Jirelle

Red Rabbit's page

Organized Play Member. 38 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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Shouldn't people at Paizo get a level-up instead of a promotion?


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I always wondered what happens to devils when they "die": do they just go back to hell or are they really dead?


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With both the AP and the stand-alone "The Fall of Plaguestone" taking place in Isger: are they somehow connected?


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zimmerwald1915 wrote:


for four hundred years [that house] was among the most barbaric and despotic on Earth

...

Quote:
The argument that the Romanovs were uniformly repressive

Was never made.

Quote:
the idea that the Romanovs were uniquely brutal

Was also never floated. I used the word "among," and in any event, bringing up their contemporaries is simply whataboutism.

The way you argue here is among the most odd ways to argue I have ever encountered


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>> She is a Romanov, and that house for four hundred years was among the most barbaric and despotic on Earth

Sorry, but that sentence is so wrong, on two levels:
a) having ancestors who did bad things doesn't make you a bad person. The historic Anastasia was killed when she was 17, she never ruled, it's hard to make a claim she was a bad person
b) pick any country or region and it's rulers from the same time period: there will be terrible things they have done. It's a bold claim to say one of them was the most barbaric, and imho this shouldn't be done so casually in half a sentence. If you really want to make that claim, you would have to compare the Romanovs to what the rest of the world did in that time, which would for example include countless wars, colonialism, slave trade...


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No wait, it's alright... You can totally tease us a little


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Oh Fringe! Now I know what happened to Aroden: he was kidnapped and now lives in an alternate multiverse, not knowing he does not belong there.


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Doktor Weasel wrote:
Blog said wrote:
Resonance continues to be a topic of discussion amongst players, and our surveys are just starting to give us a picture of how it is working in play. Only about 1 out of every 4 players ran out of resonance once during Part 2, and only 1 out of every 10 players failed their check when overspending resonance and became cut off during Part 2 (usually alchemists). Now, the important thing to note here is that this is not really showing us how resonance is being used, merely that players aren't running out very often, so be on the lookout for survey questions in upcoming parts that will delve a little deeper into exactly how you're using resonance at your table.
This is really discouraging to read. It still feels like a defense and justification of resonance instead of actually addressing the issue. I've already pointed out in last update's blog how simply looking at how often people ran out isn't really a good metric because resonance discourages the use of things that require it. And frankly, 1/4 is too many in my mind. The 1/10th failing their check is also more than it should be. Especially since actually having to do a check at all is a strong incentive to never attempt it unless it's a life or death situation

... And that's exactly what they say in the blog: that the current questions about resonance are not enough an that they will be asking more questions. There *people*, me for one, that actually like the concept o resonance and wouldn't rather have working resonance rules then playing with something like "you can have 3 magic items, period".

And there *are* people who don't want that magic items should be limited by GM decisions alone. I am currently playing in Magnimar, and it would feel just wrong if you couldn't buy healing potions or simple wands because "there is no trader who has them available".


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Corwin Icewolf wrote:

overland flight is nowhere to be found. the closest thing is heightening fly to 7th level for an hour of flight. So yucky. I didn't want to break the game. I just wanted to be able to fly around all day and feel all awesome. Now it will take all my 7th level slots for 3 hours of flight. It honestly makes me want to cry.

I mean come on, there's nothing like flying, pterodactyls fly, superman flies, Thanos flies(in a helicopter, but still...) batman flies(sort of) and most relevantly powerful wizards fly. How can you be a high level wizard if you can't fly whenever you want? it's like not having a staff or a wand, or at least a magic ring. It's iconic. the moment any of my wizards or sorcerers in pf1 could cast overland flight that was when I envisioned them as having truly made it as a spellcaster.

I am so happy they nerfed it.


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Well, that was a surprisingly balanced review, given the thread title


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Please mark this as a favourite if you rather would have the skill feats arranged with the skills in the skill section


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Please mark this as a favourite if you like that the skill feats are arrangend as they are now, together with the general feats


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My group struggled with this sort of thing too. I think it's less about picking one of the four class feats, it's that just about everything is so rules-dense that you need to go look up stuff all the time if you don't already know the system. Take Sneak Attack, for example:

sneak attack wrote:

You deal additional damage to flat-footed creatures (see page 322). If you Strike a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, you deal 1d6 extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse. As your rogue levels increase, so does the number of damage dice of your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th

Ok.. I get that. And also what Jason S said:

Jason S wrote:


Yeah the process of learning the game is really bad.
Too much has changed from PF1. And it's not an easy read.

, and that should be made easier where possible. From the top of my head:

* they could explain some of the rules before presenting the class, e.g. in the form of a gameplay example (for example "bolstered", iterative attacks, spell DCs). I am pretty sure that will be done in the final product
* a leaflet for old PF1 players ("what's different in PF2")
* they already have the "key terms" sections. Agile and finesse should be explained here, at least something like "Agile and finesse are weapon qualities, please read page xyz."
* some flavour text: "If you catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage." - so people can extrapolate from that

I would still insist that all the steps you described are easier than reading all the feats from A to W (like "Weapon Finesse") and then decide which one to take, unless you happen to have played PF1 for a few years. And there are 432 pages in the PF2 rulebook, which is ~150 less than in the old CRB, so I am optimistic this all can be done. So as a message to the OP: I hear you, I understand in part what you are saying, maybe give it a second try now or wait until the rules are polished for a better reading experience.


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Zardnaar wrote:


And then we got to the actual Rogue. And this is where things fell apart. Put simply there is a lot of moving parts in PF2. She had to go and read the class feats, then the feat section and the skill section, then cross reference everything if required. One could actually see the enthusiasm die. Note she is an ex 3.0/3.5/Pathfinder player, currently she likes 5E but will play OSR games if that is what I want to play. Some comments.

I read your post a few times now, but I can't get my head around this: there are 4 class feats (Bludgeoner, Nimble Dodge, Trap Finder and You're next), roughly a half page of text. You need to pick one of them, and you can always retrain them later, so it's not like you need to plan your character for the next ten levels if you don't enjoy doing that. And then there is a skill feat, where I would just go with "what skill sounds cool? - and then go through the 2 or so skill feats for that skill and level 1 (and again: if you picked the wrong skill, just retrain). It is orders of magnitudes more easy to build a PF2 character than it is to build a PF1 character, where you had to decide on at least one feat at level 1 (out of a list of how many? 50 or so?).


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The Narration wrote:


Kipping up is a pretty basic move that anyone who's trained in gymnastics or breakfall would probably know how to do. I even learned how to do it as a teenager, although I was never any good at it, somebody with a higher Dex probably would be. It was a DC 15 Acrobatics check in 3E/PF1.

As far as I know, in PF1, there is only Ki Stand if you wanted to stand up without provoking. I am reasonably sure that you cannot do it with an acrobatics check. Also, you couldn't (by RAW) crawl away. You can, of course, argue that it should be available earlier or that someone who is a master in Acrobatics shouldn't need a feat to do it. I think it's okay. I am with you when it comes to Survey Wildlife, that needs work. It also has an action symbol, even though it says "you spend 10 minutes".


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At this point, I would really like a blog post about how healing is supposed to work in 2E.