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"Daemon" is an alternate form of "Demon". Same pronunciation, same definition. Using the "two" words for two different races is like having an Aethereal Plane that's distinct from the Ethereal Plane, or Magick users who are different from Magic users.
Looking in the playtest Bestiary, there are no Daemons listed, which means maybe now's the time to give them a different name? Please. I'm tired of having to refer to them as "Daemons with an 'A'" every time they come up in conversation. ![]()
Paladins generally can't travel with Evil characters at all, due to the Code of Conduct; only exception is when facing a far greater evil, and even that carries some restrictions and requirements. And if your friend plays Paladin as "kill evil on sight", he's probably not going to go for the nuances of that exception.
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no, if it were simply a matter of a completely terrible character, that's doable in any rule set. In PF1, you could make a character in a full-caster class who's incapable of casting spells. My point is that PF2 has nothing in the rules that prevents someone from somehow harming people with a spell that's meant to heal them. PF1 has numerous examples of spells or abilities that set a minimum for a modifier so that negative values can't cause absurd results.
EDIT: The point of this thread is not to lambast PF2 as terrible; my current opinion of PF2 is neither "it's terrible" nor relevant. The point of this thread is to highlight certain "anti-absurdity" rules that PF1 had but seem to be missing in PF2, so that the designers see them. (Another of the anti-absurdity rules I can't find in the playtest: minimum damage from Str/Dex penalties. In PF1, if penalties to your damage were sufficient to reduce it to 0 or less, the attack instead did one non-lethal.) ![]()
"Hard to do" is not "impossible". Also, as I said, "4d6 drop lowest" explicitly removes the +2 wis that Clerics get. I'm aware that no one is going to seriously make such a character. I'm saying the rules don't prevent it from happening, as opposed to PF1 where
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Note: This is not "argh, Clerics are terrible"; judging particular classes is for other people. "Failure Cleric" refers to what is possible from the following. 1) There is no rule in PF2 stating a minimum attribute for spellcasting. In contrast, PF1 required your casting attribute be at least 10+slvl to cast a spell.
Modifiers can be negative. You could potentially have a Cleric (or other divine caster) with Wisdom less than 10 who hurts people when they cast Heal. Also, because Harm is an exact mirror of Heal, the same Cleric would heal people with Harm. If there is in fact a rule somewhere that contradicts the above, please point it out; if not, could they be added? (And no, the "starting at 10 and only having one possible -2 that is negated by the class ability boost" doesn't count. There's a sidebar about optional flaws and an entire page about roll "4d6 drop lowest" generation (which explicitly removes the class ability boost).) ![]()
KuniUjito wrote: The problem comes from the people who skip those sections to just read the one class or the one spell, trust me it happens. shudders... Not sure why the rules should cater to people who can't be bothered to read them. "Oh, you didn't know you could do this because you didn't read where it says you can? Maybe you should try READING, then." Also agree that there's plenty of redundancy that could be fixed. Could collapse Basic Dogma/Maneuver/Trickery/Arcana/Whatever into
Basic Outside Training wrote:
and Advanced Dogma/Maneuver/Trickery/Arcana/Whatever into Advanced Outside Training wrote:
HOLD UP: why is Advanced Dogma "equal to your actual level" when the other three are "equal to half your level"? Is this a typo or intentional? This is an example of why the rampant redundancy is bad: I'm desensitized from reading the same text over and over that almost missed an exception. So add to Advanced Outside Training:Quote:
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Mark Seifter wrote:
I suppose I'm still in the PF1/3.5 mindset, wherein the characters have a single "god-stat" that every attribute increase goes into, and then the other five are at most 14s from level 1 to 20. Sounds like PF2 characters will become considerably more super-human (or -elven, or -dwarven, etc) than PF1. ![]()
Is there really a point to the Basic Arcana and Advanced Arcana feats, if all they do is allow you to pick another feat? Wouldn't it be more efficient to just add a clause to Wizard Dedication
Also, not really a fan of the Int 16 requirement for Wizard Dedication. 5E is bad enough with requiring 13 in the stat; 16 means you need some exceptional stats (how many characters do you have with two or more 16+ attributes?) or you're limited to only classes that share the same focus. RE: needing to be a "prodigy" to pick up a new class so quickly, two things:
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Gisher wrote: The Corrosive abilities didn't exist when the Arcane Archer was written. For the Magus, I suspect the decision to leave them out was based on power balance. You can get both Corrosive and Corrosive Burst using the Magus FCB if you are a Gnome. Except Magus (UM, 2011) also predates Corrosive (UE, 2012) (honestly curious why it took three years to add Corrosive and complete the quartet of enhancements). Would be nice to get a designer's input on if they forgot to errata in Corrosive to the Magus list or if they intentionally didn't add it, but with 2E coming, probably not going to get an answer. ![]()
ChibiNyan wrote:
Except that if you're looking for a particular result, you're going to skip through and dismiss other, irrelevant, entries. Regardless of which entry comes first, I'm not going to read the standard success entry until the crit success entry tells me to. I think I'd prefer a logical progression of effects, rather than any logical "readability". Where is that thread, by the way? My argument may already have been made there; I don't know. ![]()
Simple solution:
To be fair, with all this talk about rules bending and loophole abuse: this is part of what the DM's job is. The proper dialogue is: Player: "Ha ha, I've found a loophole that I shall use to break the game!"
If we wanted a game with a rigid, breakable rule system, we'd play computer games. ![]()
Ksorkrax wrote: If that´s the case for you, yes you can act like the master of drinking. But you will get bored when the guys start singing real badly, messing with the lyrics and unable to notice how bad they sing. I dunno about boredom: I've found that the most enjoyable part of drunkenness is when it happens to other people. Especially if they pass out. Then the mustache painting begins. And I realize that my lvl 12 Alchemist can't out drink anyone who is likewise immune to poison. What you end up with is a stalemate. ![]()
The only differences between them as I can see is that drugs have a temporary positive effect, can cause addiction, and take longer to kill you. The important similarities are that they're non-organisms (so excluding diseases) THAT WILL KILL YOU if they get into your system. Oh and they don't kill you through hit point damage (so excluding weapons and corrosives). I ask mainly because if alcohol (a drug according to GMG) can be considered a poison, then my lvl 12 Alchemist can out drink anyone living, including dwarves. ![]()
I always imagined the deities in D&D and Pathfinder had divine consorts (at least, those that wanted them). In D&D terms, the spouse was granted divine rank 0 (quasi-deity); he or she is immortal, but not much else. If two deities (DR 6+) were married, I'd expect their churches would merge into worshiping the pair, perhaps with combined domain selection for the clerics (ie. able to choose domains from either or both of their lists). "Young male formerly-human demigod seeks wife. Must be Good, Chaotic preferred. If interested, contact via prayer." -Alkor, an ascended character of mine. ![]()
About Alchemists and Disable Device:
I definitely agree that the alchemist is too limited, and I find myself comparing it to the warlock as well.
As it sits in the playtest, I'm still looking forward to January when I'll finally get to try Pathfinder (been playing 3.5 up til now). I plan to play an alchemist. If they do improve the alchemist, I think the only thing that could give it competition for a favorite class is if they also add warlock to Pathfinder. |