also, a device with a high DC can still be used quite a few times with a string of good rolls. I think losing access to a low DC magic items could piss a player off. Some justification is that the winds of magic a fickle. Even with this downside, I think it is far more streamlined than the uses per day limitation. Change to wands I would suggest using this for wands and abandon charges. I think if people desperately crave a 10 charge wand, then there should be a book of scrolls. You can have ten scrolls in the book. They can all be the same scroll, or you can mix them around based on what you think you need for the day. Consumables One use items should keep the current mechanics. Resonance needs to be there as a balance leave in addition to gold expenditure. Staves I think staves should keep the current mechanics. I like them. General Feats Can we get a +3 (or 2 or 4) resonance general feat? If you find that you are running low on a regular basis, this might be a good feat to have access to. Maybe gnome can also get this as a racial feat. Magic Weapons I really like how magic weapons work. A lot of this has been previewed already. I want to repeat that separating potency runes from property runes was a masterful move. I think the +hit from weapon quality could possible go away, since it does not stack with +hit from potency (right?) it is almost never going to come up. Upgrading Weapon Quality I think it would be also good to be able to reforge your own weapon to improve its quality. I have changed the handle three times, and the blade twice, but it is still my grandfather’s axe. People do get emotional about their weapons, and this is great RP. The rules need to support this. Etching -> Inscribing I was surprised some people seemed up in arms about the word “etched”. Maybe “inscribed” would be a better word? I hope it requires a bit of downtime to shift a rune from one weapon to another. I find hot-swapping runes a bit unsatisfying. Can a potency rune found on a sword be transferred onto armour? I think this could be good. Set DCs Set DC on vorpal was an interesting reveal. Are there level 18, 19 and 20 vorpal runes with DC 36, 37 and 38 respectively? ![]()
![]() I would like to see variation come mostly through archetypes. I do not think the core classes will be enough to cover everything. But I think you could include maybe another 10, and then branch out with general and class specific archetypes and a good number of feats. For example, I do not think you can easily do an Arcanist or Summoner through just an archetype. I think a new type of casting probably requires a new class. But something like a ninja or slayer probably could just be archetypes. ![]()
![]() Shadrayl of the Mountain wrote:
Wand with flat DC5 checks Flat DC 5, is essentially a d5, with 1 as a failure. So, wands can be used even more before they get shut off. 20% of failure, 64% chance of at least 2 uses, 51% of at least 3 uses, 40% at least 4, 20% of 7 and 10% of at least 10. How powerful this would be can be balanced through gold cost.Wands that allow cast your top level spells at should be too expensive; your top level spells -1 should be a substantial proportion of your gold but achievable; your top level spells -2 decent amount of gold but not enough to be your primary item. The staff reveal
Do we still need charges
The argument for resonance
Drawback of charges
Argument for attrition based paradigm
In PFe1 you can get 50 charges of 1d8+1 healing for 750g, and 50 charges of 1d4 stat restoration for 750g (paladin lesser restoration is a level 1 spell). This means that mid level characters are immune to HP and stat attrition. It removes the GM option of attrition based encounter design. Reducing options is bad. In essence, an attrition based system is the most flexible because it can be used or removed at the GM's discretion, whereas a system without attrition mechanics is far more limited. ![]()
![]() Arachnofiend wrote:
That would be the falchion. Scimitar and shield. Or two kukri. At low levels reach weapons are amazing. Lance for very specific mounted builds. And then there is the long bow. ![]()
![]() I will definitely echo the need for clarity on describing how magic items work. I read the Cloak of Elvin Kind about 5 times, and I am still not sure I fully understand it. However, I definitely do not think resonance is the disaster that a lot of people are making it out to be. I think using a second resource, in addition to gold, is essential to balance magic items. I think there is definitely some room for improvement and fine (maybe not so fine) tuning. I really do not foresee tracking it is going to be a problem. It is like saying HP damage is a problem because you have to track it. I think that the design for staves is really good. I think this could have been explained a bit more clearly though. I also really like trinkets, and I think that they have to be attached to a weapon or armour seems like a nice feature. Can you have more than one attached at any one time? In terms of describing items better how about this? CLOAK OF ELVENKIND ITEM 10+
This cloak is deep green with a voluminous hood, and is embroidered with gold trim and symbols of significance to the elves. Spell ([[A]] Somatic): The cloak allows you to cast the ghost sound cantrip as an innate arcane spell. {that is just a guess regarding somatic} Use ([[A]] Interact Action): When you draw the hood up over your head, the cloak transforms to match the environment around you and muffles your sounds, giving you an item bonus to Stealth checks. You can raise or lower your hood as an interact action. Activate ([[A]] Focus Activation, [[A]] Operate Activation, [[RP]] Resonance): When you activate the cloak, you pull the hood up and are affected by invisibility for 1 minute or until you pull the hood back down, whichever comes first. Type standard; Level 10; Price 1,000 gp
Type greater; Level 18; Price 24,000 gp
Synergy: If you're also wearing greater Boots of Elvenkind, the Greater Cloak of Elvenkind allows you to Sneak in forest environments even when creatures are currently observing you. ![]()
![]() This is some good game design. There were a lot of hints previously that this is the direction things where going. It is good to see a nice preview. Good to hear that archetypes that do swap out class features are in the works, albeit someway down the pipe. I think an armour specialist fighter would make some people happy. I really like that there is some dip restrictions, but they are not too punishing. ![]()
![]() Kaemy wrote:
I think agile is 0/-4/-8/-10 (with that rare 4th attack). I vaguely recall Mark saying something to this effect in a thread somewhere. It was about 2-3ish weeks ago, but that's all I remember. Hm, I think it was in reference to two weapon fighting and double slice. The main factor is how many attacks have you made, and then the weapon type you are using. So, the 1st attack you make has no penalty. The 2nd attack you make normally has -5, but if you use an agile weapon it is -4. It does not matter what weapon you used to make the 1st attack. So, you could use a standard weapon to do the 1st and 2nd attack at 0/-5 then the 3rd attach with the agile weapon would be -8. The 4th attack is -10, because it maxes out at -10. ![]()
![]() Secret Wizard wrote:
I actually agree with this. However, I think what we are seeing in the play test is the evasion style of Monk. I think there should be other styles, and I think there will be other styles, but for now it has been pushed to fill this combat niche. So I don't think it is bad game design, it's just limited game design. I think it is unreasonable to expect Paizo to be able to replicate 10 years worth of character development in a single play test release. ![]()
![]() Arachnofiend wrote:
Who said monks are dedicated front liners? Everything in the design points to them not doing this. Sure they can, but they are at higher risk than a Paladins or Fighters. They can get +4 AC against ranged. This means that they should often be at range. They even pick up a free action at high levels for movement. I am not a big watcher of martial arts films, but of the few I have watched they are often jumping around and breaking distance. Not standing there and taking it. Although there are characters that so a lot of blocking, these characters are generally a much higher level than their opponent, therefore a much higher AC. ![]()
![]() I think you will find monks are supposed to have low AC because they are supposed to run away with their last action. Remember that they are faster and can double attack as 1 action. They can dictate range to avoid blows, not high AC. Flying kick in to re-engage if you are feeling ballsy. Wah-pah-pah! Really nice design concept.
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