Dudemeister's First Impressions Thread


General Discussion

Silver Crusade

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Pathfinder Adventure Path Subscriber

They made sure to make clear ideas about comfort and consent around the table right away. This is fantastic.

Character sheets look interesting, I'll probably design my own because that's how I learn games, but coolest beans.

Bulk is entirely determined by 5 + Strength MODIFIER, and 10 + Strength MODIFIER. Why are there still ability scores in the game, as far as I can tell they don't DO anything. Just vestigial limbs. Confusing for new players.

Sign Language is a selectable language <3

Even though the game assumes Golarion as the setting, there's still notes like in Dwarves' "Racial Hatred" ability, telling GMs if there are other ancestries dwarves commonly fight they can be added as choices to the list.

Ability mods for smaller races have been improved to differentiate gnomes, goblins and halflings better. Very rad they already took that feedback in.

Half-Orcs went from Darkvision to low-light vision. Interesting.

Humans can get an ancestry feat called "Haughty Obstinancy", which I'm pretty sure is a fancy way of saying "Go Eff Yourself" lol.

Giant Language renamed to Jotun. I like it, it's a flavorful change.

Cute symbols for classes!

Class tables take up a column instead of a page width. Which is cool.

They've tied ability score boosts in with the class table (similar to 5e), but because they changed multiclassing, it means you'll get your ability boosts at the expected levels.

Class Feats are listed on a table along with their level pre-requisites. Can't wait to see a sortable table for each class as a tool down the line.

The alchemist gives a starter formula book. A godsend for rapidly getting a hero to the table.

Rage gives a number of temp hp equal to level + con mod, rather than level*con mod wonder how the math will shake out on that.

Dragon Totem is rad, eventually you get so mad you turn into a large dragon.

PF2 explicitly states that Bards replace Verbal, Somatic and Material components with their performance which is cool. It explains their spellcasting in a way 1e did not.

Rangers gain Hunt Target instead of Favored Enemy, the only issue I see is that the target needs to be within 100 feet, which makes their extra tracking powers a bit useless (it's rare foes will escape). I hope that changes to: "Or a target who's name and ancestry are known to you" so a ranger can hunt someone by their liege lord or whatever.

I really wish effects were listed:
Critical Failure
Failure
Success
Critical Success

(Most effective to least effective, easier to track).

There's been multiple instances of secret checks. Which I'm not a fan of as a player or as a GM. It means I need to have a copy of every player's sheet on my end too, and it removes yet another layer of transparency between GM and player. If you remove all the stuff about Secret Checks and instead have a section about metagaming and dramatic irony that would be more productive I think.

The DCs for various things like the Grab Edge action aren't listed in the skills. Again this is moving more of the responsibility of verisimilitude to the GM. Mixed feelings on this, GMs are fallible and if I give one character a DC 20 and a different one a DC 15 on a different turn because I forgot what I set the difficulty at could cause headaches.

Yet the DC for Identifying or learning spells IS listed in the skills chapter. That's weird.

"Ezren is a 5th-level wizard and an expert in Crafting. He has a
Crafting modifier of +10 and the Magical Crafting feat. With 13 days
of downtime ahead of him, he decides to craft bracers of armor 2nd,
a 4th-level item. The GM secretly chooses a DC of 17."

WHY IS THIS A SECRET? This is going to be my biggest bugbear in this playtest I know it. As a GM I hate this s*&$, do I decide the difficulty class based on how likely it is I want an individual character to succeed, or base it on some universal constant or formula. And what does making the DC a secret accomplish in this situation?

Secret rolls for Dwarves and Elves for racial feats they might take. I don't like it. I thought we might be able to move beyond this, because one of the things I liked about Pathfinder is that players knew what to expect of the universe in some sense. But because I'm fallible, and I might forget the difficulty I made up a week ago during the last session of a game there might be weird difficulty spikes and dips for similar situations based on how I'm feeling at the time. Anyway, back to the skills section...

Silver Crusade

Pathfinder Adventure Path Subscriber

Perform has a Basic Competence rule where you take penalties for associated ability scores, but don't get any benefits for high scores (so Dance might need you to not have a Dex penalty). Not sure how I feel about this yet...

Silver Crusade

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Players don't even get to make their own Stealth checks to Hide?

Are players even allowed to touch their dice during skill challenges or is the GM expected to play solitaire and narrate a story to the players. Ridiculous.

Silver Crusade

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They put the Cavalier into the Core Rulebook with an archetype! Sneaky Alain, very sneaky.

Silver Crusade

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Ugh, Magic Items are listed alphabetically rather than by level and alpha. That's a pain.

Still don't think consumable magic items should cost resonance.

Silver Crusade

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Why do wands still have charges?

We have Resonance now, if Wands still have charges then we don't need Resonance, we just need item slots.

Charges shouldn't be a thing when players have their own resource for charges. I mean it's not even like you just invest in the wand and can spend the charges. This is some hot nonsense and you need to choose: Resonance or Charges. You can't have both. I'm not tracking two things.

Silver Crusade

Pathfinder Adventure Path Subscriber

Okay, I've hit the end of the document. Even though many of the above are complaints, overall I'm actually impressed with the PF2E playtest document. This was just a quick skim, and there are some good Best Practices stuff for GMs and Players, and some interesting rules elements that I can't wait to see at the table.

I especially like how invisible, unseen, concealed, sensed and seen function to clearly define things for the players and the GM. I like that Bards have real flavor for their magic, I'm curious to try out the various hazards and afflictions on my unsuspecting players.

I might go into a more thorough read-through tomorrow, but it's nearly 3 AM in Australia so I gotta hit the hay. Catch you on the messageboards y'all.

Silver Crusade

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So step two of grokking the system is building a character.

I thought I'd see if I could approximate Hollow Graves, my favorite ethical necromancer.

First major stumbling block:

There is currently no method for a necromancer to create undead or command/control intelligent undead without multiclassing into cleric.

Animate Dead is neither a spell nor a Ritual in the playtest.

It's not like undead could really get out of hand, even if a necromancer controlled 4 undead them they'd need to take actions to command them to do stuff. Although it's not clear if characters can use a single action to order multiple minions to follow one command (say you somehow get lucky enough to cast Bind Undead on 4 skelemans), can you yell: "Get them!" And that counts to all 4, or do you need to spend separate actions for each minion?

Silver Crusade

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Building another character based on Shepherd Grim my halfling Paladin of Erastil.

1) Making a ranged halfling Paladin is very frustrating in this system.
2) Where are the riding dogs? Yes it makes a difference.

Paizo there is so much to love about this new system, but I am almost immediately running up against the edges of it with characters I could make fairly easily in Pathfinder 1st Edition with just a CRB.

When I play a character against type, it doesn't mean I'm picking Botany as a skill, it means I want to use a character's strengths (for halflings that's ranged combat, and riding dogs) to express the class I'm playing.

Necromancers who can't create skelemans, and Paladins who are bad at range because they must be clad in heavy armor to benefit from their class features are some stumbling blocks I'm having with character generation here.


DM_aka_Dudemeister wrote:

Building another character based on Shepherd Grim my halfling Paladin of Erastil.

1) Making a ranged halfling Paladin is very frustrating in this system.
2) Where are the riding dogs? Yes it makes a difference.

Paizo there is so much to love about this new system, but I am almost immediately running up against the edges of it with characters I could make fairly easily in Pathfinder 1st Edition with just a CRB.

When I play a character against type, it doesn't mean I'm picking Botany as a skill, it means I want to use a character's strengths (for halflings that's ranged combat, and riding dogs) to express the class I'm playing.

Necromancers who can't create skelemans, and Paladins who are bad at range because they must be clad in heavy armor to benefit from their class features are some stumbling blocks I'm having with character generation here.

this is my MAJOR issue with the PF2 play-test. The Severe....and i mean Severe Character Creation limitations compared to PF1 let alone almost all major TRPG in the past what..20 years. i get we are moving away from PF1 and we want to move forward and that is fine. so did DnD3.5 then they did 4th... i dont know about all of you but yeah... but we got neverwinter out if it so that was good.

this is nowhere near that level of issue IMO cause i feel this system is an awesome system at its core.. i love the importance of skills.. i don't care what a book says to me who rolls what check i have my DM style for that, but the Class Identity thing needs to be open up, wacky fun characters, even alternate ideas, just don't work. i mean, for EVER the ranger has been a longbow specialist.. now its crossbows. people have been making their characters for much longer than Pathfinder have been around and now... now we decide to Reign it back a bit and Constrict character Creation so we can have a Action economy and talent system like a video game... if this is how it continues i cant wait for the Very Successful Pathfinder MMO based of this system, so we get PF3 TRPG that brings back the important of character diversity rather then controlling the masses into lack of a better term cookie cutter character creation

my ideas to fix..
have some generalization Class feats rather than The entire combat system of the character in it.. maybe class actions and whatnot or some fun unique actions in combat or out of combat pending the ideal of the class.

and make all Weapon and specific combat styling like longbow use (point blank shot only fighter....really hi rangers sorry after all the years of being one of the funnest nature bow users) universal again and restructure the Feat allocation or at bare minimum open up general feats or something to general/combat and have things like this in it.

these are just ideas, i could go on forever on this Cough cough undead for necromancers.. i mean at least give us a pet undead or something. again. i Really hope that this play-test goes over well, and some of these complaints get looked at by the right people so that these ideas can be addressed because as much as i hate spells in 5e... i can still make a character how i want to and there is always Pf1 for the next 10 years until we get a 3E i guess


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
DM_aka_Dudemeister wrote:

Building another character based on Shepherd Grim my halfling Paladin of Erastil.

1) Making a ranged halfling Paladin is very frustrating in this system.
2) Where are the riding dogs? Yes it makes a difference.

Paizo there is so much to love about this new system, but I am almost immediately running up against the edges of it with characters I could make fairly easily in Pathfinder 1st Edition with just a CRB.

When I play a character against type, it doesn't mean I'm picking Botany as a skill, it means I want to use a character's strengths (for halflings that's ranged combat, and riding dogs) to express the class I'm playing.

Necromancers who can't create skelemans, and Paladins who are bad at range because they must be clad in heavy armor to benefit from their class features are some stumbling blocks I'm having with character generation here.

According to the Animals table on pg. 189, Riding dogs cost 40 sp. :)


ok i was just reading druids... you might as well have precon characters for it in the chapter. sure there are a few other options like ancestry and background, and the metamagic feats and the leaf ones but your giving up the power of your choice

how about we just swallow the pill and have a choice that is an "Archetype" and we can still chose some fun flavor options instead we get to "choose" a class feat that is literally predetermined due to the CLass feat trees.... this is sad. what happens if you are in a situation that your choice is just not useful.. i mean we have all had that issue at some point in time, but at least you could fall back on somehting, but here.. nope sorry... wow.. just bad.. at least from what we had to what we have now


Odimeer wrote:

ok i was just reading druids... you might as well have precon characters for it in the chapter. sure there are a few other options like ancestry and background, and the metamagic feats and the leaf ones but your giving up the power of your choice

how about we just swallow the pill and have a choice that is an "Archetype" and we can still chose some fun flavor options instead we get to "choose" a class feat that is literally predetermined due to the CLass feat trees.... this is sad. what happens if you are in a situation that your choice is just not useful.. i mean we have all had that issue at some point in time, but at least you could fall back on somehting, but here.. nope sorry... wow.. just bad.. at least from what we had to what we have now

You mean anything like you had to choose a sorcerer's bloodline, and if the first level power isn't useful in a situation, you do something else? Anything like that?


DM_aka_Dudemeister wrote:

Building another character based on Shepherd Grim my halfling Paladin of Erastil.

1) Making a ranged halfling Paladin is very frustrating in this system.
2) Where are the riding dogs? Yes it makes a difference.

Paizo there is so much to love about this new system, but I am almost immediately running up against the edges of it with characters I could make fairly easily in Pathfinder 1st Edition with just a CRB.

When I play a character against type, it doesn't mean I'm picking Botany as a skill, it means I want to use a character's strengths (for halflings that's ranged combat, and riding dogs) to express the class I'm playing.

Necromancers who can't create skelemans, and Paladins who are bad at range because they must be clad in heavy armor to benefit from their class features are some stumbling blocks I'm having with character generation here.

Quite honestly at this point I'm concerned how animate dead/create undead will even turn out when summon monster has been reduced to summoning 1 monster only and requiring 1 concentration action to maintain said creature as well as grant them their 2 actions and they're unable to take reactions.

All in all it feels like they might be constricting a bit too much in minion related options for all classes that use to get them.

Silver Crusade

Pathfinder Adventure Path Subscriber

Just to be clear, my gripes are small.

I love the new action economy (I actually like that minions take actions to control too).
I like that weapons feel distinct from each other.
I like spell heightening.
I like that many options gained stronger flavor tied to them.
I like that representation exists in the game for deaf characters.
I even like that various classes have some measure of niche protection, even ignite it makes it harder to play against stereotype.

I look forward to my actual play experiences.


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DM_aka_Dudemeister wrote:

...

I even like that various classes have some measure of niche protection, ...

I, on the other hand, hate this, and I hate it because of the sort of content Paizo traditionally releases.

5 years down the road, we are probably going to have 20+ classes and a whole bunch of multiclass options/dedication feats that all let character roles overlap quite a bit, and as a result sooner or later niche protection is going to die in a fire, whether it is the Dev team's intention or not. I would rather toss it from the outset than leave it in as an assumption that CRB classes depend upon for balance when that assumption will almost guaranteed be completely wrong in the long term. We don't need another 3.0/3.5/PF1 rogue situation, where the only justification for the rogue's existence is trap-finding, but a bunch of better classes can do trap finding better while being infinitely less sucktastic.

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