Deadmanwalking's Reaction Thread


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Deadmanwalking wrote:
Of course it isn't. But then...how does it work? I'm really unclear on what scale it is supposed to be using.

It's some unspecified combination of weight and awkwardness. I think they're deliberately avoiding being too specific. For my part, between the existing equipment lists and the guidance on a humanoid, I feel like I have enough information to estimate.

It seems like an expanded list of example bulk would be helpful for things like PFS, though.

Liberty's Edge

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Well, I've neglected this thread for a bit now, despite intending to use it as a clearinghouse for stuff. My apologies.

I have made several other threads, which I'll collate here so people can find them more easily:

First, my Actual Playtest Thread. My group is about half way through Chapter 2 of Doomsday Dawn at the moment.

Second, my Magic Item Problems Thread. Complaining about Skill Items, Bracers of Armor, and Shields...for the most part so far.

Third, I made an Adventurer's Kit for ease of use.

Additionally, my Monster Skills thread continues to exist, and can be followed.

And finally, I've just posted a thread detailing my Main Problem With PF2. Feel free to check it out.


On bulk I feel that there should be a Haul Athletics Check action that allows you to carry extra bulk slowly. Something like:

Haul
[A] You attempt to carry more than you normally can

DC = 10 + Total Bulk Being carried

Critical success: Move at full speed
Success: Move at half speed
Failure: Move 5ft
Critical Failure: You cannot move.

Not sure if that DC is right but that's the idea.


Thanks for the index, DMW!


Culach wrote:


It seems to me that those key word blocks should have Arcane/Divine/Occult/Primal so that a GM knows which skill to look at. We already have info that indicates a Dragon is Arcane, Angels & Demons are Divine, most animals should fall under Primal, and Brain Collector should probably fall under Occult.

If you cannot sort them out - throw them in the same bag! Allow the players to roll their choice of religion, arcana or occult for any monster. I mean, recalling a religious legend of a saint fighting a Rakshasa might be just as informative as recalling an arcane research report on the same monster - just flavor the response accordingly.

Liberty's Edge

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Mats Öhrman wrote:
Culach wrote:


It seems to me that those key word blocks should have Arcane/Divine/Occult/Primal so that a GM knows which skill to look at. We already have info that indicates a Dragon is Arcane, Angels & Demons are Divine, most animals should fall under Primal, and Brain Collector should probably fall under Occult.
If you cannot sort them out - throw them in the same bag! Allow the players to roll their choice of religion, arcana or occult for any monster. I mean, recalling a religious legend of a saint fighting a Rakshasa might be just as informative as recalling an arcane research report on the same monster - just flavor the response accordingly.

The issue is not that there's no solution to this problem, the issue is that whatever solution there is needs to be standardized so that people can reasonably plan their character's mechanical capabilities to line up with the capabilities they envision.

Your solution would be workable if it became the official one (though it would make those skills a bit redundant), but if it's a House Rule and most GMs don't use it (and they likely won't) it becomes useless in terms of planning a character and what their capabilities might actually be.


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In regards to armor.

High dex trumps armor in 3.x/pathfinder simply because the better the ac the more it limits your dex. In pathfinder 1.0 I remember rogues gonig for bracers of defense because they were the best option due to their dex.

The simplest solution it to grant DR to armor.

You want your plate armor to have an advantage over 1/2 plate? Give it higher DR.

Simple rule

Armor give a DEX pen (not a max dex limit) which equals the DR given

Leather armor/ studded leather / other natural armors like hide) no dex pen no dr bonus.

heavier clunkier armor dex pen of 1-2 with a corresponding dr bonus.

Heavy armor dex pen of 3-6 with a equal dr bonus.

and to have those values scale, magic items bonus no longer add +1 to ac but instead lower the dex penalty by 1 (or if already 0 adds one) and increase the dr by 1.

Classes of armor stays (light medium heavy) which can still effect move penalties and also give guide lines to how much dex/dr shift there is.

Effect. High dex people are hit less but take more damage when they are, heavy armor people are hit more but take less damage per hit.

A high level character in magic +5 full plate would get dex -1 and 11 DR. Making the character in that armor seem invincible to fist level characters (because although they can hit him they cant hurt him) which seems fair and a high level character in leather +5 that is high DEX seem untouchable by low level characters due to very high AC which also seems to fit in a theatrical sense).

my two cents.

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