Elfteiroh
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Mark Seifter posted a good option for those that would like to have "flaws in their skills:
I imagine the best way to work it is to give the player something they wouldn't need anyway if they didn't choose to take the flaw, so it can't possibly be a min/max decision.
For instance, imagine the following:
If you would like your character to have a blind spot, you can choose a type of check (or subcategory of checks, for instance maybe just Athletics checks to Swim because you are afraid of the water). You are always untrained in those checks and do not add your level to those checks, unless you later decide that you've overcome your blind spot.
Starting at 10th level, you can perform unexpectedly well in your blind spot when backed into a corner. Once per day, increase your degree of success in your blind spot by one degree; this can't be used if you rolled a natural 1 on the check. At 15th level, and again at 20th level, you gain an additional use of this ability. If you overcome your blind spot, you also lose this ability.
Personally, instead of "no level", I'd say "get a -10 malus", so that "ability" would just add back that lost "10" in most case, and the malus would be equal at any levels, and not worse and worse the more you gain levels. I would also remove the "once a day" and make it use hero points, if it still exist.
But yeah, I'd push for the inclusion of an option like this in the core. (And if it doesn't get in, I'll house rule it)
| Weather Report |
Weather Report wrote:And for Subtypes? “+x against Outsiders with the Evil/Earth/Water [blank]”Rysky wrote:Seems like it would sort of be like it is now, this weapon deals +X damage to Dragons, or this weapon gains +X to hit vs. Fey or Demons, that sort of thing.Weather Report wrote:Ye.Rysky wrote:Ah, like bane weapons, spells like chaos hammer and such?Weather Report wrote:For the Trait line in the statblock, yes. I was wondering more for like abilities and affects in relation to said creatures.
I'm thinking a Pit Fiend might look like: Devil, Evil, Fiend, Lawful.
Something like +X vs. Evil, +X vs. Water, +X vs. Elementals.
I have a feeling Outsider might be dropped.
Weirdo
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Bardarok wrote:I would very much like to see the final version of PF2 include a full-throated endorsement of the idea of using Lore skills as a substitute for characters who want proficiency in only one aspect of another skill, including (with GM permission) taking Skill Feats of the broader skill that apply to the aspected Lore. That would be a fairly simple addition that would go a long way toward satisfying those who feel that they are "too proficient" because of skill consolidation.Weirdo wrote:I'm also a bit concerned about how much the granularity was reduced, though I could see skill feats being used to make characters that are specialists in some sub-use of a skill and I expect that Lore will also be useful in developing interesting specialist training. Having a character with a specialty skill makes them feel special to me.
...Maybe a rule where Lore proficiency can be used in place of a subset of another skill when applicable would help? Kind of like versatile Performance in PF1e.
For example Lore Locksmith allows you to know about locks, craft locks, and pick locks. You can also use your proficiency in Locksmith lore in place of your theivery proficiency for picking locks as well as qualifying for and upgrading skill feats which relate to lockpicking.
Other examples:
Underworld Lore could include Pickpocketing
Mountain Lore could include climb
Atlantis Lore could include swim
Circus Lore could include Jump
Yeah, I'd be very pleased to see a Skill Feat at the very least that just adds one specific use of another skill to an appropriate Lore.
That'd allow people who want to have only one aspect of a skill to do so without getting weird.
Something like this would be great.
The "Blind Spot" mechanic might also work, but if creating broader skills is a design goal then it makes sense to allow people to package narrow skills into an appropriate Lore type.
| Malk_Content |
but if creating broader skills is a design goal then it makes sense to allow people to package narrow skills into an appropriate Lore type.
I think this is highly likely.
For example the Lore: Mercantalism might give you a minor use of Craft in that you can Appraise things, a minor use in the "Knowledges" (knowledge or trade routes and traders) and specific uses of Deception and Diplomacy (as relates to the buying and selling of items and negotiation of contracts.)