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![]() Hrothgar Rannúlfr wrote:
Honestly mate, if you want more PF1-style multiclassing, it's easy to house rule. Let people spend general feats *or* class feats on multiclass devotion. And then once you have at least one devotion feat, you count as being that class too, using your full character level, for the purpose of taking future feats. If you start as a fighter, take the Wizard multiclass devotion, and reach 10th level? Well, now you can take a 10th level wizard feat. Easy peasy. I imagine it upsets some balance a little, maybe, but nothing too serious, I'm sure. ![]()
![]() I'm playing a 5E game where we're all lizard men. Weird races are fun sometimes. I also played in 4E, where because of builds we'd have parties consisting of genasi, githzerai, drow, and vrylokai, and we just ran with it. Honestly, I kinda wish the Ancestry chapter said, "Pick a race, whose only mechanical effect is to determine your size. Then pick two stat mods, and pick four abilities from this list. Or pick a 'standard package.'" They'd have samples of what a typical Elf or Goblin has, but if you want to be a small adventurer with a penchant for fire, you don't have to be a Goblin. Don't link mechanical options to flavor choices. ![]()
![]() I did always want to try building a party of 20th level characters and running through an adventure path from start to finish. Iron Gods
Okay, she's working for a 'god' named Hellion out of Scrapwall. Scry on him? Weird, it didn't work. Well, let's stretch our legs. Windwalk to Scrapwall. Man, these people have it rough. Let's cast miracle to make the land fertile here and provide enough fruits for everyone to at least avoid scurvy. Oh, that pissed off some locals. Subdue them handily, charm person, learn about all the stuff that's going on here. Chain lightning takes out the entirety of the first mob of bad guys. Speak with dead to get the route to Hellion. Waltz in, fight some guys, go underground, sigh. Fools think they can hurt us. Oh, this technology stuff is nifty. Ah, finally, Hellion. He's in a robot body, so chain lightning again and . . . oh, sh**, he exploded and killed Jim. Breath of life, good to go. Well, we have a lead to why he was doing this. Something about being pissed off at some people in Starfall. Let's go there. (Skips adventures 3 and 4, since the hook to go after them is easily missed.) Oh, there are a lot of bad guys here. This might actually take a while. Let's really quickly scrysassinate the high-level leadership, then come back tomorrow after buying some shocking adamantine weapons to deal with their robots. Okay then. Five adventures done in a day and a half. Tomorrow we'll mop up the villains here in Starfall, and then we'll take a look at that big crashed spaceship over there. ![]()
![]() In hindsight, I feel like if Paizo had been 'woke' (by 2019 standards) back in 2008, they could have just upended the whole cliche. Starfall happened, and some elves fled through gates to another world to be safe. The ones who stayed behind wanted to protect the world, and they fled underground. As naturally happens with elves, they go on vacation and change skin tones dramatically, so they went gray, the better to hide. But they weren't evil. They saw the impact was awakening ancient forces from deep underground so they worked to hold them back to give the surface time to recover. Over time, great warriors sealed away some of these ancient evils, but drow societies still fear that some among them have been tempted by the powers of Rovagug. Then you could have mostly neutral drow with a tradition of saving the damned world from a couple Spawn of Rovagug or something, but with a city or scattered regions in the darklands with bad ones. Just make sure the first interaction most gamers have with drow are with neutral people. The drow would still mostly avoid the surface because the light is uncomforatble, but when an army of elves from Castrovel invade, the drow would come to help the surface folk fight back their long-forgotten brothers. ![]()
![]() My personal preference is that a dark gray skin tone looks cooler than a blue one, but whatever man. Paizo drow have been a desaturated purple-blue since the Second Darkness adventure path. https://www.camelotgamestore.com/nopc/content/images/thumbs/0001135_pathfin der-adventure-path-second-darkness_550.jpeg I mean, if you want dark grey drow in your game for aesthetic reasons, go for it. Unless you plan to publish or film something set on Golarion and need Paizo's endorsement, their canonical appearance isn't that critical. I think the newer pale blue drow look less cool than desaturated purple. https://i.imgur.com/z7DpU0M.png But I'll deal. --- Heck, if you really want to remain canonical but also have gray drow, just say that y'know, there are different ethnicities of drow. The ones in Zirnakaynin are blue. The ones in Delvingulf get more, like, radiation off the Dying Sea, and so their skin is darker to protect them. Boom. Done. ![]()
![]() I've always preferred to think of HP as just being stamina. Being at 0 HP just means you're unable to keep fighting. You have been knicked and cut and bruised, but nothing is going to kill you. I wish the rules actually, y'know, supported that. If they did, it'd make a lot more sense for it to be easy to regain HP. ![]()
![]() Appletree wrote:
In 2nd edition AD&D, a friend of mine played a water elementalist wizard. The group encountered an ogre magi, which was a bit beyond their abilities. Nobody wanted to get into melee with the guy, so for a while they stalled and talked, but then the wizard cast change self to make himself look like The Kool-Aid Man. The ogre didn't see this as an offensive gesture, so he just laughed and kept threatening the PCs. Then the wizard cast insatiable thirst, which made the ogre feel compelled to drink anything he saw. And the wizard ran away. The ogre chased after him as the wizard ran in circles, and the party gradually wore the ogre down with ranged attacks. ![]()
![]() Yeah, let's go for: Enhance Ability
Additionally, the target gains a benefit based on the chosen ability score for the spell's duration.
Heightened (+3): The spell targets up to 6 creatures. For each target choose any one ability score to enhance.
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![]() Bull's Strength - level 2 spell. Has an ant-haul effect to increase your carrying capacity. Lets you use oversized weapons like a titan barbarian. Provides no bonus to attack, and even your damage is only increased if you happen to have an oversized weapon. One time during the spell you can upgrade a Strength check by one step (crit fail > fail > success > crit success). Cat's Grace - level 2 spell. Negates falling damage and lets you land on your feet. One time during the spell you can upgrade a Reflex save or Dex check by one step. Bear's Endurance - level 2 spell. Quadruples how long you can hold your breath. One time during the spell you can upgrade a Fortitude save (or Con check? do those still exist?) by one step. I'll figure out the mental ones later. ![]()
![]() I ran an all paladin campaign in PF1, and they likewise were daunting in a different way. By about 8th level, thanks to Selective Channeling and one PC with Channel Ray, plus everyone having the ability to lay hands on themselves as a swift action, trying to deal damage was a Sisyphean task. I got used to it. But when the group capped out at 18th level, I recall an encounter where the aasimar paladin with angel wings got caught by surprise by a pit fiend who full attacked him. Before said PC got to his turn, he was healed back to full by the rest of the party, and then the PC activated his boots of haste, smote, and made I think 7 attacks. It died that turn. ![]()
![]() I mean, in my home game the party headed to the Darklands to Delvingulf, which had basically nothing written about it except it was on the shore of the Dying Sea, so I turned it into the drow equivalent of New Orleans, where the public water system dispersed soporific drugs made by the Alchemists Guild to keep the population happy instead of rebelling against the ruler. For published cities, Osirion's capital Sothis has the giant shell of a defeated Spawn of Rovagug as a canopy over the palace, which is pretty nifty. Plus (maybe?) a crashed once-flying pyramid. ![]()
![]() A 'merchant kings' campaign. There's a succession crisis in some Vudran kingdom, with three heirs hoping to earn their father's favor. He asks for a precious artifact from the exotic far west. Each heir sends a caravan to try to acquire it. Two adventures heading west, trying to get your caravan of precious goods and travelers from Vudra to Nex, the journey filled with rivalries against other merchants and a few detours to find great treasures. One adventure when you reach Nex and have to corner a market and outcompete the other merchant groups to get some ludicrous sum of money and purchase the artifact. Two adventures heading back east with the artifact. All the areas you passed through have changed in the months since you were there previously, and you probably friends or enemies you cross paths with again. During the trip, the heir who backed your caravan does some evil deeds, kills his father, and seizes power. You return to Vudra and either can try to take him down, or have to defend him from the other merchant caravans. Ideally, the enemy stats would be a little modular, so based on what deals you cut along the way, your foes have access to different resources. Whatever you don't have, they do. ![]()
![]() I agree with the Squiggit post quoted above. If anything, I wish they'd given all the classes more stuff to bring fighters and rogues up on par with rangers, champions, druids, and monks. I like characters having a quirky mix of active combat options and handy defensive/utility/exploration options. In 5E most of that stuff is hand-waved. In PF1 that stuff was baked in. In PF2, it competes with combat feats. I don't think just giving extra feats at every odd level fixes the issue, because people would probably just want more combat feats. I've been an perpetual game mechanic tinkerer since 2000, so I'm pondering how things could have gone. Maybe such abilities could have been a Fourth Pillar of character creation: Right now 'general feats' can be spent mostly just on skill feats and a mix of mostly defensive or mobility options (Armor Proficiency, Shield Block, Toughness, Ride, Feather Step, etc.). So what if characters got a few more feats that could only be spent on similarly defensive-oriented tricks (trackless step, divine health, timeless body, the quirky fun stuff classes used to just get detect evil, divine grace, aura of courage, favored terrain, resist nature's lure, etc.), plus the initial multiclass dedication feats? (You'd still have to use class feats to get the higher-tier multiclass stuff, since that tends to be offensive-oriented.) You might also include some alchemist items here, barbarian acute senses, maybe the ability to get a basic domain ability, getting a familiar. None of these things would make you more powerful offensively, but would let you pick and choose a fun mix of defensive and utility powers. ![]()
![]() The rough thing from a business standpoint is that your players will want to use the published game options, which are mostly for Avistan. So if you set an adventure path in Vudra, either you need a party of "fish out of water" or you need a big book of character options from all over Casmaron. It's early in the life cycle of the new game, and I imagine they're wary of taking a risk on a product that might not hold a lot of appeal. Personally I'd love some Bollywood-style fantasy. Check these examples out, courtesy of www.reddit.com/r/bollywoodrealism: https://gfycat.com/pepperyclumsyhoneybadger https://gfycat.com/fickleickyblackbuck-rajini-funny-action-scenes-superstar -rajinikanth https://external-preview.redd.it/zDeGy9oUxSp_PjqLLlYutFkAExr4KE8QdXiPTIrLXb 0.gif?width=435&format=mp4&s=ee80a7181153a79ef25b49eae204444ab34ee9 fc https://gfycat.com/AdvancedElderlyBass ![]()
![]() I think we should probably all settle on a guideline of "If you're going to do a thing that is cool but hinders another foe, they make a save. ![]()
![]() Weirdly, though, I want high-powered high level characters doing awesome stuff. I don't mind a level 10 fighter taking on 20 foot soldiers and coming through with just a few scratches. But I want him to do that through interesting character abilities, not just higher numbers. It's hard, though, to model that in a game without slowing down play. It can work in something like Dark Souls, where exceptional player skill lets even a non-leveled character dodge and parry every attack. But in a dice-based game that model isn't really feasible. You can't, y'know, roll your dice just right to represent how good your high-level swordsman is at parrying. I have some ideas for how it could work, but not in the PF2 framework. You'd have to build a wholly different game. ![]()
![]() Zapp wrote:
I figure the game will play fine as-is, but yeah, aesthetically I would have preferred the game without adding level to everything. I consider myself pretty good at mental math, but it's just easier to roll d20+8 and compare it to DC 22 than d20+23 and compare it to DC 37. It's hardly a deal-breaker, though. I doubt Paizo itself would want to fracture their player base (or have to do double layout work) by doing all the stats twice, but maybe some intrepid fans could set up a variant SRD for groups who want flatter leveling. ![]()
![]() PossibleCabbage wrote: Weirdest one for me in PF1 was the ability to play a CG cleric of Yog-Sothoth. I mean if you wanted to be a cleric of an eldritch abomination who is not unfriendly, Desna is right there and is much friendlier. If any sort of entity is uncaring about its followers and merely cares about whether you are pursuing its goals, it'd be elder gods. I'd see a CG cleric of Yog-Sothoth as, y'know, crazy, thinking that he must prepare the world for a great transition that will make it better. He isn't doing it out of a desire for his own power, or to harm anyone. Day to day, he would want to help alleviate suffering, but he believes that in the long run, the best way to alleviate suffering is to let Yog-Sothoth transmute us all, so that when the Great Old Ones awaken we will be squamous and non-Euclidean, better able to survive the cruelty of those evil gods. So he would seek out quests to open portals and to understand the infinity of time. I mean, it's not much different than someone claiming everyone should become vegan, and working to end the meat industry. ![]()
![]() https://pathfinderwiki.com/wiki/Aaren_Gaulder https://pathfinderwiki.com/wiki/Eldia_Vesan Also, non-spellcaster, but: https://pathfinderwiki.com/wiki/Keyron_Saiville So nobody who was in an adventure path or anything. But, well, I figure if Nocticula can go from CE to CN, then why not allow some wiggle room in morality for mortal who worship gods? And it makes it hard for, like, a follower of Desna to be tempted to serve Lamashtu, since they can't overlap as CN. Or for Sarenrae to draw a follower of Norgorber out of the shadows. Just say, "In PFS games, you cannot worship an evil god or play an evil character." Boom, easy. Most Gorum worshipers would still be CN. Anyway, I guess both sides are set in their ways. I'll do it my way in my home games. ![]()
![]() Rysky wrote:
I suppose word of god says it is, but that never showed up in the rulebooks I read or the games I played or ran. Left with a need to fill in the gap of what, say, a CN worshiper of Lamashtu or a true neutral worshiper of Shelyn might look like, groups came up with interesting characters who adhered to the tenets of their faith, as we understood it. That's why a lot of us are pushing back against this change. It's like we're being told that we were doing it wrong. Rysky wrote: Violence for the sake of violence is not good. And that's not how we saw Gorum. He just wanted you to test yourself, to train, and to deal with your foes through fighting not peacemaking. Peace isn't necessarily good if the peace is both through suffering. And if someone isn't your foe, you don't have to fight them, go look for other foes. ![]()
![]() Rysky wrote:
Maybe it's all coming down to a difference of how we see characters who use divine magic. You (and the PF2 designers) seem to see it as, "Hi, I'm Gorum. I only give power to people who are super devout." I've always seen it more as, "Hi, I'm Joe. I know how to use divine magic, and I rather like the militant aspects of Gorum. I promise to uphold your virtues and avoid doing things that displease you. Grant me power so that I might defeat my enemies. You, Gorum, don't care who those enemies are, only that I battle them. Like all the gods, you're too busy and indifferent to pay attention to most of your worshipers. All you care is that we fight." I always played my gods as saying, "Oh, are you going to do stuff that serves me, and doesn't mess with my plans. Sure, have some power. I don't mind if you adhere perfectly to my ideals. You're pretty close, so that's good for me." I mean, say you're playing Wrath of the Righteous, and you're constantly fighting demons. Gorum would love that s~+*, even if you're CG. Now, if you're in Hell's Rebels, and you're sneaking around ambushing Chelaxian folks? Gorum wouldn't approve of that, even if you're CN or CE. If you're running through Iron Gods, fighting robots, getting cool power armor, pitting yourself against a bunch of namby pamby techno-wizards? Hell yeah, that's awesome. Gorum would applaud you for that fight, and he wouldn't care if you're doing it to try to liberate the people of Numeria from the yoke of the Technic League. I really don't see how kicking ass for the sake of helping others makes Gorum not want you as a follower. If you want him to hate helping others, make him evil. ![]()
![]() CyderGnome wrote:
It would have been nice if they had written, like, a troop of goblin adventurers in as side characters during The Tyrant's Grasp adventure path, and had them play pivotal roles in the background defeating the minions of Tar-Bapheon while you deal with the big bad. That way word of them could spread, other goblins could be inspired to be heroic, and civilized people would be willing to be a bit more forgiving since four of the green bastards helped save the world. Even better if they were themed after the four Goblin Hero Gods, representing a rejection of the evil barghests and an intentional choice to reject their evil ways. Okay, I'm going to ask Paizo if I can write this as the next We Be Goblins module. Also, here's a lovely little goblin dog: https://i.imgur.com/A8hprGp.png ![]()
![]() I dunno. I think a CG champion could fit into his ethos. "Don't use negotiation to prevent a conflict" just means you shouldn't be the one negotiating. You can push for a fight, and you can even intimidate people into a surrender, but if the rest of your group manage to use negotiation, you're still fine. You're basically the SWAT team, nominally the good guys who get sent in to kick ass. You're not the hostage negotiator. Now, you're probably more likely than champions of, say, Desna or Cayden Cailean to go too far and start hurting people for unrighteous reasons. But I say, in your home game, go for it. ![]()
![]() Rysky wrote:
The one time a friend of mine used the Tarrasque, it was in 4E, and he tweaked the monster so it had a constant, like, asteroid field of debris flying around it, representing the destruction and cataclysm that happened simply by it existing. The tactical effect of this was that you couldn't fly 200 feet out of its reach and shoot arrows at it, because the rocks would deflect those attacks if you were outside its reach. The narrative effect was that if it got pissed at you, it could telekinetically hurl asteroids. ![]()
![]() I'm trying to withhold judgment until I get to play the final version of the rules, but I'm going to have to avoid champions for a while. I just came off a PF1 campaign with four paladin PCs, and so when I see that you need to use all your class feats up to level 8 just to get the stuff that PF1 paladins got automatically by level 2, it soured me to character creation a bit. I would have preferred if they took paladin, monk, or druid, figured out all the abilities those classes got in the first couple levels, and made that the baseline that everyone else should match. ![]()
![]() Lanathar wrote:
Not the OP, but my general answer is that I would have figured out which class had the most features (probably paladin, monk, or druid) and made that amount of stuff the baseline, then upgunned the other classes to match. I want a paladin who starts by being able to detect evil, is resistant to fear, is protected by divine power, and whose attacks are somehow empowered by divine magic when fighting evil things. Maybe not simply 'extra damage,' but perhaps some special boon depending on what god you worship. Maybe that means fighters start off with some choice of fighting style that no one else gets. It could just be some extra feat (so you can do cool axe throwing *and* have fun trick shots with whips *and* are great at climbing onto large monsters), or maybe some new thing (choose one of three: you're good at using the environment as a weapon, or you're good at figuring out the fighting styles of foes and giving allies a boost, or you have a squire who works sorta like an animal companion). ![]()
![]() I like the deities, and how their new tenets and anathema can encourage fun cultural nuances. My last campaign had a whole adventure based around the role in daily life of Shelyn's temple. I like that the new Lost Omens setting might actually increase the importance of Garund, particularly areas that once just bundled together as 'the Mwangi Expanse.' ![]()
![]() Thanks! Speaking of Desnan champions, can only LG paladins get the 'smite evil' feat? Or is there some comparable offensive option for NG or CG champions to deal with evil creatures? I tend to think of PF1 paladins as being defined by having smite evil, lay hands, and detect evil. I believe in the playtest Smite Evil is a level 8 feat. Is there any 'good at hurting evil things' power/feat/spell that champions can get at low level in PF2? ![]()
![]() Squiggit wrote:
A lawful person will gladly lie to you. He'll just do it as part of an organization that all works together. ![]()
![]() May I suggest a small, and hopefully elegant, compromise? Disclaimer: I like characters with funky fighting styles, like switching weapons for different situations, or having a lot of thrown items, or using a whip for reach and rapier for fencing. So I want mechanics that make those styles not be crap. However, my main goal is to capture the flavor of fantasy movies and literature, and only be complicated if it adds joy to the gaming experience. * Magic weapons add 1d6 of damage, flat.
Magic Weapons Add 1d6 of Damage, Flat
However, you could create flaming, frost, shocking, nonlethal(?), etc. weapons by just switching this damage type. 'Masterwork' Weapons Still Add to Attack Roll
If you have your ancestral family blade passed down for generations, you're likely to keep it for longer, because no other weapon will have a higher attack bonus. Level Grants Extra Damage Dice at 6th, 11th, and 16th
Legendary Proficiency Grants a Final Extra Damage Die
1st level - 1d8
How's that? ![]()
![]() Mustachioed wrote:
I had the same experience. Three actions meant that if the monster survived round one (or if the PCs won initiative and closed distance), I'd roll a lot of attacks that would have a low chance to hit. ... I dunno. Maybe a better design would be, "When an attack hits, later attacks get -5," or give monsters 'Open' and 'Press' style attacks. Or some more 2-action attacks. The centipede lunges, and then it scurries across you making it hard to hit back without hitting yourself. Something like that? As is, the three-action economy leads to a lot of monotony. ![]()
![]() dragonhunterq wrote: Is it really a problem? For many, the appeal of PF is the high fantasy magic. There are low magic systems out there that will do the job better and easier. Yes, it's really a problem. If I make a spellcaster, I feel like my high-level character's powers come from my character. I want to feel the same way with a non-caster. I'd say let people's weapon damage increase by their level, since we're adding level to everything else. Or maybe have it go up by a die at 6th, 13th, and 20th, and add a die for legendary proficiency, and add a die if the weapon is magical at all. (But get rid of the now-useless '+1 vs +5' weapon scale.) ![]()
![]() The OGL is magic. To step away from it would be to undercut one of the great attractions of the game -- encouraging Third-Party Support. As for all the changes, the sense I get is that they had some great ideas on how to make the game play in a more dynamic way, with the three-action system, and bardic performances being really modular, and some clarification of conditions. And they tried to balance a few things that were broken, or put limits on stacking stuff in ways that led to imbalance. All good. And then they said, "While we're changing that, let's change a ton of stuff no one ever complained about." Which is why most people can't charge, or wield two weapons in any useful fashion, or take feats to be good at maneuver X, Y, or Z. Or multiclass. Or have a divine grace to protect them from evil, or a holy smite that makes them terrifying against evil-doers. I really don't understand what problem Resonance is trying to solve. And finally they thought that strict accounting-style lexicography was superior to natural language, because they wanted to reduce disagreements among gamers and because it would let them fit more content into the same page count, so they stripped out a lot of the charm you'd get from 'normal' writing and instead described stuff in legalese. Lots of tags and traits and such, which works great for the back end code of a video game, but not for the public facing gameplay. I don't get that second half of the changes. ![]()
![]() In the Talislanta roleplaying game from the 80s, magic loved the number seven. You could never have more than seven active magical effects on you at once. Once you added the eighth, everything stopped working. If a wizard was wearing seven magic items, and you cast a spell on him to cause him to glow, all the magic on him would stop working. If you built a huge metal platform that flew and built a city on it, you'd want one spell for flight, and maybe three for counterspells so someone couldn't crash your city by casting more magic on it. -- What is the goal of Resonance? Is it to stop people from loading up with tons of magic items, or from having a thousand fiddly one-use items? Do they not want people healing between encounters unless the party has the right type of caster? ![]()
![]() It's frustrating that actions once viable in PF1 are now physically impossible, such as moving and drawing a weapon at the same time, or readying your average spell. I am saying I do not like this change. Readying should be a 1-for-1, unless someone can explain to me why not from a narrative or balance perspective. And certain actions should be able to be combined with movement. There's no reason you can't Recall Knowledge while walking.
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