Valeros

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How about characters get Str to HP alongside their Con? People who are very strong are harder to kill. My dad is kinda overweight but he's rock solid and me punching him probably wouldn't do that much, so maybe having DR for bludgeoning would work.


In PF1 there was an restricition that GM's could put on players so that they maxed out at level 6 and would get feats everytime they leveled up after that. The point of that was to keep the PC's not overpowered, inside the realm of reality and keep everyone on the same power level. With PF2 working towards a lot of balance, and with casters being nerfed a bit, is Epic 6 going to be something higher, like 10 maybe?


I also think that when you regain consciousness you only get 2 actions instead of three for one round. I might be wrong with that but I remember seeing it somewhere


I really hope that in PF2 that CON and STR allow characters to do much more, like with skills. I also think that there should be a sort of appearance stat, or something like it. How you look is a huge part of almost every social encounter and yet looks are only ever brought up when the GM remembers that your character is a half-orc and might not fit in. I think that this stat for looks should be a mix of different things, so maybe it'd be CHA, CON and STR all mixed in one, plus your outfit could also add onto it, and maybe magic items too or makeup. I'd kinda like for PF2 to have more social rules and make it a bit more interesting, so hopefully the new system does that.


Boojumbunn wrote:

I think they are playing whack-a-mole with a really annoying mechanic. At low levels, healing wands are being used to make up for a lack of power, particularly when a non-optimized healer is being played (or no dedicated healer.) They are applying this annoying mechanic to ALL magic items to fix one magic items problem.

I also feel a bit bitter that it seems to be targeting divine and arcane spellcasters to make them less effective. You are the healer. You spend your time healing, until resonance says you can't use the backup wand you got in case you ran out of healing in an encounter. You are a fighter, your job is hitting things.. you can hit them with YOUR magic item all day long without having to worry about resonance.

A 1xday resonance charge for a wand would seem to be reasonable to me. A 1xCharge resonance for a spellcaster is like a 1xSwing resonance cost for a fighter. Gee, I'm sorry, but you cant swing your magic sword anymore. This was done so that you feel the attrition and the excitement. Are you an archer? I'm sorry, but every arrow you shoot costs you 1 resonance.. you are all out and you can't shoot any more arrows.

It seems silly when applied to the fighters, doesn't it? But this argument is seriously taken for spellcasting classes. For the healer, the spot of excitement they get IS doing the healing. They are generally kept out of combat other than that. For the arcane caster, the spot of excitement they get IS casting spells. They are generally kept out of combat other than that.

I'm sure there are characters who take advantage of these items between encounters... but I think it is wrong to nerf spellcasters for the sake of attrition and intensity. If you ARE going to nerf spellcasters, then you might as well nerf all the classes for using magic, including fighers. Think how exiting it would be for them to have their sword stop working in midswing because of Resonance.

Boojum

You have to remember that we don't know everything about PF2 yet and many things are going to be very different from PF1. Also, if you run out of healing spells and resonance you can still use the Heal skill to give people back HP in PF2.

Healers still have a role other than healing in combat. Clerics and paladins both have offensive spells and can wear armor, and if your favoured deity's weapon is good then you can use that, too.
Arcane/divine spells are a lot more powerful and can do more things than a sword can. It makes sense that they're limited. Fighters still have a use for resonance with some of their abilities, and to atone magic armor and weapons.


Deadmanwalking wrote:

Here's another way to look at it:

A radioactive or high gravity environment has effects on the development of creatures who live in it. Over generations they will adapt to said environment, so that even though they may not exude a personal gravity field or be radioactive (indeed, in real life they will never do either of these things), they are nonetheless physiologically different from similar creatures that have not lived in such an environment for generations.

In the same way, a high magic environment could have certain effects on creatures that develop within it. Some, like Dragons, would gain the ability to actually actively use magic, but others would simply display certain physical differences to allow them to survive such an environment better. Humans on Golarion, despite not being magical in and of themselves, are thus the products of an environment in which they must be capable of achieving a degree of competence that human beings on Earth simply don't need to be capable of, making the heights humans on Golarion can achieve quite a bit higher as they must be able to compete with magic in order to survive.

That's something I was thinking about, and makes sense to happen in the setting. It's just that I'm still used to the PF1 setting where martials couldn't do cool things and were boring, so this stuff feels like it needs more of an explanation. Hopefully the rulebook talks more about this stuff, because it'd be cool if they explained some of the world's lore in the CRB.


So in some of the blog posts the devs have mentioned many different things that high level martial characters are going to be able to do, like jump over buildings or live with no air in a void. These are all really cool! I like that they're balancing the martial and magic classes better!

Here's the problem: They haven't given any reason as to WHY people can do this stuff at high level. I'm hoping that they have some sort of explanation that they just haven't told us yet, but at the moment it seems like all that matters is just being a high level grants you seemingly magic abilities for no reason.

I really like the abilities they're giving us, and even with no explanation I'd still be fine with using them, but I'd much prefer if they actually gave us reasons as it'd be a lot more fun. Here are some of my ideas:

-Your character gets some sort of power given to them by the gods or some demons.
-Your character gets infused with magic. Maybe in Golorian everyone has a bit of magic inside of them from birth, and high level characters are just able to unlock it and use it better, and for different things.
-Your character stops becoming human and becomes something higher up, but not yet a god, or even a demi-god really.

If you have any other ideas be sure to share them so we can start brainstorming the best one!


UnArcaneElection wrote:
PossibleCabbage wrote:

All one-race parties were pretty easy in PF1 when you had a few races that got a bunch of different stat bonuses to them. Like we had an all-changeling party with a Paladin (Waker May), an Oracle (Veil May), a Bard (Snow May), a Witch (Sorrow May), and a Monk (Slag May).

{. . .}

Likewise, all-Human (or Half-Human) was always pretty easy (putyour +2 anywhere). And a whole set of 4 (soon to be 5) modules was written around an all-Goblin party. Now something like all-Kobold, that's a challenge . . . .

Now try an entire party of kobold anti-paladins. That, would be very difficult!


Also I'm pretty sure Halfling language is basically like secret sign language so that'd be a fun little thing too!


Because of the buff that slings are getting, and with the halfling probably getting Wis instead of Cha now, I think that a party of a halfling rogue (face, dps) , a halfling fighter armed with a sling (dmg, tank) , a halfling cleric (healing, spells) and a halfling ranger (range, tracking) would have a very good balance and work well together. They'd all be decent at sneaking too so that wouldn't be too much of a problem, and have decent saves and perception all around if their racial abilities are similar to PF1 still. Also it'd be fun to RP as a group of halflings with my friends. I could imagine we're like a band of freedom fighters going around freeing halfling slaves or something. :D

Now it's got me thinking if parties made up of entirely one race, or maybe of one class, are going to be more viable, too, with how much more customization is opening up. I'd think that an entire party of goblin alchemists would be very interesting (and terrifying!) especially since some alch's could focus on mutagens while others focused on FIRE! or having a party of elven rogues and wizards that just sneaks around and outsmarts everyone. Lot's of ideas!


Spicy!


I hope that prostitutes are still hireable in PF2, because they're the cheapest form of labour in PF1 and very useful for building an army. They also work well with a bag of holding as you can fit plenty inside of them and release thousands of them armed with spears whenever you get in a fight. Strength in numbers :)


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I think that Pathfinder has had so many "I'm evil for no reason" races is because the point of the game was to slay monsters and become legendary heroes, not to question the Morales of everyone you fight and kill. I like having monsters and people who aren't entirely evil, too, so having goblins as a core race is something that I'm looking forwards too even though I'm never gonna play as one.

I have a homebrew race that I wanna put into PF 2 and try it out one day. It'll be interesting to see if I can still make it. :D


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It'd be interesting to see if some of the conditions had a sort of max where they'd become lethal. For example for the frightened condition if it got to equal or greater than your WIS score then you'd have to make Fort saves or have a heart attack, or maybe something like that. Maybe for the sickened condition if it reaches your CON score than you fall unconscious or can't take any actions until the sickness is completely gone.
I like all what they're going for for simplifying all the conditions, but having so many different ways for them to work makes them not as clear. Having some things stack and some things not shouldn't be to hard to remember.


MerlinCross wrote:

This is something I've always wanted to try. Healing might be a bit of an issue.

Now I don't think Magic SHOULD be needed all the time but gonna need some healing. It probably would vary table to table, but probably have 1 Cleric's worth of healing. Or Adept. Mind you that's total. If each fighter can heal 1d6 once, or something like that, probably will be fine.

I'm sure that a bit of money towards potions could cover it. Maybe the spear fighter could invest in healing oils instead that he could apply to the shield fighters so the shield fighters could keep attacking and not provoke any sort of AoO.


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So your standard fighter in PF1 are almost solely focused on damage, as playing defensively just means you get ignored and your friends get picked on. But now with shields being more useful and more defensive options are being opened up, I'm wondering if a entire party made up of different fighters would be viable. Of course it would fall behind a properly balanced party in most encounters, but with how flexible Pathfinder is becoming I think it'd work pretty well. Here's how the party would be made up.

Spear Fighter: Focuses on killing monsters as quickly as possible from behind the shield fighters using reach, possible also tripping monsters and using AoO. High STR for damage, and CHA to be the face. Half Orc or Human, no Dwarves.

2 Sword and Board fighters: They'd be the frontline and protect the rest of the group from attacks. Being able to use their reactions to keep enemies from getting around them would what would probably keep the part alive, and using the Shield stance that allows them to keep up their shields forever without spending an action would allow them to help kill monsters. High CON and STR, maybe INT to unlock Combat Expertise if it's still a thing and to provide skills for the group
No Elves as you need the highest CON possible, so probably Dwarf or Gnomes.

Archer Fighter: Shoot enemies from a distance/ pick off ranged enemies and spellcasters. Would get feats like Point blank shot, or the one that removes the penalties for firing through allies' squares. High DEX and STR to maximize damage and hits, also focus on WIS to be the parties Ranger basically. Elf or Dwarf would work pretty well.

This is mostly just for fun and I'd need a lot more information to actually get it more set in stone, but if you have anymore ideas on what could make this more likely to work feel free to share your ideas. Also if you have any ideas on other entire class parties then be sure to share!

Full Name

Baern the meek

Race

Dwark

Classes/Levels

Monk