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![]() zimmerwald1915 wrote:
The way you argue here is among the most odd ways to argue I have ever encountered ![]()
![]() >> 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:
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![]() Doktor Weasel wrote:
... 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". ![]()
![]() Corwin Icewolf wrote:
I am so happy they nerfed it. ![]()
![]() 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:
Ok.. I get that. And also what Jason S said: Jason S wrote:
, 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. ![]()
![]() Zardnaar wrote:
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?). ![]()
![]() The Narration wrote:
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". |