| The.Vortex |
Hello,
After playing PF Playtest a couple of times, as well as discussing it with multiple people, I noticed one thing that bothered a lot of them. All of them are quite familiar with Pathfinder in its current incarnation, and so they well know which feat or spell does what, and when it is usefull or not.
The problem now is that the Playtest reused a lot of the old names for things, but made their use vastly different. To name just a few examples:
Power Attack - In PF1 this was a must have basically for melee characters, and the lower the enemies AC was, the more useful Power Attack became.
Now in PF Playtest, it is Fighter only, and is more usefull if you opponent has a HIGHER AC, since the additional attack at -5 you are forfeiting would have a better chance of still hitting and inflicting more damage then the bonus PA is giving you.
Furious Focus - In PF1 this helped you on your first attack when using Power Attack and a Two-Heanded Weapon.
In PF Playtest, FF CANNOT be used on your first attack, is mostly incompatible with Power Attack, and works with any non-agile weapon
Can you please find new names for those new abilities, so that we can avoid confusion with the earlier stuff?
| master_marshmallow |
I would rather see them rebalance it so it functioned in a similar way.
My suggestions thus far have been to re-appropriate the mechanics of current Power Attack and turn it into a 'Duelist Strike' which triggers off a one-handed weapon fighting style, incurs a bonus to hit (which would mean a better crit ratio) and a couple extra die scaling, preferable d6's that stack with sneak attack. It would then serve as something of a small damage buff on it's own, but the improved crit ratio makes the style more focused on keeping damage in the critical bell curve, meaning your numbers will float around the higher ranges, but still have an acceptable average thanks to the lower damage dice that one-handed weapons incur.
Then I want Power Attack to just double damage, and risk triple on a crit with no adjustment to the crit ratio. Comparatively this means Power Attack is guaranteed damage that equals your trade-off, but limits the other actions you can take in a turn (basically what it does now, but with better math). If that's too much, then double the damage normally, and introduce the extra dice to make up the crit damage, rather than adjusting a single hit to further spread the curve of damage potential.
I also feel too many options are mutually exclusive and do not lend to combining strategies and tactics, but rather they feel like pre-programmed macros, which is a little immersion breaking for me.