Aredil Sultur

sherlock1701's page

Organized Play Member. 496 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I would love to see Kingmaker, I really want to run it for my group but I need a hard copy to make it happen.


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I don't think it's an issue with difficulty. Plenty of other games (pf1 included if you know what you're doing) can have very tough encounters that aren't also frustrating.

PF2 is rough because it's designed to make you fail individual rolls extremely often. This creates the perception that your characters are incompetent and sucks the fun out of the game.

A better way to add difficulty is by adding resistances and health, rather than AC and saves. That way you get the sense of hitting your enemy, of making them fail their saves, but in the background the effects are reduced. You can keep encounters the exact same length and difficulty but make them far more fun just by increasing the rate while reducing the impact of success.

I had this happen in the Starfinder game I ran. About halfway through, the players were getting really discouraged by how often they just missed (even with SFs reduced AC, the lack of ways to boost attack means you fail pretty often, and enemy saves way outstrip spell DCs). I started paring back saves and ac a couple points, boosted hp and tossed in a couple resistances. Result was that enemies died in the same time, provided the same challenge, and everyone was a lot happier.

Basically, having the "difficulty" be implemented primarily by using RNG (since it depends solely on whether you have good rolls) makes for a frustrating game. Other methods are less painful to play.


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Perpdepog wrote:
sherlock1701 wrote:
siegfriedliner wrote:
WatersLethe wrote:
SuperBidi wrote:

Will this discussion fall to trolling? Is there really a need to answer someone who says that "the same stories cannot be told and the same characters cannot exist" because the magus doesn't have "half a dozen intensified empowered maximized dazing shocking grasps a day"?

I'd prefer to go back to the original discussion, even if most of it has already been answered.

Yeah, a super specific mechanical construct within a prior edition of the class is SO FAR from being a "story" that the argument isn't worth considering.

Even I, who is a bit bummed by wave casting, recognize that the vast majority of the *actual* Magus "stories" can be told simply with a Wizard dip.

I mean it's a detour from this topic but magic is certainly less reality defining than in 1st edition. Thematically from an action movie standpoint magus had moved from having a lot of fire and particle effect glittering over their swords to being more like a regular fighter with an outlaw star Castergun that they pull out for the occasional dramatic moment considerably less magical.

Exactly this.

And mechanics are the basis of any good story. The number and effects of abilities a character can throw around is integral to their story.

And here's me thinking that narrative and character were the basis of any good story.

I'd rate them second. For example, if healing potions are a thing and a character dies to suit the narrative while their best friend is sitting right next to them with a potion that could heal them, that's a problem, and it ruins the entire story even if it's otherwise very well told.

Getting back to the original topic though, wave casting feels far, far too limiting. Summoners are martial with less tricks, and magi are either archery turrets or get ruined by action economy.


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siegfriedliner wrote:
WatersLethe wrote:
SuperBidi wrote:

Will this discussion fall to trolling? Is there really a need to answer someone who says that "the same stories cannot be told and the same characters cannot exist" because the magus doesn't have "half a dozen intensified empowered maximized dazing shocking grasps a day"?

I'd prefer to go back to the original discussion, even if most of it has already been answered.

Yeah, a super specific mechanical construct within a prior edition of the class is SO FAR from being a "story" that the argument isn't worth considering.

Even I, who is a bit bummed by wave casting, recognize that the vast majority of the *actual* Magus "stories" can be told simply with a Wizard dip.

I mean it's a detour from this topic but magic is certainly less reality defining than in 1st edition. Thematically from an action movie standpoint magus had moved from having a lot of fire and particle effect glittering over their swords to being more like a regular fighter with an outlaw star Castergun that they pull out for the occasional dramatic moment considerably less magical.

Exactly this.

And mechanics are the basis of any good story. The number and effects of abilities a character can throw around is integral to their story.


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Guntermench wrote:
Ehhhh, you can Spellstrike with cantrips all day long and literally never run out.

I'm talking about leveled spells, not cantrips. If a caster is down to cantrips only they're stopping for the day.

A magus who had half a dozen intensified empowered maximized dazing shocking grasps a day, in addition to a bunch of weaker versions and utility spells is not recognizable in the new paradigm. This is an example of how the same stories cannot be told and the same characters cannot exist.


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It brings back the 5 minute adventuring day in the biggest way possible. 2 fights, even at high levels, and your spells are done, time to go to sleep.

Also wildly incompatible with the lore. All of a sudden, these magi/summoners who could cast a three dozen spells a day can cast exactly four. It's even more egregious than the break for full casters and martial was. PF2 Golarion is at this point an entirely different universe from PF1, and the same stories fundamentally cannot happen in the two due to the mechanical differences. This was promised by the devs and broken in many ways, but most egregiously here.


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In some older versions of D&D, poison use was mostly restricted to evil characters, and was on the list of things that a paladin would leave a party over. I could see some players still having that sort of holdover if they started in those games, even though they no longer apply.


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Additionally, nothing in the stealth skill suggests that it works differently with different imprecise senses. In fact, going by RAW, I would have to rule that a stealth check to Hide makes you nondetected by imprecise scent: "it might be undetected by you if it's using Stealth". There's nothing in the feat, the description of imprecise sense, or the description of the Stealth skill or it's actions that would let you autodetect a hiding/stealthing creature with imprecise scent.

A GM could be very nice and say that stealth doesn't apply to scent, but that would be up to table variation.

Which means, imprecise scent (at least from this feat) is specifically only useful in an area of Silence, loud noise (but not strong smells), or if the character has been deafened.


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Yes, in basically every way possible.

-less spells per day
-short durations
-no automatic effect scaling with level
-DCs are overall worse for properly built mages
-magnitude of effects has been drastically reduced
-utility and skill spells do very little compared to prior version
-many spells were increased in level
-many spells were made uncommon
-metamagic is much more limited, and you can only apply one effect
-shorter ranges

How you feel about these changes is another thing. Some like them. Some hate them (speaking as someone who mainly plays martials or partial casters in PF1, I think they went way overboard on the nerfs). But you can't deny they took a massive hit across the board.


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CorvusMask wrote:
Yeaaaaah, I definitely couldn't stand idea of tracking both cubic volume and weight of objects :P

It would be vastly preferable to this odd system of arbitrary values where nothing means anything and random stuff is way bulkier or less bulky than it should be.

Bulk alone is enough for a hard pass on this game as far as I'm concerned.


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I think a better option than Bulk would have been to list out weights and volumes for each item, and impose limits on both instead of only weight. They sort of did this previously with e.g. bags of holding.

That way, everything would still be in logical, easy to use units, and the need to have something other than weight represented could have been met.

Bulk as a system is unusable for me and the games I run since it's excessively abstract for very large objects and the values for big creatures are nonsensical.


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If you're open to a little houseruling, the Dark Heresy system has an interesting take on AoEs. Basically, you make an Agility test (reflex equivalent). If you succeed, you move to the edge of the effect as a free action, up to your single action movement range. If you don't have enough movement to make it to the nearest edge of the effect, then you take full damage regardless of your roll.

Of course, the baseline move speed in Dark Heresy is 3 squares as an action, while it's 5 for PF2. Maybe go with half speed as the distance for PF2.

This might get you where you want to be. Just make sure your players are clear on it.


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MaxAstro wrote:

Gonna have to agree with Rysky on this one. If one part of the player base wants to be the "special children" that get everything they want and the designers design specifically for them instead of the wider player base...

Yeah, the game is better off without entitled people like that.

Not liking the game's direction is fine. Saying you wish the devs had gone a different direction is fine. Saying you wish the devs would listen to you and ignore everyone else is toxic.

Seems like an easy distinction to me.

It's toxic to want a game that's tailored to my specific tastes? Isn't that what everyone wants?


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Rysky wrote:
sherlock1701 wrote:
RicoTheBold wrote:
graystone wrote:
BellyBeard wrote:
If two players spend two actions each to remove one boss action, and the other two focus on just damage, that fight probably becomes trivial.
So players are trading 2 of their actions for one of a foes and that's a bad thing when it costs resources? I thought that's spells/feats were meant to have meaningful effects is the foe fail their normal saves... I don't see it.
It's bad against multiple/weaker foes. It's good against a boss, because their actions are generally worth more than a party member's actions.
Which is exactly why bosses shouldn't be immune to the effects. They're best used against them.
If a boss is as easy to defeat as its minions then what makes it a boss fight?

The fact that it's a/the leader of the opposing faction, aka their boss. If a party went to fight Apple I doubt that Tim Cook would be the toughest one there. But the fight with him would still be the final boss battle. If you're unseating a corrupt king, his best guards are probably stronger than him, but he's the boss.

Even if you're going for a boss who's stronger, his stats are already better than those of his minions. A balor is more likely to make his save than a marilith is, because he has higher stats. He doesn't also need a side rule to protect him.


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Megistone wrote:
sherlock1701 wrote:
Excuse me for liking games that I enjoy and being disappointed that paizo decided to make something that's basically unplayable as far as I'm concerned as a followup for my favorite ttrpg. Consider Mass Effect Andromeda or Fallout 76, PF2 is in the same league as far as I'm concerned.
The point is not that you love PF1, but that you love the aspects of it that have traditonally and widely been considered its biggest flaws, and you double down on them.

Yes, because those things are 80% of what makes the game fun to play for me. I wish more people shared that interest.

It's a little bit like a Souls game. Hard to understand and learn all the moving parts when you first pick one up, but rewarding and cool if you stick with it. Paizo could have really leaned into that niche, and made something that was even better than PF1.


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RicoTheBold wrote:
graystone wrote:
BellyBeard wrote:
If two players spend two actions each to remove one boss action, and the other two focus on just damage, that fight probably becomes trivial.
So players are trading 2 of their actions for one of a foes and that's a bad thing when it costs resources? I thought that's spells/feats were meant to have meaningful effects is the foe fail their normal saves... I don't see it.
It's bad against multiple/weaker foes. It's good against a boss, because their actions are generally worth more than a party member's actions.

Which is exactly why bosses shouldn't be immune to the effects. They're best used against them.


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Henro wrote:

I feel like Sherlock's problems with 2E aren't design problems, they're design goal problems. 2E was designed with some particular goals in mind which run counter to Sherlock's ideal experience. (examples of these goals are: reduce the difference between optimized and unoptimized characters; Move a lot of optimization/strategy away from character creation and into combat; Reduce caster/martial disparity).

For me, a lot of these design goal are perfect and I believe 2E pulls off a lot of what it sets out to do quite brilliantly. For me, 2E has kept all the good stuff from first edition and removed the stuff I hated.

For players like Sherlock however, playing 2E might be like trying to use a lemon juicer to peel a potato. No matter how good the juicer is at juicing lemons, it will still be lousy when faced with that task.

I'm actually on board with reducing caster/martial disparity, but it should have been done by elevating martials Tome of Battle style, instead of nerfing magic into the ground.


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swoosh wrote:
Bluenose wrote:
Or are you expecting they should have the most versatility and equal effectiveness to a specialist - the Jack of All Trades and Master of All Trades rolled into one character?

I'm pretty sure that's exactly what they're expecting, yes.

sherlock is a strategist. They've talked in the past about how building and constructing characters is the most important and intriguing aspect of the game for them. The act of playing out the character is less the point in this method of play and more a way to test the concept, with the goal of absolutely annihilating any challenges put before it.

You ever seen those competitions where people build and program little robots then have them run courses or smash into each other? The act of building and programming is the main challenge and the actual course is just a way to test the efficacy of the design.

I will note that I always put a great deal of effort into writing up a backstory and then having my character act accordingly. I just do it after I've designed them. The RP aspect is enjoyable, even if it is secondary to the build and strategizing.

That said, I usually get tired of the character eventually and then let them die off so I can try out a new one. And I'm never upset when they die naturally in the course of things.


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Ravingdork wrote:
sherlock1701 wrote:
Consider Mass Effect Andromeda or Fallout 76, PF2 is in the same league as far as I'm concerned.

But did you actually play a few games before arriving at that conclusion?

My friends and I didn't think we'd like it either, but then we tried a few games and positively fell in love with the new system.

Given that the fun went out of character creation, games weren't enjoyable at all.


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Vidmaster7 wrote:
graystone wrote:
Vidmaster7 wrote:
I swear gray you look for the worst possible side to of something to be on then fully commit.

I've posted with someone before that used classy = elegant [pleasingly ingenious and simple] before so maybe my perspective is different.

Vidmaster7 wrote:
I'm personally completely fine with the incapacitation rule.

I'm fine with them in the same way I was fine with spells HD capped in PF1*: I didn't take them and skip right past them when I see the tag. So here too I can see sherlock's perspective. There are less slots to go around in PF2 with top ones at a premium, then you add that most heightened spells tend to be inferior to spells actually of that level... It's a tough sell for me.

Secondly, the affect that warrants such a tag seem scattershot: Cloak of Colors [1 rd blind/stun] is hardly the encounter ending spell like Phantasmal Killer [dead].

* now I did take them in PF1 if I had a way to replace them later: my 5th+ level sorcerer isn't going to keep Daze as a cantrip...

Eh I don't know I felt like the tone was pretty clear to me anyways.

Are you looking at it from a player perspective then? Because Since I primarily DM I feel like it will be super helpful but I guess if you look at it from a player perspective maybe I can see wanting the option to just end combats. Also on a critical failure it's still pretty bad even with incapacitate isn't it?

No, I spend about twice as much time in the GM seat as I do playing. Critical failures are unreliable at best; that's why I would avoid both incap effects and any of the cantrips with crit fail effects.


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Malk_Content wrote:
Did everyone, including sherlock, forget that this was a thing in pf1? There wasn't a trait for it but numerous spells and abilities only worked against certain HD numbers, which is basically the stand in for level.

Same reason I never took those spells unless there was an ok effect above the HD number.

Seems like an odd decision to go whole hog on the least interesting spell mechanic and sacrifice the actually cool ones, like usable durations.


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Rysky wrote:

1) it was an insult, telegraphed by the “useless” beforehand.

2) the abilities aren’t useless in the slightest, you can still use them as you go by you using higher level spell slots.

They are useless if you have to burn the higher slot. You literally cannot cast them at the level they're made for and get any value out of them. You have to usurp a higher level spell slot. I thought we wanted to make low level slots more useful, not less so.

And even then, the cap being double the slot level means that against anything with any real power the spell is wasted. As in, against the things you would most want to affect with said spell, there is no point to casting it.


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Unicore wrote:
Temperans wrote:

PF1 spell due to caster level scaling had better damage, duration and range. So even if you only knew a few you could do a lot with the right spells. A great example is Fly.

** spoiler omitted **

Movement and utility spells were deliberately restricted for the sake of story telling purposes, not some mechanical balance issue. That was a change for the sake of adventure designers and being able to have skills be a more meaningful choice for players for a longer period of time. Having spells just cover everything that skills can do, only better was a design flaw of D&D.

No, it's good design. There should always be multiple solutions, and there's no reason you shouldn't be able to use magic to accomplish mundane tasks. What do you think real wizards would use magic for? Making their lives easier. Doing things magically so they don't need the physical skill or ability. Getting around with a minimum of effort and time. That's what needs to be supported by magic, before we even think about chucking fireballs and summoning walls of ice.

Unless your universe is like warhammer and magic is likely to just screw you over completely, your storytelling has to take that into account. PF1 spells were well designed, PF2 spells are lackluster at best.


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Deadmanwalking wrote:
sherlock1701 wrote:
And their solution was to make the abilities useless by level capping them.

An ability you can readily use on a high percentage of the foes you fight isn't 'useless'. They made them less useful, certainly, but hardly useless.

sherlock1701 wrote:
Classy.

Could you maybe not be a giant dick to people just because you disagree with their game design philosophy? That'd be great.

sherlock1701 wrote:
Incapacitate was a bad idea and never should have been added. "But they might stun the boss". They sure might, and that's never a bad thing. One shotting is ok.
Part of the design goals was pretty clearly to make single foes of higher level a legitimate and scary threat (which they often weren't in PF1). Rebalancing around that involves reducing the odds of this. It just does.

The two steps back in design this edition wasn't my fault. It happened despite my objections. I reserve the right to critique commercial products.


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Deadmanwalking wrote:

It's because otherwise, individual bosses get pretty screwed by SoD effects, since a whole party can theoretically hit them with four or five of them. Odds are they'd fail at least one Save in that situation. And that's pretty anticlimactic and not a tactic they want to encourage.

The same applies to PCs, quite frankly. Let's take the example of 8 Basilisks (a Severe but not Extreme encounter) vs. an 8th level party. Most 8th level characters will have between a +11 and a +16 on Saves. At DC 22 to Save, lot of PCs would probably get petrified there if incapacitate didn't apply.

Now, Ghouls in particular should maybe not have the trait given their standard role in encounters and the general weakness of their paralysis, but that's a specific issue with ghouls rather than one with the Incapacitate trait.

And their solution was to make the abilities useless by level capping them. Classy.

Incapacitate was a bad idea and never should have been added. "But they might stun the boss". They sure might, and that's never a bad thing. One shotting is ok.


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I think a lot depends on how you run games and perceive the world as players.

For example, in games that I run, class abilities and spell names are known things in character. People know that a spell is 'cure light wounds' or 'bladed dash'. People know a gunslinger has grit. Spells are codified in books by their level of power.

In my current setting, spell incantations are subroutine calls to a set of goddesses that interface with the world through complex thaumaturgic computers. I've written up a little bit of language for the computers and incantations.

Class abilities changing or disappearing if you run a world like this is of significant note if you have an ongoing campaign. People would understand that teleportation, once freely available to all mages who trained enough, was suddenly restricted. Weapons that used to work one way suddenly function completely differently. Magic items and spells that used to work together in harmony suddenly no longer function the same way, and now the strongest one overrides the others.

I like characters in game having that level of "meta" knowledge. It makes sense to me that they would understand how their world works. It also means that an edition change is virtually impossible unless I write a whole new setting, or majorly time shift the one I have.


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Malk_Content wrote:
Deadmanwalking wrote:
Malk_Content wrote:
I'm not sure how "want to autosucceed" isn't wanting an easier game.

In fairness to sherlock1701, he appears to want a game where making a character who can auto-succeed is a game in and of itself. One like PF1 where character creation is full of bad choices as well as good ones and you need a certain degree of system knowledge to achieve such a character.

I think that sounds hideous, personally, and suspect the majority agree with me, but I wouldn't call it an easy game.

Well apart from the bad choices part the ability to design characters to auto succeed at tasks is possible, if you make the game easier by uniformly adjusting dcs down by about 4.

Problem is that maxing out your roll in PF2 is too easy, there's no challenge to be had then.

One of my favorite characters was a fighter built around armor spikes with bull rush and overrun - it took something like six or eight hours of digging through feat interactions and whatnot to come up with something really effective and powerful, that could succeed most of the time and deal heavy damage.

The fun was in spending all that time rooting around the rules to cone up with a character who was as good at something as they could be. I don't really see things like this ever being possible with the way PF2 is designed. It's too easy to max your roll and pick your options. There's little joy to be found in a game that gives you the best possible character without any major effort.


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Malk_Content wrote:


I feel sherlock's game play style should be supported (guidelines in the gmg for making the game easier for example) but that doesn't mean I support the intent behind his posts.

I don't want an easy game, I want the challenge in a different place.


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Malk_Content wrote:
I dunno John, this is a person whose stated goal on the forums us to spend his time trying to make pf2 seem as bad as possible so it fails and they make a pf3 he personally is happy with. I think most people would agree that such an approach can only be detrimental to the community (and company) as a whole.

Thats...not at all what I said. I don't "hope PF2 fails". I want a PF3 that's better. Paizo has to stick around for that to happen. What I did say is that I'm being vocal about my complaints in the hopes that future versions (or this version, though I realize that's unlikely) will improve.

I honestly don't know how you could have gotten that I hope PF2 fails, or that I'm somehow 'out to destroy the community' from what I have said. Yes, it's not the game I hoped for and it is disappointing, but my aim is to make the next one better, not make this one fail.


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HammerJack wrote:

Only disarming on a critical success is definitely in line with how other major debilitating actions in 2E work, and I would say it's a good decision. I certainly wouldn't want to see a return to combat maneuver specialized characters who always use their one preferred maneuver, under all applicable circumstances, which might well happen if you could get a disarm or restrain result on a normal success.

The Success effect only impacting further disarm attempts, instead of applying a minor penalty to the target is a less sound decision, I think, and not in line with other options.

Why do you have a problem with people specializing and being good at what they do, and then using their best skills at every opportunity? That's how it's meant to be played.


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Deadmanwalking wrote:
sherlock1701 wrote:
What I wanted from PF2 was an evolution on PF1 with even more options and depth. What I got instead was a completely different game with little depth by comparison. So yes, I am disappointed in PF2, which is why I am particularly active on the boards here as opposed to other systems I dislike, which I largely ignore.

What in the world do you hope to achieve by posting regularly and extensively about a game you clearly dislike?

I mean, seriously, you're constantly running down a game other people are (kinda definitionally) here to enjoy. That's just unpleasant for everyone else, and I can't imagine it's super fun for you either, so why in the world are you doing it?

At least one of the following:

1) PF3, if and when it is released, winds up being more in line with my tastes

2) They release an 'unchained' book with more palatable rules

3) They significantly overhaul the system in the next printing

The first two at least have a decent chance of happening. It isn't fun, but it's necessary to be constantly heard to be taken into account for future plans. I'm doing everything I can to push towards a shift back at some point.


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Unicore wrote:

Now it seems like you have a general disregard for the design philosophy of PF2 and probably are better off playing another game, but do you spend as much time on other product message boards disparaging them for not catering to you as an audience? or do you feel particularly betrayed by Paizo because you found PF1 to be the exact game you loved and no one wants to play it with you anymore because it is not the new shiny thing?

If that is the case, and you can't find PF1 tables to play at near you, I suggest you look online because, last I checked, there were still lots of people playing PF1 on Roll 20 with open spots for new players.

More or less this, PF1 is the perfect game in my opinion. I had very high hopes for PF2 when I first heard it was announced, which were subsequently wiped during the playtest, and I'm even more disappointed by the final. I put in a fair bit of feedback during the playtest, and my thoughts were clearly ignored (the only big change I see that I wanted from the playtest is items having HP instead of dents).

What I wanted from PF2 was an evolution on PF1 with even more options and depth. What I got instead was a completely different game with little depth by comparison. So yes, I am disappointed in PF2, which is why I am particularly active on the boards here as opposed to other systems I dislike, which I largely ignore.

Online play just doesn't do it for me unless I already know the people I'm gaming with. I much prefer to sit at the same table.


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John Lynch 106 wrote:
sherlock1701 wrote:


It's not at the expense of anything. I know of 0 fighters who would want the buffs on them to last for less time.
I know of 0 fighters who given the choice between being awesome because he is inherently good or being awesome because the wizard decided to offload some low level spells onto him will choose to need the wizard.

Ah, so we should just delete all the buff spells then, I see. Nobody would ever want a buff, given the choice between having one and not having one.


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Arachnofiend wrote:
sherlock1701 wrote:
I think a great houserule is adding "per level" to the duration of most spells with an hour or less duration. Shoulda been that way RAW, but here we are.

It's a great houserule if the intent is to make it so that spells that are written to last a single encounter instead last many encounters as you get further up in levels.

By which I mean it's a terrible houserule.

I mean it's bad if you hate magic. If you like spells with durations being actually relevant it's good.


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I think a great houserule is adding "per level" to the duration of most spells with an hour or less duration. Shoulda been that way RAW, but here we are.


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Rysky wrote:
Temperans wrote:
Rysky wrote:
The Raven Black wrote:
BTW what happened to all the Evil-detecting low-level Paladins in the setting ?
Lorewise Detect Evil was a pretty advanced ability that not every paladin even had, so its new placement matches up with that.

Detect Evil was literally a lv 1 ability for default Paladins. Any Paladin that did not get it at lv 1 (or some other point) was most likely using a Paladin Archetype, of which only a little less than half replaced it.

So can you PM me where that lore is from?

But other wise that was not the question, it was not about all Paladins regardless of getting Detect Evil; It was just about the ones that did get it.

I said lorewise, all the novels that have Paladins have Detecting evil be something they get late as an advanced technique, it's not the first thing they pick up as a Paladin, that's usually smite.

That's goofy. Why would you write a novel if you don't know the basics of the class you're writing about? If a paladin has detect evil at level one, then that's what they get in the book. I detest authors (like Salvatore) who use a system to sell their work but don't even follow the most basic of mechanics in their narrative.


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I feel like they should have used the rune system for shields like they did with weapons and armor. It would be similar to how they worked in the past and avoid this issue entirely.


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I would personally have liked a much more granular skill list than PF1 (maybe 50ish skills plus knowledges) and a lot more skill ups. But instead we went the more nonsensical route.

I also hate Perception not being a skill anymore. You should need to invest in it, and should be able to invest in it (the general feat that levels it for you doesn't count since it stops at Master).


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Maybe you just swing your weapon so fast that it heats up enough to let you cauterize the wound with a quick touch.


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Unicore wrote:

Yeah page 264 does spell out that you have to take a back pack off before retrieving an item but it also says that it takes 2 hands to change your grip by removing one hand from an item, which would require at least 3 hands total. I appreciate the intention of having clearly spelled out rules about aspects of the game that cause confusion in certain situations, but some of the attempts to do so seem to add as much confusion as they clear up.

@Shroub - I have been talking about wands because wands are the primary subject of the OP and the focus of the thread. There has been a separate side discussion about the price of consumables, which does bear some relevancy to the cost and availability of wands, although it is also true that the cost of scrolls is cheap enough that it fits your 1/15th model of consumables to permanent items, and I can see casters being fine with taking the time to craft the occasional scroll for a spell they don't believe that they will cast 10 times over the course of their career.

The world value of potions should be raised over scrolls by quite a bit, because the point of potions is explicitly how they make magical effects available to those without magic. It is absolutely a convenience cost and will inherently make potions less valuable to a Party that has ready access to magic. However, the resale/scrap value of increased level potions will get pretty high, leading them to make exceptional theft bate, but it won't set in at lower levels so most tables will probably never notice it.

It seems incredibly clear to me that the intention of being able to dissemble magic items for essentially the same cost as selling them is so that a character the dedicates resources to crafting does not have to spend going to the big city for 5 days selling their "raw materials" items and rebuying "raw materials" items but can instead just get started making what they want. Rarity was definitely the intended mechanical filter of PC purchasing/crafting power, not random charts of availability,...

You don't need a backpack at all really. "I carry all my stuff in my pockets" works fine, since there's no listed limit for pocket capacity of clothing. Heck, you could affix hooks to your clothes and hang your stuff off of them without impeding your movement in any way.


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Michael Sayre wrote:

I sense a hard derail barreling towards us and would like to preemptively ask everyone to focus on the topic at hand (real world economics should definitely be taken to a different topic thread.)

On the subject at hand, it's important to note that PF2 intentionally divorces character and NPC progression. It is (theoretically at the moment) entirely possible that you could have a 2nd level character who is e.g. Legendary in baking with an unexpectedly high skill modifier. They didn't go out and live an adventuring life and progress in that manner, but they did practice, master, and ultimately reach the highest degrees of functionality in that skill. Similarly, you could have that same character be a level 2 combat challenge, because it's fairly easy for an armored adventurer to take out a baker in a duel, but a level 18 challenge in a baking contest, because their skill in that very narrow field is equivalent to what a level 18 adventurer would be capable of (though said adventurer would also be highly proficient in a great many other tasks as well.)

I might also put forth the idea that the new dynamic works much better from a "realism" perspective in that it doesn't require NPCs who are supposed to present very specific higher level challenges within a given field to also be capable of grappling dragons into submission just because they're supposed to be super good at making cake.

So if I'm creating a level 1 starting character, a 700-year-old elf who's been a baker since he was a youth of 70, why can't I start as a legendary baker? For 630 years, all he did was bake, bake and bake some more. Yet he can't make anything better than a 15-year-old human adventurer who was a baker for a few months. Both are trained, with a +1 from level, plus whatever their ability mod is.

You say this is better from a realism perspective, but there's still an obvious problem.


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Strill wrote:
sherlock1701 wrote:
Doktor Weasel wrote:
Staves are lackluster

Agreed, though the one good use for them I've seen is to be a True Strike battery. Low-end staff of divination, spend a slot to double the charges, and go ham with attack roll spells. Not much other value in them for a prepared caster, but I guess one spell slot per day is nice.

Houseruling away the one staff limit seems like a viable solution, at least partially.

That sounds awful. Who fantasizes about being the Wizard who carries around a barrel full of staves? That's what you'd expect from a parody, not an actual game.

I suppose I'd prefer to be the wizard who has enough spell slots and a wide variety of prepared options. Running out seems pretty lame. If that means a barrel of staves, so be it.

Staves now are kind of like what pearls of power used to be. An extra spell slot or two. Not my fault it's a big stick instead of a tiny gem now.


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Saros Palanthios wrote:
shroudb wrote:
there's simply no reason why a crafter, would choose to craft a potion over a permanent item unless he wants to lose money for no apparent reason.
What if the crafter only happens to have the formula for a potion and not a permanent item? That's the point, the techniques to make magic items aren't commonly known.

The entire rarity system would beg to differ.

The crafter simply goes to the local blueprint shop and buys the wand formula. It's common, so anyone can find it easily enough.


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Doktor Weasel wrote:
Staves are lackluster

Agreed, though the one good use for them I've seen is to be a True Strike battery. Low-end staff of divination, spend a slot to double the charges, and go ham with attack roll spells. Not much other value in them for a prepared caster, but I guess one spell slot per day is nice.

Houseruling away the one staff limit seems like a viable solution, at least partially.


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Rysky wrote:
sherlock1701 wrote:
Lore is useless because there are no strict guidelines for how much easier it will make things. Invest in the real skill instead.
Look at DC charts and go from there.

If there were a rule such as "an appropriate lore makes the check two steps easier" or "reduces the DC by 5", then it would be useful to invest in lores that might come up often, like engineering or architecture (taking Lore(bakery) would still be pointless in all but the most contrived scenarios).

As it stands, the table variance (and individual check variance) will be so broad as to make the value of the lore skill completely arbitrary and unknown, meaning that you should invest in the general skill instead since it does more and you will have a better idea how useful it is.


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Lore is useless because there are no strict guidelines for how much easier it will make things. Invest in the real skill instead.

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