I've tried to hide it from my players as they're not active on the forums or other places we're all frequenting to glean new knowledge. But they're also not stupid and they've taken to asking if they should roll or just flip a coin when I have them make a check. So, in general, what appears on the surface to be choices and decisions galore are actually numerous linear decisions that you have to commit to at early level if you want to keep up. -Linear progress and number scaling. (If you keep up, you maintain ~50% chance to succeed a medium DC for your level, at any level.)
I said this months ago before the revisions even started rolling out. I'm fully on board for all of the concepts that PF2e has promised. They're steps in the right direction and keep me interested in the potential for a d20 system that I actually enjoy. I'm just still extremely hesitant about the implementation of any of them.
Alright, so I'm actually fairly impressed by the ingenuity here, but the Bard in my party took Shadow Walk as a 5th level spell and according to our interpretation of the spell and the adventure parameters, the group can pretty much travel to any point on the provided map within the 8 hours duration of the spell with relative ease. Aside from throwing in random encounters on the shadow plane just to trip them up, any suggestions on how to run the rest of the scenario? Or is this just one to chalk up to "high five the players, report it on the survey, and move on?"
I'm in favor of spontaneous spell heightening getting fixed to a more workable and less restrictive situation, situational feats allowing cantrips to be only 1 action, and a lot more spells in general having multi-action options. A lot of the issues mentioned in this thread are sorted with those three things.
Tholomyes wrote: For logistics, the playtest is a hectic time, especially given that they're also publishing starfinder products, simultaneously, so it can't even be a all hands on deck activity. So I wonder if there are the manhours to update the PDFs for every update. Even for just DD, this probably involves at least a couple passes through, to ensure it's fit for distribution. CTRL-F about 30 times with a few minor numerical/text changes is absolutely less time than typing up "Pale Mountain's Shadow: Page 29—In the second paragraph, in the first sentence, change “DC 25 Arcana, Nature, Occultism, or Religion” to “DC 23 Arcana, Nature, Occultism, or Religion”. (The text concerning the DC’s reduction to 20 does not need to be changed.) In the third paragraph, in the first sentence, change “DC 19 Thievery” to “DC 18 Thievery”. In the seventh paragraph, in the first sentence, change “DC 29 Perception” to “DC 27 Perception”." for each separate entry needing changed. There's no question about that. I kind of get the not changing the master document ruleset, but Doomsday Dawn could absolutely get tweaked in about 20 minutes. And formatting wouldn't really change either because the spacing to go from "29" to "27" doesn't change. Quote: For Clarity, which is probably the major consideration, How will this affect the data? By going off an errata PDF, when surveys ask "are you using update 1.X?" it's easy to say yes or no. With an updated DD or CRB PDF, it's harder to say. The CRB is especially an issue, because what of groups playing with different copies of the rules. Or people on the forums or other avenues of feedback, who might specify page numbers or rules that don't correspond across updates. If you're claiming to use Update 1.3, you'll be using the new DCs. If you're using 1.2 or lower, then it's also implied you're using the old DCs. I'm not sure how this affects anything in regard to an updated DD pdf. The surveys already start off by asking which update you're using. Quote: For a Full Released version, yeah, updating with each errata is the right way of doing things, but for a playtest, I don't think it's the best idea. I would normally be inclined to agree, but Doomsday Dawn has repeatedly been said to be designed for purely playtesting reasons. They wouldn't format it with such rigid design rules, major level skips, and Spoiler: were it for a real release. So update it now and help the GMs out a little bit because there won't be a use if updating for final release. We're doing a good bit of the heavy lifting as it is right now. entire adventures in which you're intended to not survive
The two pages of DC changes listed in the update file are great, but I can't help but think that it would have taken half the amount of time to change a few numbers in DD itself and push out a new download. Admittedly, I'm not accustomed to running premade adventures as it is, but the last thing I want is to now have a fourth or fifth file open to tab back and forth between to run the playtest. Inevitably, I'm going to miss something, somewhere.
In general, my loves/hates all revolve around the same two things. I love the _concept_ of nearly everything introduced. The ideas and intentions behind them are great and it's what got my group interested in trying a d20 system again (even though we're not huge fans). What I hate is the _implementation_ of most of those concepts. So here's the list. Love:
Hate:
In short, the big picture systemic creativity and ideas show promise. But the detailed, focused implementation is holistically lacking in that same creativity and turns a beautifully sketched outline from a potential masterpiece into something boring and entirely uninteresting. |