has anyone done the conversion/update to the full 2e rules for We Be Heroes?...i've noticed a couple monsters didn't make it into the final bestiary and i've not got a good grasp on the math changes between the playtest and 2e to know if i need to adjust any DCs or creature stats...i've never done any conversion work and have mostly been a player that's taking the leap to gm'ing in 2e...
PossibleCabbage wrote:
they already have a neutral deity...gorum...he's just as much an orc god as he is a human one
math balance aside with shields what really makes no sense is the arbitrary ban on magical barding or animals not being able to benefit from any item bonuses at all...it seems like it's a byproduct of the resonance system since they don't get any...but that's more a problem with the resonance system that needs to be fixed rather than something we should just get used to...limits on what can and can't become magical is the only real part of the resonance system that blatantly fails the in-world continuity test since those things plainly existed before and now are just gone...
Alric Rahl wrote:
it really depends on how the feat section is organized...in 1e you had a giant chapter of feats organized alphabetically that you had to sift through to actually find feats you qualify for...if they do that here it will be a nightmare...if they are organized by class or ancestry or archetype and then by level and further in chains by prerequisite that will be much more useful...just a table at the beginning isn't good enough...it's too much to cross reference when the entire system is feat-based
i don't mind resonance being spent to attune magic items as it limits the number of items worn while eliminating item slots...i'm less fond of having to spend resonance to benefit from potions and scrolls but i can live with it...what i really dislike is being double-charged by having to both attune an item and then later have to spend more resonance each time i activate it...choose one or the other but not both...
the problem with 4e for me wasn't that classes were mechanically streamlined so they all used the same basic framework...it was that the classes basically had identical powers that only changed the stat they ran off...every class basically had a power that did the same attack and damage that was based on their primary stat...so every class felt exactly the same...i'm not getting that vibe from these previews at all...sure a lot of classes are getting abilities that work the same as casting spells...but they aren't all getting the exact same spells at the exact same level...
Dilvias wrote:
i agree with most of these concerns...but the more i think about it the flurry actually seems a bit better...in pf1 you have to decide each round whether to flurry or not because there's always the chance you will miss both attacks by taking the negative...in pf2 there's never a reason not to try because you don't actually lose anything on the first attack and the second attack doesn't waste an action...
so glad to see the barbarian evolving...i was not a fan of pf1 barbarian...unchained made the class playable...this is a vast improvement...one thing i hope is added is more class options not tied to rage...it's not as much of an issue now that rage is unlimited but pf1 barbarian often felt class-less when not raging...
the one thing i'm not a huge fan of is the misleading way the ogre hook is worded...it is listed as having the reach property but then outside the statblock it is mentioned that the reach comes from the ogre itself and not the weapon...if i just took the statblock on its own i would have no idea that any other weapon it happened to wield would also get reach with it...or that anyone who picked up the ogre hook would not be able to use its reach ability...it seems like reach innate to a creature should be listed separately like other abilities that affect more than one aspect of the statblock...
to those that complain that goblin pcs would be killed on sight...the majority of bandits are humans...when i play a human i never assume that i will be mistaken for a bandit and killed...because people aren't that reactionary...maybe if a party of all goblins storms into town with weapons raised they might be attacked on sight...but a goblin or two in a mixed party walking calmly into town will be treated with the same cautious skepticism that all strangers are subjected to...
at first the +2 cha for goblins really shocked me...but then it got me wondering...does this mean that all the other ancestries are getting their good and bad stats adjusted?...this could be a good thing...especially the way building characters seems to have changed... flavour wise the goblin text could just be a placeholder for the playtest...it was mentioned before that goblin pcs would be addressed in an upcoming adventure path...so it could be that the explanation and flavour in the actual 2e core book could be different since i doubt they'd give spoilers here for an ap that hasn't even been written yet...
i find it a bit odd that people complain about feats seeming too weak at certain levels when they have no idea about the power level the game will have...you can't make accurate assumptions about 2e based on 1e...you have to take 2e as it's own separate thing...i think this assumption is the basis of most of the negativity i've seen... now about the rogue...i see a lot of the unchained rogue in the preview and that makes me happy...i just hope them getting skill feats every level doesn't overshadow everyone else's skill choices (perhaps this will be akin to how fighters in 1e got a feat every level but it seems like every class gets that now)...i guess it really depends on how personal skills are in 2e...in 1e pretty much every non-physical skill only needed to be taken by one pc...anything more than that was redundant and a waste of skill points other than as character flavour...it would be nice to see an in-game use for multiple characters investing in the same skill...
Friendly Rogue wrote:
just because someone is good at fighting in armor because they've trained in it doesn't mean they'd be good at doing other stuff in armor...especially if that thing requires fine motor control...
SSuser wrote: I'm betting there will be a fighter feat that gives them an extra attack. More or less. i'm guessing more likely what we'll see are things like charge that was mentioned previously...where they can move twice and attack for two actions instead of three...ways to give fighters the ability to combine attacks with other actions so they have the chance to hit with multiple attacks in a round more frequently instead of just piling on more attacks with higher to-hit modifiers...
Doc_Alpha wrote:
i actually like it...for one thing it forces players to acknowledge that they are actually doing something when a spell is cast...all too often in games i've been in all spellcasting turns into effects just being announced as having happened...for another it gives an actual reason for some spells taking longer to cast than others...it was kind've arbitrary before...this feels more structured
i'm all-in for a new edition...the last few years i've started to get a bit of pf fatigue...i still enjoy playing it in the moment because i like the stories the adventure paths tell...but we have so many house rules and established tropes now it'll be nice to be able to do some new things with the game...i've always liked the golarion setting more than the rules anyway which is why i can't wait until some new novels come along...but until then this sounds like just the refresher i need... back when starfinder released i honestly thought i was done with pathfinder for good since sci-fi is really more my thing and the rules looked more streamlined...but sadly my group hasn't wanted to give it a try yet so a second edition for pf seems much more likely to actually see some play time...
Snorter wrote:
this is why ioun stones can be pricey but awesome
i know the game is still new but i was wondering if there are any treantmonk style class guides out there for the starfinder classes...or if not if anyone was planning on working on them...i'm not really looking for optimization i just like seeing how people rank class features and options...and getting ideas on what kinds of builds people are coming up with
this is my first time running a pathfinder ap and i'm almost done with the first tomb...the party of four is pretty much the classic makeup: fighter, rogue, cleric, sorcerer... each of the characters has been knocked unconscious at least once (some mutliple times) except for the sorcerer who barely participates in combat and has yet to cast a single spell in the campaign (he decided to make a caster that focuses on mind-effecting spells even though the rest of the group asked him not to)... i told them at the beginning of the campaign that i was not going to coddle them and they were all fine with this...i have not altered any of the encounters to make them more difficult or anything like that...they are all relatively experienced gamers (all but one of them with at least two completed ap's prior to this one) yet they keep getting creamed by these combats...i think there has only been one combat that someone didn't drop...there have been two almost-death scares...and they had to run back to town during the sandling fight... so here's my question...is this adventure supposed to be this deadly so early on or am i or the players doing something "wrong"?
Torbyne wrote:
maybe we should petition Mark to write a new preview blog for the warpriest and give it its proper spotlight...please?
what do people think about adding the domain spells associated with the blessings' counterparts to the warpriest's spell list?...not giving them the bonus spell slot but allowing those spells to be prepared normally?...this would give the class a bit more versatility and give the blessings a bit more meaning edit: obviously only the domain spells up to 6th lvl of course... edit 2: maybe as a feat?... if it were a feat would giving it the extra domain spell slot be overpowered?
|
