Blacksmith

Trastone's page

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber. Organized Play Member. 42 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


Grand Lodge

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I love that AoO's are gone. Makes it feel like a real combat situation and dynamic. I hated that once you entered in PF1 you were "stuck." You don't enter combat and stay there in real life. I understand wanting there to be consequences when trying to drink something, but I prefer the capability of moving. I like how combat flows now.

Grand Lodge

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1. There are a lot more choices for each character and I have no idea what you are talking about. Many more small choices resulting in characters being different.
2. I have no idea what you are talking about on homogenization. 1st ed had balance issues and they have balanced that out which is great because people will only play what they percieve as OVER POWERED. I’m not saying it is correct yet, but at least they are trying.
2a. THANKYOU FOR REMOVING AOO. It makes the game feel so much more dynamic!!!!!!!!!! I will never play with AOO for every character. It makes the game feel boring.
3. There is much less reliance on magical gear. You can’t wear as much and it depends on your resonance.
4. How does my fighter cause all the status effects that a caster does?
5. Casters were known to be game breaking in 1st ed related to the spells. Something had to change for more balance.
6. Thank you for making a bold change.
7. Combat does seem to take too long. I love the action economy though!!!! The 3 actions is great!!!! Best change in the game.

Grand Lodge

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Seems like you would like to go play the Cypher System, Numenera, Vurt, or The Strange....

That is a the player rolls everything game.

Grand Lodge

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BretI wrote:
Trastone wrote:
Why not remove the level increases to skills and then have a table that has the DCs based on Easy to near impossible.

If you removed it from skills, you would need to also remove it from Attack Bonus, AC and all the other things using the proficiency system.

The system is meant to allow you to use skill vs. attack bonus, armor class or saving throw.

Maybe remove it from all since everything is basically increased by that anyway just adding a layer of complexity for being complex. You get a +1 to attack and they get a +1 to ac because they leveled. Seems unnecessarily complex. You went up 1 level so you get an additional 1 on all your skills, so we are going to increase all the DCs by 1 to make them harder to reach.

There is not any 1 right solution. I don’t think its terrible as is, but I’m not a big fan of having to track all the time with healing back up. Now all my encounters have to have time elements/effects built in to be viable toward increasing difficulty or outcomes. Before I could have a time element, but I do not feel like I had to have it. It at least cost something before whereas now its just free.

Someone somewhere said: “Great now my fights have to be:”
“Boss Fight”
1 hour downtime
“Boss Fight”
1 hour downtime
“Boss Fight”
1 hour downtime
“Boss Fight”

I definitely get this feeling too as you can’t really have a: the party is tired and running out of resources because they are at full strength. Maybe they are running low on spells, but thats about the only limiting factor now. In the first scenario the group had to run back to town to heal up and take an entire night to partially heal up. That felt good to me as a GM. They are still battered and bruised unless they went and got some magical healing. It took a lot of time that was easy to track. 1 day... You want me to track minutes....ughhh. I like the idea of nonmagical healing, but why does magical healing have a huge cost and nonmagical is free. There should be some sort of resource drain that is easy to track. I’m fine with time, but how about hours or 4 hours blocks instead of 10 minutes. Make the time something significant.

Making a choice of 4 hours seems like the PC’s might have to think about it. 10 minutes is like okay...oh, 10 more minutes okay....oh, 10 more minutes okay....

Okay...just going to be quiet now..

Grand Lodge

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Anguish wrote:

PF2's design goal: be the game the designers would like to create/play.

It's that simple. These are rules that Jason and his team thought of that they like. They fit the style game that the dev team as a collective want to write for.

I honestly feel for Jason in particular. Spending nearly a decade and a half writing for someone else's system has got to be frustrating. I imagine he's really eager to spread his wings and create an edition that is his.

And that's all fine. And cool. And I deeply respect that.

I don't think there's much point in looking for something deeper here. Sometimes a game is just a game.

Statement without any support..... I would love to see the statement supported, but you through something and and are trying to see if it sticks...

Grand Lodge

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Looks great to me!! Can’t wait to see the details as it is obvious we can’t fully understand it without what the actual skill feats are!! Love the little teaser!

Grand Lodge

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I’m ready for a 2.0. I love 1st edition, but from the stuff I heard in the podcast it seems so much more immersive and I can only imagine where things can go. Unlocking actions seems brilliant. So much more flexibility on your turn to make decisions.

I will continue to play 1st edition and then I will hold them up side by side and see which one is the victor when the time comes. Plenty of 1.0 stuff to play for the rest of my life, but I will most likely subscribe to collect all of second edition.

Grand Lodge

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Patrick Shrewsbury wrote:

I'm excited at reviewing the material.

BUT BASED ON THE SHORT DESCRIPTION OF HOW MAGIC MISSILE WILL WORK SOUNDS ALOT LIKE PAIZO IS TRYING TO SHADOW WHAT WIZARD OF THE COAST HAS DONE WITH 5TH EDITION.

Paizo Magic missile, for example, can be cast using from one to three actions, giving you an additional missile for each action you spend on casting it!

WOC You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

The next thing Paizo is liable to say is that we will be able to cast low level spells with higher spell slots.

I like that you have taken 1 small description and made a conclusion from it about the entirety of the rule set..

Maybe wait til you’ve seen more rules before jumping to extreme conclusions. I see action economy getting easier to teach, but more complex in capability of choices.

I see more crunch being introduced as Vic said above who said anything about ranks going away. So, another example of combining some skillls with other things(combat maneuvers) and increasing the complexity by adding additional skill levels(good, master, expert) to the skill system to determine quality while making stuff.

I see more crunch, so far, but making unwieldy rules easier to understand while increasing options.

Grand Lodge

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Edited wrong quote out. - In response to the comment of slow Initiative and people always being in stealth or looking for tracks.

To me the gm should be looking at situational awareness. If you are on general travel a gm should ask why would you do this? But, if they are in a dungeon or have recently been attacked absolutely makes sense. Otherwise it is meta gaming. I think the mechanic is quite clever and gives more complexity and variation and choices to the game.

Grand Lodge

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I’m quite excited to see what they bring to the table. The podcast was great. Many of the changes are quite flavorful and love the concepts presented. What concepts? Having to use a shield actively and it uses an action. Do you want to use it to attack with or to use as a shield. Oh, and you can use it reactively to reduce the damage you just had happen. That seems a raise in complexity in this area. Too many people are jumping to conclusions with almost 0 information.

Also love that CMB/CMD is gone. Now you can use your skills to attack with. So much more flavorful in my mind that your skills are more useful in combat. They used a skill to grapple with!! Perception is the default for use in initiative. HP at level 1 are higher and are a combo of class, race, and hit dice.

I think people thinking streamlined and simplistic are the same thing. Just because some things are streamline, doesn’t mean they have added complexity elsewhere, but hopefully with clear rules that can’t be confused. I can see they have added some things that are more complex(Initiative, Reactions, Shields).

Keep the previews coming. Excited to see where this goes.

Grand Lodge

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Patrick Newcarry wrote:

First! XD

Also, are these pdfs or hardcovers?

Humble Bundles for Paizo have always been digital....they would lose so much money if it was physical.

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Is there a pathfinder tales set in Sandpoint or Varisia? I'm just trying to get more context and set it in my mind better. Or, something that would help me with the culture of the chelexians, varisians, or shoanti? I Am looking for the stories, but any recommendations of source books or rule books are welcome too.