Lini

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Organized Play Member. 69 posts (70 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters.


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Jesse Heinig wrote:

Is the Search function ever going to be fixed?

Here's a simple example:

Here's the entry for the Jalhazar's Wheel magic item, which as you can see has a Source listed as Pathfinder #57: Tempest Rising pg. 58.

Now put "Tempest Rising" into the Search function and you get... "Nothing found for those search terms."

Congrats on the master necromancy.

But you can currently filter by source, just not using the search function. The Sources tab allows you to open by source book. If you know the name of the item, use the search function. If you know the source, look it up via the source book.

It isn't like the search is broken, so it doesn't need to be 'fixed'. It just doesn't have a particular feature as that function is achieved elsewhere on the site.

I'm sure that now Nethys is the official PRD we'll be seeing more updates and improvements, but that kind of thing takes time. If you do have suggestions for features to add, you can contact feedback@aonprd.com to suggest potential features, but understand that it will take a little bit of time to implement, especially if there is already a way to do it (as there is for filtering by source book).

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Cernunnos?

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I really don't see why what you're calling the "Christmas Tree effect" is an issue. I've seen no players "[rushing] to fill their slots with items featuring charges or uses per day" in 3 years of PFS and home game play. Certainly I much prefer passive bonuses over uses per day items, even if they are overall weaker.

And I can confirm what some people are also saying: in our PF1 Iron Gods home game, it took us 3 weeks in game to clear a dungeon that was supposed to be a quick and simple run. We didn't have access to a CLW wand, we didn't have any 9th level casters (which I don't think is too uncommon) and because of the way the AP was written, our melee characters didn't have the heavy armour they needed until quite late in our adventuring. In the end, we needed to stop and rest for a couple of nights just to get back to reasonable health, since PF doesn't allow you to just fully heal overnight like in 5e (which I like).

But resonance just makes having a dedicated party healer (which most of my groups fine UNFUN) pretty much necessary if you want to do anything with potential time pressure. I'm fine with taking a while to clear a dungeon, but time-pressure is often a key element of building tension in games, and if you don't have a dedicated healer, giving PCs any sort of time pressure seems entirely unreasonable.

In short: the Christmas Tree effect isn't an issue? A lot of people don't like playing dedicated healers, and it is unreasonable and unfun to balance the game around that expectation, which it seems it is. Resonance just makes this problem more apparent for times when nobody in the party wants to play a cleric.

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Maybe I play quite differently from most, but I find I'm taking less time with my companion builds in PF1, and PF2, than a lot of the other players in my various groups. It isn't that hard to just put in the effort to plan what you do and/or roll attack and damage dice together.

Yes, sure, I put all my efforts into my companion so my actual PC does little (maybe cast a spell or use some other special ability) but even my 5-attack-pounce companions are taking less time than other people's sorcerers or rangers.

My real disappointment is I can now no longer have my companion as the real powerhouse of the duo. I'm sure this will get better as new content is released, but I feel for the amount of investment I'm putting into my companion, I'm getting very little out of it.

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I'm pretty sure the point of them not having stats is so you can create whatever animal (or Leshy) familiar you want - you just have to give it the appropriate power choices (eg. choose a flying creature, you have to give it a fly speed as one of its powers)

Here's another issue: Gnomes can get a familiar and it explicitly states they prefer familiars with a burrow speed. I'm sorry Paizo, you haven't given us that option?!?

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Tursic wrote:

The feat over rides the general rule.

Except you can't take the Ancestral Paragon feat until 3rd level.

Heritage feats can only be taken at 1st level.

Ancestral Paragon allows you to take a level-1 ancestry feat at, at minimum, 3rd level.
It does not include wording that enables you to count as a 1st level character. You gain a feat that is level-1.

So no, the feat does not override a general rule, or if it is meant to, the wording of it does not.

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I'll admit: I have some reserves about some of the maths and other rules elements that have been changed (especially the changes to Perception and Sense Motive) but that's why its PF 2e, not PF 1.5e. I'm excited to see how they play out and figure out how much I enjoy them.

But I have to agree with the OP.

The system looks really interesting. I love the new action system, I love that you don't need to get a maximum number of attacks off in one round to be quite effective. I really like the modularity and diversity of the feats and how they enable you to build a unique character.

BUT. And it is a big BUT. When I look at the feats, and the class options, I'm terribly underwhelmed. Much as I love the ability to have a range of options, that counts for very little if none of the options are impactful.

Maybe we just need to wait for Paizo to release more content.

The racial feats are by and large disappointing and I don't feel like I'm making a choice for most of them. I feel Gnome feats have been done the best, and even then...

The skill feats suddenly make you invest in feats to do things that seem tied in to what the skill should be doing already. The Survival skill, for example, should let you be good at foraging for food, find shelter and the like. And yet I need to invest in a feat to be able to reliably get enough food for myself and a single other person?

The legendary skill feats are also underwhelming for the level at which you can access them, and they're really the first feats that are EXCITING.

Paizo, I really want to love PF2. I really do. I want to have a wide range of options to create a unique character, even if I've done the same race/class combination three times previously. But to do that, all those choices I make need to actually mean something, not just add safeguards to prevent us from critically failing in things we're supposed to be good at anyway!

I don't expect to have the same kind of skill differences as in 1st edition. But at the same time, the change to the maths has made it so that even a character who is legendary in a skill can get a lower result than someone untrained in the same skill far more easily.

I don't want to just be taking options that make my failures less punishing. Make my successes more interesting!

That's my one issue with the Playtest. My options, though myriad, are just not interesting. I'm finding myself pouring over feats to find interesting ones to take, and then having to go back over it to find enough feats to actually fill out my build. Feats that do very little for me, that I'm not interested in, and I don't feel good taking.

The action system is great. The changes to maths is acceptable. I feel like there is minimal impact to my choices.

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Seriously, there is a limit on space in the CRB they have to manage. Goblins are in because they've become so linked with the Paizo brand. The other monstrous races won't be too far behind, I'm sure, but you can't expect them to add everything in just the CRB.

They'll be publishing more books fairly quickly, and sure, I'd love to see full orcs as an option. There is no need for them to be in the CRB - not to say I don't want to see them within the first year of PF2 books.

But if Paizo put everything people wanted in the Core Rulebook, you wouldn't be able to pick it up. Leave them some space for future content.

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battlebaby wrote:
I think Druid's Circle sounds better than Druid's Order. Order implies organization. IMHO, Order sounds better for more lawful oriented, like Knight or paladin orders.

Golarion lore already has various Druidic Orders - I don't see why they'd make up a new term for something that already exists in-world.

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Much as I want to see some decent updates to the Shifter, I'm not holding my breath, and if I do want to play a Shifter in game I'll be asking for some heavy homebrew. I hope we see an update eventually, but I'm not counting on it being soon or for it to actually fix the issues.

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Reduxist wrote:

I know that you can wear a third ring by having a unique weapon called the Ten-Ring Sword, but are there other ways to increase the number of rings you can have active on your person.

I'm asking this because I really want to use as many of those summoning affinity rings as I can, preferably one representing each alignment. The character is a true neutral summoning caster; not sure what class yet.

The Hand of Glory allows you to wield 1 more ring, in addition to using Daylight and See Invisibility once each per day.

EDIT: ninja'd