Deriven Firelion wrote:
Wasn't PF2 supposed to solve all this? It seems we have just traded one problem for another. If I want to play caster I have a very very narrow space in which to be creative.Honestly, in PF1 and 3.5 I don't remember the space being this narrow for either cast nor martial.
I have been told again and again that PF2 has solved the martial-caster imbalance. But has it really? I am not saying PF2 isn't a great game - there's a lot to like actually. But personally the caster design seems.....off.
I am reading the Beginner Box - Hero's Handbook, and I'm a bit confused about some of the rules regarding carrying and using items.
As I read the rules, if a PC carries an item in a pocket or a sheath he needs to spend an action retrieving it (e.g. 1 action to draw a dagger from a sheath or 1 action to take out a cigar from a pocket). And then he needs to use one action to actually use the thing (e.g. 1 Strike action to hit with the dagger, or 1 Interact action to light the cigar).
But then it seems there are some exceptions to this. In the description of the Healer's Tool and the Repair Kit (among others) it specifically says that "you can draw and replace them as part of the action that uses them".
The way I understand this is that by default I need two actions: 1 to draw/retrieve and 1 to interact. UNLESS noted otherwise in the description of the gear/item?
Is that correct? Seems like a weird distinction I must say.
I feel like wandering monsters in a dungeon only make sense if the dungeon has lots of empty room in it, as well as multiple routes. Otherwise, if you systematically cleared everything behind you, where is this monster coming from?
"Against the Giants" from Tales from the Yawning Portal has some great random tables.
On these tables they use the monsters/creatures already in the farmstead/dungeon. As an example (just from memory), if you roll e.g. 10 a Stone Giant from the big hall (where a feast is going on), might exit the room, and go outside to get som fresh air. So it's not like random creatures just pop up out of nowhere.
That's a great way to use random tables, which I agree can be a bit strange.
I definitely thought that the advanced maneuver Death Roll was applicable when a target was latched as well. Seems unintuitive if it wasn't.
If you're looking at somebody being attacked and grabbed by a crocodile you wouldn't be like "ahhh now it has grabbed him...no wait only latched....no wait it's a grab".
Seems sensible that Death Roll would apply regardless of target being grabbed or "latched".
So yeah, they could be more specific. Like "a latch doesn't as being grab" or something.