Pregen previews over at ENWorld!


Prerelease Discussion

701 to 750 of 799 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Pathfinder Battles Case Subscriber; Pathfinder Card Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mark Seifter wrote:
especially when your first shot of the fight can start with the crossbow loaded.

Ahh, I see you're in the school of "It's totally fine to walk around with a loaded crossbow". I remember this being a point of contention, though forget if that was in 3.5 or PFS. In fairness, it's probably an okay tactic while you are wielding it (because you're in the wilderness/ a dungeon), and a little more questionable while it is strapped to your back (because you're in town or walk staff in hand).

Paizo Employee Designer

2 people marked this as a favorite.
First World Bard wrote:
Mark Seifter wrote:
especially when your first shot of the fight can start with the crossbow loaded.
Ahh, I see you're in the school of "It's totally fine to walk around with a loaded crossbow. Though in fairness, it's probably an okay tactic while you are wielding it (because you're in the wilderness/ a dungeon), and a little more questionable while it is strapped to your back (because you're in town or walk staff in hand).

Yes. If I was wielding a crossbow, I imagine I would wield it loaded. Caveat: I have never actually wielded a crossbow.


All I hope is that making a Sling on par with these weapons is not locked behind the Halfling Ancestry. If Halflings can be better at it sooner, then fine. But if a Fighter or Ranger of a different ancestry can never be as skilled with a sling as a Halfling, say, Cleric, well, (to me) that's a problem.


Pathfinder Battles Case Subscriber; Pathfinder Card Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mark Seifter wrote:
Yes. If I was wielding a crossbow, I imagine I would wield it loaded. Caveat: I have never actually wielded a crossbow.

I would recommend wielding an unloaded crossbow, and then loading it. Though I haven't seen the definition of "wielding" in the playtest, so I'll wait until August 2nd to pass final judgement. :P

Paizo Employee Designer

1 person marked this as a favorite.
First World Bard wrote:
Mark Seifter wrote:
Yes. If I was wielding a crossbow, I imagine I would wield it loaded. Caveat: I have never actually wielded a crossbow.
I would recommend wielding an unloaded crossbow, and then loading it. Though I haven't seen the definition of "wielding" in the playtest, so I'll wait until August 2nd pass final judgement. :P

Mostly just meant if I was carrying around a crossbow in hand at the ready for danger, I'd want it loaded so I could shoot something right away. But I'm jumpy like that.


1 person marked this as a favorite.

But if you wield the crossbow loaded, the bolt falls out when you shove somebody with the stirrup!


I'm confused about the attack mod on Ezren's Acid Splash. I thought I'd read somewhere that PF2 was moving to the 5E style of applying your caster stat to spell attack rolls instead of Str/Dex. Was this (a) changed at some point, (b) only for some spells/classes, or (c) just something I'm completely misremembering?


1 person marked this as a favorite.

Didn't acid splash get some kind of accuracy bonus in the GCP playtest?

For some reason, I recall acid splash getting a +5 to hit or something like that in addition to targeting touch AC. That would get pretty nuts if that version also did persistent damage on a crit.

Am I going crazy here? If not, I wonder which version of acid splash is in the actual playtest.


The Sideromancer wrote:
But if you wield the crossbow loaded, the bolt falls out when you shove somebody with the stirrup!

Crossbow Bolts are really easy to jostle out of position, or misfire (if something catches on the string). Keeping one cocked for long periods is also really bad for the bow.


Pathfinder Battles Case Subscriber; Pathfinder Card Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Worldhopper: That seems to be not the case, though i'm not sure about if it's a) or c)
Excaliburproxy: It wouldn't surprise me if the players of the GCP podcast misunderstood the rules and used the spell roll instead of the dex-based attack roll. I suspect we'll have the dex-based ranged attack as evidenced by these pregen sheets, though I imagine that is something that we can give feedback for during the playtest.


Cantriped wrote:
The Sideromancer wrote:
But if you wield the crossbow loaded, the bolt falls out when you shove somebody with the stirrup!
Crossbow Bolts are really easy to jostle out of position, or misfire (if something catches on the string). Keeping one cocked for long periods is also really bad for the bow.

For wear on the the "bow" portion of the crossbow, a lot of that is going to be dependent on the weapon's quality and material that the weapon is made of. A lot of modern crossbows can be cocked for a pretty long time with minimal wear on the bow. That may be less true of historical crossbows (I don't know about that) but historical weapons aren't ever going to be enchanted and will rarely ever be of "expert" quality or better.

You are right about the misfire issue, though. I think a good ruling could be to allow players to have crossbows cocked when the player is actively holding the weapon but not allow it to be precocked when it is worn/stowed or whatever.

First World Bard wrote:

Worldhopper: That seems to be not the case, though i'm not sure about if it's a) or c)

Excaliburproxy: It wouldn't surprise me if the players of the GCP podcast misunderstood the rules and used the spell roll instead of the dex-based attack roll. I suspect we'll have the dex-based ranged attack as evidenced by these pregen sheets, though I imagine that is something that we can give feedback for during the playtest.

Well, Jason was running that game so he would have needed to misremember it/forgotten it too.


Excaliburproxy wrote:
For wear on the the "bow" portion of the crossbow, a lot of that is going to be dependent on the weapon's quality and material that the weapon is made of. A lot of modern crossbows can be cocked for a pretty long time with minimal wear on the bow. That may be less true of historical crossbows (I don't know about that) but historical weapons aren't ever going to be enchanted and will rarely ever be of "expert" quality or better.

True, but modern materials science works wonders. Both wooden and metal bows will warp if left cocked too long. Once you get to special materials like Darkwood, Mithril and especially Adamantine that shouldn't matter. Regardless, tracking equipment durability doesn't seem to be a desired element of PF2's Fantasy.

It might allow for more distinction though if there were also a Trait to distinguish between projectile weapons which can be left loaded while stowed or unattended (like modern firearms), and those which cannot (like primitive bows). To prevent 'logic-based' arguements about whether your weapon would have been loaded in the middle of play.


Cantriped wrote:
Excaliburproxy wrote:
For wear on the the "bow" portion of the crossbow, a lot of that is going to be dependent on the weapon's quality and material that the weapon is made of. A lot of modern crossbows can be cocked for a pretty long time with minimal wear on the bow. That may be less true of historical crossbows (I don't know about that) but historical weapons aren't ever going to be enchanted and will rarely ever be of "expert" quality or better.
True, but modern materials science works wonders. Both wooden and metal bows will warp if left cocked too long. Once you get to special materials like Darkwood, Mithril and especially Adamantine that shouldn't matter. Regardless, tracking equipment durability doesn't seem to be a desired element of PF2's Fantasy.

Well, if you really wanted to track that, you could have crossbows take a "dent" that you'd have to repair for every X hours you have had the weapon cocked (where X varies by weapon). I am not sure if that adds anything to the game, though. I wonder if the rules proper have any ruling at all about whether and when you can have things like crossbows and slings preloaded.


Excaliburproxy wrote:


Well, if you really wanted to track that, you could have crossbows take a "dent" that you'd have to repair for every X hours you have had the weapon cocked (where X varies by weapon). I am not sure if that adds anything to the game, though.

I like that, but you're right it doesn't add anything beneficial unless you apply similar rules to all equipment, so that equipment durability is its own system of atrition. Melee Weapons would take dents when they fail to damage something due to Hardness (weak goblins break their swords upon my adamantine shield).


Captain Morgan wrote:
Heh, it hadn't even occurred to me that pounds would be less than ideal to much of the world anyway.

This is late but I think there's a very important point to be made here: Remember that most of the world doesn't use the Imperial System anyways so an encumbrance system based on pounds is just as abstract for us as a Bulk/Light/whatchamacallit is for you guys.

When my group does care about weight or distance (in non-5-foot-square-tile-metrics) we just sit there looking confused for a while and spouting random numbers until someone whips up a converter app on their phones. I know 6 feet is roughly 2 meters and that you can do the conversion back by using multiples of 3, 2 and 10 in some way (something like 6x meters being in the ballpark of 20x feet? We only need this for large distances most of the time and I'm probably wrong, who cares) but it's not knowledge I use nearly enough to become an automated process. And don't get me started on how much it took me to know how much potions actually weigh. And I just forgot it again in a week so my GM and I pulled an abstraction out of our backsides just so we didn't have to care about it and now I'm running around crafting bottled magic with a conspicuously convenient weight that might or might not be higher than it should.

So what I mean is that, man, if you're going to publish a game that uses encumbrance as a balancing factor, and it's going to be enigmatic as hell for 75% of the world's population, just go all the way and make it enigmatic for everyone.
Or, more seriously: the game already abstracts a lot of things, I prefer encumbrance abstracted as well for a variety of reasons (only one of which is unfamiliarity with the units that would be used otherwise) and, to be fair, I'd probably like it to be abstracted even further. I understand the need of an encumbrance system as a counterbalance for stuff, but I don't really care that it closely resembles real life when stuff like bags of holding are going to be an staple of the genre.


Deadmanwalking wrote:
Voss wrote:
So far I'm not particularly impressed with two handed weapons in general. The switch to d12 is a big loss of consistency, and on average +2 damage doesn't compare to all the things a shield or even a free hand can bring you.
It's eventually a lot more than 2 damage. It's 2 per die, and very possibly more than that in some ways (like if you use Power Attack). So it's +6 damage by 3rd or 4th level when Power Attacking.

Well, plus or minus various weapon properties. Rapier and scimitar show off a few examples, but two handed weapons feel like something of a void beyond 'the good weapons get downgraded from 2d6->1d12.'

Meanwhile shields and even free hands offer significant bonuses as well. It isn't as simple as +2 damage per die, it's also minus a whole slew of other options.

Just opening a door is a better option for Kyra then Amiri- the latter is down two actions in the starting round of combat. Ezra regripping his staff means he can't cast and move, and so on.

-----
On the crossbow, since it's presumably a two handed weapon, is reloading effectively two actions? One to take a hand off and load and another to regrip?


Voss wrote:
On the crossbow, since it's presumably a two handed weapon, is reloading effectively two actions? One to take a hand off and load and another to regrip?

I think Loading is normally considered part of the act of Wielding the weapon, and thus wouldn't require re-gripping. Otherwise you cannot load a bow without spending an action to regrip after drawing the arrow either.

Liberty's Edge

1 person marked this as a favorite.
Voss wrote:
Well, plus or minus various weapon properties. Rapier and scimitar show off a few examples, but two handed weapons feel like something of a void beyond 'the good weapons get downgraded from 2d6->1d12.'

We know little about the weapon properties of two-handed weapons, except that they seem to have as many as one-handed ones (a greatsword and a longsword are identical except for die size). So this is probably a wash.

Voss wrote:
Meanwhile shields and even free hands offer significant bonuses as well. It isn't as simple as +2 damage per die, it's also minus a whole slew of other options.

Oh totally, I'm just noting that the damage boost is more significant than you imply, not that other options are not also good and interesting.

Voss wrote:
Just opening a door is a better option for Kyra then Amiri- the latter is down two actions in the starting round of combat. Ezra regripping his staff means he can't cast and move, and so on.

Actually, it was clarified at some point that shifting your grip, opening a door, then shifting your grip back was a total of two actions, so that's only one action down. I'm not sure quite how that works, but it was by someone official so it apparently does. Maybe it's only shifting from two-handed down to one that's an action.

And Ezren has basically no reason to ever use the two handed grip in this way, so he's something of a bad example. If he's in melee...he should be fleeing, not trying to fight with his staff.

Voss wrote:
On the crossbow, since it's presumably a two handed weapon, is reloading effectively two actions? One to take a hand off and load and another to regrip?

Reloading probably doesn't specify you need a hand free in the mechanical sense and any necessary grip shifting would thus be part of the reload action.


1 person marked this as a favorite.
Deadmanwalking wrote:
Actually, it was clarified at some point that shifting your grip, opening a door, then shifting your grip back was a total of two actions, so that's only one action down. I'm not sure quite how that works, but it was by someone official so it apparently does. Maybe it's only shifting from two-handed down to one that's an action.

Other way 'round. Increasing your handedness is an action, but letting go is a free action. (After all, you could just drop it as a free action.)


Deadmanwalking wrote:
Voss wrote:
Well, plus or minus various weapon properties. Rapier and scimitar show off a few examples, but two handed weapons feel like something of a void beyond 'the good weapons get downgraded from 2d6->1d12.'

We know little about the weapon properties of two-handed weapons, except that they seem to have as many as one-handed ones (a greatsword and a longsword are identical except for die size). So this is probably a wash.

To be honest, a wash is what I'm concerned about, especially if the half again bonuses from strength and power attack are also gone.

While I have some interesting ideas that I want to try out for a single one handed weapon character (a style that's been overtly neglected by many editions) , I'm wondering if two handed hasn't lost too much.

Quote:
Voss wrote:
Just opening a door is a better option for Kyra then Amiri- the latter is down two actions in the starting round of combat. Ezra regripping his staff means he can't cast and move, and so on.
Actually, it was clarified at some point that shifting your grip, opening a door, then shifting your grip back was a total of two actions, so that's only one action down. I'm not sure quite how that works, but it was by someone official so it apparently does. Maybe it's only shifting from two-handed down to one that's an action.

Yeah, I saw that somewhere as well. It just feels thematically weird that Amiri would be a terrible door-kicker, being stuck at a single action on round one, and instead it's best for a squishy support character to do that job.

Quote:
Reloading probably doesn't specify you need a hand free in the mechanical sense and any necessary grip shifting would thus be part of the reload action.

. I just hope it's clear. The print version of Starfinder wasn't when it came to reloading two handed weapons.


2 people marked this as a favorite.
Voss wrote:

Yeah, I saw that somewhere as well. It just feels thematically weird that Amiri would be a terrible door-kicker, being stuck at a single action on round one, and instead it's best for a squishy support character to do that job.

To be fair I doubt you need to spend the extra action to adjust your grip if you literally kick the door in. Might be motivation for some good ol' kick in the door gaming.


QuidEst wrote:
Deadmanwalking wrote:
Actually, it was clarified at some point that shifting your grip, opening a door, then shifting your grip back was a total of two actions, so that's only one action down. I'm not sure quite how that works, but it was by someone official so it apparently does. Maybe it's only shifting from two-handed down to one that's an action.
Other way 'round. Increasing your handedness is an action, but letting go is a free action. (After all, you could just drop it as a free action.)

This also kinda makes sense IMO, at least way more than the other way around. Your switch to two handing a staff you're gonna want to make sure you're holding it for comfortable thwacking.


Bardarok wrote:
Voss wrote:

Yeah, I saw that somewhere as well. It just feels thematically weird that Amiri would be a terrible door-kicker, being stuck at a single action on round one, and instead it's best for a squishy support character to do that job.

To be fair I doubt you need to spend the extra action to adjust your grip if you literally kick the door in. Might be motivation for some good ol' kick in the door gaming.

True, but it always turns embarrassing when the mighty barbarian fails at kicking a door open. It's that special kind of sad, like that natural one that visits rangers when they're trying to track a giant.

Except it happens more often, because DR and item HP are crazy and bend bars/lift gates rolls were terrible design.


Maybe door kicking will be an Athletics roll instead of a strength check (that was impossible on anything but the worst doors)... and thus actually be doable.
My favorite thing about 2nd ed bend bars/lift gates was the fighter telling the mage he loosened it for her (when he tanked his easy roll, and she made her hard one). Everything else about that mechanic sucked though yeah.


1 person marked this as a favorite.
Cantriped wrote:

Maybe door kicking will be an Athletics roll instead of a strength check (that was impossible on anything but the worst doors)... and thus actually be doable.

My favorite thing about 2nd ed bend bars/lift gates was the fighter telling the mage he loosened it for her (when he tanked his easy roll, and she made her hard one). Everything else about that mechanic sucked though yeah.

Athletics could make sense. Perhaps there could even be a skill feat associated with breaking things that would enable one to go through doors and later walls as part of a stride action. No reason why there shouldn't be a legendary athletics skill feat that lets you kool-aid man into the secret lair to start kicking ass.


Bardarok wrote:
No reason why there shouldn't be a legendary athletics skill feat that lets you kool-aid man into the secret lair to start kicking ass.

Yes please, I would like some of that. My Pirate-Wizard* is totally gonna kick-in the wall, and then cast widened fireball!

*(Pirates get athletics as a signiture skill with Sea Legs, and could thus reach Legendary even as a wizard... in addition to being trained in the Cutlass-I mean scimitar.)


3 people marked this as a favorite.
Cantriped wrote:
Bardarok wrote:
No reason why there shouldn't be a legendary athletics skill feat that lets you kool-aid man into the secret lair to start kicking ass.

Yes please, I would like some of that. My Pirate-Wizard* is totally gonna kick-in the wall, and then cast widened fireball!

*(Pirates get athletics as a signiture skill with Sea Legs, and could thus reach Legendary even as a wizard... in addition to being trained in the Cutlass-I mean scimitar.)

Parrot familiar that does all of your smack-talk for you?

"Rawrk! Polly wants to kick butt! Rawrk! Polly gonna wiggle her toes in your tonsils! Rawrk!"

;)


Is the 10 min cooldown for Shield really necessary?


edduardco wrote:
Is the 10 min cooldown for Shield really necessary?

If you think about it if it managed to be able to do that block action every time you resummoned it that would be basically like 4 or so temporary HP for 1 action every turn. That would be an insane amount of bonus survivability for a cantrip. Even every 10 minutes means basically once per fight every fight you can do that which is still really good.


Depends on the scenario. 10 minutes could mean once every three or four fights (a building or small dungeon). Though outside of wilderness travel, probably once per two, typically.


kaid wrote:
edduardco wrote:
Is the 10 min cooldown for Shield really necessary?
If you think about it if it managed to be able to do that block action every time you resummoned it that would be basically like 4 or so temporary HP for 1 action every turn. That would be an insane amount of bonus survivability for a cantrip. Even every 10 minutes means basically once per fight every fight you can do that which is still really good.

It cost a reaction too, and are hit points that only apply to strikes and magic missile.


edduardco wrote:
kaid wrote:
edduardco wrote:
Is the 10 min cooldown for Shield really necessary?
If you think about it if it managed to be able to do that block action every time you resummoned it that would be basically like 4 or so temporary HP for 1 action every turn. That would be an insane amount of bonus survivability for a cantrip. Even every 10 minutes means basically once per fight every fight you can do that which is still really good.
It cost a reaction too, and are hit points that only apply to strikes and magic missile.

In my experience most HP damage PCs take is from strikes so that seems pretty relevant. If you don't shield block and dismiss your shield you get the +1 AC indefinitely though that does put an odd intensive to not block the sword coming at your face. It might be simpler to remove the shield block option and say you can spend one action to get +1 AC for one round and use the reaction to block magic missiles.


edduardco wrote:
kaid wrote:
edduardco wrote:
Is the 10 min cooldown for Shield really necessary?
If you think about it if it managed to be able to do that block action every time you resummoned it that would be basically like 4 or so temporary HP for 1 action every turn. That would be an insane amount of bonus survivability for a cantrip. Even every 10 minutes means basically once per fight every fight you can do that which is still really good.
It cost a reaction too, and are hit points that only apply to strikes and magic missile.

That’s still basically DR 4 at first level as a cantrip. Yeah, that’s broken. That’d be on top of +1 AC.

Sovereign Court

2 people marked this as a favorite.
Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
edduardco wrote:
Is the 10 min cooldown for Shield really necessary?

How long does it take to mend a broken shield?


1 person marked this as a favorite.

Isn't 10 minutes the increment of Exploration Actions (such as anything you do after combat)?
That being the case it will always be reusable by next combat, if combat actually ends.


Pathfinder Roleplaying Game Superscriber

Do shields take the full damage of the strike or do they take only part of it, for example a strke deals 11 damage and valeros uses his reaction to block it does he take 1 damage or does the shield takes all of it?
I personally read it as the shield taking all the damage unless the shield is destroyed on 1 hit but the rules are not clear on how that would work


Cantriped wrote:

Isn't 10 minutes the increment of Exploration Actions (such as anything you do after combat)?

That being the case it will always be reusable by next combat, if combat actually ends.

I don't think Exploration Mode has hard and fast increments like that. IF it does have a minimum increments, I'd suspect it to be minutes, not 10 minutes.

Quote:
How long does it take to mend a broken shield?

I'm going to go out on a limb and say "10 minutes or more." ;) You're probably on the right track here.

Paizo Employee Designer

2 people marked this as a favorite.
Captain Morgan wrote:


I'm going to go out on a limb and say "10 minutes or more." ;) You're probably on the right track here.

It depends. If I'm legendary and want to be fast at repairing things, I could do it in under 20 seconds. But for a random schlub with no special training in going faster, it would be 10 minutes with magic or an hour by hand.


2 people marked this as a favorite.

Such a legendary smith that they can knock dents out by just scowling at them.


1 person marked this as a favorite.
edduardco wrote:
kaid wrote:
edduardco wrote:
Is the 10 min cooldown for Shield really necessary?
If you think about it if it managed to be able to do that block action every time you resummoned it that would be basically like 4 or so temporary HP for 1 action every turn. That would be an insane amount of bonus survivability for a cantrip. Even every 10 minutes means basically once per fight every fight you can do that which is still really good.
It cost a reaction too, and are hit points that only apply to strikes and magic missile.

I would note that at least at low level wizards may literally have nothing else to use their reaction on. It looks like you only can use feats/abilities that have a reaction option so something like attacks of opportunity is a specific feat. On the wizard premade I did not see any other reaction options other than the shield block so its a resource not really being spent on anything else.


2 people marked this as a favorite.
Mark Seifter wrote:
Captain Morgan wrote:


I'm going to go out on a limb and say "10 minutes or more." ;) You're probably on the right track here.

It depends. If I'm legendary and want to be fast at repairing things, I could do it in under 20 seconds. But for a random schlub with no special training in going faster, it would be 10 minutes with magic or an hour by hand.

I just want to hit my shield like Fonzie and fix it.


1 person marked this as a favorite.
Excaliburproxy wrote:


I just want to hit my shield like Fonzie and fix it.

Wo!

(turns collar on jacket up, snaps fingers)

Mr. E, I don't think it works like that...


Mark Seifter wrote:
Captain Morgan wrote:


I'm going to go out on a limb and say "10 minutes or more." ;) You're probably on the right track here.

It depends. If I'm legendary and want to be fast at repairing things, I could do it in under 20 seconds. But for a random schlub with no special training in going faster, it would be 10 minutes with magic or an hour by hand.

Oh god, this is reminding me of my Shadowrun character I minmaxed for internet searches, who could functionally find almost any answer via wikiwalking in under 3 seconds.


Cantriped wrote:

Isn't 10 minutes the increment of Exploration Actions (such as anything you do after combat)?

That being the case it will always be reusable by next combat, if combat actually ends.

Bingo!

edduardco wrote:
Is the 10 min cooldown for Shield really necessary?

They want it to be an encounter power, so yes. They've explicitly said they've messed with durations of spells to create spells that last an encounter. So expect more encounter powers to be disguised as cantrips and daily spells.


John Lynch 106 wrote:
Cantriped wrote:

Isn't 10 minutes the increment of Exploration Actions (such as anything you do after combat)?

That being the case it will always be reusable by next combat, if combat actually ends.

Bingo!

edduardco wrote:
Is the 10 min cooldown for Shield really necessary?
They want it to be an encounter power, so yes. They've explicitly said they've messed with durations of spells to create spells that last an encounter. So expect more encounter powers to be disguised as cantrips and daily spells.

1 minute is probably fine, I'd guess. May occassionally be able to use it twice in a fight. But for sure at least once per encounter.

Though I wouldn't mind if rounds were made longer, like 10 or 12 seconds each. 6 seems way too fast sometimes!


John Lynch 106 wrote:
Cantriped wrote:

Isn't 10 minutes the increment of Exploration Actions (such as anything you do after combat)?

That being the case it will always be reusable by next combat, if combat actually ends.

Bingo!

edduardco wrote:
Is the 10 min cooldown for Shield really necessary?
They want it to be an encounter power, so yes. They've explicitly said they've messed with durations of spells to create spells that last an encounter. So expect more encounter powers to be disguised as cantrips and daily spells.

Yes, that went over extremely well with the Pathfinder fanbase back when WotC did it...


4 people marked this as a favorite.

People pounce on me when I say such things. But your observation is spot on IMO. However there is a very vocal group here who appear to be championing 4e solutions to fixing 3.5e problem. It could be in the past 10 years the Pathfinder playerbase has changed sufficiently to want those solutions now. Or it could be that they've made sufficient differences in implementation that the end result will play quite differently. Time will tell.

701 to 750 of 799 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Playtest / Pathfinder Playtest Prerelease Discussion / Pregen previews over at ENWorld! All Messageboards