Bruno "The Keg" Ironspine wrote:
Hey, I've been running a little slow because the 'official' PF2 PRD (the Archives of Nethys one) is nigh un-usable. Navigating it is a huge chore, and half the time I can't find the rule I'm actually looking for. Creatures are only half-statted out in some cases. The bizarre layout has bothered me since Paizo dropped the PRD from their own site.
So I've had to check my physical books, which I'm not used to (and I won't be taking them on the road for work).
Anyway, THIS SITE seems to be a lot more user-friendly in layout and content.
Mark Seifter wrote:
Before we pulled the trigger on this, we polled you guys in the survey, and we went with the overwhelming fan choice to put the creation rules in the GMG in order to fit more monsters in the Bestiary. If the rules are in the GMG, it also has the advantage of not requiring reprinting those rules in every Bestiary. That said, Jason has said on the record that he wants us to be able to expedite those rules to you as a sneak preview of the book as soon as they are through a few more steps of the process!
Great to hear! Looking forward to seeing it.
So Paizo has added the current "The Reach of Empire" adventure to Roll20 for purchase... it looks like all the maps, encounters, NPCs and images are included so the GM can run the game straight off with minimal prep. It sounds like a cool deal -- I'm just not 100% sure. Has anyone purchased anything similar for other games?
I don't know about an SRD, but that would be huge.
The Playtest CRB says:
Grabbed: You’re held in place by another creature, making you immobile and flat-footed. If you attempt a manipulate action, activity, free action, or reaction while grabbed, you must succeed at a DC 5 flat check or it is lost; attempt the check after using it but before any effects are applied.
EDIT: This exists but I don't know if it includes the playtest updates or not.
So instead of DR/slashing, zombies now have Weaknesses: Positive 5, and Slashing 5. In PF2, weaknesses add the number to any matching type damage dealt.
For example, the disrupt undead spells do positive damage, so each of those spell rolls was boosted by 5 damage.
If Mikos had connected, his falchion would have done +5 damage per hit.
Yeah, no... the 5 rule refers you have to follow to get from blind-5ft-hampered-poor visibility is nonsensical and so clearly an oversight on the dev side.
Charging double movement for visibility less than 60 ft? You gotta be kidding me! So tactical movement in any dungeon room smaller than 65 feet across makes everyone cost double to move? Lol no.
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.
I just see an Acro check to move more than half-speed or fall prone. No double cost or 5FS restriction.
Kris Myatt 47 wrote:
So, Paizo didn't like being called DnD 3.75, then makes PF2. Now with the almost the offset of PF2, you tie yourself, yet, once again to DnD, again being 5.25?! Good luck, really.
Seems you're trying to equate providing a 5e campaign bestiary with PF2 becoming a 5e evolution.
I really like the 3-part APs... shorter story arc that's less of a total commitment, and if they develop a few more, it would be cool to mix-match them in order for some interesting combinations. 6-part APs are great epic stories, but I really enjoy having the option to explore more stories in the lifespan of a character.
Alright, that took a bit longer than expected, but we got through it. The upside is I think we have the space combat flow down pretty good!
Assuming you guys return to Absalom Station to collect your reward and continue working with Nomad Section, this concludes the introductory adventure "Into the Unknown". It was a pretty basic society module and very bare bones as printed... I augmented several encounters with my own stuff. If nothing else, it introduces the system basics for the most part. I hope you enjoyed it!
Moving forward, I'd planned to start the 'Against the Aeon Throne' three-part adventure path, but I'm open to whatever you guys decide to do in game -- i.e., spin off and become space pirates with the Free Captains, etc.
In the transition here, you are all free to roll new characters or rebuild your current ones if you aren't happy with how they're working. We've had a little exposure to the game system, so I don't mind if you want to change things up.
Otherwise, I'm ready to continue if you are!
Sooo, this space fight is dragging on a bit. I know its mostly the dice roller working against you. I don't want you guys to get completely apathetic. We can handwave the rest of the encounter if you want. With your speed advantage, you can get away pretty easily. Or we can just keep going with it, if you guys prefer. Thoughts?
Dropping the 3+ really hoses Dwarf Clerics, I would have rather had 3 plus half your Cha Mod, instead of just ChaMod. Or some reasonable baseline so low Cha clerics aren't shut out and then slower advancement.
Slight thread necro, but we just noticed the same problem. Low Cha clerics, especially dwarves, are nerfed out of a core class feature. Essentially now they are forced to take Cha to be mediocre (not even good) healers.
The 3+Cha to only Cha nerf was targeted for healbots but really hurt other builds. And especially dwarves with their Cha penalty.
EDIT: And Treat Wounds is a trade-off? There's no way a 10-minute skill thing offsets an in combat heal. Please reconsider.
The Emerald Spire dungeon crawl is the centerpiece of the campaign, but the surrounding area is totally open to you guys to explore and interact. I'm happy to dig into Thornkeep, if you guys decide to visit, and any of the other local attractions, like Mosswater etc. And how much you want to get involved in the local politics, too. =)