Ran Chapter 1 of Doomsday Dawn on Sunday, wanted to provide some brief feedback from the players and I, on matters not covered by the surveys.
2) The action economy - universally loved. Simplifies matters while still providing a structure. One said that they used to get frustrated when a cool idea wouldn't pan out because of PF1's action economy, but with PF2's she felt the freedom to do "cool stuff".
3) Exploration mode - they liked that it was codified somewhat, and could lead to more appropriate initiative rolls. One expressed a bit of hesitation because Dexterity wasn't the be-all-end-all of initiative any more, but they ended up seeing the logic of it.
2) Resonance - They understood the logic behind this one as well, but expressed concerns on how it would play out. They agreed to reserve judgement until we got to play the higher level Chapters, when the players might actually have some magic items on which to use Resonance. In particular, the Alchemist expressed concerns. She saw herself at higher level, unable to use any magic items because unlike everyone else, she had to use all her Resonance on a class feature. Perhaps split off Advanced/Quick Alchemy into its own pool and use power points, and reserve Resonance for magic items only?
The feeling was that this skill needed more structure - perhaps even a specialization system. A listing of categories, like:
Then give people an extra initial proficiency rank if they want to specialize further, starting at Expert - for example, Chelaxian History, Mwangi Expanse Geography, Ethereal Plane, etc.
2) The Dying rules - these are a confusing mess. Nobody could understand how one could be at full HPs from magical healing, and still have the Dying Status. The intent was clear - a desire to stop people from being able to pop back up after being taken to 0hp with no repercussions. But nobody liked the implementation, and nobody understood that intent. Since its magic, why would there need to be realistic repercussions? The thought was that it was "the power of God", so why punish outside of consuming party resources as usual. One suggestion was to reduce the dying threshold to Dying 3, and that any increase to HP that brings them above 0 remove all Dying status.
3) The players found the format of the character sheet jarring - the feeling was that there weren't enough free text fields, nor enough lines for equipment. And that needed numbers were hard to find - though they admitted that would get better as they got used to it.
I think I found something that shouldn't work, but per Playtest RAW it seems to.
1) The section on multiple attack penalty on p305 states: "The second time you use an attack action (anything with the attack trait) during your turn, you take a –5 penalty to your attack roll."
2) Flurry of Blows for Monk states: " FLURRY OF BLOWS Frequency Once per round. Make two unarmed Strikes. If both hit the same creature, combine their damage and enhancements for the purpose of resistances and weaknesses" NOTE - no Attack trait.
3) It also states that Flurry is an action, not an activity: "Flurry of Blows You can attack rapidly with your fists. You gain the Flurry of Blows action."
4) Even if one did consider it an activity that costs 1 action, p296 states: "An activity doesn’t count as any of its dependent actions or other abilities." So the two Strikes under flurry don't count as Strike actions, thus don't gain the Strike attack trait.
So, how do multiple attack penalties work for Monks? Should Flurry have the 'attack' trait? Should it also have wording like Swipe: "A Swipe counts as two attacks for your multiple attack penalty."?
Or put another way, when monks flurry should it be:
Flurry & 2 Strikes - 4 attacks: full, full, full, -4
Flurry & 2 Strikes - 4 attacks: full, full, -4, -8
Flurry & 2 Strikes - 4 attacks: full, -4, -8, -8
or something else entirely?
I haven't gone through and tallied up what kind of xp players will earn during each phase of the adventure, so not sure if they would earn enough anyway. But for the purposes of the playtest, should PCs be able to level within a chapter? Or for your purposes would the data be more reliable/valuable if PCs stayed the same level throughout a chapter?
I know that many will be using the playtest adventure specifically written for the purpose, but to me that means that playtest experiences outside of that will be valuable.
With that in mind, I'll be converting Giantslayer to PF2. Seemed like the AP that would be easier than most, as many of the opponents are pretty common monsters.
Because of the time frame involved, I'll be running book 1, book 3, and book 5 only. The players will be making new characters for each book, so that my party of 4 players can try out all 12 classes. My two main concerns regarding conversion are save/skill DCs, and conversion of magic items - but I'm sure I'll figure it out.
Anybody else planning on an AP conversion? Not sure how long it will take me to get mine ready, but I would be happy to share my conversion once complete.
From what I can tell with this spell, one of the Great Old Ones - Yig - is an allowed form. Am I missing something elementary in RAW to prevent it?
The attacks would be Bite (6d10), 2 Claws (4d8), Tail Slap (4d10). And a Con Drain poison that requires 3 consecutive saves.
EDIT: Wrong spell in the title
So, about to start running Reign Of Winter, and upon reading the AP I realized that this is a great opportunity to try an idea I've been banging around. Instead of the listed bonus for adopting the mantle, here's what I was thinking.
Players gain the ability to transform into monstrous forms - not just like wildshape, but something similar to the old Savage Species rules. What I'm currently thinking is:
Players will start as a normal character - core races only. No Wild shaping - the bonuses from wildshape wouldn't stack with the bonuses from monster form anyway.
Then when they gain the Mantle, and they will gain the ability to transform into a monstrous form.
2) HP will use the monster form's hit dice, even when not in monster form.
3) Players retain all their class abilities, as well as gain all the abilities of the new form - including, but not necessarily limited to:
4) You will keep your base race abilities even in monstrous form
5) Every time a new level is gained, the player would choose a new monstrous form that they're able to change into. The forms will be the same CR as the character level (kind of like gestalt). When a new monstrous form is gained, the player may re-choose ALL of their feats and re-allocate ALL of their skill points. Other features may be changed at DM discretion (for example, changing a favored weapon style if the PC is a Ranger, or bloodlines for Sorcerors, etc)
6) Magic items will transform as Wild Shape. In other words, if they have a constant effect, but the new form lacks the ability to wear it, it will merge with the new form and remain functional. Unlike Wildshape, non-constant items will either meld or not, it is up to the player.
7) Players can choose weapon and one armor that will resize/reshape with form changes. This can be changed once a week with a one hour ritual, costing 10% of the item cost. This CAN be a weapon morphing into a necklace of natural weapons.
8) All players gain Natural Spell and Toughness as bonus feats once the 1st monstrous form is gained. These are gained in either base or monstrous form.
Basically what the subject says. Trying to get into a prc early, but need some way to have 3 ranks in two different skills at 2nd level. Any ideas?
Its for Mystic Theurge... I have the 'cast 2nd level arcane and divine spells' thing licked, qualifying for that at 1st level in each class. Just need to meet the skill requirement.