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So obviously they are enough for a CRPG (Classic RPG) which is party-based a la Pathfinder Kingmaker or Pathfinder: Wrath of the Righteous. But I'm talking about computer RPGs where turn-based battle is the main focus, like Shining Force, Final Fantasy Tactics & Fire Emblem. The reason I ask is that I recently completed Fire Emblem 3 Houses. It was a fun game & I enjoyed it. But all the way through I was thinking: - The action system is basically this: You get 1 standard action & 1 move. But your turn ends as soon as you do the standard action. If you want to move, you have to do it first. And it struck me how antiquated & limited this is compared to PF2's 3-action system. Or even PF1's system. I think there's enough in the PF2 rules to make a great Tactical RPG & I hope it's obvious that in terms of lore, items etc Pathfindr as a brand easily has what it takes. Of course, there might not be any money in tactical RPGs, but I was just thinking out loud. ![]()
I like most things about PF2 but for the beginner players I'll be running it for, the 'life path' style ability scores are too convoluted & back & forth. Nor do I want the randomness of rolling ability scores.
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There's been loads of feedback on this stuff already but it does seem to get lumped together, when really I think these are seperate issues. 1) Layout: This is just where things are located, how they're referenced & organised.
2) Graphic Design: I actually think this is a big step forward, even in it's rough state. It's finally incorporating some of the Beginner's Box presentation.
3) Tone/Language: This is my biggest worry for the book & in fact for the whole PF2 project.
TLDR:
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As far as I can tell, nowhere is it actually spelled out how to calculate spell DCs.
10 + Character Level + Int Modifier I get this from : - page 8 'Your Difficulty Class'
What confuses me, is you normally add proficiency level as well. The Wizard, on pg 135, in the sidebar has 'Spells' - Trained in Arcane Spell rolls and DCs & in attack rolls for Arcane spells. So this is +0 for trained. But can the wizrd ever be more than trained in Arcane spell rolls & DCs ? And if so, does he do it by adding ranks to the 'Arcana' skill ? And if so, would the formula be ? : 10 + Character Level + Arcana Proficiency + Int Modifier They could really do with explaining spell DC calculation at the beginning of the spells chapter, with a specific example. ![]()
So, my Hardcover Rulebook & Softcover Doomsday Dawn arrived today in the UK & I finally had the chance to sit down, have a skim & make a character. For all the rough edges & niggles, I think the presentation, overall, is significantly easier to use & learn. I'm basing this mainly off the Class Descriptions, Skill Descriptions & Weapons section. In the PF1 CRB, which I have grown to like & navigate fairly comfortably over time, you are still mostly faced with dense walls of text with little formatting.
The action formatting for skills is also much more user-freindly IMO & better for reference. Overall, I like the new format, it brings some of that beginner box clarity that I hoped we would see more of in the Starfinder CRB. Overall, I liked Starfinder but I was disappointed in how it was much closer in presentation to PF1 with regards to big wall of text entries. ![]()
Pg 10 : The uncommon rarity indicates an element available
Pg 31 : WEAPON FAMILIARITY (GOBLIN) FEAT 1
Pg 86 : Fighter Weapon proficiencies - Expert in all simple and martial weapons. Trained in all exotic weapons. I'm building a Level 1 Goblin Dex Fighter.
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PF1 gives away extra languages like candy (I realise it probably inherited this from one or more of the older editions).
Drawing comparisons from real life is always a little sketchy but I've learned 1 extra language pretty thoroughly. It took a lot of work & it's been pretty amazingly useful (maybe not economically, but in almost every other sense).
Anyway, it's not a big deal either way, but I'd like to see multiple languages be a little rarer & more valued. I *even* wonder if it might be fun to not have Common - between the average party they could probably all communicate anyway & I could see it being quite funny. But that's probably better suited to a specific campaign/ house rules than the general Pathfinder game. ![]()
I hope we can get the different class/ adventuring kits from Ultimate Equipment right in the core rulebook - they can save a surprising amount of time in character creation - shopping is really slow ! I also wonder if we can get the Beginner's Box/ Ultimate Equipment style of item stat blocks ? (they're very readable).
In general, I did notice that although the Starfinder CRB was a lot more user-freindly than the Pathfinder one, it didn't go for the full-on graphical style that we saw in BB, Ulimate Equipment & the Strategy guide - I'm guessing that was a space consideration more than anything ? Obviously, these considerations are more important for the eventual PF2 CRB than the Playtest book but I'm curious to hear other people's thoughts. ![]()
Just made a Level 1 Half-Orc Cavalier with a horse mount & wanted to check that I have all the mounted combat rules down right: A) Example TURN A - not charging: 1) - HORSE uses it's MOVE action to move up to 50ft 1) - CAVALIER on horse spends his MOVE action waiting for the horse to reach the enemy. He doesn't spend it to move, because the horse is doing that. He could use it to do another move action, like 'Pick up an item' or 'Sheathe a weapon'. As a BAB +1 character, he could also 'Draw a weapon' or 'Ready or drop a shield' combined with this otherwise wasted MOVE action. In any case, he can't full-attack this round. 2) - HORSE uses it's 'Bite' Natural Attack as a STANDARD action. But first the Cavalier has to 'Handle Animal' as a FREE action with DC 10 to do the 'Attack' trick. If the Mount is injured, the DC is 12.
2) - CAVALIER uses his STANDARD action to make a single attack. He gains +1 to attack bonus if attacking a 'Medium' or smaller opponent, due to being on top of a 'Large' horse. Additional:
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Just picked up the Advanced Players Guide Pocket Edition & really enjoying reading through it.
But I'm slightly less keen on the 'new rules' chapter - mainly because it adds even more rules & moving parts to a game that already has loads.
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