Tridus wrote:
I just don't see it as a problem. Contradiction or no, it could be implemented as is without impacting gameplay negatively.
Tridus wrote: They understand it just fine: they didn't implement it because one part of it contradicts another part of it. If you actually follow through with both tables, you don't get the stated outcome of a creature of a given size should be able to carry the equivalent gear in equivalent bulk as a creature of another size. And to that I say "So what?" There's nothing stopping them from implementing it other than themselves. Not incompetence; just a lamentable choice.
I would argue that it is actually not that hard at all. The logic boils down to three straightforward steps, which any competent programmer can implement with basic conditional checks and simple math: 1) Check the creature's size (Tiny, Small, Medium, Large, Huge, or Gargantuan--this is just a single attribute on the creature object). 2) Check the item's base Bulk (stored as a value like "negligible," "L" for light, 1, 2, etc., along with the size category the item was designed for--usually Medium by default). 3) Apply the appropriate conversion formula based on the mismatch between creature size and item size, then output the effective Bulk for that specific creature. This isn't some exotic algorithm--it's nested conditionals referencing a small lookup table or multiplier (exactly the kind of modular math you see in game systems all the time). For example: - A Large creature treats a 1 Bulk (Medium-sized) item as Light bulk, and Light items as negligible.
The system can (and should) recalculate dynamically any time: - An item is transferred from one creature to another (different sizes = different effective Bulk).
Modern virtual tabletops and character managers already handle far more complex interdependent calculations (ability modifiers, spell effects, multiple stacking bonuses, etc.) in real time. This is well within the realm of "basic event-driven programming." You define the item once with its base stats, attach a size tag, and let the code apply the size-conversion rules on the fly. No constant manual tracking required. I've seen plenty of nested modules and formula references in codebases--this is no different. It's just inventory math with a size axis. Claiming it's "too complicated" for software underestimates how straightforward conditional logic and data-driven design actually are.
Just connect the stepping stones to one another to make your bridge. The sides of the stone disks themselves are vertical surfaces (they do not have 0 height) so it works out fine. Also, the disks clearly defy gravity already, since they FLY to the points you designate, so I see no reason why you would even need to connect them. The whole anchoring business also begins with YOU CAN, not YOU MUST, which is obviously giving you more options rather than a limited list of options, so you should be able to create floating paths just fine. Either way, you're good for short temporary bridging.
Funnythinker wrote:
Never played it, but I still shudder at all the negative hype the first edition class got. I doubt a 2e version would end up much better.
Perpdepog wrote:
You think this odd? You should see the thread he started about poop. RD is a really, really weird guy.
Oh wonderful. Another glorious 'clarification' from on high to strip away the last scraps of joy from this wretched game. Back in my day, weaknesses meant something. You'd hit a troll with fire and watch the beautiful extra damage pile up like a dragon's hoard--instance after delicious instance, because why not? It was CHAOS. It was GLORIOUS. Monsters actually felt dangerous instead of these pathetic participation-trophy bags of hit points. But noooo. The Design Team--may their dice always roll natural 1s--decides 'instance of damage' needs to be parsed like some infernal contract written by lawyers who hate fun. Now everything's one tidy little package, weakness applied once, and poof! There goes the math that made my evil GM heart sing. I hope you're all happy with your sanitized, balanced, boring little game. Me? I'm going to sit here in my trashy basement of despair, clutching my outdated printings like the precious relics they are, muttering 'Bah! Errata!' every time someone mentions 'consistency.' Go ahead, pat yourselves on the back for 'clarity.' I'll be over here, in the dark, resenting every last one of you for ruining a perfectly good exploit. Humbug. ;P
I would say Yes for the axe since it does not say you must be wielding it to benefit from it. It doesn't even say you need to attack with it to get the damage bonus. Sadly, the same does not appear to be true of the staff, which clearly states you must be wielding it, which you cannot do while it is absorbed into your form.
QuidEst wrote:
Bah! Lousy statisticians always swapping numbers to benefit their own arguments! Benjamin Disraeli wrote: There are three kinds of lies: lies, damned lies, and statistics!
QuidEst wrote:
LOLWut? The +3 guy literally has a 10% increase in how often it succeeds. You're totally going to have to walk me through that 33% reasoning.
WatersLethe wrote:
It's just 10%. It's certainly noticeable, but it's not significant. 9/10 times the +1 guy achieves the same results as the +3 guy.
Unicore wrote: Players casting fireball in a room full of people with no one having a chance of figuring out who cast the spell is not something I would ever allow as a GM and would strongly caution any GM from considering. Pathfinder 2e is not “mass murderer the role playing game.” I beg to differ! Adventurers aren't commonly called murder hobos for nothing!
JiCi wrote: Why can't I go "Hold, hold, hold, NOW" when an enemy charges me again? Because enemies act one at a time in initiative. Short of having GM buy in to have all the enemies acting on the same initiative, it's not possible to have one large group readying actions against another large group to any significant effect. The moment the first enemy comes within range of a spear and suffers multiple readied actions and dying, every enemy after them in initiative is going to adjust their tactics (perhaps by charging in after their fallen comrade where there are no more readied actions left). I suppose you could get a close approximation to the scene by using troops.
The Raven Black wrote:
Blinding light would not hamper a person with darkvision, since they can only see the dark, and not the light, like a lightvision person can. ;P
Trip.H wrote: Even if the items need to be used or be wasted, a Garden of Healing built in a city can spit out Contagion Metabolizers, etc, while the PCs are away. The PC can come back to collect a fat purse from the hireling who sells the daily healings. Even if the gross-costs net per-Activate value is like 20% of its listed gp cost, it's still kinda a yikes gold factory. No such thing in PF2e. By the time the PCs pay their hirelings, purchase the materials necessary to sustain and maintain the garden, taxes on the products, fees to the local crafter guilds, and bribes to criminals and politicians to get around red tape and other troubles, they're just making an Earn Income check to see what's left for their own personal profit.
Super Zero wrote: In that example you won't benefit from the precision damage because you've already used it. But I'm not sure what extra combo you're missing there. The combo of following up a high damage hit with a guarantee of another high damage hit (especially if you were lucky enough to have crit the first time). Sure the precision damage doesn't carry over to the second Strike, since that is once per round (what is it with Paizo limiting everything to once per round anyways?), but guaranteed extra damage after already landing a high damage Strike would have been pretty sweet. My point is, if you take all the ikons that benefit archers, you can't benefit from them all. If you take all the ikons that benefit throwing weapons, you can't benefit from them all. If you take all the ikons for most any other theme you want, you can't benefit from them all. It's inefficient. It's lack of synergy. It's waste. It's the extra hoops that hold back the swashbuckler, the witch hexes, the inventor, and many other classes.
The limit of one transcend a round really limits what you can do with the ikons. For example, if you use Gaze Sharp as Steel for the defensive bonuses against ranged attacks with your archer exemplar then for your first action transcend A Moment Unending to get the precision damage bonus on your next attack and into Unfailing Bow for the passive damage bonus, Strike with your bow and hit, you can't then make use of Arrow Splits Arrow. In fact, you will almost never get to use Arrow Splits Arrow while benefitting from those other ikons. The exemplar is rife with "obvious combos" that simply don't work well, if at all, due to that limitation. It's a shame they limited the class so much. I've seen more than my fair share of exemplars who, in practice, had at least one dead ikon that almost never saw the light of day. The class would have been better if they started with only two ikons and didn't have the once per round transcend limitation.
JiCi wrote: Is it intended to redesign/design the dragons as "more nightmarish" and "outerworldy alien"? They're neither of those things. They're just different. If they weren't, WotC could potentially sue Paizo out of existence. And because of the way human brains work, different naturally trends towards the subjective uncanny valley.
Dragonchess Player wrote:
Hence why I said "generally destroyed." There's exceptions to almost everything in Pathfinder.
I'm surprised nobody's mentioned that undead cannot be doomed by the breath weapon yet. Dragons Most Fearsome!" By Luis Loza wrote: Their breath is a line of spirit damage that dooms undead creatures, helping guarantee their destruction. Undead are not impacted by doom since they are generally destroyed at 0 hp. Doomed Condition wrote:
Oftentimes undead don't even have a soul present for the powerful force to grip in the first place.
Trip.H wrote: Because of that bad OG construction, you need special lines for every case where that assumed total of four is wrong. Ah, that makes sense. The current phrasing is not as clear or as obvious as I'd like though. Even now it reads to me like you add the value of the witch bonus to the bonus value granted by the feat. Kind of like how armor potency runes don't add an item bonus to AC, but rather increase the item bonus granted by armor.
If I have two apples, and Gary is to deliver me 3 apples, and Bill tells me he is going to deliver 2 apples plus an amount equal to that which Gary is delivering, then when all apples are delivered, I should have 10 apples. 2 + 3 + 2 + 3 = 10. I don't see the source of your confusion. The Raven Black wrote: You do not get to add twice your bonus familiar abilities for being a Witch. Except the feat clearly states to do exactly that: "Add the bonus familiar abilities you gain for being a witch to this amount." 2 + 3 = 5.
Then why would it say "Add the bonus familiar abilities you gain for being a witch to this amount." "This amount" being the extra abilities granted by the feat. If that wasn't the case then surely there's no point in including the above text in the feat. It goes without saying that a feat that gets you extra familiar abilities isn't going to take away abilities granted by a different source.
Enhanced familiar says "You can select four familiar or master abilities each day, instead of two." For witches it then goes on to say "Add the bonus familiar abilities you gain for being a witch to this amount." So if I'm playing a 6th-level witch, my familiar would have... 2 base abilities that all familiars get
For a total of 5 familiar abilities. If said witch took Enhanced Familiar, then at 6th level the familiar would have... 2 base abilities that all familiars get
For a total of 10 familiar abilities. Is that right? Seems like a pretty meager feat if not.
If an activity is not its subordinate actions, then it gains none of the traits or other properties of its subordinate actions, no? Seems like quite the slippery slope as that logical process and line of reasoning would completely break the game when taken to its logical conclusion. Ergo, it must be the case that Swipe can be used prior to Drink From My Foes.
My citation is common sense. If a group of people come together to play soccer, and the referee is changing the rules on the fly, or following the rules of American football, then expectations have been subverted. That is very likely to make for a bad time for all, and players would rightfully be calling foul if such changes weren't agreed to by all parties in advance. It's simple adherance to the basic social contract of gaming.
Finoan wrote:
Any GM who tweaks existing stats without informing his players that, that is something he might do from time to time during the course of play is not only cheating, but subverting the expectations of both the game and its players.
|