Things my group noticed tonight during character creation....


Running the Game


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Hello all! When we were creating characters tonight, several points were noticed. Not all of these strictly pertained to character creation.

1) A bard’s versatile performance doesn’t really seem to help. It only helps with one aspect of each of the skills, basically meaning you still need to train those skills anyways in order to fully benefit from them. They use the same ability (Cha). In my opinion, VP should cover all aspects of Diplomacy, Intimidation and Deception.

2) Katanas should have two handed weapon damage. I mean it’s a Katana. They are used that way.

3) Giving bards Magic Missile was a great start. I feel like bards should get a few more damaging spells in their lists. It feels like there are even less of those than in PF1.

4) Rogues get too many skill points. They should be about on the same level as bards.

5) Spell Rolls should be explained in the spell chapter and not just in the glossary at the back.

6) The Barbarian’s Rage Resistances should be explained that it’s a level 9 addition in its initial entry on page 56. The way all those abilities are written now, it seems like you get them all at once rather than at different levels.

7) Separate Spells and Spell Powers please? (Mentioned a couple of times in my group, although I’m ok with it.)

8) Resonance points likely should be based on prime stat and not just Cha. Consumables are not just for bards and paladins.

9) What happened to surprise rounds? I ran into this one at Gen Con where one of my groups set up an ambush and didn’t alert the enemy. (This was a great rule for PFS 1 and I’d like to see it in PFS 2).

10) Unarmoured Defense? Barbarians should get this too along the same lines as the monk ability. Maybe with Constitution as the stat used for this.

11) I feel like AoO could apply to other classes like Barbarians and Rogues and not just fighters..

12) Why isn’t Lore a Specialized skill for bards? (Yes you’d have to pick a type of lore, but still...)


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All Lore skills are signature skills for everyone.


What do you mean by separating spells and spell powers? Do you want spell powers to not use pre-existing spells?


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Probably separate lists. Finding the Powers among the Spells is non-trivial


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Rogues and bards absolutely should not get the same skill ranks - bards get magic to make up any lack in skills. Doubly so if you allow VP to be as ...versatile... as you suggest.


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Resonance keying off of Charisma is intentional, to make sure that Charisma isn't just for Bards and Sorcerer.


Monk's unarmored defense is just a proficiency bump. They don't get a second stat to AC like in PF1.


TheMuse wrote:
2) Katanas should have two handed weapon damage. I mean it’s a Katana. They are used that way.

Absolutely!


The effect of Cha on resonance is most noticeable at low levels. By 8th level it'll matter a lot less, though a PC will soak quite a bit of the extra on investing his equipment every day. Also, the +2 to 4 stats every 5 levels (a discordant and ugly rule that I dislike) will inevitably pump Cha to some extent.

Dark Archive

Mudfoot wrote:
The effect of Cha on resonance is most noticeable at low levels. By 8th level it'll matter a lot less, though a PC will soak quite a bit of the extra on investing his equipment every day. Also, the +2 to 4 stats every 5 levels (a discordant and ugly rule that I dislike) will inevitably pump Cha to some extent.

Those bonuses every 5 levels might be there to mitigate the lack of stat boosting magic items.

Sure, sure - I know they exist, but they only provide a +2 boost (or a flat 18, if you choose to apply the item to an attribute whose score is less than 18) & you can only utilize a single potent item in this fashion.


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I agree with you on a lot of things. Separating Powers from Spells (just two sections of the same chapter) would make it so much easier to refer to lists.

And we need a better explanation and more constant wording for spell rolls. This was a constant struggle during our first game tonight. I kept wondering what I was supposed to add for various spells (mainly Heal Animal, a druid power which is worded differently from anything else I've seen so far). I also looked for the information for a while when creating my character. It should be explained precisely in the Spells chapter.

However, I didn't feel like resonance was a problem. It might have been because we are used to managing our resources carefully, plus at level 1, we have very few magic items, but I used a wand of Heal for most of the night with my 12 Charisma druid, and it was just fine. Nobody else ever spent all their points.

As for other things you mentioned:

I didn't particularly feel like the Rogue had too many skill points (it's his whole deal), but it might become more important later. I don't know.

I think now, the point of an ambush is to act first in initiative order (if you succeed). It already makes a pretty big difference. During tonight's game, we had quite a few encounters that didn't even last two full rounds.

As for unarmored proficiency, it was addressed in an errata a few days ago. All characters are trained in unarmored. Here is the link to that post : http://paizo.com/threads/rzs2vawh?Post-Gen-Con-Update


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Yeah I strongly wish spells and powers were separated out.

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