Points of Praise


General Discussion

Scarab Sages

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So, I've been pretty vocal about some of the things I struggle with or am frustrated by, but there are some elements of the game that I find are REALLY well done. If you have some, feel free to add. I might disagree, but that's okay. For me:

1) Runes. Specifically, weapon runes. Weapon runes are SO COOL. I can't say anything about the pricing, because I'm not familiar enough with the economy, but whoever changed weapon properties into the existing runic versions, or had the idea for it, did a great job. Each elemental property feels very distinct in its application, returning got an appreciable buff, and all of the other runes feel really spot on. I've found myself trying to do buildcraft around RUNES rather than classes, so to me that's a great thing (in regards to runes, anyways).

2) Unarmed combat. Monk unarmed combat, specifically the style feats and their progression, is pretty rockin'. Even better, other classes get access to unarmed combat, and they do so in really flavorful ways. The difference between an unarmed Barbarian, Monk, and Paladin is appreciable due to class choices, and that's a wonderful thing.

3) Multiclassing. I know that some people are sore on this subject, but I actually think that this method of multiclassing is really well done. I hope we get to playtest more multiclass/progression feats, because I really want them all to be spectacular. The amount of character concepts this opens up is pretty decent, even though it sometimes feels like a patch for boring feats. (But I'm still mad about my Arcane Trickster touch-cantriper.)

4) Heal/Harm. These two spells in particular define what almost all damage-dealing spells should be like. The way it interacts with action economy is brilliant, and changing damage-dealing spells to function like Heal & Harm ALONE would create cool gish-characters.

5) Rogue. Every time I look at the Rogue, I want to play one. The skill progression is awesome, getting tons of skill feats is awesome, and most Rogue feats feel like they're in a good place, with lots of interesting choices. This class may have my gold medal for best designed, and for me to say that about the rogue is a big deal.

That's all for now, but as I think of more, I'll post. I just want the crew to know that I actually really like some elements of the game, and want to see more of these good elements show up. Post your favorites, too!


I want to add the three action economy to your list, it feels really good in actual play.

I agree with pretty much your entire list, I just want paizo to look at those things and why they're exciting to us players and try and bring everything up to that level.


Davor wrote:

1) Runes. Specifically, weapon runes. Weapon runes are SO COOL. I can't say anything about the pricing, because I'm not familiar enough with the economy, but whoever changed weapon properties into the existing runic versions, or had the idea for it, did a great job. Each elemental property feels very distinct in its application, returning got an appreciable buff, and all of the other runes feel really spot on. I've found myself trying to do buildcraft around RUNES rather than classes, so to me that's a great thing (in regards to runes, anyways).

QFT. While I'm still struggling with some of the magic items being somewhat useless or grossly overpriced for what they do, runes are really cool, from a gameplay and roleplay perspective.

I love them and I hope they are here to stay.

Davor wrote:

3) Multiclassing. I know that some people are sore on this subject, but I actually think that this method of multiclassing is really well done. I hope we get to playtest more multiclass/progression feats, because I really want them all to be spectacular. The amount of character concepts this opens up is pretty decent, even though it sometimes feels like a patch for boring feats. (But I'm still mad about my Arcane Trickster touch-cantriper.)

Magus and gish characters are basically already in the game and you have multiple ways to make one precisely because of how multiclassing now works.

Lots of room for unique character concepts, I like that.

Davor wrote:

5) Rogue. Every time I look at the Rogue, I want to play one. The skill progression is awesome, getting tons of skill feats is awesome, and most Rogue feats feel like they're in a good place, with lots of interesting choices. This class may have my gold medal for best designed, and for me to say that about the rogue is a big deal.

This, so much this!

The Rogue finally got as much love as the class deserved from the very start. It feels mechanically unique while extremely effective and fun to play at the same time.
I get the feeling someone took a lot of time to closely examine of all the things that were broken with previous versions of the Rogue class and came up with a solution that is both balanced and effective for each of their issues.
Well done!

I will also now chime in and add another one of my personal favorites:

The Bard.
The concept of composition cantrips available at will with superior effects costing spell points makes for strong support options.
At the same time, it doesn't affect any of your spell slots and, because Bards are now also full spellcasters, they can contribute to the party by adding even more buff spells or debuff options and don't feel weak in what they give compared to full arcane spellcasters.
My players used to say that they would rather bring another Wizard rather than a Bard.
Now they're actually happy to have one in their party!


Davor wrote:
changing damage-dealing spells to function like Heal & Harm ALONE would create cool gish-characters.

Ooh, that would be cool... *salivates*


My small selection of points of praise for PF2

1) Cleric healing is amazing! Finally, I don't have to waste multiple heal spells to revive a companion thanks to channel divinity. Now when the fighter stink eyes me when I tell him I took spells besides cure x wounds (now all packaged under heal) I just reply " I don't tell you which weapon to use buster. Step of "

2) The critical hit chance for monsters is significantly better in PF2
Thanks to the monsters receiving enhanced attack rolls it is possible
to crit players on a really good roll. This heightens drama and
tension in the game. I love it!

3) The crafting system is really good! Now if you really want to take a
trident or pike as your main weapon you aren't at the mercy of the GM
to include them in weapon picks. You can craft magic items easily
starting at level 2! Fun stuff

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