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magnuskn wrote:
Now, compare that to PF2E, where Wizards now have Quick Study, which gives you much more freedom to fill your spell slots with less applied foresight. Sorcerers now have to deal with spells not advancing anymore without being heightened, which takes away a lot of their flexibility.

While I agree with most of the rest of your post, this one little bit is questionable, in PF1 wizards did not need to prepare all their slots in the morning, and could always prepare more spells in the middle of the day, yes it's a minor drawback leaving slots open, but on the other hand, it also didn't cost you a feat at 4th level. Granted very few people ever took advantage of the rule, so maybe having to keep slots open really is too big of a price.


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Draco18s wrote:
Zorae wrote:
Although, if you go the Demonic bloodline you effectively get to spend 2 actions and then get an finesse attack that gives you 1d4 Temp HP every time you hit a living creature (scaling with level). Which is pretty neat - you could effectively prevent as much damage as a single channel with just a few rounds.
My reply is "WTF is a sorcerer doing in melee?"

Biting people.


dnoisette wrote:

The spell Enlarge (p. 221) has the target of the spell grow to size Large and they gain an extra +2 conditional bonus to melee damage.

It also increases the creature's natural reach by 5 feet.

These bonuses might very well be specific to the Enlarge spell.

I do think the intent, however, was to have large weapons provide a damage boost and extra reach.

Or is it that the extra reach and damage boost come from the fact that the creature itself is being made one size category larger?

I've been searching but could not find any more information on this subject, did any of the devs actually clarify what having a large weapon means for a Giant Totem Barbarian?

Having a large weapon is a thing you get to have, when you wield it and are raging you get double your normal conditional bonus to damage, which is an effective +2 just like enlarge. You get extra reach from a large weapon via a feat, and via size bumps from other feats. Note, penalties are typed and do not stack, similar to bonuses, this means, while you are at sluggish 1, you notice the downsides of your fatigued round slightly less, and when you enlarge in size you don't gain more sluggishness.

The big advantage for the titan mauler barbarian is how reach interacts with cleave and whirlwind strike, and of course related weapon qualities like sweep and forceful.

And yes, they start out rather pitiful, other than that excellent bonus damage, which is pretty good for a first level character. Most hits on the first playtest arc, if I hit, there was a good chance I would kill it, d(anything)+8 is pretty healthy for a first level character.


graystone wrote:
CrystalSeas wrote:
John Mechalas wrote:
the only practical solution is to design for blindness.

Which they are doing.

They've already added a PDF of the Playtest Rules that is useable with screen-readers.

Yep. Now it just has to be downloadable. I tried a dozen times still no PDF for me. That and the final product is going to be a hardback, so any colorblind person might want a non-pdf solution.

It isn't really readable though, it "looks" like it is, and it uses the correct kind of text for all of these things, but in addition to copy-editing errors, (gets really obvious on the past 10-15% of spells and powers, look at those casting actions, even visible though easily missed in the standard PDF), the screen reader PDF has many discontinuous text segments where a screen reader would jump to the wrong segment of text at many page breaks, and occasionally midblock. If these problems were fixed, it's an acceptable solution.


Xazil wrote:

That rule seems to be inconsistently applied in the playtest bestiary. Fire, Frost and Rune giants all follow normal magic weapon damage. Stone and Hill do not. Ogres do follow it and Ogre Mages don't etc.

I would guess a similar situation to Starfinders build rules, monsters of certain levels should be doing certain damage rather following player rules.

It's particularly an issue with Stone and Hill giants, Hill giants are only slightly behind Stone in stats, but add a damage die to all attacks and are one level lower. This seems erroneous.