I was paraphrasing the trend of posters in this thread that were indicating that the persistent damage's flat check is what removed the persistent damage. It was intended as a kind of shorthand, rather than making a wall of quotes, or calling out one particular poster. I was not quoting rules at all in that instance.
"Flat check removes it." That contradicts the rule in the curse trait though. It clearly states "Effects with this trait can be removed ONLY by effects that specifically target curses." It also says "A curse is an effect that places some long-term affliction on a creature." That seems to indicate that it is not intended to be a short duration effect. /devil's advocate
The Raven Black wrote:
I guess it's all double plus good then! /snark
The Raven Black wrote:
I would argue that, due to the revocation of alignment in the Remaster, this is far less true today than it has ever been. If anything, there is more room for shades of grey scenarios than ever before.
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.
Captain Morgan wrote:
Really appreciated your take, but yeah, we clearly see it differently :) mostly in correlation with the other classes as well. The action economies you are mentioning are not really what I am proposing as an idea and I am aware of the one you highlight for sure. Although I believe as well they will not take into consideration a random comment in their feed, I believe however they need to hear it for future considerations like they clearly did for what they did so far.
Guys at Paizo: I believe you are doing a great job in handling the remaster situation, I really do and I really love the game.
The ranger has many issues, some of which you are admitting here in what are majorly bug fixes here from oversights (spellcasting, crossbow ace not working with previously used hunter prey on tracks) but these do not answer the true problem of the class which is linked to its identity. For what a ranger can offer today in matters of choices can be easily replaced by a fighter with a Beastmaster dedication, a gunslinger with scout maybe or just the thaumaturge. I mention this in terms of efficiency in a party AND in matter of flavor. With the release of the gunslinger you gave this new class a head's up on the ranger in terms of combat capabilities and now you want to balance it up, understandable. But level 16? And only for those who chose to take spellcasting feats? The class key feature that makes it different to other classes is today Hunter Prey. But... Hunter prey is a mandatory action that put the class in par with other ones. It is not an interesting choice like the Spellstrike of the magus or a Bon Mot before a will based spell that balances other choices, it IS the thing the ranger HAS to do to be even useful. And the advantage? Just to make the class what it is supposed to do. There is nothing that unique about Hunter Prey aside of making class features "working" or not. I believe that if you want to nail this weird class is to deal with this Hunter Prey thing. Maybe it could give instead bonuses to the allies to concentrate the efforts to a single creature, maybe it can be a combined action (action economy advantage) for the ranger to execute a certain action like striding towards the target, reloading, or even grappling that bear for those melee options. All of these could be linked to the class Hunter's Edge if you want like the different reloads works for the gunslinger. TLDR: IMO fix hunter's prey or redesign the class in the newer eye with which you made the most recent classes: fun, useful and interesting.
I agree on the +2 Int instead of Charisma.
Take the perspective of the same race on a different domain: Starfinder.
I think that with the current stat bonuses if you really want to have a Goblin Sorcerer you can do it anyway without the starting +2 bonus.
Bonus: Dexterity, Intelligence, Optional
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