Darksol the Painbringer wrote:
Specifically, an ogre loading goblins into its blunderbuss. It's begging to be a scatter attack.
Midnightoker wrote:
If you shoot first, then throw at the opening the bullet made, it also works for gun blades.
Qaianna wrote:
That's a joke with my group to this day. "Stand back! I'm going to cast...The Spell!"
Honestly I'd be astounded if this change hasn't already been in Mark's notebook for weeks now. He's a smart cookie, and I have every confidence the final version will be great. The only concern I have is whether I will be able to give my dire porcupine Beast Eidolon persistent piercing damage on a crit...
Does anyone have an idea how long the designers have before they need to hand the book over to editing to get it out in time? I'm curious how much time they have to actually digest and implement the playtest data, as that dictates an upper limit on how much the design can change. If it's, like, two months, a ground-up redesign doesn't seem feasible.
I've had the second (and final) session with the second group now. The phantom summoner continues to feel straightjacketed by the manifest action taking a full 3 actions. She had plenty of opportunities for neat tricks by unmanifesting the eidolon or warp it back to her side, but losing a whole turn to do it was prohibitive. The one thing they did that took advantage of the eidolon's impermanence was that when the rest of the party escaped a bad situation but the eidolon was trapped behind, they decided to just run and hope she hit the 100' limit or, failing that, if it got dropped they could heal her and still all be out of harm's way.
The two slide caster magi played pretty much exactly as you'd expect magi to play: they scoot up to a baddie and spellstrike. These two use cantrips exclusively for spellstriking, saving their slots for things like Fly and Haste, or Weapon Storm for area effect. The players talked a lot about which cantrips they were using, and the consensus was that Electric Arc is the best because it still has an effect when your spell roll or DC fails, which is often, and Telekinetic Projectile is for when you are confident of a successful hit (like smashing through a wall). Other cantrips are only worthwhile for trying to hit elemental weaknesses, they concluded.
The third magus was the shooting star magus with a Returning javelin. His build included 0 magus class feats, instead taking all barbarian multiclass feats, and he had a great time. With rage and giant instinct's oversize weapon, he actually had better damage than the other group's powergamer maul user. The other two magi were a bit jealous of his character for having an option besides setting up spellstrikes.
Second group is an even split, two magi and two summoners. The first magus chose sustaining steel, and as a result of needing to move around the battlefield a fair bit didn't get to use spellstrike much. If he had played a fighter with a maul and spellcasting multiclass instead, I don't think I would have noticed the difference. That player is a powergamer sort, and built his character with an eye towards maximum spike damage. He got one really good spellstrike in which made his night, but he expressed that those moments appear to be so few and far between, he probably wouldn't play another magus in its present form.
The second magus was the same shooting star magus from first group, because we had a dropout last minute. I'll discuss him with the other group. The first summoner chose a dragon eidolon. He badly wanted to use the breath weapon, but the rest of the party kept running into melee and leaving him without an angle, so he hasn't had a chance to use it yet. Evolution surge was deemed very good, providing scent and speed at crucial moments. When it came to casting spells, he opted to cast Haste on a magus, so obviously he feels the summoner has better action economy than the magus. There isn't all that much to say about his first session: everything was basically fine. The eidolon was fine in combat. The number of spell slots was fine. Managing two bodies was fine. He would entirely happy playing the summoner as-is. The second summoner chose beast eidolon, and as a roleplayer type, is having a ball being two characters (one an adorable leshy, the other a Hulking bear). He ran a one-man good-cop/bad-cop routine on an NPC and discovered the power of two skill attempts against the same problem. This player hasn't had much experience with PF2, but doesn't appear to be having a problem grokking one character with two bodies. In fact, all the summoners I've run for so far don't seem to have any trouble wrapping their head around the shared HP pool, but none of them played PF1 to have preconceived notions of how the summoner works.
The broad overview I've seen from all the players so far is that the summoner is pretty fun and effective in its current form, whereas the magus looks good on paper but struggles to make good in practice.
AnimatedPaper wrote:
CON would work for the summoner, if there is a will to go that direction. You manifest your eidolon by sharing your life force with it.
I have two groups I and running through a scenario, I thought I would put my observations here. We've just started, I'll add more as we play. The first group is 3 magi and a summoner. Two of the magi chose slide casting, and the third chose shooting star with returning javelin, which I thought was clever. All three had plenty of fun with their schtick, and the shooting star player didn't seem annoyed about not getting the free move. There was plenty of talk at the table about how cool the various magus feats and features were, and they all made liberal use of the fact you can hold your spell in your weapon for a round to split a spellstrike up, which made them able to be more flexible with their actions than I was expecting.
The summoner kept getting tripped up by manifesting taking a full turn. They were moving through a foggy town, not knowing if the next creatures they encounter are going to be monsters to fight or panicy townsfolk to rescue (who might freak out about her ghost), and guessing wrong meant she lost the first round of combat. Everyone felt a full round to manifest was punishing.
Some of them have been liberal with their slotted spells, so we'll get some data on their endurance in the next session, I'm sure.
OrochiFuror wrote:
I contend that the opposite is the way to go. The to-hit bonus is the crown jewel of the fighter class, and if the eidolon matches it there will definitely be some hurt feelings. Perhaps more importantly, having few abilities means they will get boring fast. NPC monsters with few abilities are great because you fight them once or twice, see them do their schtick, and then fight something else. If you fought cyclopes for an entire adventure, you would be entirely sick of cyclopes by the end. On the other hand, more abilities is more room for customization, and more opportunity to make the eidolon feel monstrous or bizarre.
The samurai would make a decent LN champion. Their code is just as strict, but elevates duty and loyalty above any question of morality. They are about as bound to their lord as a paladin to their god. Use the "tenets of bushido" instead of "tenets of good/evil/neutrality", and their focus spells could be more ki or resolve themed. Ronin could be the CN counterpart, perhaps.
The default system works fine if you pick a class, then imagine your character based on that class identity. Where you run into problems is if you design a character first, and then try to fit that design into a class's silo. I enjoy the latter sort of character very much more, but there is always something that doesn't fit into any class's defined boundaries. I don't really want a double helping of class feats; I see the benefit of a tight budget. Just a free dedication, though, would help by extending the available possibility space in the direction I'm trying to go without the speedbump of buying access.
Looks like some didn't notice Nudge Fate has a slightly different lockout than most hexes: "...changing the outcome appropriately. The spell then ends, and the target is temporarily immune for 1 minute." The lockout happens when the spell actually accomplishes something, not just because you cast it. That feels a lot better. Unrelated, but is it clarified anywhere if the witch MCD familiar has one less ability than normal for a familiar (making it 1), or one less than normal for a witch's familiar (which would then be 2)? I would assume it's the former, but it's ambiguous.
I think playing someone with a gigantism condition feels very different from someone who is very big, while being a typical size for their ancestry. Do correct me if I'm wrong. You know what would be really easy to implement? A half-nephlim human heritage. The PF1 nephilim entry describes them having half-human children, which are basically like humans but especially big and strong. You might even be able to fit it on a single page, and it sounds like it would satisfy the majority of what people are looking for. Maybe do a Large size full nephilim eventually, maybe not. A giant-themed ancestry definitely sounds cool, but this would be easy to get out quickly and satisfy a lot of people.
Martialmasters wrote:
I expect it varies by location. What one wants out of fantasy depends a lot on what your reality is like.
Perhaps the best way to answer the titular question is with an example:
Speaking to the point that almost all of the afterlives on offer seem unappealing, I agree, but for any given mortal there just needs to be one that sounds lovely. If you personally think heaven is the only one that sounds good, you're probably a Lawful Good sort of person. I would describe my brother as Chaotic Good, and he thinks turning into an animal and wandering through an idealized wilderness sounds great. A place for everyone, and everyone in their place, I guess.
Hex cantrips are a tradeoff for one less spell slot; what if they published one patron that, instead of giving you a hex cantrip, just gave you that spell slot back? Seems like a pretty easy fix for hex cantrips not being entirely satisfactory. It would also provide excellent data to see whether players consider hex cantrips a worthy tradeoff.
Ed Reppert wrote:
Is it just him and his animals as the protagonists? Because that sounds like an adventuring party, rather than a single adventurer. Maybe see how persuasive you can get with convincing your fellow players to try out some homebrewed ancestries. :)
CorvusMask wrote: Murder cults? Is it the Skinsaw Cult? :O Edit: I guess its probably one from Vudra because why else the vudra article? If so, I expect one could follow this up with Cult of the Ebon Destroyers quite easily.
There is also an option intermediate between 3-level modules like Fall of Plaguestone and the three-part adventure path, that being the 6-level modules like the upcoming 128-page Dead God's Hand, or previously, Ire of the Storm (I just checked and it's 5 levels, but only 64 pages, which is some high-density adventure). These are effectively two-part APs. I quite like these, as it is long enough to feel worthwhile to really get invested in a character, while short enough to hopefully get through it before life dissolves the group, as so often happens.
I know when I'm GMing, I always appreciate it when my players talk to me about a plan they are unsure is sportsmanlike before they try it. I would strongly encourage you to ask your GM if it will upset them. If the answer is yes, ask what about it in particular is a problem for them. Maybe the two of you can find a happy compromise.
Getting ready to run the AP and this is bugging me too. What I've come up with is: -Cayden's keg and Shelyn's smile are successful businesses, so perhaps those businesses were fronts for the religions in darker times, and now that the hellknights are gone and Thrune's power is waning they worship openly. (Desna must be relatively new) -When the hellknights arrived and suddenly somebody cared that there was no church of Asmodeus in town, maybe the council asked them to hold services in their fancy new citadel?
Captain Morgan wrote:
I figured a larger damage die was its schtick, in lieu of splash, extra range, optional melee attack, or two targets.
Also worth noting, detect magic and readying an action/attack are each 2 actions, so you can't be doing them both at the same time, let alone moving as well. If they decide to just go everywhere very slowly, and you want to hustle them along, the time-honoured tradition is to bust out some nasty wandering monsters (that aren't carrying treasure). Maybe they spot some rust monster tracks. It just passed this way, who knows how long before it comes back?
Produce Flame goes out of its way to say it can be delivered as a melee spell attack instead of a ranged spell attack if you so wish. Why? Ranged attacks trigger AoOs and melee attacks don't, but it has the somatic casting action which makes it a manipulate action, so it triggers AoO anyway, no?
PossibleCabbage wrote:
The historical method was to have an attendant carry your big sword for you. Different players will consider that either an awesome or terrible idea for their character, I imagine.
oholoko wrote:
I know what you mean; I am already thinking of them less like yappy, scaled little humans, and more like the raptors from Jurassic Park. I love it. |