What are some of your predictions about PF1 feats functioning as in PF2?


Prerelease Discussion


As the title. If feats from PF1 are taken and dropped and converted into PF2's system, how do you think they would work?

A couple examples I can think of are Quick Draw and TWF. With the new action economy, these feats need some basic revision before they can be dropped into the game.

Quick Draw can simply be something like "You do not need to spend an action to draw a weapon." With some clauses like "This can only happen once per round" and/or "If you have TWF, you can draw two weapons instead of one."

Segueing into the next part, I imagine TWF to have an entry like "Once per turn, while wielding another weapon and making a single attack action, you attack with both weapons at once, rolling an attack for each weapon. The additional weapon only adds half of your ability modifier to the damage roll. This incurs an additional -2 penalty to each attack you make this turn, reducing to -1 if one of the weapons you wield is an Agile weapon." As a slight tangent, maybe Improved and Greater TWF let you perform this option a 2nd and 3rd time, respectively, similar to them granting additional attacks with your offhand in PF1.

Do you think the above might be accurate descriptions about what you can expect from PF2? What do you think might be different? What about the other feats? Post your musings here!


I am hoping for some type of combat reflexes. I want to make multiple AoOs each round. Maybe the combat reflexes feat allows you to sacrifice an action to allow you to gain dex mod reactions to be used for AoOs each round. Not sure if that is a balanced approach, but seems like it ought to work to me.


Planpanther wrote:
I am hoping for some type of combat reflexes. I want to make multiple AoOs each round. Maybe the combat reflexes feat allows you to sacrifice an action to allow you to gain dex mod reactions to be used for AoOs each round. Not sure if that is a balanced approach, but seems like it ought to work to me.

They've been trying to get away from the whole "AoO spree" when they basically disabled it from the normal game barring special abilities (such as base Fighters or those who take the relevant feat).

If they were to reintroduce it, they might just have it grant an additional reaction for the purposes of AoOs, and would require the AoO feature to take it.

However, I think extra actions in general should be fairly scarce, so as to promote ease of play and smoother combats. Nothing like high level combats taking forever because a couple players or NPCs have like 30 actions they can take each turn, with like 15 reactions to follow up with...


Combat Reflexes will for sure only grant one bonus reaction, not Dex mod. HOWEVER, there may be a higher tier version of it at Master that would allow the Dex mod as a second feat.

Since power attack is now vital strike, I bet Vital Strike actually works like old Power Attack now. That would be hilarious. Probably not scaling infinitely though, and maybe giving up something other than attack bonus.

I'm guessing metamagic feats now either spend resonance, or you get 2-4 "metamagic points" per metamagic feat you take, and can just spend those to apply metamagic. Either that or they are now a class feature of either the wizard or sorcerer.

There will surely be a ranged version of Whirlwind Attack that attacks a cone, like 5E's Volley.

Since barely anyone has AoO now, Step Up and Strike will just be a feat unto itself without the feat tax.

Endurance and Toughness will be combined like in Starfinder.


I have a bet with a friend on how TWF will work. The one in the OP is his guess, here is mine:

When wielding two weapons, after you perform an attack, if your following attack is with a different weapon in your off-hand, it is at a -2 (or less?) penalty instead of -5.

Still takes 2 actions to "full attack", but it's a superior way to use the iterative attacks mechanic.


ChibiNyan wrote:

I have a bet with a friend on how TWF will work. The one in the OP is his guess, here is mine:

When wielding two weapons, after you perform an attack, if your following attack is with a different weapon in your off-hand, it is at a -2 (or less?) penalty instead of -5.

Still takes 2 actions to "full attack", but it's a superior way to use the iterative attacks mechanic.

Perhaps, but TWF has always been clunky and generally unfavorable in PF1. Having an edition where TWF is better comparable to two-handed combat would be more appreciative. On top of that, the above ruling would put authentic sword and board builds into a standstill like in PF1 overall, something that is trying to be obsoleted in PF2.


Pathfinder Starfinder Society Subscriber

In the demos so far, I have frequently heard of combatants striking first with a non-agile weapon and then following up with an agile weapon for reduced penalties on the later attacks, so the basic game mechanics seem to support that form of two weapon fighting for anyone who wants to do that.


ChibiNyan wrote:

I have a bet with a friend on how TWF will work. The one in the OP is his guess, here is mine:

When wielding two weapons, after you perform an attack, if your following attack is with a different weapon in your off-hand, it is at a -2 (or less?) penalty instead of -5.

Still takes 2 actions to "full attack", but it's a superior way to use the iterative attacks mechanic.

I'm imagining they'll follow the Unchained model. The first feat in the chain let you make two attacks (one with each weapon) on one of your actions at a -2 penalty to your attacks for the round, the second feat let you do this with two actions, and the third feat let you do this with all three actions.

In PF2, I imagine these three feats would require Expert, Master and Legendary weapon proficiency, respectively.

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