| A Ninja Errant |
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No more feets like Alertness and all the rest of the +2 to +2 skills.
We only need one feat for that.
Given the skill redesign, I don't think those type of feats will work with it anyway.
And one feat for dex-to-damage please. That anyone can take at level 1.
Agreed. That's a sacred cow that's kind of nonsensical. There's nothing OP about Dex to Attack and Damage, especially since Dex is no longer directly linked to Initiative, and most of the weapons you'd be able to apply it to are typically lower end on the damage anyway.
| thflame |
No more feets like Alertness and all the rest of the +2 to +2 skills.
We only need one feat for that.
With the new Proficiency system, those feats become MUCH more powerful.
I would agree that we should probably shouldn't have 15 feats that give you a +2 to 2 skills. One feat that lets you pick 2 skills should probably suffice. (Or probably just Skill Focus, since it sounds like Skills are getting consolidated.)
| citricking |
There shouldn't be feats that give bonuses to anything, keep all the math represent skill as part of proficiencies.
Feats should give new actions. If they want a skill feat to improve a skill it should increase the characters proficiency in that skill, that keeps the system bounded.
On another note, an increase in profieciency being just a +1 difference, +5%, is far too small to represent the difference in capability that is supposed to be represented. In 1e a character who focused on a skill could take the skill focus feat which was a +3 bonus, a +15% difference. That seems to better represent the difference between untrained and trained, or expert and master. A +4 or +5 bonus would be great too, but +1 is far too small.
Take a character trying to sneak past a guard of the same level, the character isn't focused on dex so it has dex about equal to the guards wis. If they are both of equivalent proficiency sneaking by should be about a 50% chance depending on the situation. With a +1 bonus for each proficiency level a master sneaking by an untrained guard is still has a 25% chance of failure, way higher than makes sense. With a +3 bonus, a master sneak has an 80% chance of sneaking by a trained guard, and untrained sneak still has a 35% chance of sneaking by a trained guard. With a +4 bonus a legendary sneak can only be caught be at least an expert guard (or a higher level guard). Those chances make a lot more sense than the +1 differences between proficiencies, concern about the effects of magic on chances shouldn't effect this system being usable and making sense.
I think the bonus is so limited because they are using the same proficiency bonus for everything, the devs don't want a +12 from legendary bluff because they don't want a +12 from a legendary sword. But they could just have 2 proficiency scales instead. One for things like skills with +3 and one for things like swords with their current -1/0/+1/+2/+3. That would keep the systems a lot more elegant than forcing quite different systems into using the same scale, and having other ways to get bonuses with things like skill focus feats. If they don't have other ways to get bonuses to skills than the system has no accurate representation of skill/training.
If the devs want the scale of skills to be in line with other things so they can be used for combat maneuvers just have the skill be a check verses the targets athletics dc instead of a reflex/fortitude save.
KingOfAnything
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RumpinRufus wrote:And one feat for dex-to-damage please. That anyone can take at level 1.I don't want there to be an option at all for Dex to Damage. Makes Dexterity way too powerful.
I'd rather agile fighting styles were represented differently than strength styles. Simply replacing Dex for Str doesn't do it for me.
Tallow
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Tallow wrote:I'd rather agile fighting styles were represented differently than strength styles. Simply replacing Dex for Str doesn't do it for me.RumpinRufus wrote:And one feat for dex-to-damage please. That anyone can take at level 1.I don't want there to be an option at all for Dex to Damage. Makes Dexterity way too powerful.
Exactly. Especially since doing so pushes you closer to being a SAD class, which often becomes overpowered. I'm not sure what the right answer is, but something along precision type damage would be good.
| RumpinRufus |
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RumpinRufus wrote:And one feat for dex-to-damage please. That anyone can take at level 1.I don't want there to be an option at all for Dex to Damage. Makes Dexterity way too powerful.
Arya Stark, Inigo Montoya, Jack Sparrow, D'Artagnan, and George Patton would take issue with that!
(Also, removing Dex to Initiative already is making Dex significantly less powerful in PF2.)
Especially since doing so pushes you closer to being a SAD class, which often becomes overpowered. I'm not sure what the right answer is, but something along precision type damage would be good.
If it's needed for balance, you could still subtract the Str mod if it's negative. What I don't want is the PF1 weirdness of being worthless until level 5, then suddenly become deadly once you can finally take Slashing Grace.
| Leedwashere |
Tallow wrote:Especially since doing so pushes you closer to being a SAD class, which often becomes overpowered. I'm not sure what the right answer is, but something along precision type damage would be good.If it's needed for balance, you could still subtract the Str mod if it's negative. What I don't want is the PF1 weirdness of being worthless until level 5, then suddenly become deadly once you can finally take Slashing Grace.
That's brilliant :o
I would heartily endorse a General Feat available to anyone that allowed dex to damage from level 1 with that caveat. I would even be fine with it scaling to later remove that penalty (whether based on overall levels or based on proficiency level with your weapon). Adding the dex option with incentives to not completely tank strength is the perfect middle ground, in my opinion. ::salutes::
| Cuttlefist |
RumpinRufus wrote:And one feat for dex-to-damage please. That anyone can take at level 1.Or go the 5E route and just make it an option that doesn't require a feat. Not every option has to suck a feat out of the bloated corpse of Pathfinder 1.0.
I would rather that be moved over to weapon property material instead of taking up feat space. We are supposed to be moving away from Feat taxes, so making weapon selection be where your different damage capabilities comes in would be more elegant and free up more choices in other places.
Tallow
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Tallow wrote:RumpinRufus wrote:And one feat for dex-to-damage please. That anyone can take at level 1.I don't want there to be an option at all for Dex to Damage. Makes Dexterity way too powerful.Arya Stark, Inigo Montoya, Jack Sparrow, D'Artagnan, and George Patton would take issue with that!
(Also, removing Dex to Initiative already is making Dex significantly less powerful in PF2.)
Tallow wrote:Especially since doing so pushes you closer to being a SAD class, which often becomes overpowered. I'm not sure what the right answer is, but something along precision type damage would be good.If it's needed for balance, you could still subtract the Str mod if it's negative. What I don't want is the PF1 weirdness of being worthless until level 5, then suddenly become deadly once you can finally take Slashing Grace.
The problem with your analogy, is that you are indicating that these characters are doing damage exactly the same with agility as say The Mountain does with Strength and Power.
I have no problem with Dex being able to reflect some extra damage in some way. Just not the exact same way as Strength. Especially if every Strength based feat has to have a Dexterity based analogue (piranha strike, I'm looking at you.)
Make it so that Dex builds are good, but different enough from strength builds, that there is a reason for taking one vs. the other based on character concept. Currently, a Rapier wielding character can uber-optimize for equal to or potentially more DPR than a two-handed sword character can and often have a better AC overall with the right mithral armor.
Tallow
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Theoretical "Dex based" characters in fiction deal extra damage by hitting weak points (aka crits). Having dex based weapons deal more critical damage is probably a more thematic and balanced solution than Dex to damage.
Agreed. I could see Dex giving you a better ability to do a crit.
cfalcon
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There's a few ways to do Dex-to-damage "correctly", but just adding it as a feat is too cheap unless Dex is getting heavily nerfed. The solutions I've seen that I like a great deal normally involve a character investing in an agile build in some fashion- picking a class or archetype or something- and then the template prevents it from being some "and now of course dump strength because that sucks".
The Dex-builds seem to be "player killer" builds in my experience, in that they tend to offer (and I don't know how much of this will make its way to Pathfinder):
1- Boosts to skills such as stealth, allowing for a tactical option against PCs or NPCs
2- An AC bonus high enough to justify lighter armor, which preserves a lot of combat options. These characters often have the benefits of heavy armor without any of the costs.
3- A massive bonus to initiative, which obviously is impactful even in one encounter.
4- Effortless access to a bunch of feats that require varying sizes of Dex to be good.
5- A touch AC bonus which frequently makes a huge difference.
6- Extra reflex saves, which sometimes makes a difference.
Once you also start applying Dex to hit and to damage, you end up with a one-stop shop, and the usual cost you pay is that your Dex stuff turns off sometimes. Maybe it doesn't work against some monsters, or something. Regardless, the combination of ubiquitous point-buy has yielded a world where being able to overload a combat stat is hugely beneficial.
Anyway, I want that to be costly, or restricted to archetypes that are balanced around the idea of what is going on. Physical characters should, barring exception circumstances, value dexterity and strength in some measure, and if one is worth more than the other, that is fine. But making the difference between Arya Stark and Conan a flavor choice is garbage thinking, and in that kind of game you would do way better with pokemon stats. Physical attack, physical defense, magical attack, magical defense, stamina.
| RumpinRufus |
I feel like I've committed a terrible sin by derailing this thread in the first reply.
In an attempt to atone, I've made a new thread devoted to Dex to damage discussion.
Requesting that we continue the discussion there instead.
cfalcon
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"We only need one feat for that."
On topic, I'll argue we need zero feats for that, or about as many as we have. Skill Focus manages to be one feat, and if you bring something like that around it is maybe ok (maybe not depending on if you are changing how skills work enough). The idea behind the "+2 to this, +2 to that" stuff is that the two are related, and by choosing a feat with a descriptive name, you are also achieving the goal of describing your character, both in the game rules and outside of them. If you have "take +2 to your two favorite skills", it becomes "1 point better than skill focus, but to your top two skills instead of your most important one". That loses the flavor and becomes a degree of math I'd like to not need, if we are losing the small amount of depth provided by "Alertness", etc.
| Fuzzypaws |
I'd be more okay with the "+2 to two different skills" feats if they provided some thematic synergistic ability on top of the skill bonuses. So if Alertness also let you always act in a surprise round, or prevented you from being flat-footed when surprised, that would be something. But when presented as just +2 to two skills, it's bland and also underpowered.
Now in PF2, +2 to two different skills would probably actually be very good. But you could still make it +1 to two skills and then have an ability sitting on top. Without those abilities, though, I'd really just rather not see nickle and dime +1/+2 feats like this.