
The Rot Grub |
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I thought it would be useful to have a thread of differences from 1st Edition, to help people who are familiar with 1st Edition with learning the 2nd Edition rules. (There is a process of "unlearning" stuff that can get in the way of learning the new system.)
I'll start with a couple of obvious ones.
1. Not all creatures have Attacks of Opportunity. That is now a class feature for fighters and a class feat for some other classes. Creatures have different kinds of Reactions that may take the place of AoOs.
2. Feats are now grouped into General Feats, Skill Feats, Class Feats, and Ancestry Feats, which you can get at different times as your character levels up.

breithauptclan |
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Cool idea.
Character creation is more similar to that of Starfinder than Pathfinder 1.
Retraining is available. So don't stress out too much about choices for feats and skills. Especially during the playtest.
Reach weapons can attack adjacent targets.
Only a very small set of class abilities are mandatory and those come up at 1st level. All other class features are selected as class feats. Also, pay attention to what the class ability per level table says. Some classes get to pick a class feat at 1st level and some don't. Also some mandatory class abilities have a choice that has to be made.
Spells scale their power based on the spell slot used to cast it with, not the class level of the class used to cast it with. Cantrips automatically scale themselves to the highest spell slot available to the caster.

Malthraz |
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General
Perhaps the most important is that character power level has been reduced. Not as noticeable at early levels, but substantially at higher levels.
Most things (saves, AC, skills, attack bonus) get a +1 bonus every level.
These things have an associated proficiency which gives you a small bonus to the roll and is relevant for unlocking some feats and other perks.
Untrained: -2
Trained: 0
Expert: +1
Master: +2
Legendary: +3
A lot of master and legendary proficiency is lock to particular classes.
You have fewer bonuses you can stack, so the difference in competency between a character that has super specialised in a particular thing compared to someone that is essentially untrained in that thing has been greatly reduced.
Someone talk about 4 degrees of success.
Spells
The spell lists have been divided into four: cleric, wizard, druid, bard.
Sorcerers pick a blood line which is tired to one of the four spell lists. They are then that type of caster.
Sorcerers and bards now get spells at the same level as the prepared casters.
Spell DCs for your various spells now are all identical. Still based off your main caster state, but now it includes your level and your proficiency.
Paladins and Rangers do not have spells in the traditional sense.
Paladins use spell points to cast "spells". The other casters also get spell points.
Generally when you are casting a spell from a magic item it requires an additional resource cost called "resonance". Few people like it as it is currently implemented.
Actions
Rather than move, standard, swift, free, immediate actions, you get 3 actions a round and 1 reaction.
You can make 3 attacks at level 1, but it takes all your actions and you get -5 on the 2nd attack and -10 on the 3rd.
There are some class feats/abilities and weapons that can reduce this penalty.
Haste grants 1 extra action that you can only use for some specific actions.

Wowie |
Degrees of success:
Everything has four tiers of success now.
Crit success: 10 or higher over the DC.
Success: meeting or exceeding the DC.
Failure: not meeting the DC.
Crit failure: 10 or lower than the required DC.
Crit hits and crit fails as you know them are gone. Everything operates off of the four degrees of success now.
In most cases, nat 20's will increase the degree of success by one, and nat 1's will decrease the degree of success by one. Sometimes, a few rules techicalities will alter this.
This means if a fighter has a +6 bonus and a +2 assist, and rolls a (total of) 24 or higher against an AC 14 target, he crits, even if the roll wasn't a natural 20. Critical failures in combat have no affect other than missing the target (as per usual, but it's worth mentioning anyway).
Critical confirmations also don't exist anymore. You must unlearn what you have learned.
Someone else can explain the Mess that is Exploration/Social Tactics. And it is a capital-m Mess.
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It takes an action to change a 1-handed grip to a 2-handed grip, or vise versa. Don't ask me why this is.
Related: You can no longer draw a weapon as part of a move action.
Related: It takes two actions to use a potion; one to draw it, and one to drink it.
Related: You can't retrieve items from a backpack you're wearing without taking it off with another action first.
You can only perform one free action per "trigger".
You can't delay, then trigger your delay in the middle of someone else's turn. (Previously it was only stipulated that a delay can't interrupt someone else's action.)
Experience points are now 1000 xp per level now. The amount of xp a monster is worth is based on its level compared to yours.

RunnerAndJumper |
- Spell failure does not exist anymore
- Casting, in generall, does not cause a reaction, unless an action involved in casting has the manipulate trait.
- Items don't have HP anymore
- If you pick a class, you keep that class untill level 20. Multiclassing is done by picking feats.
- Skill ranks don't exist anymore
- You can't use magic items as much as you want anymore (-> resonance)
- Shields have to be raised (an action) to provide AC
- Combat maneuvers are now part of the Athletics-skill and are rolled against the targets reflex or fortitude DC
- Weapon damage does not depend on size anymore
- Two-handed weapons only add the strength modifier to damage (not 1.5 times STR anymore)
- Two-weapon fighting is very different now
- Initiative is now rolled by picking the most appropriate skill (usually perception, sometimes stealth, but can be any skill)

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Dying is very different. No negative hit points. Instead you get the dying condition at 0 hp. If you reach dying 4, you are dead. Even if you are healed to positive hp, you need to make a save to get back up, and you maintain the dying condition.
and another important distinction!
When you're reduced to 0 Hit Points, you get knocked out...You immediately move your initiative position to directly before the creature or effect that reduced you to 0 HP.
so even if brought to dying 3 (somehow) your party gets a full turn to get to you to help! This avoids those rare, but crummy situations in PF1 where someone brought you to one point away from negative and your turn was up next. with how high the DCs were, it often became a "roll a Nat 20 or you're dead".

The Rot Grub |

so even if brought to dying 3 (somehow) your party gets a full turn to get to you to help! This avoids those rare, but crummy situations in PF1 where someone brought you to one point away from negative and your turn was up next. with how high the DCs were, it often became a "roll a Nat 20 or you're dead".
Ha! I had already been houseruling that in PF1 actually -- you make your stabilize check 1 round after the blow that knocked you out.
473. There are now rituals that take much more time and may have other elaborate conditions, including Resurrection. Any class can do them so long as you have the knowledge about it and the required level.
474. The GM has more control over access to spells and magic items. A lot of spells are now classified as Uncommon or Rare which the players do not automatically have access to. Magic items are not available for purchase in settlements by default anymore.

Zardnaar |

Overall power level on everything has been reduced along with damage spikes.
You can still min/max but the gaps have narrowed on things like damage, saves, skill checks.
Magic weapons give you the bonus to hit but a bonus dice on damage, A +1 1d12 weapon deals 2d12 damage, +2 3d12.
Cantrips scale with level automatically +1 dice level 3,5,7,9 etc and ability score to damage at level 3.
Without weapons spellcasters might out damage martials.

Wowie |
Wowie wrote:Degrees of success:
...
It takes an action to change a 1-handed grip to a 2-handed grip, or vise versa. Don't ask me why this is.
...
AS already stated, drop a hand is a free action
http://paizo.com/community/blog/v5748dyo5lkz1&page=7?Multiclassing-and- Archetypes#313
Surely the rules could have been more intuitive than "to change to a one handed grip, drop the weapon, but with only one of your hands"? Is there a page number for it anywhere? How was I supposed to intuit this???
On topic: Nature and Religion are WIS-based now.
Double check your sheets if you filled them in as INT-based.

MaxAstro |
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In PF1e wasn't it already move action to draw -> standard action to drink for potions? I know most people didn't run it that way, but RAW you have to draw a potion like anything else, right?
Anyway, my contributions (and a couple things I particularly like):
-Flat-footed is a set -2 now.
-Flanking makes your target flat-footed.
-Shooting into melee penalty died in a fire and I danced on its ashes.
-Crafting magic items at high levels no longer requires you to put the campaign on pause for months (unless you are trying to make/save money crafting, and even then you can adjust the time to fit your needs). Related: you can make money crafting magic items.

Vic Ferrari |
Shooting into melee penalty needs to come back. It's actually really hard to do.
Yes, they removed any penalty in 5th Ed, making ranged far superior to melee (due to other factors as well), unfortunately, especially with feats. I have added back 3rd Ed's Firing/Shooting/Throwing into a Melee rule (now it's at disadvantage).

Selene Spires |

-Monks can not do leathal damage with their unarmed strikes normally. They are treated as Untrained like the standard rules for using non leathal weapons to do leathal...and yes there are creatures immune to non leathal damage.
-Apparently you can knock out undead. Not immune to non leathal.
- It is two free actions to drop two items.
-Magic Armor Bonus Adds to Saves too.

Fuzzy-Wuzzy |
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-Monks can not do leathal damage with their unarmed strikes normally. They are treated as Untrained like the standard rules for using non leathal weapons to do leathal...
Not true, fortunately.
Powerful Fist
When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.

Vic Ferrari |
Selene Spires wrote:-Monks can not do leathal damage with their unarmed strikes normally. They are treated as Untrained like the standard rules for using non leathal weapons to do leathal...
Not true, fortunately.
page 97 wrote:Powerful Fist
When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack.
Yeah, I built a monk, level-by-level, and the choices are amazing, some of those Stances let you do sick unarmed damage and other effects.