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* Venture-Lieutenant, Virginia—Richmond 1,106 posts (1,109 including aliases). 6 reviews. No lists. No wishlists. 34 Organized Play characters. 1 alias.


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Scarab Sages

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I've played through Age of Ashes, as well as Extinction Cuse after joining near the end of Book 1. I also GM'd Blood Lords to completion.

The best advice I can give is schedule weekly games and play even if not everyone can make it.

Scarab Sages

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Luke Styer wrote:
Pronate11 wrote:
Also, Pf2 is way more popular than PF1.
IS it? PF1 was the highest selling RPG for a considerable period. Has PF2 EVER outsold 5E?

Well, D&D 5E was orders of magnitude more popular than 4E, which itself was only outsold by PF1 for a brief period of time, not over the course of the entire edition.

Scarab Sages

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Balkoth wrote:

"If you have a clothie caster surrounded by 3 beefy dudes all grabbing him, it feels unreasonable to say 'oh well rules say you can't do anything further but mildly inconvenience him. Under no circumstances can you do more than grab his shoulders or waist no matter how big, strong, or trained you are - unless of course if you get your 5% lucky roll.'"

I remember Pathfinder 1 characters able to grapple and tie up basically anything in one round and I know this player doesn't want to go that far (and PF2 doesn't want that result), but he's feeling like grapple is unimpactful and that his supporting monk character concept doesn't feel very good as a result.

If your player's monk is so tough and beefy, and cloth caster so puny, then why didn't they critically succeed? Restrained is one of the worst conditions you can have if PF2.

Casters should be very vulnerable to grab because 1) low Fortitude saves make a crit possible even outside a nat 20 2) a caster with even lower AC that can't easily flee or cast spells isn't likely to last another round.

Scarab Sages

Several people have suggested making immanence abilities unavailable to multiclass exemplars, but what about banning them from having weapon ikons instead?

Scarab Sages

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Alex Speidel wrote:
This download has been updated to add the exemplar and animist iconic characters. No changes have been made to any of the other files.

It's great that y'all were able to get these made!

Scarab Sages

Gortle wrote:
Arcaian wrote:
Trip.H wrote:
Wands of Tailwind are, and first became, so absurdly "meta" because of the actual mechanical reality of the benefit they offer. They really are specifically "problematic" from a power PoV. I only have some game dev experience, while that GM is a full time professional.
I've not seen Wands of Tailwind actually become meta anywhere I've played

Everyone in my groups has access to it or equivalent by level 5 or so. Basically most players have a move of around 40ft by then. It significantly changes the balance of the game.

When I GM I often respond by bumping movement rate of the monsters, so it's not a great experience.

Have you also had to ban elves, monks, or swashbucklers? Because all those can hit 40 Speed before L5, when wands of R2 tailwind are generally available.

Scarab Sages

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Yeah, I'm not really seeing how +10 status to speed is worth banning. What problems is it causing, exactly? I don't even bakways buy wands of it when I play spellcasters.

Scarab Sages

shroudb wrote:
Nope, as alwasys you're completely blindsighted when it comes to bombs.

Well ackchewally, blindsight isn't a core rule in Second Edition (although some monsters still have it. But since Trip.H isn't a spawn of Rovagug or aberration (presumably), then they cannot said to have blindsight, or be blindsighted. So I have to disagree with you there.

Scarab Sages

Evan Tarlton wrote:
...(Side-note: I love the thematic buildup to this. We have two back-to-back APs about diplomats and diplomacy, so showing what happens when that fails works. That we have at least one breather AP helps prevent weariness)

Which APs are those?

Scarab Sages

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Ilkash wrote:
Oh are the Horsemen full-blown deities now? I thought they were on the same level as Demon Lords where they could be beatable by a top-level mythic party a la Wrath of the Righteous.

The apocalypse riders were demigods in 1E and had statblocks. For example, Szuriel was L28 creature. Unless she was promoted, she should likely be L24 or L25 with mythic abilities.

Traditionally, there were 3 types of dieties (entities which grant spells to worshippers), as explained by James Jacobs last year:
1. Gods (no statblock, only die via Paizo or GM fiat, like Gorum)
2. Demigods, which were L26-L30 and required mythic rules to fight (demon lords, Great Old Ones, Empyreal Lords, etc.)
3. Quasi-deities, which can be any level (Lorthact or conqueror worms)

Scarab Sages

Greyson wrote:

In chapter one, Area A6 The Dormitory, treasure notes include an axiomatic rune. We are running this adventure under remastered rules.

Any suggestions in place of this item that get thematically or mechanically close?

I went with an astral rune, which does spirit damage. It's useful when fighting ghosts on the island.

Scarab Sages

thelemonache wrote:
so now i have some time to choose between the scrolls/staff useage impulse or getting another of the many good wood/water impulses at level 2. i feel like playing in melee might limit my scrolls and staffs, but the idea of it sounds really usefull. this is a kingmaker campaign so there is lots of out of combat time.

I do not recommend Kinetic Activation. Just use Trick Magic Item, since fumbling with scrolls isn't the best use of your actions as a kineticist.

Scarab Sages 1/5 *** Venture-Lieutenant, Virginia—Richmond

I noticed that the scenario-specific creatures aren't in Foundry. Does anyone know why?

Scarab Sages

Here's a link to a comprehensive video about the entire OGL fiasco. The Wikipedia page on the OGL is also fine.

Scarab Sages

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Gortle wrote:
Imperial Sorcerer is ridiculously strong. To the extent that it almost certainly invalidates the Wizard. They have a moderate recall knowledge game for any RK check just using Arcana. They have a good one action blood magic spell so they will use some of the new feats. It can hand out penalties to saving throws. Only diehard Wizard fans are going to remain - I don't think this is a good thing. It is beyond me why Recall Knowledge is consistently better in classes that aren't Wizard.

I haven't read the sorcerer yet, but even Premaster the imperial sorcerer was already a stronger arcane caster than a wizard. Now it seems the imperial sorcerer got buffed after the wizard was nerfed?

I'm glad Crossblooded evolution is gone, since it was too good to not take.

Scarab Sages

I'm not surprised that Zon-Kuthon doesn't demand that his followers be unholy. He allowed LN clerics Pre-master.

Veltharis wrote:
I understand the reasoning, but it still irks me that Chelaxian PCs are basically locked out of their state religion in PFS (and anywhere else that bans evil/unholy characters).

Just clerics of Asmodeus, who I don't think kick it with the Pathifinder Society anyways, since it's banned in Cheliax.

Scarab Sages

One of my PCs is a dhampir/vampire gymnast swashbuckler who Grapples then Drinks Blood from almost every opponent.

Scarab Sages

Re: Stolen Fate: what was the deal with one recurring villain?

spoiler:
Runelord Xanderghul? Doesn't he show up?

Scarab Sages

The module contains the PDF, so they're not going to sell the module without it. The fact that the customer must own the PDF is already baked into the module's price.

IIRC the modules used to be cheaper, but there was no discount for people who already owned PDFs (such as subscribers).

Scarab Sages

*casts raise thread*

Is there any word on the premium Foundry module? I'm preparing this campaign and I like the Blood Lords modules.

Scarab Sages

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Crasimia wrote:
How do you guys feel of the current state of healing in PF2e as of now?

I think healing is a little too strong, and I'm curious about the Stamina variant rule.

Scarab Sages

SuperBidi wrote:

It's not about being online but efficient. Before level 6 it's just fine. It's really when you get Imaginary Weapon that it starts getting out of bounds.

Also, without True Strike, it's not better than a Greatsword Fighter before level 9, roughly. And by level 7 you get Studious Spell that will greatly increase your number of True Strikes (even if before that you can buy scrolls or use your high level slots on True Strike, but you'll still need a few levels for TS to be easily accessible all day long). Staff of Divination is also level 6.

That's why I speak about mid levels as you won't really shine at low level.

How are you using Staff of Divination with a bow? Or are you using a thrown weapon?

Scarab Sages

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Ravingdork wrote:

The algorithms aren't doing anything that artists haven't already been doing for centuries. All art is, to some extent or another, derivative of someone else's art or idea.

I'm an artist (graphic designer/ technical illustrator) by trade, and regularly work with and associate with numerous other artists. Most are excited for the new technology and some will tell you that they would be flattered to hear that someone was trying to emulate their work. That's how artists are made.

I can totally understand the fear of losing one's livelihood, but demonizing the tech itself just doesn't make any sense to me.

There's a difference between inspiring someone and tracing over their work. AI art crosses that line.

Public views on technology is informed by how that technology is used. If stable diffusion, or other tools, is built off stolen artwork and is used to replace human artists, then that damages the reputation of AI art in general.

Scarab Sages

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Ravingdork wrote:

NECR0G1ANT

For AI, I primarily ChatGPT 4, but I also use Dream Studio and Adobe Photoshop (which, yes, does have AI capabilities built into it).

For more manual tools, I primarily use my brain along with Adobe Illustrator and Adobe Photoshop.

The training data that some image-generating AI use is stolen ("scraped") from human artists, which is why it's controversial even when it's not used for profit.

Other services that use AI, such as Adobe Photoshop, does use proprietary training data, so it doesn't face as much blowback.

What you personally are doing is fine IMHO, especially if you acknowledge the tools you use, but generative AI itself is still very controversial for the reasons I mentioned.

Scarab Sages

Which tools do you use?

Scarab Sages

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Blave wrote:

Some random spoilers I got from discord:

- Bane and Bless start at 15 ft and increase by 10 ft when you concentrate on them.

Do Bane & Bless move with the caster by RAW? I was never very clear on that.

Scarab Sages

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Hi Luis, love your work

Korada's anthema to "Cause lethal harm to a creature," makes typical adventuring more difficult.

Scarab Sages

I'm guessing the type of creature who are currently immune to necromancy will be immune to spirit after the Remaster.

Scarab Sages

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Why is the word "ikons" spelled that way?

Scarab Sages

pauljathome wrote:
NECR0G1ANT wrote:
Is anyone still using cantrips at L10, much less L17 & L20?

Absolutely.

One of the really cool things about cantrips is purely psychological. They actively encourage you to NOT throw a spell when the situation doesn't require a spell.

In PF1/5th ed/etc the player wants to do SOMETHING useful on their turn. Sure, the fight is basically over or its not too difficult so they REALLY should NOT throw a spell. But it is HARD to just "pass" or delay and not do anything. And its not fun.

Whereas in PF2 you can throw electric arc or ray of frost and still feel like you're contributing. And the bad guy sometimes crit fails and your electric arc puts them down :-).

I've thrown cantrips at level 20 when the situation really didn't need me to do anything more. Even at level 20 a spell slot is a valuable resource.

And, of course, there are times when a ray of frost is a BETTER option than any of your memorized spells. Maybe because of the range, maybe because cold is really useful, maybe you're out of your higher level damaging spells.

Interesting. I've never played a caster past L10, but I generally get way more use out of spell slots than cantrips. I will admit that cantrips are better than using a crossbow or something.

Follow-up question: Does losing attribute modifier to damage make a difference at those levels? For electric arc, it's 5d4+5 at L10, 9d4+6 at L17, 10d4+7 at L10.

Scarab Sages

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YuriP wrote:
NECR0G1ANT wrote:
Is anyone still using cantrips at L10, much less L17 & L20?
Depending from your tradition options that are pretty interesting to trigger some weakness and disable regen. Due you not having the "divination touch" and maybe not prepared the damage type spell you need to a specific situation. Cantrips may help in these cases.

If all you need from cantrips is triggering weakness and disabling regen, then attribute bonuses don't make a difference.

Scarab Sages

Is anyone still using cantrips at L10, much less L17 & L20?

Scarab Sages

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Rand al'Thor was more effective when using the Power rather than a sword and Gandalf was really just fighter with INT18.

Scarab Sages

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HolyFlamingo! wrote:
As evidenced by developer tweets, the game is balanced around a hypothetically perfect wizard who always has the right spell prepared for the right situation. It is unrealistic to expect brand new players to possess this kind of system mastery, and casting "wrong" really hurts when you have so few slots.

I'm not sure what tweets you're talking about, but it's true that the encounter balance doesn't take attrition into account.

HolyFlamingo! wrote:
So... from a game development standpoint, what are some possible solutions? How would you make a baby wizard feel better?

I have a lot of homebrew I use. Here are three that help low-level casters in general.

Spell Recovery
When you Refocus, you can recover one 1st-rank spell slot if you’re a spontaneous caster, or prepare one 1st-rank spell that you already cast today if you’re a prepared caster.

Recharge
You can spend 1 Hero Point to recharge a spell slot. If you are a spontaneous spellcaster, you regain one spell slot of any level. If you are a prepared caster, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot.

Spell Attacks
When you fail a spell attack roll against a target, the target takes half damage.

Scarab Sages

Shisumo wrote:
Okay, genuine question re: wizard flexibility. Does this feature ever actually come up in play? I'm being serious here - I don't think I've ever really seen it be an actual thing at the table. Every prepared caster I've ever played and every prepared caster I've ever played alongside used basically the same prepared spell list every day, with very occasional swap outs of one or maybe two spells on extremely specific occasions, like needing a given specific-use spell (stone to flesh, for example) that they had to wait until a new set of preparations to cast - but then they just went right back to what they had before. Even that is less common the more your group invests in scrolls, in my experience. I mean, as a theoretical white-room construct, sure, the loss of the potential spells for your school slot is a nerf, but as a practical matter? I highly doubt it's going to prove to be at my tables, at least.

In my experience, no. I reckon it's just an argument to defend the decades-old status quo of Vancian casting.

Scarab Sages

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Temperans wrote:
NECR0G1ANT wrote:

The best Wizard build is currently a high-INT Imperial Sorcerer, and Player Core 1 won't change that.

I think paizo would rather have a class rhat was too weak rather than too strong, but I'm surprised to see a nerf to a low-tier class like the wizard after hearing great rhings about the kineticist.

I will say what held back the wizard (INT-based, prepared casting), can't really be addressed short of an edition change.

Int based prepared casting is not what is holding back the wizard. The fact that you even think that's the issue shows you how much Paizo screwed the class and the Int stat.

Well, I know INT is bad because the worst classes in 2E are the alchemist, witch, investigator (and possibly wizard now). Trained skills aren't quite as good as high Will saves or the combat-applicable social skills, plus it's easy to get the skills you actually use Trained.

Prepared casting (and Vancian casting as well) is bad for reasons that are too long to get into here, which isn't going to be corrected in Player Core 1.

Scarab Sages

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The best Wizard build is currently a high-INT Imperial Sorcerer, and Player Core 1 won't change that.

I think paizo would rather have a class rhat was too weak rather than too strong, but I'm surprised to see a nerf to a low-tier class like the wizard after hearing great rhings about the kineticist.

I will say what held back the wizard (INT-based, prepared casting), can't really be addressed short of an edition change.

Scarab Sages

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Calliope5431 wrote:

The issue is with things like visions of danger and anything that deals damage over time. Either it gets a bonkers boost (unlikely) or they use the wording on dangerous sorcery and only boost spells "that deal damage and don't have a duration".

I'd really prefer the latter, but probably won't happen. It's blatantly stealing dangerous sorcery's damage boost and the sorcerer's niche as king of blasters, and it makes people who cast duration spells sad.

The sorcerer is absolutely not the king of blasting casting. Storm druids and maybe psychics do it better.

Scarab Sages

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Aristophanes wrote:
I guess what I want to know is what affect would a spell attack bonus item, lets say +1 at 5th level and +2 at 13th, have on the math, and would the increase of success make anyone playing a Martial "feel bad".

It would raise the optimization ceiling non-cantrip attack spells, although even that wouldn't make disintegrate better than chain lightening. It would also make cantrip attack spells more accurate, but that woukd be even less significant than the first effect.

Scarab Sages

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Unicore wrote:
I still think it is a big mistake to say that all spell attack roll spells hinge on Truestrike. Hero points exist and are the much better "advantage" resource for pairing with spell attack roll spells, especially since you could spend that last action on a force bolt/heightened magic missile and usually exceed what any martial can do in a single 3 action round of attacks.

No, hero points are not what makes attack spells viable, true strike is. Most players will get one or two hero points per session, and most players will preserve them to avoid a critical failure or character death. Also, burning a spell slot on a one-action heightened magic missile is a waste of high-level spell slots.

If spellcasters want to deal decent damage against single targets (which the game discourages IMO), then they need true strike, either by preparing it multiple times in their lower-ranked spell slots or by using a staff of divination.

Scarab Sages

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Aristophanes wrote:
Just spitballin' here 'cos I'm not as mathematically adept as you all: What would the effect be if "True Strike" had heightened effects, such as +4 True strike can be cast as a reaction. +8 True Strike lasts until the end of your turn.

I think the magus would benefit most of all classes, since they get high-rank slots natively and they benefit from action-economy enhancers.

If I were playing a caster, though, then I still wouldn't use the spell because I already need to burn highest-rank slots if I want to make attack spells worthwhile. A L5 true strike or a L9 version would worsen that dynamic. Especially since so many casters are not action-starved.

OTOH, it fixes the issue is too accessible to martials and best used by casters as staff spam, the way L1 true strike is. Being higher-level means that it would be less likely to be too powerful (synesthesia it is not).

I'd say it's weaker than it is strong. True target should be your point of comparison for higher-rank true strike homebrew spells.

Scarab Sages

Sanityfaerie wrote:
...and while you're assembling that in-depth analysis, be sure to include some consideration of the costs involved as well... where the caster just needs to blow a few lowest-level spell slots or maybe some charges from a staff and the martial has to throw around...

Wait, earlier you had a L8 spellcaster using horizon thunder sphere to do 9d6 damage - that's heightened to spell level 4. For a L8 spellcaster, that's the highest-level spell slot they have. How is that only "a few lowest-level spell slots?"

Scarab Sages

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Sanityfaerie wrote:
The raw quantity of damage you're dealing with isn't the only factor involved

Then why did you ignore everything but damage from your calculation? You didn't account for how easy it is for martials to get flanking or for weapon potency bonuses. Action economy is very important in 2E, but you were comparing a 3-action turn (true strike + horizon thunder sphere) against a 2-action true strike + Strike. Resource depletion is a part of 2E as well, but you also assumed that a spellcaster will have that used their highest-level spell slots for that one spell. You forgot critical specializations, etc.

That's the problem with white-room theorycrafting such as yours - it makes unfounded assumptions (usually in service of DPR, a clunky and inaccurate measure of utility). Your point that casters can spend two actions to deal 10% more damage than a martial that spends just one (only 3 or 4 times per day, tho), doesn't mean anything.

My observation that true strike on a martial is better than true strike on a caster wasn't a challenge for you to build a PC that just spends their turn doing just that.

Scarab Sages

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Unicore wrote:
Item bonuses to spell attack rolls will barely make a noticeable difference in the feel of throwing out spells against non-debuffed, higher level enemies -- it will still be a bad idea. But where the item bonuses will make a big impact, is when the creature is debuffed, and suddenly a creature making a save on a 5, is being hit by an attack roll spell on a 9, and that swings the damage wildly in the spell attack roll's favor.

This why my preferred solution to attack spells being bad is for them to do half-damage on a miss. It uses the same four degrees of success mechanic as save DC spells, and raises the baseline effectiveness floor without benefiting optimization too much.

Scarab Sages

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Sanityfaerie wrote:
NECR0G1ANT wrote:

You forgot to account for accuracy, somehow.

Also, casters run out of top-rank spells before they run out of castings of true strike. That's 3/day, max? Martials can have 6.

It's true, a martial will have more opportunities to throw the spell than a caster will. Has that been a problem in your games?

My pount was that true strike is better on a martial than a caster, which is my two cents in a thread criticising the true strike spell.

Sanityfaerie wrote:
I didn't account for accuracy because it's a complicated mess, and highly dependent on exactly which enemies (and thus which AC) you're up against. Also, a well-run caster is going to be throwing vs-AC spells (and thus, potentially, True Striking) against enemies that have relatively low AC compared to their pertinent saves, while a martial is going vs-AC (and possibly True Striking) regardless, thus throwing off the numbers further. I also didn't include anything to adjust for the nullification of circumstance penalties or flat checks from concealment/hidden. If you're trying to math things, you gotta stop somewhere.

I get that the game math is hard, especially with so many variables, but saying a single Strike from a barbarian deals less median damage than a caster's highest-level spell has nothing to do with true strike, which is about accuracy. You didn't stop somewhere as much as did not even start & then claim the math proved you right.

Scarab Sages

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Sanityfaerie wrote:

Okay. Let's look at that. We'll look at level 8. The martials get decently damaging property runes and weapon specialization, and the casters are throwing around level 4 slots, which means that it's reasonable to start breaking out the True Strike. We'll take 2-action Horizon Thunder Sphere, because it's pretty much pure damage, and we don't have to worry about doing things like calculating in the effects of the drained 2 from Polar Ray or the second save for disintegrate. We'll use the Giant Barbarian because we want to give the martials the strongest argument we can.

Level 8 caster throwing Horizon Thunder Sphere does 9d6 damage - 31.5 average damage.

Level 8 Giant Barbarian with a d12 weapon does 2d12+1d6(frost rune)+4(str)+2(weapon specialization)+6 (giant instinct rage) - 28.5 average damage.

Your argument? I'm not convinced.

You forgot to account for accuracy, somehow.

Also, casters run out of top-rank spells before they run out of castings of true strike. That's 3/day, max? Martials can have 6.

Scarab Sages

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A martial's Strike generally does more damage and only costs one action, so it benefits more from true strike. True strike + Strike takes 2 actions, but true strike + takes an entire turn.

True strike is a 1st-rank spell fhat doesn't require any spell DCs, so martials can pick it up fairly easily. True strike cast by a martial, especially one that has a powerful attack, is much deadlier than the same spell cast by a spellcaster.

Scarab Sages

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What I dislike about true strike is that martials benefit from casting it more than spellcasters do, which is an odd position for a spell. Another issue is that true strike isn't available to all casters

While attack spells need a rework, I really don't like adding item bonuses to spell attqck rolls.

Scarab Sages

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Did they say actually that everyone starts with 3 Focus Points? I also wouldn't count on tempest surge remaining the same as it is no. They might also make Focus Pools harder to expand.

Scarab Sages

Yeah, I still think the original 2E CRB has advantages.

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