![]() ![]()
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." ![]()
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. ![]()
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. ![]()
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. ![]()
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? ![]()
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. ![]()
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:
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. ![]()
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. ![]()
Quentin Coldwater wrote:
DCs per level of the challenge. The text next to the DCs specifically calls out not just scaling check difficulty because the PCs gained a level, and if you decided that something was a given level, it stays that level unless something happens. ![]()
Souphin wrote:
That's not how either of those penalties work. There is no indication that the -2 sticks around, and the multiple attack penalty does not increase past your third attack. So the actual modifiers would be 1st Action +X, -72nd Action-10, -12 3rd Action -10, -12 ![]()
ShadeRaven wrote:
The biggest problem with this comes when you're against someone more than one proficiency level above you. A fighter is only trained in Will saves. So with this scheme, at 20th level he could expect to have a Will save of around +20 (10 level, 1 proficiency, 4 for Wisdom 18, +5 item from armor). His Fortitude save fares better at either +23 (expert, Con 20) or +25 (also chose Unyielding Fortitude, p. 94). A legendary intimidator is going to have around +32 (10 level, 10 proficiency, 7 for Charisma 24, +5 item). The intimidator uses Scare to Death (p. 171) on the fighter, rolling against a Will DC of 30. The intimidator cannot critically fail this check, and only fails on a 1. He critically succeeds on an 8, forcing the Fighter to succeed in a Fortitude save DC 42 or die. The fighter that has spent a class feat on improving Fortitude succeeds on a 17, giving not-so-great odds at 20%. So the intimidator has a 52% chance to just kill the fighter in a single action. Thank god you become bolstered against Scare to Death after an attemp, or the fighter would most assuredly be dead in a round after three attempts. If the intimidator had Assurance (automatic result of 30 at Legendary proficiency), he could alternatively use that to automatically Demoralize the fighter twice to give them -2 to saves, and then Scare them to Death for even better odds. ![]()
Jester David wrote:
At 20th level in PF2e as it stands, the maximum constant difference between two characters making a check is 18 (8 from stat 8 to 24, 5 from untrained to legend, 5 from no item to best item). That is almost the entire variance of the d20. Yes, a more likely difference is somewhere around 10 (3 from stat 16 to 22, 3 from trained to legendary, 4 from +1 item to +5 item), but even that is a far cry from "three levels later." ![]()
Malk_Content wrote: I mean all the locks on my house I could pick. Do I feel the need to upgrade them? No because I know most would be intruders aren't as capable as me at lock picking and if I lose my keys/lock myself out I want to be able to regain access to my property without calling a locksmith. I just can't get over this. I don't know anyone IRL who could pick any of the locks in their house, much less all of them. ![]()
Brock Landers wrote: That's not really been a thing, IME, still fight lower level enemies, pits do not all suddenly get deeper around the world, not everything is conveniently within a few levels of the party. But you're probably suddenly encountering greater numbers of those lower level enemies compared to when they were higher level than you. The pits all around the world don't get deeper, but somehow wherever you go, they are deeper on average than the pits in the places you visited five levels ago. ![]()
Brock Landers wrote: The only problem is that seems so contrived, oh, suddenly every lock your Rogue needs to pick is made by the God of Locks, because you are epic level. The Page 42 improv DC/damage table is also really... The party's opposition is supposedly epic by that point as well. Why would an epic creature of any appreciable intelligence acquire a lock it could itself pick open easily? ![]()
Brock Landers wrote: Yes, it often gives the feeling of the world conveniently levelling with you, the justification seems to be that things like doors are suddenly all made of adamantine or what-have-you once you encounter them past a certain level. Removing the +1/2 level from everything vastly improved my 4th Ed experience. I don't see how door quality improving is any worse than enemies conveniently leveling with you, the pit traps getting deeper, chasms getting wider, or a whole number of other things that have always happened in DnD and derivatives. Now, I will agree that 4e had some problems, but I just don't see that particular one as one of them. ![]()
fevian wrote:
They have stated previously that they want to ensure that situations along the lines of "swordmaster surrounded by ruffians" will always favour the higher level character. That means experience has to be the dominant component. Plus, if they had used half level instead of level, people would be making even more unfavorable comparisons to 4e than they already do. ![]()
Deadmanwalking wrote:
Barbarian Rage powers are also fun for a source of supposedly natural, non-magical things: - Rip out someone's vital organ with your bare hand, even from someone clad in full-plate armor, an elephant, or a dragon. Bonus points, that someone does not bleed to death in mere moments despite you wrenching out one of their vital organs. (Bloody Fist)
![]()
BPorter wrote:
You mean they can survive a fall from any distance like PF1 characters that have more than 120hp? Or a monk within an arm's reach of a wall? ![]()
At 1st level, a single magic missile hits as hard as a dagger wielded by someone with Str 12 or 13, but it has a range of 120ft cannot miss. If you "full attack" with magic missile, you don't suffer the iterative attack penalties, and instead keep automatically hitting. Cast from a 9th-level slot, the magic missiles you get from a single casting action are equivalent to a +4 dagger wielded by someone with Str 20 or 21, but still cannot miss, even if you "full attack" with it. ![]()
Rob Godfrey wrote: why do you insist on claiming complete blocks and no damage? You yourself admitted that we do not know they have Master Reflexes, which makes complete blocks..not achievable. Not something that can be done. In fact a straw-man. We do know for a fact that at least fireball will have anyone taking no damage on a critical success (beating the DC by 10, or rolling a nat20) on the save. Thus having +2 on the save makes it more likely that you'll get that critical success. We have also been told that Evasion is not worded "you take no damage on a successful Reflex save", rather it is along the lines of "when you succeed in a Reflex save, you treat it as a critical success". ![]()
Ckorik wrote:
You mean like taking away the weapons and armor of a fighter (or even making everything take place in cramped space for an archer), making traps impossible to actually deal with for the rogue (because it makes sense that this place has traps this difficult), or taking away a wizard's spellbook? ![]()
Arssanguinus wrote:
Why is jumping a 100 feet so bad when characters are already able to call down meteors, create tsunamis in the desert, take a dip in lava, conjure a storm of acid, lightning and hail, and drink arsenic with little fear. |