Skeletal Technician

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Makes Crits harder, but works better stories.

Crits inflict Conditions? This is good.


I like healing falling with arcane: one action per component. It adds drama and forces RP.

Make healers PRAY. Why not?

I started with AD&D. It cost something to cast. 3.0 freed casters. PF2 needs to reign casters in. Make magic expensive.


Running 5e groups now and Inspiration, Advantage/Disadvantage, and Proficiency rock. PF2 needs to steal these. Work the bonuses into Classes. Use Action points for Inspiration since Paizo had it. Adv/Disadv can be worked into class features.

Paizo needs to steal and get the market share. Just that. Or you lose players to GURPS Fantasy.


These are the PbtA/D&D 5e derivative; Backgrounds providing "moves" in the form of Proficiecy (from skills or feats). They're situational bonuses conferred as character traits. Same language different dialect.


Most players don't have the gaming pedigree to see how the hobby changes.

*shrug*


Plus, PF2 emulating the Powered by the Apocalypse games like D&D 5e. Inspiration, Backgrounds, specialized classes that couch bounded accuracy, skill checks vs. opposed skill instead of GM fiat.


Marketing. D&D has so many channels preaching the doctrine it's unlike anything I've seen since TSR had D&D commercials on TV.

Paizo has to get a very strong online marketing machine. I'm thinking WotC's hire if Welch was part of a grand online marketing thing tied into D&D Beyond.

And a face.

Market or no?


1. Inspiration. PF2 needs a reroll rule. Use Action points but all the modern games have a reroll rule and my 5e groups love it. It frees players from the d20.

2. Feats. PF2 should be better here. 5e feats are macro, taking in 2-3 normal feats. PF2 can do this easy by streamlining and still have more choices.

3. Action economy. 3 actions is imo an improvement on 5e.

4. No Xmas Trees. PF2 will drop slots and make questing for magic the norm, rather than shopping.

5. Proficiency. Just makes low-level FUN.


Seems like Backgrounds will confer Background Skills, like a kit (AD&D) or 5e.


The PF1e community is an adamantine staple. We'll be running the system for at least another decade, just like I still see people playing Basic. Your edition is forever yours.

My concern with 3 actions is NPCs/monsters with 3 attacks. Even with increased HP from Race & Class, Orcs now have 3 attacks. And we play a game that depends on the (wicked) 20-sided die.

I can't imagine my 3rd "move" ever not being "raise shield/Defend".

Ruleswise, the 3 actions favor Martials, which I like. Plus AoOs need to be just for Fighters. Make the class relevant.


1. Proficiency. Characters are just better with it. I can see PF2 Classes giving maybe a specialized Proficiency.

2. Inspiration. Running a 5e group now and they love it, plus it seems to inspire RP and creativity from players. PF has Action Points, but they need to be core. A reroll mechanic is crucial.

3. Move-Action-Move. PF2 will have that with the 3 actions.

4. Archetypes. PF2 will edge 5e here.

5. Death Saves. Wow is this dramatic for a group! They really get into it and I've seen it lead to great RP with characters helping each other at their own risk.

6. Feats. 5e feats are Macro-Feats containing elements of 2-3 normal ones. PF2 could steal that to streamline and still have a stronger selection than 5e.

Adding these while streamlining optimization and combat could be the prize.


Downtime for Retraining is nice. Rolling revamped Multi-classing into DT would be cool, too (if they address multi-classing).


Optional rules for buying magic items with fixed cost (no speculation).


Making Spheres of Power the base arcane system would be innovative, as an optional set.


Also:
·Make Multi-classing optional, with downtime cost.
·Keep Feats diverse.
·Incorporated Background skills into Skills.
·Armor as damage reduction with a base "to hit" of 11
·Make Grab, Parry, Trip, Disarm and Dodge easy PLUS useful
·Make Called Shots core: a penalized attack that adds a condition
·Scale down other martials to make playing a Fighter viable --- also give Rogues exclusive access to most skills


Suggestions:
·Make Called Shots core: a penalized attack inflicts a Condition. This makes combats even faster.
·Scale down other martials so picking a Fighter is viable. Or give Fighters "Path of War" as a class feature like Archetypes.
·Provide examples of skill/combat rules in footnotes.
·Drop the "Xmas Tree": maybe 5 item slots and downtime for item mastery.

I can cross my fingers, right?