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With PF1 you seemed to have made a point of removing a lot of save-or-die stuff. I liked that because losing a character with a single roll always seemed way too unfair to me. I hoped that with PF2 you would want to improve on this more but some spells still seem unfair. Fatal aria: No save? 16th level or lower just insta-die no save? I mean I know its a rare level 10 spell, but still insta-kill mechanics are never fun. The rules for encounters list a scenario of CR being equal to PC levels +4. So a level 20 bard against a level 16 party could kill 3 PCs in a single turn with no defense? Feeblemind: Losing a PC over one (critically) failed save seems way too harsh, not to mention on a level 6 spell. And unlike other spells it actually makes you a NPC so its not like you can ress the poor thing to fix it either. Finger of death: Again dying to a single failed dice roll is lame. Power word spells: The fact that they are level only, and offer no defense make them feel really unfun. Like fatal aria but less severe.
False vision: Quote: Any scrying spell sees, hears, smells, and otherwise detects whatever you wish within the area, rather than what is actually in the area. You can Concentrate on the Spell each round to change the illusion as you desire, including playing out a complex scene. If the scrying spell is of a higher level than false vision, you can attempt a Perception check to disbelieve the illusion, though even if you’re successful, you can’t learn what’s truly going on in the area. Shouldn’t ‘you’ be the person trying the scrying?
Quote: Acid arrow (and other stuff): “On a hit, you deal acid damage equal to 1d8 plus your spellcasting ability modifier plus 1d6 persistent acid damage.” Seems to indicate it happens on hit, but that seems to conflict with persistent damage. Maybe write ‘and x persistent damage’ instead of the ‘plus x persistent damage’?
The table 3–20, is labelled sorcerer spells per day. Emphasis on the sorcerer part. Yet it does not reflect how many spells per day they get because your bloodline gives you one extra spell per level. I could understand if these extra spells would be bloodline only spells but it says: Page 129, Reading a Bloodline Entry wrote:
Arcana: “learning a spell: Failure You fail to learn the spell but can try again after you gain a level. The materials aren’t expended.” Whenever you gain a new level feels so arbitrary. It could be anywhere between the next session or a few real life months. Isn't it better to change this to a period of in-game time like a week? |