andyrhi's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 1 alias.


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Are you running Shattered Shield? If so, I have a 1st level Unchained Rogue (Swashbuckler/Scout). How do I enter the game?


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Pathfinder Adventure Path Subscriber

I have read the 1.2 Update and remain totally opposed to the existing dying rules. It baffles me how the DC of the foe causing a PC to go to Dying 1 has anything to do with how the PC recovers from that condition. While the foe may have delivered the damage, it was the damage itself that caused the PC to go to Dying 1. Example: PC has been in combat with several foes and has 6HP remaining. A foe hits him for 7 damage. Why should it matter for recovery purposes whether the foe was a DC 20 monster delivering a claw attack or a DC 15 goblin rogue who stabbed him for the damage?
I would suggest the following recovery rule: Base DC = 10; add the amount of damage beyond reducing the PC to 0. Thus, in the above case, the DC would be 10 + 1. If you want the difficulty to be higher, raise the base DC to 15.
This solution recognizes that recovery from dying requires exceptional effort FROM THE PC.


Pathfinder Adventure Path Subscriber

I have a problem with a few of the PF2 rules.
1) What is the value of a craftsman's skill if an item can be made by providing its full value in material? If the problem is that it is too easy to craft magic items, the solution is to decrease the GP (or SP) value of a craftsman's daily work. In addition, scenarios should be designed such that the PCs don't have weeks to sit around and fabricate magic items.
2) I completely disagree with the use of Perception "Usually" for Initiative. Initiative is one's ability to get one's body to do what needs to be done. Therefore, it should be DEX based, not WIS based. Similarly, while Stealth may get a PC into position to attack and may prevent a foe from reacting to the PC, it does not determine when the PC will attack.
3) In the second installment of the playtest, there comes a point when the PCs need to cross a stream. Apparently, the rules require that a mounted PC must roll Handle Animal and then Command Animal each round. A distinction needs to be made between untamed and trained animals. An animal trained to carry passengers shouldn't need to be commanded every round. I can understand that in a situation like crossing a stream, Handle Animal checks would be needed every round as the PC guides the animal, but once given the command to advance,the animal shouldn't need to be re-commanded, just guided.
4) The Skill Feats and General Feats are way too limited. For instance, there are no Tumbling feats for Acrobatics and no throwing feats for Athletics. I'm not talking about throwing a weapon, but about tossing a grappling hook so that it lands where it is supposed to land and does so silently, of lassoing a tree branch or a post.


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Pathfinder Adventure Path Subscriber

I have the following concerns about the rules.
1) What is the value of a crafter's expertise if the item he is crafting can be completed with its full cost in materials? If the problem was that it was too easy to craft items in PF1, why not just increase the time involved in crafting (1 day/500GP, for instance) and make downtime less available in a given module? Then, crafting could only be done between modules, and maybe not even then.
2) There needs to be a distinction made between wild (untamed) animals and trained animals. It is patently ridiculous that a character has to use two actions a turn to ride an animal trained to carry passengers. I can see using one action (handle animal) to steer the beast, but don't see the need to continually command the animal each round. What if a fighter is mounted on a warhorse. Does he have to Handle Animal, Command Animal (to stay in place or adjust position) and Command again to have it attack?
3) I find the General and Skill Feats way to limited. For instance, under Athletics, why is there no attention to throwing things? I'm not talking about combat. What about tossing a grappling hook or lassoing a crenelation? And there are no feats related to Tumbling in the Acrobatics category.
4) I have a real distaste for the GM making so many roles. Why is there a significant difference between combat roles and Perception roles? Unless the player (as opposed to the Character) knows the stats for a particular foe, how does he know how potent his attack was? Suppose my rogue rolls a 30 sneak, how would I know what the foe rolled for Perception?
5) I have no idea why the designers of PF2 felt Initiative should "Usually" be Perception. Perception is WIS based. Initiative should be DEX based because it relates to how quickly the character can bring his body into action. Initiative occurs only when the PCs have decided that action is necessary or desirable. Suppose the PC Perceives someone hiding behind a rock beside a road. Is that person hiding in order to ambush the PC or because he is afraid the PC will rob or kill him? It is only after the PC has reached a judgment that the skulker is a threat that he needs to make a check as to how quickly he can react to it.


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Pathfinder Adventure Path Subscriber

I need to make a correction. Apparently the Perception advancement for the Rogue is in the Evasion progression.
I also would add that the Rogue's Sneak Attack ability has been cut in half.
As to the Character Sheets, I have the following comments.
1. The TEML presentation is too bulky and causes the format to be landscape. My suggestion is to use simple boxes with a heading at the top of the column with TE over ML. If the skills then were placed in a single column instead of two, the format could easily be changed to portrait.
2. There is no place to show ones armor. A line should be just below Armor Class so that the type of armor worn can be input.
3. Move the Weapon and Armor Proficiencies one above the other below Ability Scores, which should be rearranged so that STR, DEX & CON are in one column and INT, WIS & CHA are in another.
4. Reformatting the TEML as above for the Melee & Ranged Strikes sections would enable them to be placed below the Skills section. Even so, the lines on which the weapon descriptions go are too small. How does one fit +1 expert rapier on the tiny line provided? Not to mention any other characteristic the weapon may have. The same can be said for the Traits line.


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Pathfinder Adventure Path Subscriber

What bothers me the most about the proposed rules is that I get the feeling that PCs, while supposed to be heroes out to save the world, are just a bunch of high school kids thrust into the chaos around them.
1. I usually play rogue characters. My current favorite is an unchained Swashbuckler/Scout. Rogues in the current system get many skills and can raise each of them every level. In the playtest, rogues get many skills but only get to spend their skill points at first level. True, they get their level add, but in Pathfinder 1, the character gets +3 to his class skills to begin with. Thus, only upon reaching Legendary status at 15th level does a rogue get 1 skill at the level he would have had much earlier for many skills. Furthermore, Skill Focus is gone, which exacerbates this discrepancy. What's the point of having a skill-oriented character if his skills are dramatically restrained?
2. According to the rules on recovery, my characters recovery from near death is based on who put him in that situation rather than on his own ability to handle damage (ie. CON). This makes no sense to me. Suppose some powerful monster knocks me down to 2HP and then a punky associate who couldn't normally lay a hand on my character rolls a 20 and brings him to 0. According to the rule, my recovery is based on the punky NPC's Class DC. But if the exact same thing happens, but in reverse order (my PC is brought to 0 by the powerful monster)even if it is exactly to 0, I have to roll vs. the powerful monster's DC.
3. The skill feats are horribly limited in what they do. For instance, Awareness only gives you Expert Perception. Since a Rogue starts at that level, it is totally useless to him. Indeed, the entire concept of Perception seems to me to be screwed up. Going back to my Rogue, his starting Expert Perception implies that, as a class, Rogues tend to be perceptive. Why, then, is there no way for him to raise his Perception? According to the Index, Perception is discussed on pages 17 and 301-303. One has to read each class to discover that advancing a PC's perception is a class characteristic. So what is the rationale for giving a Fighter automatic advancement for Perception and denying any advancement to the Rogue, even though they both start with Expert Perception?
Rogues traditionally have been extremely varied in the way they specialize in their skills. The skill feats, however, place dramatic limitations on what a Rogue can do with his skills.
4. Because Rogues generally did not have a lot of HP, in Pathfinder 1 they got Evasion at 2nd level and could get Improved Evasion at 10th level. In Playtest, he must wait till 7th level to get Evasion and 13th level to get Improved Evasion.
5. The Squeeze rule is ridiculous. Why would it take 10 rounds to go through 5'? Even Quick Squeeze only reduces this to 5'/round. Imagine how restrictive a space must be if it takes 10 rounds to move 5'. Can a PC even wield a weapon or cast a spell in such a situation? An entire party could be wiped out by a swarm of rats nibbling them to death!
6. It is clear that I think that the playtest dramatically weakens the Rogue, and I have heard from other members of the group that spellcasters also suffer. I randomly checked some monsters from the new bestiary: a 1st level, 5th level and 10th level. I found that in each case, the monster had more hit points, a better (or at least the same in one instance) attack and did more damage than the 1st edition version of the monster. Clearly, there has been a radical shift in the danger level of adventuring.
Beanpole


Pathfinder Adventure Path Subscriber
brad2411 wrote:

Did you miss the Leveling Up! Blog

As for your Rogue swashbuckler we really can't answer that until the playlets comes out.

Yes, I did. Thanks for the reference.


Pathfinder Adventure Path Subscriber

When I design a character, I start with an idea of where I want it to wind up. I try to envisage his path in life. What sort of skills will he need, what feats, etc. I plot out the class benefits and the feats he will take each level.
I dropped D&D when they went to 4th Ed. because I didn't like the mechanics of the system. In PF2, there is a wholesale change in character generation. I watched the video and agree with the response that resented being treated like 5 year olds. I also didn't like that absolutely no information of any use was given about character advancement.
Cutting out the "witty reparte", there was about 20 minutes devoted to making a first level character. Nothing was said about what happens when the character goes up a level.
I have heard that multiclassing and choosing archtypes requires taking feats. How many feats does one get and when? From the brief description I saw of gaining the ability to cast magic, it seemed like it would take at least four levels to be able to cast 1 first level spell.
One of my favorite class types is an unchained rogue scout/swashbuckler. In PF1, I can start with that configuration. How many levels would it take in PF2?
A lot of mention was made of changing the money system to silver pieces. How is that different from revaluing currency?
It seems to me that mechanics of the system should be available to potential playtesters even if the specific feats, etc. aren't.


Pathfinder Adventure Path Subscriber

I see a whole lot of posts from February but here I am at the end of June and still can't find the player's guide. Does it exist and if it does, where can I find it?


Pathfinder Adventure Path Subscriber

All this discussion seems to ignore the irrationality of the titan fighter,who specializes in fighting larger enemies, suffers a greater penalty for using a weapon larger than normal for his size than would an ordinary fighter. What is the rationale behind such a class characteristic?


Pathfinder Adventure Path Subscriber

I am running a group of players through the Shattered Star adventure path. We are about to start on the final module and I see that it calls for numerous Fame Checks. The party is assumed to start with a Fame of 60. How do you make a Fame Check and what is the DC?


Pathfinder Adventure Path Subscriber

Please pardon my tagging onto your line of posts. I'm DMing the Shattered Star path and my group is about to start the last module in the series. It calls for numerous fame checks and the party is assumed to start with a fame score of 60. From what I have read in your posts, it appears that a fame check is d20+fame score. My question is: what do you match the result against? The module provides no DCs.

Goblin Squad Member

I haven't seen anything about character generation. Have these rules been established? Where can I find them?


Pathfinder Adventure Path Subscriber

I ordered module D2 back in August 2007. I spent the time from then till now running Pathfinder Rise of the Runelords and have started on The Curse of the Crimson Throne. (I run modules every other week for about 4 to 5 hours a night.) We have reached the point in Crimson Throne where the party has reached Kaer Maga and I would like to run D2 as part of the campaign. I see people are referring to a pdf for D2. Is this only the module, or does it have supplementary material?