ScooterScoots wrote:
You do know the Alchemical Sciences methodology explicitly doesn't let you use its vials to creat bombs, right? You can only make elixirs or alchemical tools.
Castilliano wrote: So "Resist All X" has become more like "Resist Any X", where the creature choose X amount of damage to resist from any of the incoming damage, but no longer all of the incoming damage. This weakens many higher level creatures so their hit points might need calibration. That or create a "Resist Any Two X", though I don't think that'd be received well. Would some simply need to list out more damage types to reflect the designer's intentions? Hmm. I'm gonna borrow this turn of phrase, thanks; "resist any" makes a lot of sense to me as a way to think of "resist all," now.
I really like how all the dragon types got a couple pages of nothing but lore on their behaviors inDraconic Codex. I still chuckle thinking about adamantine dragons becoming obsessive fans. Also really glad to see how breath weapons got experimented with, like the time dragon's breath weapon switching from just electricity in the previous edition to being slow-based now, and able to blink enemies who crit fail out of the fight for a turn.
Battlecry! and Draconic Codex are absolutely amazing books. Shining Kingdoms and Rival Academies also gave me some of my fave new archetypes, the Blackjacket and the remastered Runelord, and a bunch of fun lore besides. Going further back, the Tian Xia stuff was also absolutely wonderful, and while it's got some rough edges with the mythic system I really enjoyed the cool flavor and options in War of Immortals. (The multiple month-long lead-up to which deity was going to bite it was also super exciting and fun to be part of. Not a book, just something I wanted to mention.) I'm also really looking forward to the Hellfire Crisis stuff coming out; I'm a sucker for more troop statblocks, no idea why, and I like what little I've heard about the remastering and consolidating of the Hellknight archetype.
moosher12 wrote:
NGL, shobhad longrifle bugs me more for breaking the upgrade system. It gets two extra slots for a scope and a silencer when no other weapon seems to get the same. I first assumed this was how "specific magic weapons" would be introduced to the game, and that could still be the case in Tech Core, but I'm becoming increasingly convinced it's a side-effect of the longrifle being ported over from an AP volume to a different supplemental product.
BotBrain wrote:
I hope that's not the case. (The wyrwoods being a heritage as opposed to their own ancestry, I mean, not Lost Omens: Arcadia coming out.) I'd rather see wyrwoods become their own ancestry with their own heritages that reflect things such as the reasons they were originally built, what generation of wyrwood they are, or different things their aeon stones can do than try to squish all of their culture and uniqueness into a singular heritage and perhaps a qualifying ancestry feat or two. I feel pretty similarly, though less strongly, about awakened constructs in general, to be honest. Battlezoo's golemborn ancestry, while cool, did show me what happens when you try to squish a bunch of only somewhat connected construct types into a single ancestry, and the result is that none of those types get as much room to breathe. Admittedly that ancestry is also trying to navigate capturing the feel of playing a golem at the table while having to remove many of a golem's abilities, chiefly their immunities, for the sake of table balance, which I don't envy.
Sibelius Eos Owm wrote: Im fond of the idea that once a body has been dead long enough, it loses some of its 'affiliation' to its original soul (presumably this takes about as long as for the soul to be judged) and at that point you can stuff any old scrap of a soul into it to animate a mindless undead. Same with spontaneously risen undead in areas with enough ambient void and some wayward soulstuff not quite strong enough to form a haunt or independent spirit creature. We've seen that happen in an AP, actually. Heck, it happens pretty fast from an in-universe perspective, too. Spoiler for Tyrant's Grasp. Spoiler:
The PCs, after coming back from the Dead Roads in, well The Dead Roads, have to fight their own zombified corpses in the second adventure, Eulogy for Roslar's Coffer. The circumstances are about as extenuated as circumstances can get, but it's still cool that it's happened at least once to my knowledge.
BobTheArchmage wrote:
I know that PC skeleton characters can be resurrected as skeletons, as per Book of the Dead. I don't know if that same rule applies to other undead PCs though. Edit: And I've got no idea if a mindless/soulless undead could be resurrected. I agree with JJ that it'd be a cool spell/ritual to include.
Cori Marie wrote: The Bestiary thing is not referring to Bestiary 6 the book, it's referring to page six of the first PF2 Bestiary which is where the template is found. It's also worth noting that the Elite template wasn't even a template in PF1E; the template that most closely maps to Elite was called Advanced, instead. It also wasn't created in Bestiary 6, but rather the first bestiary, so it'd be doubly weird for a pagenation note to reference a later text.
That'd be cool. Grioths never had a whole ton going on, so I could see someone wanting to fill in the corners to make them an ancestry in a weirder, more cosmic horror-y mold.
NoxiousMiasma wrote: Us ground-bound creatures don't think about it much, but there's winds on Earth as permanent as rivers - the trade winds and the polar vortex, for example. El Niño should be a suitable binding for a nymph, surely? And if we want a Golarion-based example, you can't get much more permanent than the Eye of Abendego. It's been raging for, what, a couple hundred years now? (Incidentally, I really hope we get nymphs tied to the Eye as monsters if not ancestry options; that'd be real cool.)
YuriP wrote:
I have to admit I'm confused by these two paragraphs. You start off by saying that using the ".5" designation is a way to market "glorified errata" in a way that "can earn a bit more selling as a 'new edition'," but then say that you like it because it it clearly communicates that it is the same game, but with some balance changes. Those seem like two contradictory positions to hold; either the .5 designation is intended as a marketing tactic, and it's confusing to players because companies are trying to pass off errata passes as new editions, or it's a method for clearly communicating that the .5 edition is the same game, just with some errata changes. YuriP wrote:
A couple points I want to make here. Firstly, doesn't this work more as a mark against using the .5 designation, though? Your playgroup aside, if common consensus is that .5 edition stuff encourages people to stop using the old material and buy the new stuff, and Paizo's goal with the Remaster designation is to communicate to players that they don't have to do that, then that sounds like a black mark against switching the designation now, doesn't it? I don't mean to negate your own opinions or experiences here, and largely agree with you that such designations can be confusing, but you talk about both your personal experiences and how they ran counter to the more public narrative and discourse. If public discourse sees a .5 designation as an invalidation of the old material, and Paizo isn't looking to invalidate their old material, then using the .5 designation wouldn't serve them. I also want to push back on the "D&D 3.75" nickname for PF1E being a positive, or at least an unalloyed positive. This is my own anecdotal evidence, but I generally heard that term thrown around more as an epithet or as a derogatory term used to highlight how similar Pathfinder was to D&D 3.5. The connotations shifted over time, particularly as people became less and less satisfied with 4E, but it wasn't how the term was used initially. The negative impression would be reinforced if Paizo suddenly decided to change their edition naming. The Remaster has been out for, what, a couple years now? We have to consider things like institutional memory when thinking of rhetorical changes like renaming; if people have associated a .5 designation with trying to sell errata as a new edition in the past, as you do, or if it risks invalidating materials without that designation, as you've pointed out, then switching from the term Remaster to 2.5 this late in the game would risk associating Pathfinder 2E with both of those trends, and for not all that much benefit. YuriP wrote: Anyway, for me it only complicates things. I was happy that WotC finally simplified things a bit on their side; I think it would be great if Paizo also simplified things and called it something clear that reduces doubts. I'm not sure it would reduce doubts. Name changes are going to confuse people pretty much no matter what, and at this point you're asking for a second name change on top of the name change you are already pointing out is confusing. That sounds like it's just going to lead to more confusion to me, not less.
LoreMonger13 wrote:
The narrative frameworks and emphasis on the narrators' authorial voice are probably my favorite changes we've seen out of PF2E books, and I love that they're getting more emphasized as we go along. I hope our narrator for this book is super catty, dishing out dirt to the reader on the various characters they spotlight.
I really want the spathinae to come back for a few reasons. I've just got a soft spot for any insectile, creepy crawly-type aliens, they've always been some of my faves. I also like colony entities, and would love to see a playable, non-evil one. I'm real curious how the mechanics would translate into the PF2/SF2 engine. Finally, I'm hoping for them because it's likely the closest I'll ever get to being able to play a swarm strider/worm that walks unless my aberration-focused dream book ever becomes a reality.
Everyone in here is giving really good advice, though I did want to correct a few things with Mathmuse's discussion on magic item crafting. Mathmuse wrote: The magic item crafting system has changed drastically from PF1 to PF2. Becoming a magic-item crafter is easy: gain expert proficiency in Crafting (typically 3rd level) take the 2nd-level Magical Crafting skill feat (retrain your 2nd-level skill feat or wait for the 4th-level skill feat). This covers all magical crafting except alchemy, which has its own Alchemical Crafting feat. While Mathmuse is correct that all you need to craft magic items is the Magical Crafting feat (which, incidentally, does not require you to be a caster now) I believe they are incorrect about the trick to getting the feat with a 2nd-level skill feat pick. The retraining rules say, Retraining wrote: When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't replace a skill feat you chose at 2nd level for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. You can't pick a skill feat that requires you to be expert in a skill if you couldn't be expert in that skill at 2nd level. Also, Mathmuse wrote: But recall that no-one in PF1 crafts their own plate armor because mundane crafting is slow and would take months? Magical crafting in PF2 is just as slow as mundane crafting. Unless the campaign has months of downtime, players will buy or loot their magic items. And since making magic items takes only one skill feat, the GM can easily justify finding an 8th-level Guildmaster who can make magic items up to 12th level. Crafting actually takes two days, or one day for someone using the item's formula, rather than months. My guess is Mathmuse is thinking about how crafting past the initial one-or-two days of setup reduces the cost of the materials for making the item, down to a final cost of 50% of the item's full price if enough time is spent. It is possible to not take any extra days and pay the item's full price after two days. Mathmuse wrote: The main use of Magical Crafting on a player is that it grants the ability to transfer weapon and armor runes in the field in a single day. However, the PF2 Remaster gave most weapon-based classes proficiency in all martial weapons, so rather than transferring a +2 weapon potency rune from a looted +2 spiked chain to the bard's rapier, the bard can use the spiked chain until they reach town and let a smith transfer the rune. This is very true and correct. Honestly transferring runes may be something to get used to. Characters can make easier use of weapons and armor you drop into adventures; they can always make use of superior fundamental runes they find, and can generally make use of property runes as well as long as their weapons or armor aren't specific magic items.
The Contrarian wrote:
I'm confused; I never said I thought the conversations odd. Think maybe this was a response to the wrong post?
moosher12 wrote:
An embri-focused adventure wuld be really cool. Navigating through their deadly bureaucracy, having to fight a fiend or two, and with some mask-themed magic items and some fiendish weapons to round out the toolbox in the back.
Justnobodyfqwl wrote: I think it's genuinely kind of an accomplishment to manage to turn even a thread arguing about the benefits of adventuring with your coochie out into a back and forth rules minutia debate. It's one of my favorite aspects of the Pathfinder fanbase, at least as long as the debates don't get acrimonious or toxic. I'm not being facetious here; it's genuinely always fun to stumble into threads and conversations where those sorts of discussions are running in tandom.
There's another reason why getting trophies as quest rewards is beneficial, it gives the GM another lever to pull when they want to incentivize the slayer to adventure that doesn't clash with a heavily themed campaign. The slayer is kinda out of luck, trophy diversity-wise, if the GM really, really wants to do an undead campaign, for example. Getting trophies as quest rewards, not just as rewards from hunts, gives the GM a way to help the slayer out while keeping the theme of their campaign intact. Heck it could even be a handy way for the GM to slip the slayer some helpful abilities on the sly and keep them interested in the quest, getting specific trophies from quest givers, especially if trophies end up taking up more of the class budget come final release. Also, put me in the camp of folks thinking there should be a way to take a trophy from a surprise wandering monster. I can only speak to my own experience, but at least half of the dragons who have shown up in campaigns I've run or played in did so as surprise, wandering monsters showing up from an unlucky roll of the dice.
Super Zero wrote:
Correctified the link because they meant, and it links to, slashing gust instead of gale blast.
I'm not the biggest fey fan overall, they've just never jived with me, but those ancestries and possible archetypes sound really cool. Also looking forward to seeing what we get on the Eldest; those guys don't tend to get a lot of page space to themselves, so having more room to stretch should give us some cool lore!
Sibelius Eos Owm wrote:
It also comes with the cost of increasing the cognitive load your trophies take up. This is inevitable if trophies are going to do any more than they already do, and isn't necessarily bad, just notable. It's an aspect I don't often see brought up with these trophy discussions so I figured I'd point it out, though.
Mathmuse wrote:
Won't using the word block confuse people in a game where many characters use shields, and Shield Block is the name of a commonly-used feat? Also, I'd like to point out that the current use of the term does fit with your definitions, specifically definition three. What are pillars and walls other than supports?
Count me in agreement, too. As it stands you have to wait until, what, level 11 or so before you can start picking skills that aren't either of athletics or acrobatics if you want to keep them both as high as they can go? Something which you are hyper-incentivized to do because of how many of your feats run off of them, and even more so because you're going to be using the majority of those feats at a penalty. Heck I'd not be upset if the daredevil got auto-scaling proficiencies for both skills at 3, 7, and 15, or if they got some kind of funky bespoke skill that combined the two.
Castilliano wrote:
My first thought was almost the opposite, a slayer who has "trophies," more like keepsakes, of all of their party members so they can defeat monsters with the power of friendship. "With these mementos, it's like my friends have always got my back!"
Sibelius Eos Owm wrote:
Firstly, how dare you steal my character name! Secondly, that's Professor Abraham Buffy Van Hellsing Bloodborn Witcher Summers of Rivia to the pair of you. I didn't write the curricula for monstrology and monstronomy to have people forget my proper title.
I like the idea of it being usable once per minute as well. It is tactical and means you get one nice, big hit in, and it's pretty easy to justify narratively, as well. Just say that a weapon's internals can't handle putting out that much power at once more than once a minute or so safely. Any more and it'd fry itself from the inside out.
moosher12 wrote: What if you had various prodding nodes installed in armor. Small solenoids with rubber prods built in an array around your back and shoulders. It prods you as your communication partner would prod you when conversing naturally. And the best part is, since it's direct, it requires no need to dedicate a hand to a touch screen which might be hard to read through an air-tight glove, and alike prods you directly, instead of outside touches being blunted by your armor. I don't think you'd even need to go as far as to build mechanical (meaning machines that move) aids into your armor. PF2 already has impulse control units that can allow someone to translate nerve impulses into a machine; why not have a series of nodes in your armor that do the opposite? Have them connected to your comm unit or your armor's sensors and haptically relay information to the user. You'd have the benefits of protactile information without needing to worry about teeny pistons digging into your body whenever you got hit or fell over.
Tridus wrote:
Yeah. Currently, the class can't use its abilities to emulate Los Tiburon, "The Shark of the Land!," for one thing ... and that just ain't right.
Justnobodyfqwl wrote: I think either prop damage could be more consistent (maybe it's a smaller amount but is dealt whenever you do a manuever?), or... They lean into it being risky and difficult, and pump up the damage it does and make it a lot more risk-reward. I like both of these ideas, but I like the first a bit more. The second does feed into the risk/reward aspects of the class, but the first helps the daredevil actually deal consistent damage, which I think would help put a clock on fights and make the daredevil feel even better for doing all their maneuvers. It also, at least if we kept the rest the same, wouldn't really apply to trips and grapples, which tend to be the best maneuvers to use because they make enemies Off-Guard, keep them in reach, and force them to use up actions to Stand or Escape. Getting to Shove or Reposition, moving the baddy around into more advantageous positions and dealing them some damage feels like a reasonable way to balance those maneuvers against Trip and Grapple.
Castilliano wrote:
This is a bit of a reach, because it relies on knowledge of the game, but Momentum as a mechanic name also gives a very different feel from the swashbuckler, who daredevil keeps getting compared to. Swashies use up their Panache in one burst with their finishers, waiting for the right time to make that stylish strike. Momentum, in contrast, connotes something you want to keep building, keep going, never stop, never slow down, which it sounds like daredevil wants to do. The more I think about it the more I'm liking it, and I'm trying to not get too attached because I'm suspecting it won't be changing.
Squiggit wrote:
Ah, thanks for the catch there.
Dubious Scholar wrote: The sidebar on trophies talks about humanoid enemies having trophies often be items from them. So you keep a rare coin from the dragon's hoard or the like? Maybe the thankful townsfolk give you a memento? This is where my mind went. You can also see it as the sympathetic magic that thaumaturges tap into, as well. The signat ring from the defeated vampire lord resonates with some of its left over power, and now you're tapping into that power for yourself. For that matter, just say all your trophies from humanoid enemies are bits of clothes or adornments that function like nearly expended magic items. That's what adventurers are doing anyway when they loot fallen foes.
I don't really think trophies need to do more on their own, primiarly for the reasons others have mentioned; monsters and PCs are built with different assumptions in mind, and letting PCs poach, har-har, those abilities for themselves sounds like a balancing nightmare. That being said, I think feats could do more to help with trophies feeling like they do more. For one thing, why do your trophies have traditions? They don't seem to do much; you can't even use a trophy to allow yourself to pick different spells should you decide to be a spellcasting slayer. You're limited to occult, or divine if you have a specific tool. I think the spellcasting feats should let you lock in your tradition based off of a trophy.
NoxiousMiasma wrote:
The one I've heard that I quite liked, assuming name changes were on the table, is Momentum. I'd argue it even connotes the feeling of wanting to do something Risky for a greater advantage every turn more than adrenaline does.
pauljathome wrote:
Another potential issue is that it allows characters to use Vicious Swing at range. My guess is that's why OP brought up the plasma caster instead of, say, the fangblade. Honestly, I really like the idea that Boost bumps up the weapon's damage dice by one step, maybe even two. That'd grant an average of 1-2 extra damage per damage die, which still deals more damage than you'd otherwise get, but less damage than the current Boost deals. It's also got the twin advantages of effectively being Two-Handed for weapons that either already require two hands, or don't require you to use up your other hand, in exchange for some battery charge and an action, and gives players that little dopamine kick of getting to swap out their normal batch of dice for different, bigger dice.
I also think that Mark Quarrey should perhaps let you know the level, or at least viability, of your quarry before you start it. As it stands the ability reads that you take ten minutes and then get told whether those minutes you spent actually matter because that's when you discover the level of your quarry. That doesn't feel great and leads to spending extra time that would be tedious at best and lead to the party falling behind in a time-sensitive situation at worst. Also, as a suggestion for hunting creatures below your level but trying to retain the "worthy prey" aspect of Mark Quarry, what if you need to use Mark Quarry against an enemy/enemies who are collectively 40 ExP? It's more of an abstraction than level, but it makes the ability more flexible; a single enemy the same level as the party is 40 ExP. Edit: And just realized what I'm proposing is basically Pack Slayer, but with fewer restrictions, oopse. |