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Pathfinder Rulebook Subscriber
![]() Tarik Blackhands wrote: According to the dictionary (and Warhammer for a slightly less authoritative example) the two are indeed both pronounced Dee-mon. And according to Paizo's James Jacobs, it's pronounced "Day-mon", and given that it's their system... ![]()
Pathfinder Rulebook Subscriber
![]() 2Zak wrote:
Only, now I need to read every spell description to find out if it does damage so that I'd know how to handle the saving throws, instead of quickly looking at the save results list in the spell's description. And I don't know about anyone else, but I don't tend to memorize spell entries, so I'd be looking up each spell to figure out what exactly it does regardless. For your question on what clearer, the first example. Because it's right there in the spell entry, and I don't have to bounce around the book looking up how a fireball spell works, then having to look up how basic saves work, just to understand how the spell interacts with saving throws. ![]()
Pathfinder Rulebook Subscriber
![]() Fancyfree wrote: Thing is, though, that a lot of crit success and crit fail effects read "as a normal [success/failure], plus [some additional condition]." You need to have the basic success/failure before the crit versions so that the crit versions can refer back to their lesser versions. No, they don't. There are about 200 entries with a Critical Success section, and only 15 of them don't either paraphrase, directly restate the Success section, or have their own description independent of the Success section. Those 15 entries rather inconsistently reference the Success section, using "Per a success" (10), "As success" (3), or "As a success" (2). ![]()
Pathfinder Rulebook Subscriber
![]() GM Rednal wrote: This was brought up and addressed as a readability issue - in quite a few cases, the Critical Success is based on the Normal Success, and it's weird to have that above the normal success. It just doesn't flow that well. It may seem a bit odd this way right now, but it's ultimately better. Only it seems that for the majority of entries, the Critical Success line either paraphrases or [/b]downright repeats[/b] what the Success entry states, then adds its own info. Pathfinder Playtest page 207; Banishment wrote:
Searching the PDF gives almost 200 entries for "Critical Success", and 10 of them have "Per a success", 2 have "As a success", and 3 have "As success" in them. That's 15 entries where the Critical Success entry references the Success entry. Not nearly enough, in my opinion, to justify listing Success first. ![]()
Pathfinder Rulebook Subscriber
![]() Wizard Weapon proficiency lists "light crossbow", which doesn't exist in the table of simple ranged weapons. There's a "crossbow", "hand crossbow", and "heavy crossbow", but no "light" crossbow. Given the damage and Bulk values, I'm inclined to think that either the light crossbow or the hand crossbow is miss labeled. ![]()
Pathfinder Rulebook Subscriber
![]() Do you really need a summoned monster to hang around for more than 10 rounds though? And while the Concentrate action might take up 1 of your actions, you still get 2 other actions yourself, and 2 actions for the summoned creature, effectively giving you 4 actions per round. But the whole point of this playtest is for thousands of non-Paizo people to play through the game as it is, figure out what doesn't work, what does, what doesn't feel right, and then refine things to try getting something that pleases the greatest number of people. So play some casters during the playtest, get some actual experience in how spellcasters work (or don't work), instead of just "theorycrafting", and then provide your feedback based on what happened in the game sessions. ![]()
Pathfinder Rulebook Subscriber
![]() Mad Beetle wrote:
So essentially placing the "biological" features of the race back in as defaults, and leave the things that could be "cultural" as Ancestry Feats/Heritage Feats? ![]()
Pathfinder Rulebook Subscriber
![]() Unicore wrote: I have to admit, I am really, really confused about why we have resonance, X times a day effects, duration tracking, and charges for magic items. Yikes! This feels like a lot of unnecessary complexity and balance redundancy to attempt to make most magic items work like they did in PF1 without spending the time to reconfigure them to a new system. I'd much rather have less magic items at first and have them balanced around not needing x times a day or charges, and then let more items trickle in in supplements. Didn't they state that one of the reasons for Resonance was to get rid of X/day on magic items? If it's not doing that, and PCs aren't really ever at risk of running out Mark Seifter wrote: Except for a particular time when my playtesters explicitly tried to see if they could get away with saving money on CLW wand spam despite being high level adventurers who could afford a better wand, and a few extreme stress test situations where I told them "This is the only fight today. Nova your heart out," my playtest group never really hit hard against the resonance caps, even the ones with lower Charisma. , then what exactly is Resonance good for? I'm not exactly keen on weapon and armor magic properties being "Runes", though the idea of being able to swap out properties or move them to a better weapon is nice. No need to carry an axiomatic holy weapon and an anarchic holy weapon in case of demon or devil fights, just one weapon with a holy rune, and spare axiomatic and anarchic runes to use as needed. ![]()
Pathfinder Rulebook Subscriber
![]() Dzyu wrote: Another thing: It seems p.16/17 contradicts p.555 in terms of intelligence and skill points. P.16/17 indicates int does NOT grant you skill points for previous levels, only for levels you gain with your new int score. Where are you getting that interpretation from? P. 17 states only that your Int modifier affects the number of skill points gained each level. It does not state that you don't retroactively gain skill points. I seem to recall it being pointed out somewhere during the beta that the intent was to have Int bonuses apply skill points retroactively, particularly to ease the creation of high-level NPCs, like wizards, who would have their Int changing. |