You might consider it hilarious, but I would consider it rather anticlimactic if the BBEG moves to attack us and instead knocks himself unconscious.
Tender Tendrils wrote:
While I appreciate your opinion, I do not like that it has been totally left open. It came up for the first time last session, and if my players assumed a torch would last the entire dungeon when I assumed it would last only an hour, we would have a problem. I think such a basic thing should be given some guidance in the rules, especially since they did that for how long a lamp can burn. I think it was more likely an oversight.
"You might want to acquire items that benefit an animal or beast that assists you. These items have the companion trait, meaning they function only for animal companions, familiars, and similar creatures. If it’s unclear whether a creature can benefit from such an item, the GM decides."
I take that to say that companion items are only for companions, but that does not limit them from using other items. Companion items are a subset of magic items that are only usable for companions. Much like how consumables are a subset of items that also have specific rules relating to them. That doesn't mean those rules apply to the greater group of magic items.
That is great if you only use premade adventures. Some of us make our own so would like some sort of guidance on how much a character of certain strength should be expected to lift.
As to it being an athletics check, since level adds more than stats or training, that produces the odd effect that a high level weak character with even just basic athletics training can lift much more than a max strength expert 1st level. (Extreme example, level 20 with trained athletics and str 8 = +21. Level 1 with expert athletics and a 20 str = +9)
This is probably what I will go with. Thanks for the advice.
Other games, including PF1, had this because it comes up fairly often. It is especially useful for if you want to try to block doors.
Is there any standards of how much a character can lift? I know there are the bulk rules for carrying and dragging is half, but I am just thinking about getting something up. Like the stereotypical heavy beam or rock that is pinning somebody or something under it. I was thinking maybe a straight strength check, but not sure about setting a DC. Athletics seems odd, as anyone trained gets to add their level. That means a 10 strength level 10 character would be better than a 20 strength level 1 character at raw lifting, if both were trained. I was more hoping to find a straight amount you can lift with each strength sore, similar to carrying capacity.
Data Lore wrote:
What evidence is there that a free hand is required? The only thing that it says is it has the manipulate trait, which explicitly says that can be done while holding something else.
The Healer's Tools no longer gives a bonus to making checks. Instead it is now required to attempt several actions such as Treat Wounds. And it costs 5 GP.
Saros Palanthios wrote:
There is a big difference between a monk who might have nothing but clothes and a champion who is in full plate and has several weapons. One could just as easily ask did that professional team of designers really mean that both of those characters are equally easy to carry or did you make a mistake in assuming that also included all of the stuff they were wearing? You should also remember that the bulk of a character's equipment is a known quantity, so there is no reason to assume you would not add that to the bulk of the creature. It is definitely not a clear answer either way.
Also consider this scenario. Adam the halfling loads up on all the loot in the dungeon. He is encumbered and moves slowly. His halfling wizard buddy Bob has nothing but a robe and a staff. Does it make sense that Bob can pick up Adam with all his stuff and move at full speed fine?
Saros Palanthios wrote:
Except on the gnome all those things are actually strapped on. It should be actually easier for them. The backpack is designed for carrying things in a certain way, not for another person. The armor is much easier to carry when it is distributed on the body. When would a bag of armor be easier to carry than having it spread across your body in a form-fit manner? I have never met any hikers who trek carrying their bag instead of wearing the backpack. It is much more efficient to wear things in the designed manner.
Saros Palanthios wrote:
That would seem counter-intuitive. A fully armed and armored small creature has a total bulk of just 3? Even if that gnome is wearing plate (bulk 4) has a longsword (bulk 1), artisan's tools (bulk 2) and an adventurers pack (bulk 1 or 2)? So why is it harder for that gnome to carry all his stuff than it is for a halfling to come along and pick up the gnome, equipment and all? That just doesn't follow for me.
It would have to be even higher than that. Even a level-1 kobold warrior has a +7 reflex save. So the DC for them would have to be 28+ before somebody couldn't get a critical success.
I think people are over-reading because it is about the only way the bulk system makes sense. Take a ranger. If he has Leather Armor, a longbow, a rapier, adventurer's pack, and a snare kit, they are full even with a 16 strength. And they are not carrying any arrows. Just what I listed is already 8 bulk. That is a fairly basic load and it is too much. Seems something is off with the encumbrance system.
The Gleeful Grognard wrote:
If they count the waterskin as full, that is 1 bulk just for that. Adding in all the rest I come up with 1.9 bulk for the adventurer's pack, counting each torch separately.It does seem overly strict on the carrying limit. I was reading another post on how fighters would want to have a couple of different weapons so they can use the special effects that match their opponent. It seems that will not be possible.
Thanks for the information, depressing as it is. I find it irritating that I would need to spend my 2nd level skill feat to get snare crafting, and my 3rd level expert training in crafting just to still not even afford to use snares. Seems like the resource cost might be too high for me to bother with.
I am very confused about snares. Can some kind people please help explain them to me?
For example, Snare Specialist 4 says you can now craft snares in 3 interact actions instead of one minute. Then Quick Snares 6 lets you craft snares in 3 interact actions instead of one minute. IS the difference now that you don't need to decide at the start of the day which snares you have and can choose as you set them? Do both of those now mean you can set the snares in combat in one round, using all your actions?