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![]() James Jacobs wrote:
That makes sense! And still on this topic: Do you have the 'Aw, they didn't care/learned about that lore/backstory thing I loved to write?' feeling sometimes, too?![]()
![]() Hey, I'm watching both the Kingmaker stream and Band of Bravos, and I'm very happy to see Shensen around and your Q&As, thanks for doing that! As a question: Usually when you're trying to create new content (encounters, monsters, lore), is there any 'standard' way you organize your ideas? That seems to be the most difficult part to me! ![]()
![]() In my opinion, this is a VERY good idea, and I think that the body of it has so much potential, not only in healing, but other types of spells... I, for one, am not really worried about healing per day or RP, but still, I find this idea flavorful and interesting! It's elegant, it uses the actual mechanics the Playtest already has, and most important, it forces players making choices, which for me is the most important part of the system. Should the group continue going without stopping, stop to heal for 1-2 hours or sleep for the day? And all of them create so many options and different possibilities, but at the same time it's not always the best choice (even more so if you think about time restraints) I hope Paizo see this idea and take some time thinking about it! ![]()
![]() shroudb wrote:
Hey! In general, I agree with your post, but I just wanted to point out something that I found out while I was having the same problem than you (why can't someone just know some things 'for free'?) I found the Automatic Knowledge which gives you this. As a free action every turn you can Recall Knowledge about something. The problems are the pre-requisites Assurance with the skill you want to Automatic Recall and being an expert on it... I think it's debatable what an 'expert' means and if someone needs to be an expert to do that, but the ability does exist - but it's a skill feat. ![]()
![]() sherlock1701 wrote:
It's funny because the same logic can be used against your point of view: Actually Pathfinder2 gives more reliability and 'epicity' for the heroes, with the +1 per level, and in Pathfinder 1, if someone focused something that you're weak against, you consistently would fail; ![]()
![]() (First off, sorry about my English, not a native speaker)
I am in favor of the change, sincerely I think it brings a LOT of good stuff. But I do understand the logic behind the problem that some people see on it But in my opinion, the solution is already on the system: The book itself repeat a lot about skills gated by proficiency, which can be good and bad at the same time; if you gate too much, it will be way too hard to decide and we will have problems about super specializations back, if you give too much leeway we have the actual situation. But... how about trying something like 'soft gating': increase the needed proficiency level of more activities, even using the Expert/Master levels... And after that, give the opportunity of players trying to do something from one tier higher than he has with a penalty! An untrained person could try to do a Trained activity, but he would be worse than a Trained one. A Trained one could try Expert; but with a penalty.
This way, things that are harder for someone to do could still be viable, but with acceptable penalties connected with it, and not creating the immersion breaking feeling of 'well, yesterday I was trained, but as I am an expert today, everything changed'. That's just an idea that crossed and sincerely it's not that worked out yet, but I think I can be into something. ![]()
![]() I really like the Exploration mode idea - it codifies something that a lot of players usually just want to forget it exists, and in my humble opinion is as important as combat itself. That said, I am having some problems with players wanting to multitask their way (but in quite credible ones). Maybe there should have a rule saying that a player trying to do more than one of the tasks at the same time gives a -2 penalty to all checks for each extra tactic? A player who multitasks is not going to be as effective, but if he is good enough, he can do it. ![]()
![]() Hello! I've been thinking about Crafting Batches and how the cost reduction works on it. For example, let's say a Level 1 Alchemist is creating a batch of 4 Healing elixirs. Each costs 3gp (30sp), so a total of 60sp is paid for the crafting. After 4 days of crafting, he rolls and succeeds, choosing to REDUCE the price, not pay the remaining value. Here is my question: Usually, this alchemist would reduce 1sp of the price per extra day. But would he reduce it for each item of the batch (so, 4sp/day) or for all the batch once (1sp/day for all 4 elixirs summed up) ![]()
![]() Mark Seifter wrote: If no one is searching, you can still find hazards that don't list any training at all in their Stealth entry; these are concealed in such a way that even someone not on the lookout might notice. Ooh, that's interesting to know! I've missed that part on the description, and it makes a lot of sense. Maybe this is one of the hardest 'parts' of reading the rules knowing and playing the 3.x systems for so long: At the same time that they're familiar to us, they are different, so a lot of times you start reading an entry and think 'okay, it's the same' you skip parts that would be very important. Maybe this is just laziness from my part, but wouldn't it be able to try to format the text giving some kind of highlight for those parts? It's just a random idea that crossed my mind right now, and probably has a lot of problems to do... ![]()
![]() GinoA wrote:
Thanks! That's exactly what I thought it was, I just wasn't 100% sure about it. I am quite liking how the rules were set. In my opinion, they have a lot of depth, and the actions of the players and choices seems to matter a lot. Want to travel fast? Okay, but you're not ready for any kind of trap. Want to take care? You can, but if you're late for something, it can be hard. And thanks for the reminder about the rogue sneaking, that's something that I didn't read that much (I still need to give more attention to the classes, as I almost always DM, it wasn't my focus) ![]()
![]() Okay, right now my biggest problem with the Playtest is the Character Sheet, so much that I spent the last 2 days working on a new one for my players.
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![]() schattenstern wrote:
I think this is a level 1 problem, honestly, but I still need to test more to be sure. How much weaker would a monster need to be to not be trivial at all? It would be interesting to roll the same adventure with a level 2 party and see how better would they fare imo. Numerical buff spells are weaker (or numericaly smaller), but spells like Sanctuary are really strong still imo, my player had no problem with balancing healing with buffs (but the quantity of spells at level 1 is low, that's a fact) ![]()
![]() Corwin Icewolf wrote:
I quite disagree with you, actually! In my opinion, short adventure days create a lot of of opportunities and choices for the group, and it seems like they want to adopt a more 'gritty' view of things, which I welcome. But first, I need to test things to be sure if it's good. About the topic: I don't feel like those extra healing options are needed. For me, one of the main points of the system now is power management (more so than action management). You need to choose what to use, and what you're going to be without, for me this is REALLY interesting |