![]() ![]()
Adventure Path Charter Subscriber
![]() I think I've read enough of the book to form an opinion, and it's the same as every other edition of pf/dnd -- I like a lot of it and dislike a little of it. My big issue with pf2e is the same as pf1e -- complexity. Its strength is all the detail. Its weakness is that it's just too detailed. ![]()
Adventure Path Charter Subscriber
![]() Some favorable comments: They dropped the confirmation roll to confirm a critical hit! That had to be one of the worst rules ever. They dropped Spellcraft! That skill was unnecessary. Maximum hit points per level! It’s about time. Some unfavorable comments: They dropped different weapons’ critical ranges and multipliers! I thought that gave weapons more flavor. Longsword can’t be used either one-handed or two-handed! This seems like an unnecessary change. A 20th-level character has 32 feats (5 ancestry, 1 background, 10 skill, 5 general, and 11 class)! I appreciate the customizability, but this is too much. While I’m enjoying martial classes’ class features, class feats have been a let-down — too many, too minor, too intricate. We’ll see if casters’ class feats are more appealing. ![]()
Adventure Path Charter Subscriber
![]() As noted elsewhere, I’m a little behind in reading Paizo publications. I’ve just started reading the second edition (not remastered) Core Rulebook and have some comments: The book has lots of new vocabulary! It’s taking awhile to learn it all. No more point buy for ability scores! That seems to allow more customization. Goblins are hilarious! I laughed three times while reading about them. All classes are trained in perception! That totally makes sense, as it seems to be the most useful skill (although it doesn’t seem to be a skill anymore). Fighters are experts in perception but monks aren’t! That’s a shocker. Monk abilities are no longer affected by wisdom! Another shocker. No class skills! Another change that seems to allow more customization. Gear is so inexpensive! Then again, characters start with less money, so maybe it balances out. Good stuff! ![]()
Adventure Path Charter Subscriber
![]() At the start of the pandemic I began reading the first edition era of the Pathfinder Adventure Path. Yes, all of it. Yes, for the first time. I've been busy. :-) I liked the noncombat material, most of the supplemental articles, and the inclusion of LGBTQ NPCS. I didn't like the horror material, the abundance of noncore material, and the use of "tasked" and "gifted" (which still irritate after 144 issues). This has been a nice way to spend time during isolation. I'm looking forward to reading the second edition era... someday. ![]()
Adventure Path Charter Subscriber
![]() in one of the malhavoc press books is a suit of armor called the definitive harness. this heavy armor costs 10,000 gp, gives +12 to armor or +8 when flat-footed, has a maximum dexterity bonus of +3, an armor check penalty of -4, an arcane spell failure chance 25%, weighs 50 pounds, and requires the exotic armor proficiency feat. make this armor out of mithral, and the price increases by 9,000 gp, the maximum dexterity bonus increases by 2, the armor check penalty is reduced by 3, the arcane spell failure chance is reduced by 10%, the weight is cut in half, and the armor is treated as medium. thus we have the super armor! the mithral definitive harness costs 19,000 gp, has an armor bonus of +12 or +8 when flat-footed, a maximum dexterity bonus of +5, an armor check penalty of -1, an arcane spell failure chance 15%, weighs 25 pounds, and since it's medium armor a fighter can move full speed when wearing it! i wish i had this armor in real life. ![]()
Adventure Path Charter Subscriber
![]() Sara Marie wrote:
is it possible to "un-favorite" a post? |