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Loreguard wrote: Blue jay, technically I believe you are correct. As retributive strike is contingent on the damage happening, and shield block is triggered by damage about to happen, but retributive strike retroactively applies resistance to the individual for the attack. So you would calculate the damage from attack, the choose of if they shield block is made, based on that. Then if damage gets through to ally, the retributive strike gets triggered and resistance is retroactively applied to the attack. This could then reduce or eliminate any or all damage damage done. It could be clearer. The trigger is "An enemy damages your ally ..." and this must refer to a damaging effect being successfully applied rather than the damage being calculated. The latter is step 4 in the sequence for calculating damage and resistances are applied in step 3. So if the trigger was step 4 then retributive strike would never have any effect at all.This is also consistent with "On a successful check, you hit and deal damage" earlier on the same page. So shield block applies after retributive strike. ![]()
Deriven Firelion wrote: ... Agree completely. I think boosting hit rolls is tricky because stacking a boost with true strike could be OP, but there's probably a neat solution that prevents this. In Age of Ashes (which is pretty brutal for casters - at least early on) only the Bard and Wizard have been able to outright wreck encounters (at least from mid levels). Phantasmal Killer has outright killed at least three enemies and 4th level Sleep from the Enchanter often removes 1-2 foes from the encounter. Synesthesia is just brutal as a debuff. Clever uses of spells like Command, Resilient Sphere or Illusory Creature also change encounter difficulty dramatically. Blasting is very powerful against multiple targets or targets with weak reflex saves. It has taken a while to get used to 2e spells - initially I struggled with spell choice and overlooked spells that I would never have picked in 1e or that had incapacitation. Once I got past that it has been much more interesting and effective. ![]()
siegfriedliner wrote:
I don't think it is that common. My Age of Ashes party has two strong front liners - a fighter and a sword and board war priest with champion dedication. In most fights it is a struggle for enemies to get past the front line (and they usually regret it if they do as the wizard and bard are nearly always within 15' of the cleric). Intelligent opponents usually try and drop the fighter and cleric. ![]()
Ishyna wrote:
Summons can be very effective in providing flanking (though it depends on party composition whether that's useful) and special attacks or abilities. Positioning - blocking corridors and doorways or just eating up attacks from unintelligent opponents helps. They won't reliably hit high AC opponents (even with flanking) but it is a nice bonus if they do. So they are situational, but will get stronger as bestiary options get added. ![]()
KrispyXIV wrote:
I've found a sword and board Warpriest with Champion dedication to be incredibly effective at damage mitigation. I like that there are different strategies for damage mitigation between parties in 2e, but I think it could be brutal if you don't use some combination of tactics and party composition. When everything falls into place some severe encounters can end up fairly benign (but fun because the party have earned it). That said, there is one encounter each in AoA book 1 and book 2 that are a bit overtuned. This also happened in some 1e adventure paths (and is arguably more understandable in AoA). My players nearly TPK'd in book 1 of RotRL (though unlike AoA the encounter equivalent encounter there is avoidable). There were also a lot of RotRL encounters where the rogue spent several turns fleeing ... (which I'm glad to say has almost disappeared in 2e). ![]()
I like where Bards have ended up. They are definitely in the top three for overall power (depending on your definition). I think it is reasonable to use them as benchmark for upper limits of what a class should be able to do. I think they are a good example of how party composition is more important to optimization in 2e than it was in 1e. Champion and cleric have a similar ability to transform how a party functions (though they are a little harder to build optimally than a Bard who acts as a force multiplier from level 1). ![]()
Claxon wrote:
I'm part way through running AoA with a Fighter, Bard, Warpriest Cleric and Enchanter Wizard. It is a pretty strong combination. The Wizard notably under-contributed up until level 2 or 3. The cleric was a bit lackluster (apart from healing) until taking the Champion dedication and with Heavy armor, shield and the reaction she is very solid. The wizard is really strong in book 2 of AoA as there are plenty of single encounter days and the first big encounter area was made somewhat easier with spell substitution and invisibility for scouting. It was still very tough and at one point only the bard and wizard were left standing. My experience from the playtest and AoA is that a cleric (or later levels a Divine sorcerer) is amazing in any party just for the healing. Other casters can provide in combat healing but not as well or for as long. The bard likewise fits into any party but isn't as important as you can cover buffing with other casters. For example, in the playtest the martials were nearly always buffed by Heroism for +1 or +2. A bard would have boosted damage more, but honestly the martials (a Rogue and a Monk) didn't have problems in that department. If they rolled moderately well they would destroy most opposition (and just needed healing to keep upright in patches they rolled badly). The bid advantage the Bard has is that it is pretty difficult not to be good at buffing. At low levels an all martial party is probably viable, but there are challenges in AoA that would have been near impossible without spells (notably Dispel Magic). A single caster party is definitely viable - especially with a Rogue to cover skills. All this with the caveat that playstyle may impact viability. The wizard would be less useful if your players aren't interested in at least minimal scouting or researching before major encounters. For inexperienced players I think that Fighter, Cleric, Bard and Champion might be a pretty effective combination. ![]()
KrispyXIV wrote:
It is very powerful in the right context. I used silence and invisibility on the party Fighter to great effect in a very tough AoA encounter (effectively negating the terrain advantage of the opponents). It feels about right at second level - useful but not so good that you'd always prepare it. ![]()
Cyouni wrote: Another example is if you had Hunt Prey, Monster Warden, Battle Assessment, and Educated Assessment. Whenever you Hunt Prey, you'd get the effects of Educated Assessment. As well as kicking in when you use recall knowledge (e.g., in a spell such as Hypercognition) it presumably applies outside combat if you use recall knowledge. ![]()
So far it seems to have played out similarly to PF 1e for casters. My 1e experience was that casters could be amazing for one or two fights and then more-or-less useless. Early levels can be very tough (but easier for healing because of Treat Wounds) and it is important to plan for meaningful other actions. My only slight gripe was that too many combats involved spamming electric arc because it tends to be the optimal choice with two targets (at low levels). From level 3 onwards I didn't find it an issue. Having really useful 1st level spells (3 action magic missile, fear, phantom pain etc.) meant I rarely had to burn through 2nd level spells quickly. The main casters also had scrolls as backups. This is a four person party going through Age of Ashes; fighter, bard, cleric, wizard. Pacing of encounters is important. Presently in book 2 and there are lots of one per day encounters that pretty fun because you can burn through slots without too many worries. I think there could be an issue with forcing many encounters per day (though scrolls and staves will now make that manageable I think). ![]()
Palinurus wrote: Second, personally I'd rate Fear top tier in actual play because of how useful the effect on a successful save is (and if they fail the save Frightened 2 is amazing). Tarondor wrote: Is it really all that useful to have your opponent frightened (maybe) for one round? I've usually found it to be good (green), but not fantastic (blue). I may be biased because it was so useful in the last two encounters I played (both severe). It remains useful at pretty much any level, it increases chances of landing other debuffs and combines nicely with common buffs like inspire courage. Maybe if your party is structured to provide fear effects easily its less useful - but in most parties it is going to be effective. I prefer it to color spray because its easier to stay out of melee and because it so useful against higher level foes. ![]()
Excellent guide. Just a couple of points. First drain bonded item doesn't allow you to cast any spell in your spell book (it must be one prepared and already cast). Second, personally I'd rate Fear top tier in actual play because of how useful the effect on a successful save is (and if they fail the save Frightened 2 is amazing). ![]()
Mabtik wrote:
That's a pretty horrible thing to imply. I don't think people realise how much work it can take to simulate this. As someone else pointed out it is always a good idea to have a clear logic to how you work through simulations of different scenarios. The default assumption should be that someone is actually trying to produce a simulation that answers a useful question. It may not be the question that you are interested in. ![]()
I'd recommend the wizard or cleric specialising in summoning (especially one of the options for single action summons) - that should help both the frontliner and the rogue. Unchained rogue is not a bad option starting at level 5 as I suspect ToEE is probably quite trap heavy. Also worth considering classes that get a companion (summoner, druid, sylvan sorcerer or some cleric domains)if you are regularly in combat with that many opponents - having a T-rex or big cat can really help at these levels. ![]()
Draco18s wrote: Considering my sorcerer had 26 HP and 17 AC and never took any damage...I'm not sure what you mean by "unworkable." My angelic sorcerer - arguably one of the weakest builds - had Cha 18 and 16 int and survived chapter 1 of the playtest just fine. Generally the enemy either couldn't get to her or focused attacks on the front liners that were about to kill them. ![]()
Vic Ferrari wrote:
Indeed. I have had mostly very good playtest experiences so far but still recognise problems in the system. I think play and GM style matter greatly in TPKs. I generally get few player deaths in PF1 (or 3.5 etc.) but have played in groups (or watched play in groups) which seem to have lots of deaths - and style seems to be a big factor. A simple example: if I GM and a player declares an action that (in game) their character would 100% know is stupid or risky I will warn them (especially for a new player - less so for an experienced player). I've seen games where the GM doesn't do that. ![]()
swordchucks wrote:
I largely agree. We're still play testing but our experience is that spells are not far off where they need to be. I'd like to see a small boost to damaging spells including cantrips, more interesting partial effects on saves and a bit of un-nerfing of utility spells (depending on the spell in question). The sorcerer also probably needs a bit of a boost (maybe just for the Divine spell list). Some of this could be done tweaking spell lists - but also maybe some of this could be done by improving class or other feat options.. ![]()
PossibleCabbage wrote:
I think something like this could definitely work - even if it was just for healing. I'd also incentivise boosting more powerful consumables if it was a multiplier rather than an additive boost. They'd still need to fix resonance for alchemists and add more points at low levels. ![]()
Themetricsystem wrote:
This happened to the lead PC in our party, but I could't see any reason to have the reaction affect multiple PCs. That seems a bit brutal, but it did make for a more interesting encounter. ![]()
Cellion wrote:
With regard to flat-footed Drakus could also feint. ![]()
graystone wrote:
I find this surprising. I've had no deaths or TPKs and run a non-cleric party for Lone Star and a non-optimised cleric for Pale Mountain. There have been tough encounters but not close to TPK. ![]()
KungfuCracka wrote:
It doesn't cost money, but they do spend resonance for items like bombs and healing elixirs (but at the rate of 1 RP for two items). Quick alchemy is more flexible but is 1 RP for any item in their formula book. ![]()
Snickersnax wrote: There may be other ways to run this, but I played with a Angelic Sorcerer in part 3, and he held his own quite well in comparison to the clerics. This is good to hear - I had a divine sorcerer in Lost Star and liked the concept but feel it needs a bit of help at lower levels. I'm looking forward to seeing how it goes at level 9. ![]()
Mako42 wrote: I was a little dismayed that one of my favorite classes, the Oracle was removed from the new Pathfinder. To be fair - it wasn't really removed. They added one of the base classes to core rules and I believe they nearly chose Oracle (two if you include Cavalier). I took from that they intend to add the base classes back in in some way (though some might be added as archetypes like Cavalier). ![]()
Vic Ferrari wrote:
I think the spell DC is spell roll + 10 (which replaces a more complex formula) and the spell roll replaces caster level checks and separately listed rolls from spells like black tentacles or spiritual weapon). So I think it is simpler than previous editions. However I agree that the different rolls could be presented more clearly. ![]()
Dragonchess Player wrote:
Yes - though not necessarily just by changing the bonuses. For example giant centipedes would have been much more fun with toned down poison. We're nor finding fights a coin flip - but players are having to use movement, debuffs etc. cleverly on most encounters. The main issue (for us) is that too many encounters are severely resource depleting, but toning down monsters a little and boosting some classes (the most resource dependent ones) would be useful. The announced resonance fixes seem to point in the right direction. ![]()
Gortle wrote:
We have a switch hitter for Pale Mountain that seems to work well. Usually starts as quick draw Longbow with hunt target and then quick draw shortsword and main gauche if switching to melee. He has been a bit unlucky (the first half of our initial encounter no D20 roll over 10). He has the best hit points and AC in the party (23 if he parries). I think a fighter would be mechanically stronger in combat but the skills have been really useful. ![]()
Vic Ferrari wrote:
I don't think this is necessarily true. Previously it favoured multiple attacks, but here there is a more complex relationship between attack bonus, AC, number of attacks and MAPs. High CR single monsters seem to be the main problem as crits from the weaker creatures haven't phased us much in actual play (unlike poison - which seems slightly too strong for some creatures). In the last fight there were three crits by monsters and only one dropped PC (two crits were natural 20s). The monsters were not particularly intelligent and mainly attacked the closest targets. The party were a bit depleted from a very tough earlier encounter - but switched tactics to be more defensive before the encounter began. We've had no TPKs but a few encounters with PCs or animal companions (and one familiar) reduced to zero, but no deaths. In most cases the dropped PCs were back in the fight by burning hero points. ![]()
Captain Morgan wrote:
That’s what we did. I think I would use trivial for something they had identified before. However, checking the book you use spell effect level for items. Table 4-2 on page 146. A first level spell or can’t rip is typically DC 13. The DC table on p.336 has low at 12 and high at 14 for level one. That could use clearing up because some items don’t have obvious spell levels. ![]()
Shady Stranger wrote:
Yes - bulk seems fine so far. I think the only issue might be with alchemists - which could be very fixable with some tweaks to equipment or the class. ![]()
Travis Enright wrote:
I think there are some issues with class feats needing an upgrade in some cases and sorcerer bloodlines. The spell lists will improve, I'm sure, but I'd like to see more or better use of the graded success options. More spells with partial success on a successful save and a few spells strengthened a little. At the moment only cleric feels at more-or-less about the right level (and some of the domains are a bit weak). However, even the full casters are enjoying the playtest so far. ![]()
Snickersnax wrote:
10 minutes would be OK. In present form it is very underwhelming. ![]()
dnoisette wrote:
Definitely witch for me too. ![]()
Gavmania wrote:
I think I'd favour boosting bloodline abilities and class feats slightly. ![]()
Draco18s wrote:
True - my other character is a Divine sorcerer - and I think could do with buffing at level one. Yet to see how effective she is at higher levels. ![]()
JoelF847 wrote:
I didn't mind the addition to Golarion lore, but getting proficiency was an issue. One of my characters had a Dwarf wizard and wanted it as his arcane focus, but even after spending a fear for racial proficiency he didn't get proficiency with the clan dagger. I house ruled it, but it could with some explicit proficiency support if it is so integral to clan identity. ![]()
Seannoss wrote:
My experience is similar - at least four characters dropped (plus the animal companion and a familiar) in Lost star and Pale mountain so far. No deaths but some close calls and a fight that nearly ended in a TPK (though the bad rolling and sudden reversal would have probably led to a similar outcome in PF1). ![]()
graystone wrote:
I agree - there are gems like Nimble and Hardy, but too many that don't are weak and also not particularly flavourful. I think this would be fairly easy to fix though. ![]()
DataLoreRPG wrote:
I disagree - but my dwarf cleric only has three heals a day (but the battle cleric feat is really helping). My playtest experience so far suggests improving other healers would be better. I think with an optimised healer cleric you can get by with only one source of healing but it feels as though you need a couple to get by without one at the moment. ![]()
Dire Ursus wrote:
We have had a lot of fun playtesting too. I've mostly enjoyed GMing a lot more and the players seem to find the encounters more varied. ![]()
Zwordsman wrote:
That is how I've ruled it. It multiplies if the base damage is persistent, but not otherwise. ![]()
Ryuujin-sama wrote: Well remember the target of the attack probably doesn't take Splash damage when they are hit, so it wouldn't be 2d8+Int. Also I don't think Bottled Lightning's Flat-Footed is given on the Splash damage, since it mentions target so that probably only effects the target of the bomb on a success/critical success. Yes - that is how we read it too. A previous poster mentioned persistent damage being easy to remove. We have found the DC 20 flat check reducing to DC 15 with an action pretty hard to reach. ![]()
Joey Cote wrote:
Yes - resonance is an issue. Martial shouldn’t have +1 weapons until 5th (not routinely). Martials miss a lot. Generally you want to move, raise shield or do something tactical with the third action. Getting people flat footed to all targets is huge. Free damage like splash on a miss or persistent is also hugely effective at the levels we have played. My players may be unusual as they pick up on tactical options very quick, but they really liked having options other than full attack or charge. Also forgot - alchemist has remarkable resonance - so 10 points - another clue that resonance is a bit low. Typically preparing 10-12 bombs per day with 4 or 5 in the locker for quick alchemy.
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