Twitch 9-21: Preview of Rules Update 1.3


General Discussion

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Silver Crusade

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These are rough notes. Check the stream for what was actually said! The rules discussion starts about HERE, when Jason joins.

This is the big update. This is the one you want to grab.

New update will be 13 pages of *new* material

Rogues: instead of just Finesse Striker, you can choose one of three different paths (finesse, brute, feinter)

Ranger: double slice is dropped for 2 feats: one makes you better with two weapon fighting, one makes you better with ranged (fire twice, if both hit add together)

Proficiency: untrained is now (lvl - 4). Also, skill DCs are adjusted, and lowered overall. Net result: as you get better and better you get more and more certain of success. Every skill DC in Doomsday Dawn updated to reflect

Death and dying: getting much more deadly. New condition, “wounded,” you acquire when you are healed back up from 0 hp. Next time you drop to 0, your wounded value is added on to your dying value. And since you die at dying 4 ... this can mean insta-death if you’re doing too much up-and-down.

Mundane Healing: Medicine gets a new function: Treat Wounds. This removes Wounded and also heals damage. Cures (healer’s lvl) * (your con mod) hp. Makes out-of-combat mundane healing very possible, making magical healing more for in-combat, mundane healing for out-of-combat.

Shields: no multiple dents. One dent and then the rest of the damage goes to you.

Identifying magic items: doesn’t take as long. I wasn’t clear on how long it will take in new rules, but works with someone else using Medicine to heal everyone.

ALL 12 MULTICLASS ARCHETYPES. Goal: you can do this class thing, but you can’t just be a better Barbarian than the Barbarian herself. The 4 we have are rebalanced. Biggest change to Fighter, which a *lot* of folks had been grabbing for armor proficiency. Now it will just step up your armor prof to the next level. (If you want more armor proficiency from archetype, try Paladin ... if you meet those restrictions.) They will keep a close eye on this. This is a separate pdf to put all multiclass together, easier to reference.

The Monday blog will have more details.

### RESONANCE ###
*Not* for Monday’s update (1.3), but for future: Working on the update to Resonance. They’ve been meeting every week to talk about it, waiting on data. They’ve been seeing problems in the data. They rethought from “what did we want this to do?” They arrived at a different strategy. It was trying to do too much in one system.

Resonance shifting to just a system to manage permanent magic items, replace slot system. “The moment we tried to tie it to consumable usage and things like that, that’s when we started to have problems. Because those two things were competing with one another in a way that was unsatisfactory.” So resonance will just fix the slot system, which was a big problem. Worn items resonate with each other and don’t work together if you wear too many.

But something else to manage how you use magic items. “But we don’t want that system to be one that cuts you off from magic.” That wasn’t fun. Looking at ways for characters to focus on magic. Stuff about some default baseline and then, if you focus on things, getting more above-and-beyond benefits. (This is kind of unclear to me.) “I want to stress ... that we’re still in the design phase” on this.

They want to thoroughly test by rewriting the PFS module Raiders of the Shrieking Peak as a specific test of this. “This might take us 3 or 4 weeks to get ready.” Still in the process of designing the system, then probably some internal testing.

New character sheet. Minor adjustments, including senses line.


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Pathfinder Card Game Subscriber

Thanks for summarising!
Much appreciated


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Pathfinder Starfinder Roleplaying Game Subscriber
Joe M. wrote:

Proficiency: untrained is now (lvl - 4)

Skill DCs are adjusted, and lowered overall. Net result: as you get better and better you get more and more certain of success. Every skill DC in Doomsday Dawn updated to reflect

Medicine gets a new function: Treat Wounds. This removes Wounded and also heals damage. Cures (healer’s lvl) * (your con mod) hp. Makes out-of-combat mundane healing very possible, making magical healing more for in-combat, mundane healing for out-of-combat.

Shields: no multiple dents. One dent and then the rest of the damage goes to you.

Resonance:
### RESONANCE ###
*Not* for Monday’s update (1.3), but for future: Working on the update to Resonance. They’ve been meeting every week to talk about it, waiting on data. They’ve been seeing problems in the data. They rethought from “what did we want this to do?” They arrived at a different strategy. It was trying to do too much in one system.

Resonance shifting to just a system to manage permanent magic items, replace slot system. “The moment we tried to tie it to consumable usage and things like that, that’s when we started to have problems. Because those two things were competing with one another in a way that was unsatisfactory.” So resonance will just fix the slot system, which was a big problem. Worn items resonate with each other and don’t work together if you wear too many.

But something else to manage how you use magic items. “But we don’t want that system to be one that cuts you off from magic.” That wasn’t fun. Looking at ways for characters to focus on magic. Stuff about some default baseline and then, if you focus on things, getting more above-and-beyond benefits. (This is kind of unclear to me.) “I want to stress ... that we’re still in the design phase” on this.

They want to thoroughly test this by rewriting the PFS module Raiders of the Shrieking Peak as a specific test of this. “This might take us 3 or 4 weeks to get ready.” Still in the process of designing the system, then probably some internal testing.

New character sheet. Minor adjustments, including senses line.

Those all seem like really solid updates. I guess if I had to nitpick I'd want the advanced proficiency bonuses to also be boosted a bit instead of just +1 compared to the others, but yeah, otherwise seems like some pretty good changes.

Still a bit worried about Resonance though. If they're going to still keep the Cha requirement for resonance, it might make characters with more Cha overall better at everything just because they can equip more gear, even if other characters are technically better built.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Identifying Magic items and repairing items takes 10 minutes so that you can do mundane medicine, ID your loot and bang the dents out of your shield simultaneously by splitting those responsibilities among the party.

This could be the end of the 15 minute adventuring day!


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

If Resonance is just governing slots, it's incredibly easy to houserule it up an arbitrary amount, or switch back to slots if you prefer. With this change, Resonance becomes basically a non-issue for me. The problem will be with whatever new system they're cooking up to limit magic consumables and usage.

I'd also like to encourage everyone to join the Twitch stream next friday which will have a Q&A about these updates. On Wednesday's Starfinder stream I had literally every question I asked answered, which felt awesome.


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A cap to "how many permanent magic items you can equip/wear" based on level and charisma is entirely tolerable. I honestly never liked how the limit for magic items like a 5th level PF1 character could wear was solely "gold".

Untrained going to level -4 is going to make spreading your skill ranks around a lot more valuable, and makes Int better I guess.

I am *extremely* happy that rogues aren't tied into dex-to-damage anymore.


PossibleCabbage wrote:
A cap to "how many permanent magic items you can equip/wear" based on level and charisma is entirely tolerable. I honestly never liked how the limit for magic items like a 5th level PF1 character could wear was solely "gold".

It's still too MMO to me.

Best alternative I saw in this foruns is to have a fixed amount of Resonance, no matter the level.


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Love all these changes. I hope number of perma items is not based on cha but the consumable boosting juju is.

Anywho, can't wait till Monday.


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Captain Morgan: A reaction tour.

New update will be 13 pages of *new* material

Rogues: Class paths awww yeaaaaah

Ranger: Hellooooo Hunt Target synergy

Proficiency: untrained is now (lvl - 4). Iiiinteresting

Death and dying: Oh hell yeah, another thing I wanted.

Mundane Healing: YAAAAAS. This was something I have been REALLY hoping for but was worried we would never get.

Shields: Good to finally have this at rest! And with a good set of rules that leaves shields usable.

Identifying magic items:Shrug, a'ight. Didn't really mind myself. But if it works alongside Medicine's timer I'm down.

ALL 12 MULTICLASS ARCHETYPES. Knew this was coming, but still, fist pump.

Resonance. I'm interested to see what they come up with. I didn't mind Resonance but hadn't gotten to the levels where it causes problems, so.

Seriously, this is a laundry list of things I was hoping for, many of which I thought I'd have to wait for the final game for.


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Fallyrion Dunegrién wrote:
It's still too MMO to me.

Honestly that's precisely why I hated item slots. Just only being able to wear 2 rings and 1 necklace, but you can wear a belt, a shirt, a robe, a cape, and some armor... as well as a hat, a headband, and goggles really rankled. Also items in 3.x and PF1 precluded magic pants, because there wasn't a slot for them... bring on the magic pants.

"Magic items are inert normally and need to resonate with your internal power, which you have more of as you gain experience" seems like a pretty good diagetic explanation.

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Joe M. wrote:
Proficiency: untrained is now (lvl - 4). Also, skill DCs are adjusted, and lowered overall. Net result: as you get better and better you get more and more certain of success. Every skill DC in Doomsday Dawn updated to reflect

This means that somebody who is untrained at something but has an 18 in the relevant ability score is still worse roll-wise than a character who is trained at something with an average ability modifier. That shifts things back toward a 1st edition skill paradigm, where training was more important than raw talent.

Quote:
Mundane Healing: Medicine gets a new function: Treat Wounds. This removes Wounded and also heals damage. Cures (healer’s lvl) * (your con mod) hp. Makes out-of-combat mundane healing very possible, making magical healing more for in-combat, mundane healing for out-of-combat.

Kewl. Maybe now I'll stop begging for nonmagical healing in all the surveys.

Quote:
Shields: no multiple dents. One dent and then the rest of the damage goes to you.

Much-needed clarification. Also makes that paladin I made whose shield can take 5 dents even more badass.


Still +level then?


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Charlie Brooks wrote:
This means that somebody who is untrained at something but has an 18 in the relevant ability score is still worse roll-wise than a character who is trained at something with an average ability modifier. That shifts things back toward a 1st edition skill paradigm, where training was more important than raw talent.

10 ATR, trained, level 1 :: 0 + 0 +1 = +1

18 ATR, untrained, level 1 :: 4 - 4 +1 = +1

Grand Lodge

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BryonD wrote:
Still +level then?

GODS, I hope so!

Oh, and thanks, Joe!


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Interested in seeing these changes, as they all seem like things I'm intrigued by. Mostly Good, though I worry a little bit about unlimited mundane healing. Not that I'm super against mundane healing, as I think it solves the cleric as a mandatory out-of-combat healbot, issue, but unlimited isn't quite to my taste. Still, I think it's better than not, and maybe the time will be enough of a factor that it feels more limited (as, lets say, you need to heal 2 characters twice, and the other two characters once each, with 10 minutes apiece, that's an hour, from one encounter, and possibly higher for more dangerous encounters, but that's assuming skill feats don't improve this or something). Also, might be nice to see some mechanic for nagging wounds, that don't necessarily go away without a full night's rest (or maybe a crit success on a treat wounds roll), to keep some form of increasing danger from going on fighting without resting outside of running down on spell slots/points, but that might be too punitive.

Still, mostly good changes, and my gripes are mostly wish-list type stuff, rather than game-breaking issues.

Silver Crusade

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Pathfinder Adventure Path Subscriber

The resonance update isn’t happening with 1.3, but if Resonance only effects worn items/permanents Magic items then Charisma determines how well you can dress and that’s hilarious and a bit rad and I’m into it.


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Can we actually attack objects yet? Just asking if it's a part of an update or still pending


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Seriously, these changes. They are freaking great. I didn't expect them to do so much. Love the downtime healing. Love it.

The thing they are gonna do with fighter dedication and armor prof was something I was gonna suggest. Super cool.

I love that they are so willing to make such substantive changes.

Great job, Paizo.


Aristophanes wrote:
BryonD wrote:
Still +level then?
GODS, I hope so!

Glad to see the desire for inclusion of other play styles hasn't contaminated anything.

Thanks


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This is actually very encouraging. Seems like this will be a very solid update. :)

Still iffy on the new multiclass system, but we'll keep testing it. If they're revising the existing feats in addition to putting in more, hopefully it will work better than before.

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BryonD wrote:
Charlie Brooks wrote:
This means that somebody who is untrained at something but has an 18 in the relevant ability score is still worse roll-wise than a character who is trained at something with an average ability modifier. That shifts things back toward a 1st edition skill paradigm, where training was more important than raw talent.

10 ATR, trained, level 1 :: 0 + 0 +1 = +1

18 ATR, untrained, level 1 :: 4 - 4 +1 = +1

Right - my bad. Still, it's the same as a character with 18 in an ability and no skill ranks vs. a character with a 10 in an ability with 1 rank in a class skill from 1st edition.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
Data Lore wrote:

Seriously, these changes. They are freaking great. I didn't expect them to do so much. Love the downtime healing. Love it.

The thing they are gonna do with fighter dedication and armor prof was something I was gonna suggest. Super cool.

I love that they are so willing to make such substantive changes.

Great job, Paizo.

This.

Great updates, that improve quality of life in a bunch of ways. Awesome.

(Ps. And thanks for the summary Joe! Much appreciated.)

Silver Crusade

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Tholomyes wrote:
I I worry a little bit about unlimited mundane healing.

Not quite unlimited. Close but not quite

1) Each attempt takes 10 minutes so time will eventually become an issue
2) Crit failure stops the stream (not sure if that is per person, per caster, or what)
3) Amount healed is Con mod of target (min 1) x caster level. So better off healing the high con sorts. Con just became more important


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They did what?

Silver Crusade

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Fuzzypaws wrote:
This is actually very encouraging.

Its very encouraging in several respects

1) The changes ALL sound like good changes to me (I might have gone further on some but every one is one that I think improves the game from where it currently is)
2) It is very, very clear that Paizo IS listening to us
3) It is very, very clear that fairly substantive changes are still on the table.

Ie, it is now clear that this IS a real playtest. The people who doubted that have been pretty much proven wrong. Some of them may even be intellectually honest enough to admit it :-)

Still lots of things I still want changed, admittedly. But yeah, VERY encouraging news


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Rogues: Interesting. I'll reserve judgement until I see actual changes.
Ranger: Interesting. I'll reserve judgement until I see actual changes.

Proficiency: I'll have to see it in play: -4 is a HUGE minus in the playtest. I have to wonder if this is to prevent wizards from wearing plate because it gave more AC than mage armor.

Death and dying: Not sure I like it. With as often as players where KO'd in the playtest so far, this would have doubled the TPK at least in my estimations...

Mundane Healing: Interesting. I'll reserve judgement until I see actual changes.

Shields: Sweet. Finally a definitive answer.

Identifying magic items: Nice.

ALL 12 MULTICLASS ARCHETYPES. Interesting. I'll reserve judgement until I see actual changes.

The Monday blog will have more details.

RESONANCE: While I'm beyond pleased to see it reduced in scope, it's not really in the way I'd have gone with. IMO, keeping it for per day uses would have been where I would have put it. :)

As to slots... I'm not a huge fan. I ENJOY wearing dozens of minor items that do cool/fun/interesting things. It seems unsatisfying to me that I have to pick between wearing armor for survival and a hand of the mage for fun roleplaying opportunities. :(

Rewriting the PFS module Raiders of the Shrieking Peak: Ok... I wasn't even thinking of playing PFS module as I don't play PFS. Seems odd to have PFS test a universal game feature.

New character sheet: Hopefully part of the new sheet is turning it 90 degrees. The sideways sheets are annoying.

WatersLethe wrote:
I'd also like to encourage everyone to join the Twitch stream next friday which will have a Q&A about these updates.

Yeah, not going to happen. For a variety of reasons, I'm never getting on a stream.


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Quote:
As to slots... I'm not a huge fan. I ENJOY wearing dozens of minor items that do cool/fun/interesting things. It seems unsatisfying to me that I have to pick between wearing armor for survival and a hand of the mage for fun roleplaying opportunities. :(

Gotta disagree. Not a huge fan of being dressed up like a Christmas tree full of funky trinkets. Limiting that a bit is a-OK by me.


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I'm happy with these updates. Unfortunately it doesn't address my groups biggest issue with the system.

If they're going to insist on such basic parts of the game being split into class feats, what about giving them more prerequisites and letting you take a cross class feat, with a -4 penalty (So a 5th level rogue could take 1st level fighter feats and a 10th level cleric could take 6th level wizard feats). It would fit the goal of stopping a wizard from being a better barbarian then a barbarian but still keep certain feats from being class specific.


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Data Lore wrote:
Gotta disagree. Not a huge fan of being dressed up like a Christmas tree full of funky trinkets. Limiting that a bit is a-OK by me.

A christmas tree full of funky trinkets is a fun concept for a class (this might be what the occultist does), it just shouldn't be a thing everyone does (and those who do want to do with it can invest in more resonance.)

I do wonder how the Alchemist is going to work now, though.


pauljathome wrote:
Fuzzypaws wrote:
This is actually very encouraging.

Its very encouraging in several respects

1) The changes ALL sound like good changes to me (I might have gone further on some but every one is one that I think improves the game from where it currently is)
2) It is very, very clear that Paizo IS listening to us
3) It is very, very clear that fairly substantive changes are still on the table.

Ie, it is now clear that this IS a real playtest. The people who doubted that have been pretty much proven wrong. Some of them may even be intellectually honest enough to admit it :-)

Still lots of things I still want changed, admittedly. But yeah, VERY encouraging news

Can you explain which change demonstrates point 3? Genuinely curious as I'm not sure I see it.


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pauljathome wrote:
Tholomyes wrote:
I I worry a little bit about unlimited mundane healing.

Not quite unlimited. Close but not quite

1) Each attempt takes 10 minutes so time will eventually become an issue
2) Crit failure stops the stream (not sure if that is per person, per caster, or what)
3) Amount healed is Con mod of target (min 1) x caster level. So better off healing the high con sorts. Con just became more important

I did mention that time was something I'd pay attention to, but I'm not sure how much crit failure will matter, depending on the DC, because if you can succeed with assurance (which admittedly early may be a thing, but if it's at all like Battle medic, you can, if you're at least master), it's not clear to me that this won't be effectively infinite at higher levels.

Dark Archive

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John Lynch 106 wrote:
pauljathome wrote:
Fuzzypaws wrote:
This is actually very encouraging.

Its very encouraging in several respects

1) The changes ALL sound like good changes to me (I might have gone further on some but every one is one that I think improves the game from where it currently is)
2) It is very, very clear that Paizo IS listening to us
3) It is very, very clear that fairly substantive changes are still on the table.

Ie, it is now clear that this IS a real playtest. The people who doubted that have been pretty much proven wrong. Some of them may even be intellectually honest enough to admit it :-)

Still lots of things I still want changed, admittedly. But yeah, VERY encouraging news

Can you explain which change demonstrates point 3? Genuinely curious as I'm not sure I see it.

Potentially removing consumables from Resonance entirely seems fairly substantial, given that would also imply a major shift in how the Alchemist class works in addition to the obvious wand and potion changes.


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Tholomyes wrote:
I did mention that time was something I'd pay attention to, but I'm not sure how much crit failure will matter, depending on the DC, because if you can succeed with assurance (which admittedly early may be a thing, but if it's at all like Battle medic, you can, if you're at least master), it's not clear to me that this won't be effectively infinite at higher levels.

One can always mitigate "taking an excessive amount of time out of combat" via random encounter tables. It's even easier to justify this because using the treat wounds action takes the amount of time that expending 100 charges of CLW via wand would, and this is for each person.


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THANK YOU BASED BUHLMAN!

All the crying on the forums seems to be causing effects! All of these were things that people ahd been fighting over! There's still a few things left to fix, but this is a huge morale boost!

Keep up the good fight! Good work Devs. Worried about how the DC changes will be implemented in a smooth manner. It's probably the biggest change that nobody has been talking about.

Grand Lodge

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Crap! I just realized that the fillable character sheet PDF I've been using is now completely obsolete. Hopefully it won't be too long for a new one to be created. ;-)


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PossibleCabbage wrote:
A christmas tree full of funky trinkets is a fun concept for a class (this might be what the occultist does), it just shouldn't be a thing everyone does (and those who do want to do with it can invest in more resonance.)

That's pigeon-holing the idea quite a bit. It's ok is you want to collect minor magic as long as you're charming and spend extra feats on it so you're spending quite a lot of resources for roleplay when the game is fairly deadly for those hyper-specialized for combat.

So no gruff dwarf fighter collectors: only gnome sorcerers need apply. :(

EDIT: It could work for me if items a certain number of levels lower than the PC's level no longer require resonance.


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BryonD wrote:
Charlie Brooks wrote:
This means that somebody who is untrained at something but has an 18 in the relevant ability score is still worse roll-wise than a character who is trained at something with an average ability modifier. That shifts things back toward a 1st edition skill paradigm, where training was more important than raw talent.

10 ATR, trained, level 1 :: 0 + 0 +1 = +1

18 ATR, untrained, level 1 :: 4 - 4 +1 = +1

10 ability score is not average for a PC in the playtest. In fact, outside of racial flaw, it's the floor. Max stat untrained is the same bonus as trained with the lowest possible ability score? That seems reasonable to me.

Silver Crusade

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It looks like the skill rules are moving in the right direction.


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DM_aka_Dudemeister wrote:
Identifying Magic items and repairing items takes 10 minutes so that you can do mundane medicine, ID your loot and bang the dents out of your shield simultaneously by splitting those responsibilities among the party.

Well, that's definitely the feel I wanted. Each group member doing something useful. Not sure that Treat Wound is quite enough but it's a big step in the right direction.


graystone wrote:
EDIT: It could work for me if items a certain number of levels lower than the PC's level no longer require resonance.

Resonance is explicitly designed to prevent that. It aims to incentivize PCs to use higher level items instead of tons low level knick knacks. So, doubtful that would, or should, happen.


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Pathfinder Starfinder Society Subscriber

Still waiting for my concerns about Wizards and their spells to be addressed Mage Armor is still garbage and no word that they are even looking at how bad the action economy for cantrips is... I gotta say that while it is somewhat heartening to hear them talk about changes, this is stuff that should have been in the rules from the start and makes me question the quality of their internal playtesters...

I think that as the game plays right now it is not a fun rules set... My group is not really wanting to continue with the playtest due to the jankiness of the rules and not having any investiture in their characters... as well as the whole stick and no carrot design approach to things like Resonance.


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Data Lore wrote:
Resonance is explicitly designed to prevent that.

Was it? I saw it trying to get people to use higher level CONSUMABLES [ie, CLW wand evil/badwrongfun]. I don't recall a push to use higher level slot items.


graystone wrote:
Data Lore wrote:
Resonance is explicitly designed to prevent that.
Was it? I saw it trying to get people to use higher level CONSUMABLES [ie, CLW wand evil/badwrongfun]. I don't recall a push to use higher level slot items.

Based on Bulmahn's youtube video on fantasy economics, here it seems to imply it was both for consumables and permanent items. That being said, I don't think I disagree with you, as his main issue seemed to be focused on numerical benefits, which the reduction of the big 6, and the focus on more interesting magic items, should negate. But as far as I can tell, it seems it was both.


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Tholomyes wrote:
Based on Buhlman's youtube video on fantasy economics

That's kind of confusing as he posted that that video wasn't intended for the playtest forum users but for those looking into his own personal views.

Tholomyes wrote:
his main issue seemed to be focused on numerical benefits, which the reduction of the big 6, and the focus on more interesting magic items, should negate.

IMO, the reduction in bonus types solves any issue with wearing multiple items to combine bonuses type: they just don't exist anymore.

The only other issue I could see is multiple items with per day uses. IMO, I think THIS is where resonance should be a thing. It seems a much better fit to combine all those type items and would solve their use by combining all of them into one pool. I think this fits so much better than resonance as a slot replacement.


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Pathfinder Adventure, Adventure Path Subscriber
Lord Norin wrote:

Still waiting for my concerns about Wizards and their spells to be addressed Mage Armor is still garbage and no word that they are even looking at how bad the action economy for cantrips is... I gotta say that while it is somewhat heartening to hear them talk about changes, this is stuff that should have been in the rules from the start and makes me question the quality of their internal playtesters...

I think that as the game plays right now it is not a fun rules set... My group is not really wanting to continue with the playtest due to the jankiness of the rules and not having any investiture in their characters... as well as the whole stick and no carrot design approach to things like Resonance.

I dunno. I think we're maybe screwed.

I know I haven't seen the slightest hint that the overall utility of spells are being considered for any real change. There are a lot of vocal complainers, but maybe there really aren't enough of us to merit change.

I do know that our experience so far has had literally every caster (clerics and bard) stumbling into large lists of what either can't be done or what isn't worth doing with their spells. This is with advanced players with a decent amount of time invested to actually read the rules to look for clever ways to use spells wisely.


The way I see it, if its a use per day or a consumable, then that will use the thing Bulmahn mentioned where players can use some special juju to make consumables more awesome.

If its infini-use or some kinda perma bonus, it will use the "invested" resonance system he mentioned.

Thats what it sounded like to me, but who knows. We shall see I guess.


Will new pregens be available after 1.3?


Those are a lot of changes. The extra skills and bigger penalties for being untrained sort of balance each other out, I suppose.


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Hm. I wonder besides the 10min usage time for "Mundane Healing", if there will be longer term frequency of usage limit, 1/hr? 1/day?
Also curious how the Wound system works... Will "standard" Heal spells remove Wounds at all? (or need extra action to?)
Regardless, the Mundane Healing significantly reduces amount of needed Heals which drove complaints about Resonance/Consumables,
which makes it sort of ironic that it's being done alongside removal of Resonance for Consumables.


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Glad their adding a brute rogue I was upset that option had disappeared but it may be back yay.

Double slice did seem a bit strong

prof-4 eh I guess it wasn't something I was that concerned about, but I think some people will be happy about it.

Mundane healing YES THAT IS WHAT I"VE BEEN SAYING!

Sheilds: still kind of weird I think but ok we will see.

multi-classing I'm mostly just glad they are keeping a close eye on this.

Resosnance: hmm Undecided. I'll wait and see what they come out with. I think I would of preferred it reversed however with wearable items not using resonance, and res being used instead of charges.
They still need some limits on consumables so I'll see they come up with.

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