![]()
![]()
![]() WabbitHuntr wrote:
Once you turn iyour weapon-enchanted folding shield into a buckler it is no longer a weapon and therefore can't benefit from effects that only apply to weapons.. ![]()
![]() leadership wrote:
You don'y have to recruit 'em. Also worth noting that followers follow different rules to cohorts regarding death.
leadership wrote:
There is no cumulative clause like there is for cohorts. Doesn't matter how many die - still just a -1 penalty.. ![]()
![]() Multipliers don't follow normal maths in Pathfinder.
CRB common terms wrote: Multiplying: When you are asked to apply more than one multiplier to a roll, the multipliers are not multiplied by one another. Instead, you combine them into a single multiplier, with each extra multiple adding 1 less than its value to the first multiple. For example, if you are asked to apply a ×2 multiplier twice, the result would be ×3, not ×4. 100* (10+9+1+1+1=)22 = 2,200 Still a lot of bodies... ![]()
![]() incorporeal special quality wrote: It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. . Yup, I'd take away it's strength score and replace weapon finesse with a another feat. Only reason I can see for it to have a strength score is to interact with it's daggers and scrolls, but if you treat it's personal daggers and all scrolls (and writting based magic items - maybe) the same way a ghose treats "treasured items" - that'll cover that if you really need to cover the minutiae (i.e it just works and don't worry about it :)). ![]()
![]() You have a lot of superfluous information there. Much of it is completely irrelevant.. First and most importantly, the rules do not distinguish between PCs and Monsters for how rules affect them (unless called out specifically) - the rules are exactly the same.for everything.. For DM1
natural attacks wrote: You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, seems pretty comprehensive to me - explicitly you can mix weapons and natural attacks - the "pathfinder 2talon attacks or 2 attacks" is largely bad rules interpretation - especially the second answer. For DM2
unarmed attacks wrote: “Armed” Unarmed Attacks: Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed (see natural attacks) .A natural attacks is an unarmed attack that counts as armed - it is unarmed as you are not wielding a weapon, but it is counted as armed - so you threaten with it, you do not provoke attacks of opportunity when you attack with it etc. For everyone
multiple attacks wrote: A character who can make more than one attack per round must use the full-attack action (see Full-Round Actions) in order to get more than one attack. Unless you are taking the full attack action (or have another ability that explicitly permits it) Any character whether monster or PC can only make a single attack - even if it's entry lists (for example) 2 claws.. ![]()
![]() Artificial 20 wrote:
You can move diagonally past an enemy - explicitly. CRB measuring distance wrote: You can move diagonally past a creature, even an opponent. What you can't do is move diagonally past a solid object that runs along that border - such as a wall. Basically look at what is in your way. if you can step over it (such as a pit) or it doesn't fully fill the space (a small tree) then you can move past it diagonally. If, however, you are trying to step around a big impassable object that either fills the square or runs along that edge such as a really big tree or a building (or a 'designated exception' type creature that fills the entire space - such as a gelatinous cube) then that's a big no. ![]()
![]() deuxhero wrote:
And with regard to the pits as pointed out, everything gets a reflex save, even if immobilised - I assume that the stats take into account the 0 dex...
pit trap wrote:
![]()
![]() MER-c wrote:
Please no. Situational bonuses are not "interesting", nor are they fun. The bigger problem some of you have with them changing it is people like me who want magic weapons to be important. They should matter and they should matter in every fight. ![]()
![]() Colette Brunel wrote:
Well, that's embarrassing... I have never noticed that :) ![]()
![]() Hythlodeus wrote:
Well, it's reliable enough that you get people like me who love the +1/level and think that if you remove it I may as well go and play another game because it's just not the game I want to play. There is a lot I don't like about PF2, but the +1/level is not one of them. ![]()
![]() p291 on stacking bonuses wrote: If you gain multiple bonuses of the same type, only the highest bonus applies—you don’t add them together. p190 on quality bonuses wrote: Item Bonus: Weapons and skill-boosting items of expert, master, and legendary quality add the listed item bonus to attack rolls with the weapon or skill checks using the item p371 on potency runes wrote: A weapon potency rune grants two offensive benefits. The weapon’s wielder gains an item bonus to attack rolls with the weapon equal to the potency value. For instance, an expert dagger with a +2 weapon potency rune would grant a +2 item bonus to attack rolls with the dagger.
![]()
![]() The rules should not need to tell you that you cannot walk through walls. Let me know of a game that feels the need to tell you this so I can avoid it. I will not play a game that is so patronising that they think their readers need to be told this. Kyra can attack the ogre because she can see it. You can draw a line from the top left corner of Kyras square to the top right square of the ogre. That should be sufficient for precise senses to work. The ogre would need to take an action to hide to become 'sensed' to Kyra. I cannot see any reasonable argument that Kyra cannot see the ogre, Kyra can attack the Ogres top right square so she can attack the ogre. she cannot draw a line to the centre square so the ogre has cover. It is that simple . And if it's not defined, a term has it's usual English meaning. blocking terrain is terrain that blocks you - you cannot move or fire through it. If the book needs to define even basic stuff like this it will be too large to be practical. ![]()
![]() Curtailing magic items never made magic items feel more special to me. They are either useful or they are not. It doesn't matter if I have one or twenty. You can flair it up however you want, you can create this elaborate backstory. It can be the only item I get by the time I'm third level and I still won't use it unless it's actually useful. I reckon resonance (in it's current form) will make magic less 'magical'. Now that permanent magic item is not only competing against every other permanent item, but also consumables that will keep you alive. ![]()
![]() This doesn't strike me as an AoO type interruption, it doesn't even feel like a combat trigger to me. This is a preparing-to-cast social encounter chit-chat ("hi friend, I see you reaching for you component pouch, it's not really for me to say, but that may not be your best move in this place - if you still want to go ahead I'll just move myself over here" *walking off to the bar*). Unless the GM rules that the spell was lost (in which case you should definitely be in combat mode), the player still appears to have the option to persist against the friendly advice (which will then probably trigger the switch to combat mode). ![]()
![]() I'm a bit of an anomaly I fear. I like the +1's and +2's, and the stacking - I miss that. I want my feats and abilities to make me better at what it relates too and nothing does that quite like increasing my odds of succeeding. Fancy new abilities are all well and good, but there are problems with that 1) someone will feel it shouldn't be locked behind a feat and everyone should be able to do it 2) if you have too many of them you can start to lose track of them and 3) most of them are so niche/situational that it really doesn't feel like you are gaining any benefit at all. ![]()
![]() Cevah wrote:
This is inaccurate and could lead to a fundamental misunderstanding of the rules. Class levels have nothing to do with iteratives (beyond providing base attack, same as non class HD). The key distinction is manufactured weapons as seen with the Solar and Deva mentioned above that have no class levels and use iteratives. ![]()
![]() Vic Ferrari wrote:
Yeah, let's not go back to AD&D, that was really a terrible system for stats. I look back now and wonder how/why I stuck with it for so long! Most people I knew came up with a system to mitigate that (often one of the broken alt rolling systems) and it wasn't unusual to see characters with 3x 16-18 stats. Fighters never saw the light of day unless they had 18/XX. Everyone is different, I like the ease of getting an 18 at 1st - I just wish the latter levels weren't quite so limited. ![]()
![]() Nope, let me be the voice of dissent. I want magic items to have a measurable and consistent effect. I don't want to sink significant resources into an item I'll only use twice a level, or when I do use it, it has no effect because of a bad guy saving against it. That usually means a numerical bonus of some sort. I want to put on a magic item and immediately be better. I don't want magic for PCs to be rare - it can be rare in world, but I want my characters dripping with magic. minor trinkets and major powerhouse items both. I really don't give a gnats whisker what the other players are rocking, I don't care if we all have the same load out - I want this for my characters regardless. What I want pretty much mandates a set of key items that are assumed - and I'm ok with that. ![]()
![]() Really? actual, real people are confused by this? and it's not just internet hyperbole? Because I have never met, in over 30 years of gaming and personally teaching a lot of people, anyone confused by the different uses of 'level'. A simple explanation that class levels and spell levels are different has been sufficient to allay any concerns. ![]()
![]() I don't think it's expressly covered by the playtest - it is GM discretion. There is nothing saying you can't grant access.
I am also not a fan. ![]()
![]() "Typically most will ignore" being interpreted as "none will ignore" is a bad faith interpretation of the rules - full stop.
This is not an area of the rules I would want to see straightjacketed - it needs that flexibility. Not every demon should be required to go for the jugular and sometimes the paladin needs to show no quarter. "Typically most" sets an expectation that in "most" encounters the bad guys will not attack downed foes. whether that is 55% or 85% or not at all is at the discretion of the GM, but the bad guys should not be attacking downed characters in every encounter. The rules state that outright and clearly. ![]()
![]() Also, you need to factor in the playtest goals for this chapter - which as a player you may not (and probably should not) be aware of*. And remember that this is a playtest, it is not a polished final product so noting how much is too much - well, this sort of feedback is important, so make sure you fill in the surveys. Completing the remaining chapters will be similarly useful, so please keep at it. *That said, if there is one chapter that players should be aware of the goals - this might be the one. thoughts on goals:
players might not react appropriately if they fear further encounters - if they try to conserve resources it could lead to a higher death rate than normal - maybe? One thing I am doing is letting my players know what the playtest goals are after we've finished (where they aren't so obvious)- so they can see why things happen the way they do. ![]()
![]() Just because something can be dented does not mean you can interpose it between you and an attack.
Armour and shields are still items and can therefore be damaged in other ways - although the lack of an explicit sunder manoeuvre makes it unlikely that that will happen in combat. ![]()
![]() Rob Godfrey wrote:
Ah! so of course we should all defer to your opinion, as you put it so eloquently... Paladins are cool and deserve a place front and centre. If you don't like them, there are 11 other classes to play. It's all good. There are at least 4 classes I have no interest in (Alchemist, Barbarian, Ranger and Sorceror for those who need to know) and will never play - I'm not calling for their removal. ![]()
![]() Then don't use them. They aren't mandatory - the rules couldn't be more explicit about that.
secret checks p293 last sentence wrote:
![]()
![]() counteract wrote: ... against the DC of the target effect. ... If the dispel magic level is higher than the level of the effect you dispel it automatically. If the dispel magic is the same or lower level make a dispel check at a cumulative -5 penalty for each level lower than the effect your dispel is. The DC is that of the effect. ![]()
![]() Ghilteras wrote: I don't think shield block is clear at all with the current wording. Since the PC gets the extra damage after the hardness the shield only gets damage up to its hardness so with the current RAW the shield can only get one dent per shield block. Thats kind of how it looks like it should work - you really don't want a shield being destroyed in one hit. ![]()
![]() Tridus wrote:
Page 175 is an example of damaging an object - not an example of what happens when you shield block. There is a difference. When you damage an object the object takes all of the damage. When you shield block the object only takes damage up to it's hardness and you take the rest. ![]()
![]() They certainly don't need fewer skills. There needs to be a class that focuses on skills. Rogues are it. It has not been my experience that they are the highest damage - even when sneak attacking - that honour goes to a barbarian with a great axe. They don't have the incombat durability of a fighter (who will also crit far more often) or paladin. they don't have spells or alchemy. So no, I disagree. They need 'something' and skills are it. ![]()
![]() I really do object to it being referred to as an ethical violation or cheating. Its the g-d rules, it quite literally by definition cannot be cheating. As part of your introducing PF1 players to PF2 just inform them that the system is asymmetric - social contract met. Cheats will cheat no matter what the system. GMs can already just alter monsters to suit their whim or to provide a more suitable challenge to their players (or attack their weaknesses) without explanation. There is no rule stopping them. The reality is the custom creation 'rules' are just guidelines. I tweak monsters all the time. I have seen plenty of adaptations of monsters to PC playable that reduce their size, remove racial HD or remove some of the more egregious abilities or scores to make them playable - not everything that is available to monsters is available or suitable for PCs - asymmetrical rules for PC races and monsters is not a new concept. ![]()
![]() chadius wrote:
For a start parties are essentially random in PFS. There is no guarantee you will have sufficient healing (or pretty much sufficient anything) without access to wands (and scrolls). ![]()
![]() Pick a monster from PF1, let's say a hill giant - it's pretty basic - please explain how it is built using the same rules as PCs. Because at some point someone sat down and said* "it needs to be large, more HD than an ogre, we'll need some kind of rock throwing as all giants have that ability and it needs to be CR7", and someone else telling them "well it's AC needs to be about 21, how much of that should be natural?", "well if we give it 8 dex, so increase it's natural AC by 1, let's not worry about the hit to init. now it needs to be doing nearly 20 damage on average how do we want to break that down?" It only bears a resemblance in the results to the system the players use. PF1 pays nothing more than lip service to following the same rules. In some respects Starfinder is much more open and honest than PF1. *possibly :) ![]()
![]() Ludovicus wrote:
Nope - a 20th level character with legendary training should be accomplishing those tasks relatively easily. In my mind the 50/50 mark for a high on-level task should be aimed at being achievable by an expert level and a secondary stat with minimal equipment. If you are legendary with maxed stats and maxed equipment these tasks should be easier to achieve. Whether that 'high level 20' task turns out to be DC35 or 45 doesn't really matter to me. I'm more interested in the sense of progression and the difference between levels. ![]()
![]() Gorbacz wrote:
Thats fine- its right for you and your players. Doesn't make it universally right, and doesn't mean those doing it differently shouldn't be doing it that way. RPGs are wonderfully versatile things and there are more ways to enjoy them than just yours. ![]()
![]() Tiona Daughtry wrote: I realized that maybe an actual example of variant approaches should help. This references one of the games I myself am running, a copy of the original Temple of Elemental Evil updated to PF1 rules. We have the Earth Temple, which has 4 earth elementals who rise up, but don't go hostile unless players enter specific parts of the room or try to steal the items on the altar. Meranthryl, our sorcerer, who is focused extensively on charm and diplomacy, decides that he'd like that chest, contents unseen, but doesn't fancy fighting the elementals, which he has already figured out likely would attack if he just 'tries to take it'. Instead, he recognizes that he'd just picked up a lodestone (literally, he was the party member who actually succeeded in the strength check to do so). He carefully goes as close as he imagines is safe, and attempts to find a language in common with the elementals. This part is entirely outside of the original module's 'script', so, yes, I do have to wing it. One of the elementals rolls high enough to seem to understand at least a bit of abyssal, and, discovering that, Merahnthryl begins negotiations, offering the lodestone, which is an elemental earth magic, in exchange for the chest. He has significant bonuses, which overcome the difficulty in communicating in what amounts to a pidgin dialect, and convinces the elemental to trade. Yes, this is completely *not* the intended scenario for the adventure. But that does not make it wrong, or bad in any way. I reward creativity like that. So do all of the other dms I play with. Finding alternate solutions to a situation is always cause for at least a compliment, if not other rewards. The problem I see with PF2, is that your chances for success in much of anything are terrible, and characters do not have enough chance for a 'personal niche' to pull something like this off. And these are the sorts of problem solving we do pretty much *Every* game session in our group. Being told that we just don't have the ability to alter a... Nothing in the current rules prevents this type of interaction - there is nothing in the current rules that prevents you from proposing a course of action and the GM setting some appropriate skill checks. The only thing preventing you from finding alternative solutions to encounters and going 'off script' is your GM. I fail to see any substance to your perceived problems with PF2. ![]()
![]() Gorbacz wrote:
This is a particularly toxic attitude, also it's fundamentally flawed. There are a lot of things to enjoy about RPGs without requiring actual acting. There is nothing about an RPG that 'explicitly' requires you to act things out or speak in the third person. You can interact quite happily in the third person and still be telling a story. ![]()
![]() Dark Midian wrote:
I haven't read all of this to the end, so someone might have covered this - but I can't agree with this. It seems terrifyingly bad (to me) for organised play. When you can't know who you are playing with then these kinds of restrictions will lead to a lot of dead players and/or inability to complete scenarios. Not knowing who or what capabilities your fellow players will have necessitates a batman-like approach to magic and items - you need multiple low level solutions to a wide range of challenges just in case you don't have the requisite skill or ability amongst you. Resonance makes that much harder to achieve. ![]()
![]() neaven wrote:
Not "remedies" - design. Part of the idea is to encourage you to do stuff other than "hit it, hit it to death". That is one of the reasons for the multi attack penalty - they want that third attack to look unattractive and for you to do something else to impact the battle - even if it's to move into a better position (which the lack of AoO encourages too) - make things a little more dynamic. Whether it succeeds at that...? ![]()
![]() Quairon Nailo wrote:
No, No and No. First Paladins are LG. This is their Right and Proper alignment. Second, if you must have non LG paladins for the love of all that you love about gaming don't just "change some powers and feats to work differently". Just changing smite evil to smite good and lay on hands to touch of corruption is just terrible game design - do them properly and make the abilities different.![]()
![]() Anguish wrote:
If you just increased a monsters intelligence by 2 to 'officially' give it the extra skill ranks you want it to have why not just give it the skill ranks? Once they get the monsters operating on the same numbers as the players (an error they have admitted to) you still have the non-agile beasts having a lower dex score, but now you don't have to give it +16 natural AC to make up for the lack. There is no reason for creatures not to make sense just because you skip the middle 'justification step' and give it the appropriate and realistic stats for it's type from the outset. As a DM who also spent a LOT of time tweaking and adjusting challenges and spending a LOT of time making sure critters had the right number of skill ranks, this seems to make my job a LOT easier.
|