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Considering how PF2e likes conditions, I'm surprised this isn't presented as a custom condition: "After a creature uses a Breath Weapon, it gains the Recharging condition with a value of 1d4+1. While it has this condition, the creature can't use its Breath Weapon. The value of its Recharging condition decreases by 1 at the end of its turn." ![]()
Jim Seeley wrote:
I'm pretty sure that reading would require the wording to be "each increase by 1d4 on a critical hit" instead. ![]()
Matheren wrote:
Using a Conflux spell recharges your Spellstrike. So the optimal use is when you're already within Striking distance of a target, having expended your Spellstrike either on the previous turn or the same turn. For the 4th-level feat, I'm guessing the point is that using Spellstrike already triggers the most common reaction, Reactive Strike, so the movement from the feat not triggering is going to come into play very rarely. ![]()
Based on an AoN search, PF2e has 21 melee weapons that are Agile but are not Finesse. So not too many, but not unheard of either. ![]()
To bring another fun rule oddity to the table, you can shoot a bow at somone on the other side of an obscuring mist without issue. The mist only conceals when the attacker, defender, or both are in the mist. ![]()
I would think the biggest effect would be that the best skills would become even better since those are the ones with the best and most skill feats. If any character trained in Athletics gets Hefty Hauler or Amor Assist, it's not going to affect balance much, but they also get Combat Climber, Quick Jump and Titan Wrestler, which have a direct effect on combat versatility. Everyone trained in Medicine gets Battle Medicine at 1st level, and both Continual Recovery and Ward Medic the moment they become Expert. All spellcasters gain Quick Identification, Recognize Spell and Trick Magic Item. ![]()
Personally, I think the alchemist would benefit from a design that was more like Focus points for Quick Alchemy, with Advanced Alchemy being a separate resource. This would also make room to have unique actions usable with Quick Alchemy instead of only replicating existing items. But such a design would need someone much smarter than me to create and balance. ![]()
Darksol the Painbringer wrote: How is a Magus' spell DC relevant? Enemies will always succeed or critically succeed due to your lagging attribute bonus and your reduced proficiency, even when you target their weak save, that's the price they pay for full martial progression. Having played a Magus up to 5th level, only a handful of enemies have actually failed my saving throws, whereas the majority of them have saved or critically saved. Not to mention that a Magus' Spellstrike mechanic literally incentivizes them to utilize Spell Attack Roll spells, due that you are benefitting from the martial progression/item bonuses for them, whereas spell DCs are purposefully detrimented because that's what a pure spellcaster is for. I'm going to note here that you don't actually lag in proficiency at levels 1 to 4, and at levels 5 and 6 you could've actually caught up to a full caster's DC due to how the ability boost system works. So complaining that the majority of enemies succeeded or critically succeeded seems like it'd apply to all spellcasting, not just magus. ![]()
3-Body Problem wrote: As for the sidequest, you do that during travel or downtimes. Research, scry, prepare what's needed to defeat your new minion, and go fetch your new minion. Scry + Teleport w/o Error means it's barely even a detour. It kind of sounds to me that not only has your necromancer not given up the toolkit (you're scrying and teleporting, both of which can be just as strong themes as necromancy), you're also either extremely powerful (able to single-handedly kill creatures so easily it barely counts as a detour) or doing something that amounts to fluff (the creatures you kill are so weak that it doesn't make sense to mechanically handle it, which means they aren't going to contribute to your actual combat power either). ![]()
Why extra hit points at 1st level: to increase 1st-level survivability. Why vary these extra HP based on ancestry: flavour. Also, the hit points aren't going to become irrelevant in just a level or two unless you are a high Con barbarian. If you have, for example, a Con 14 human cleric, your racial HP is slightly less than 10% of your total HP even at level 8. Level 8 is also the cut-off point where +2 Con gives you the same HP for a human. If you mean that the difference between the ancestry hit points (a spread of 4 points) becomes irrelevant, that is pretty much true for all ancestry-related parts of a character: the different visions don't matter if you can get a magic item that replicates them, magical flight becomes available so your speed doesn't really matter (even less so if you're a monk since your bonus to speed eclipses the base speed, much less the differences between the ancestries), and you get way more ability boosts from level than you get from ancestry. ![]()
Technotrooper wrote:
The action descriptions are in the general section for the queens. ![]()
lilly sinclare wrote: once you reach Level 5 Armor no longer scales and dose anything. with proficiency added to everything + Strength a average melee user is hitting with a +9 before Dice roll (at lvl 5). the barbarian with the giant tree and min maxing can at level 9 get a + 20 to hit before dice. Armor needs to be looked into. I am not sure what you mean with armor not doing anything. You can get magic armor way past level 5, increasing its effectiveness. Or are you not adding your full proficiency bonus to AC? As in, including level. The same way that a melee attacker is hitting with a +9, a level 5 character with just a non-magical studded leather armor and Dexterity 14 has AC 19. ![]()
Kaelizar wrote:
Absolutely true (well, spellcasters dont get Legendary spellcasting at that level, only Master). But I see level difference causing this being less of an issue than the fact that increased difference between the proficiency levels causes it. If level is taken out and proficiency increased, a level 20 Barbarian cannot avoid the blows of a level 5 Fighter to any appreciable degree. ![]()
The problem with drastically changing the proficiency numbers is that they don't apply to just skills, they also apply to attacks, AC and saves. That means you're basically dead against anything that forces you to save with Trained or even Expert against a Legendary DC (you know, every high-level spellcaster with all of their spells) using the numbers suggested by Kaelizar. Most characters are only Trained in at least one save, and rarely get more than one save at Master or Legendary. Monster will either be unable to hit the Paladin and Monk, or almost never miss the Barbarian and Cleric. ![]()
in◆⃟ wrote:
Wouldn't the better solution then be to move the skill system to require more rolls just like combat does instead of piling on bigger modifiers to patch the current implementation? Which is exactly what the Playtest does for disabling devices and picking locks. ![]()
in◆⃟ wrote:
You can literally scare people to death with a skill feat. A critical success on a normal in combat Intimidate causes the Fleeing condition, taking an opponent out for one round, potentially two. I can understand that it feels lazy, but for me it feels like there's an error in the system when taking Iron Will or having a Cloak of Resistance does not make you less likely to be intimidated, only less likely to be frightened by a dragon. Not to mention that PF1e Intimidate requires its own way to calculate the DC, but Bluff is an opposed skill check (with a special modifier for the defender) and Diplomacy is against yet another difficulty depending on the target's disposition and Charisma (meaning that the greater their presence, the harder it is to make friends with them). No rhyme or reason. ![]()
in◆⃟ wrote:
But where do you draw that distinction? Is Bluff a social skill or a combat skill? Intimidate? When the system defines your Will, shouldn't you use that one value in and out of combat? To me, the unified proficiency system is the answer. ![]()
Megistone wrote:
I think this highlights one of the problems with the playtest book: it's not organized well. The very thing you ask for is in the playtest book. It's on the page right after table 10-2, in the form of tables 10-3 to 10-6 and the surrounding discussion on setting DCs. But because the table and what the difficulty categories mean are discussed first, nobody seems to pay any attention to them. Someone with more time and interest than me might be able to go through and see if the playtest rules actually provide the same or close to the same DCs as the PF1e core book does. ![]()
Niroh wrote:
The problem here is twofold: first, in anything combat-related, everybody now has to become an expert at the least or they're just going to die against anything at 20th level and second, this wouldn't have affected anything in the scenario you cited as the inspiration for the change. Looking more at the first problem, this arises from monsters and challenges needing to be balanced against some baseline. Even discounting Untrained, we have a spread of 15 points, meaning that practically anything the Legendary character can miss the Trained character can't hit, and anything that can hit the Legendary AC cannot miss the Trained AC. And the same goes for all saves, as well as skill checks to grapple, intimidate, etc. If we then give the possibility of becoming a Master in weapons, armor and saves to anyone, we will likely end up with everyone being Master. While this does lead to a greater numerical difference compared to the current system (+5 Master~Legendary to +3 Trained~Legendary), it leads to less difference conceptually. For the second point, both of your example characters are Expert in their respective armors. They are also such low level that the suggested rule still wouldn't have made a difference if one was Trained and the other was Expert since the cutoff point for trained is several levels away at that point in the adventure. Which gets to a follow up point: the suggested rule is, for the most part, choosing a benefit that will not affect you for up to 10 levels. This same problem existed with signature skills and was one of the cited reasons for their removal. ![]()
Rob Godfrey wrote:
Yeah, I'm not seeing the difference. PF2 is also going to have fixed stat blocks for different kinds of NPCs, and the devs have said -even before the playtest bestiary was out- that you can make NPCs by following the PC rules. ![]()
Rob Godfrey wrote: because as far as we can tell the monster creation rules are 'just make something up within these arbitrary level gated bounds' which shatters consistency and verisimilitude into a million pieces while gleefully defecating on the heritage of DnD either PCs and NPCs follow the same rules... Or why have rules at all? Defecating on the heritage of DnD the same way that the 2nd edition human bandits, knights, berserker, etc. did? ![]()
Matthew Downie wrote:
I'm going to stick with Hard level 0 that p. 337 gives for a rickety bridge. Bumping up the category twice (slick and sloped) makes it an Ultimate level 0, so DC 16. Note that in the playtest, you generally only fall if you critically fail the check (see Balance, p. 144) but are flat-footed while balancing. Catching yourself I'd base off Climbing. Table 10-4 gives a cliff as Hard level 2. I would peg the bridge as about the same but maybe a little harder due to being smoother (I imagine a cliff to be quite jagged), and increase the difficulty by one category for the moss again, so it'd be an Incredible level 3, DC 19. Grab an Edge (p. 144) doesn't hint at additional DC increases for catching yourself, but I could see a general rule that it increases the level, similar to how swimming in a stormy ocean is a higher level challenge than swimming in a calm ocean. ![]()
Matthew Downie wrote:
According to table 10-3, balancing on a tight rope is level 3 Hard, and balancing on a log would be level 1 Hard. I'd say that puts a wobbly bridge at level 2, with the broken handrail meaning that the difficulty is pushed up one category. So level 2 Incredible (DC 17). If there is a strong breeze or the bridge is extra slippery, the difficulty would rise to level 2 Ultimate (DC 19). For a level 7 party, that falls between an Easy and a Medium difficulty check. Edit: Actually, p. 337 gives crossing a rickety bridge as an example of a level 0 Hard check. ![]()
dmerceless wrote: I would also like to add that, in my opinion, potent items as they stand are very unhealthy for stat balance and for the game in general. The +2 part is fine, maybe a little boring, but fine. However, getting any one stat straight to 18 really encourages people to dump stats in the long term, since a bump to a stat from 10 to 12 for example will be completely wasted when you get an item that boosts it straight to 18 anyways. I would agree with this if it wasn't for one detail: a character can only benefit from one Potent item. If your character could manage some 10 levels without a high stat, that character isn't suddenly going to become overpowered for having an 18. It might be a problem if you're creating characters of a high level who can start with one, but as a general system consideration they're fine. ![]()
michael199310 wrote:
It varies case by case. Each rules instance tells you what is rolled against what. For example, the Demoralize action of the Intimidate skill is against the target's Will DC. In that case, you are rolling your Intimidate bonus against 10 + the target's Will save bonus. Other times, you're rolling your Will save against, say, an enemy's spell. Your Will save is 1d20 + your Will save bonus against the enemy's DC. In general, you never roll against someone's roll. This helps bring down the variance from 400 different outcomes (both can roll anything between 1 and 20) to 20 different outcomes. ![]()
Darksol the Painbringer wrote:
The length of combat doesn't really affect it based on the playtest release Rage, though. There is no limit to only raging once per combat, so your character should pretty much be raging 75% of the combat: three rounds raging, one round fatigued, repeat until combat is over. ![]()
Based on the examples the system does have, it seems bulk is actually some sort of an expanding scale. It's not really 5 to 10 pounds to each bulk, it is 5 to 10 pounds to exactly one bulk, and probably something like 11 to 50 pounds for 2 bulk, etc. until you get to the values of small creature being 4 bulk and a medium creature 8 bulk. I thought the devs said in one of the threads leading up to the release of the playtest that there would be a table or illustration to help determine the bulk of creatures (and thus, items based on size) because carrying people was a big complaint for Starfinder. Anybody else remember reading that? ![]()
Vic Ferrari wrote:
Sorry if I came on hard, I was just curious. And thanks for walking me through your thought process. ![]()
Vic Ferrari wrote: I guess, if it's a spell, or prayer, or manouvre what-have-you, that you fire-and-forget, seems Vancianesque, to me. You might want to prepare to be misunderstood in forum discussions, then. From what I have gathered, having a class ability that says "Once per day, you can cast fireball" is not a Vancian ability for most. The qualifier is not just discreet fire-and-forget spells, but also the slots you load them into. I've seen people say 5e's magic system is not Vancian because you don't prepare spells in slots of varying levels, just a total number of spells. Vic Ferrari wrote: Again, I am not saying Vancian is the bee's knees of magic systems, and only the original Vancian from Basic/AD&D is the way to go. It is very D&D, though, in some form, daily spell/resource management. Other systems are fine, great, I love alternate/variant magic systems (well, anything, really) in D&D, like 3rd Ed Pact magic, the aforementioned Blade magic from ToB, I even like Incarnum (I have converted all of them to 5th Ed). I also recently converted the Occultist to 5th Ed, I love that class. Incarnum really suffers from not having enough support, especially when you consider the fact that the basic version of all effects is available at 1st level. But it is a fun system, and I'm playing a dwarf Incarnate/Ironsoul Forgemaster in a long-running game. ![]()
Vic Ferrari wrote:
I am not really trying to prove anything, I'm trying to understand and you skipped right over a direct question in my earlier post. I just don't see what you are using as the basis for deciding what is Vancian. My current best guess is formatting, not mechanics. So if Smite Evil was formatted like a spell, even if none of the mechanics attached to it changed, it would be Vancian to you. Would you say this is a correct assesment? ![]()
Vic Ferrari wrote:
I guess we have different internal definitions for Vancian. Do you consider the 3.5 Barbarian's Rage Vancian? The Paladin's Smite Evil? To me, for something to count as Vancian, it needs to deal with slots that you interact with and discreet effects you can put in them. Preparing specific spells in slots or expending them spontaneously is Vancian. Even the Tome of Battle classes are Vancian, to me. But having a daily ability is not Vancian, even if that ability is a spell. Casting spells using spell points, even if they are a daily resource, is not. The 4e Wizard is Vancian since it gets to choose between two spells for some of its powers each day. The other classes have daily abilities. ![]()
The biggest problem with table 10-2 is that it comes before tables 10-3, 10-4, etc. Also, the example tasks need to have more high level examples, and guidance on when something increases the difficulty, and when it increases the level (based on the swim example, being in a storm increases level instead of the difficulty category). That would help. It would be even better if 10-3 et al. were in the skills chapter with the appropriate skills to help set expectations for the players. ![]()
Wulfhelm II. wrote: This becomes even more obvious when skill rolls are directly pitted against each other. To use my standard example, I am quite intelligent if IQ tests can be believed, I used to a somewhat proficient amateur chess player, so I guess I at least have a rank. So, when I roll my +3 and Kasparov rolls his +15, there is at least a non-zero chance (7% by my calculations) that I beat him, when the reality is that I could spend the rest of my life playing chess against Kasparov and that I would never beat him a single damn time. What level would you then say is correct for Kasparov? What is the peak human level? Or is your point more that the skill system just does not work at all? As a side note, I highly recommend anydice.com for figuring out probabilities. For example, here is the chance of 1d20+3 rolling higher than 1d20+15 (7%, as you had calculated). Wulfhelm II. wrote: [...]is in fact frequently described as clumsy or awkward. Isn't that boring? Shouldn't someone who can throw around buildings be able to write world-class articles that would awe his editor-chief? I would guess that's a function of his high-level disguise skill, not his lack of body control or charm. There is something superhuman about having his face on the cover of magazines yet being able to disguise it by just a pair of glasses. ![]()
Wulfhelm II. wrote:
I was under the impression your problem was exactly with very high level characters, seeing as in the playtest as it currently stands untrained characters are worse off than untrained characters in PF1e until they're level 5. Wulfhelm II. wrote:
So what would be the Int for a moderately intelligent person? Remembering also that by 3.Xe standards, humans don't have an ability bonus. Int 15? That would still need three ranks in the appropriate Knowledge to even have a chance of answering a DC 25 question, and most people probably don't have a 15 in any ability score. Einstein can answer each and every DC 25 question thanks to take 10. DC 25 is something that needs both natural talent and training to be able to succeed at all. The short blurb in the rules on knowledge skills gives DC 30 for the most difficult questions, which Einstein knows 3 out of 4 times without having to consult any sort of reference. Wulfhelm II. wrote:
I will agree with you on the numbers being rough, especially in the case of holding your breath. But I hold that peak human achievement is aimed at around level 5. Leveling up to 6 makes you superheroic, but not necessarily Superman. To me, level 10 characters are defined by what they can accomplish, not be what they have not trained in. A level 20 character can single-handedly kill adult dragons, he should have no trouble crossing a river. I guess my maint point is that if a system has levels, those levels should mean something, and the meaning should be uniform across the system. In 3.X and PF1e, level is a measure of absolute power in some parts of the system (combat, gaining experience) but in others it is a cap on your power instead (skills). The playtest system instead makes level the floor for your capabilities, with your class and skill choices telling how your character exceeds that floor. ![]()
Wulfhelm II. wrote:
But it's not 10%, that 20th-level character is breaking the world record by more than 50% every time he or she jumps unless someone is trying to kill him or her. And still beats it by more than 30% when someone does go for the kill. Wulfhelm II. wrote: All the more because it is quite obvious to me that this was not, in fact, by design, but simply because many of the rules were simply eyeballed and don't serve all that well as a simulation of reality. I mean, even a starting character can beat the world record if he tries a few times because of how swingy d20 rolls are. I'm pretty sure it is by design. Can't be completely sure since I'm not friends with any of the 3rd edition designers, but this analysis is a pretty good indication that 5th level is supposed to be the peak human value. ![]()
Wulfhelm II. wrote: Levelling was ridiculous enough as it was and did indeed veer outside of the heroic fantasy genre at higher levels in earlier editions. But to say that basically every level 5+ character is a superhuman is such a more drastic blow to any pretense of simulating a high fantasy world that I do not see how the game's stated goal of being able to tell the same stories as before can be achieved. In PF1e, a character of 5th level that has focused on jumping (Dex 18, max ranks, class skill, Skill Focus, Acrobatic, Run) has a +21, routinely beating the world record for long jump (Mike Powell 8.95 m (29 ft 41⁄4 in), 1991) without any magic. At 10th level, the same character has a +31 bonus, still without magic. His or her every jump beats the world record, without fail and with a wide margin. At 20th level, the bonus has increased to +41 if the character never raised their Dexterity. The character has no trouble clearing a semi-trailer's length. The character can also jump more than 10ft straight up from. That sounds pretty superheroic to me. ![]()
Vic Ferrari wrote:
Maybe not. But he is heroic. He is able to, on his own and with ease, defeat enemies that he would have needed a party to defeat at 1st level. A 10th level archer in both PF1e and the playtest is able to single-handed defeat a young dragon or a band of giants. Why would it make sense for him or her to be even able to not know anything about binding wounds, climbing or or surviving in the wild? A 20th level party is able to challenge Asmodeus in combat... and it's possible they will all drown when they try to cross a river. ![]()
Quentin Coldwater wrote:
You don't gain levels for nothing. The character has done something to gain that level. Given the default assumptions of the system, the character has actually done something heroic. Not just once, but several times per level. By level 5, when your gruff druid has managed to overcome the penalties with his level and able to make a request of basic commoners 50% of the time, he is likely to be able to defeat an ogre in single combat. Quentin Coldwater wrote:
But like I said earlier, the table explicitly is not "crossreference your level with the difficulty of the task", it is "crossreference the level of the task with its difficulty." Swimming in a stormy ocean is always a level 5 task, though it might vary from an easy to ultimate difficulty depending on other factors like having a float or the storm being an extra bad storm. You would probably have to cast a spell of some sort to increase the level higher. To my knowledge, PF1e does not have a table of appropriate DCs per level. Of course, it also has huge variance in skills, at 1st level going from -11 Acrobatics (dwarf with Dex 8 wearing scalemail with a heavy shield) to +21 Acrobatics (Dex 16 barbarian with a skill rank in Acrobatics that had Jump cast on them), and only growing from there in utterly unpredictable leaps and bounds (pun intended). ![]()
Plugging in 9d12 into anydice.com, it seems you have less than 1% chance to get a total lower than 35.
You are more likely to roll a natural 20 than you are to get a result less than 41. You are more likely to get a total of at least 86 than you are to roll two natural 20s in a row. I wouldn't worry about having a full night of underwhelming rolls. One underwhelming roll maybe, but if you get a full night of crap for damage on a 9d12, you might want to check your dice.
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