Did most ancestries purposely get slower?


Ancestries & Backgrounds


Look, this isn't a big thing, but it IS a thing that confused me. In 1E, an average human with 30 ft speed could travel 24 miles in a day, per the Movement and Distance table. In 2E, however, a human's speed has been reduced to 25 feet, but travel time is the same. So now, a human can suddenly only travel 20 miles per day.
Is it intended that when traveling overland, you should be alternating between wandering and hustling, so that you can move 150% of the speed? Then we are suddenly at 30 miles? Or is that just an unfortunate side-effect of the rules and not actually intended?


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A consequence of the new system is that you can take 3 move actions per turn if you want to, so you're actually faster than before.


I can’t say it’s one of the things I’m happy with, but so far it hasn’t caused any major breakages in-game.


Ediwir wrote:
A consequence of the new system is that you can take 3 move actions per turn if you want to, so you're actually faster than before.

Well, no.

If you use all your actions in a round running in PF1, you move 120.'

Even if your speed is down to 25, you'd move 100' rather than 75'.

That any movement eats your actions as well is honestly problematic.
A faster creature can attack and kite a slower creature indefinitely, one of the many, many reasons heavy armors (and most medium armors) are terrible in PF2. It effectively takes away your ability to be a combatant.


Voss wrote:
Ediwir wrote:
A consequence of the new system is that you can take 3 move actions per turn if you want to, so you're actually faster than before.

Well, no.

If you use all your actions in a round running in PF1, you move 120.'

Even if your speed is down to 25, you'd move 100' rather than 75'.

That any movement eats your actions as well is honestly problematic.
A faster creature can attack and kite a slower creature indefinitely, one of the many, many reasons heavy armors (and most medium armors) are terrible in PF2. It effectively takes away your ability to be a combatant.

well that's why you should hamper or slow a creature with fast movement. and yeah if you're fighting in a 1000 ft long hallway it would be hard for a heavy armored melee character to fight a fast ranged character. But you're being disingenuous if you are pretending that the bulk of encounters take place in open areas. They do not.


Dire Ursus wrote:

well that's why you should hamper or slow a creature with fast movement. and yeah if you're fighting in a 1000 ft long hallway it would be hard for a heavy armored melee character to fight a fast ranged character. But you're being disingenuous if you are pretending that the bulk of encounters take place in open areas. They do not.

You just need a large room to be able to kite indefinitely if you have more speed, especially against the classes that don't have an AoO, since they effectively have no way to make doing so painful or difficult even if they do catch you. Really, a 45x15 room would do it, since the fast person can move from one end to the other and fire a bow, while the slow melee needs their entire turn to close distance again.

A 1000' hallway is silly since a ranged attacker at one end could down a slow melee attacker before they even got to the other end with the current speeds. It's far, far more than you need.


Tridus wrote:
Dire Ursus wrote:

well that's why you should hamper or slow a creature with fast movement. and yeah if you're fighting in a 1000 ft long hallway it would be hard for a heavy armored melee character to fight a fast ranged character. But you're being disingenuous if you are pretending that the bulk of encounters take place in open areas. They do not.

You just need a large room to be able to kite indefinitely if you have more speed, especially against the classes that don't have an AoO, since they effectively have no way to make doing so painful or difficult even if they do catch you. Really, a 45x15 room would do it, since the fast person can move from one end to the other and fire a bow, while the slow melee needs their entire turn to close distance again.

A 1000' hallway is silly since a ranged attacker at one end could down a slow melee attacker before they even got to the other end with the current speeds. It's far, far more than you need.

This is why we don't split the party.

On a more serious note, the melee can (and should) just leave the room and have total cover if it's this small. Also, to not be hit, the archer is using two moves and shooting once which isn't likely to bring down this clearly heavily armored melee very quickly. And all of this assumes the melee isn't very smart and is running back and forth all the way across the room every round instead of realizing the situation and moving to the center of the room with shield raised and letting him charge the archer next round.


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Voss wrote:
Ediwir wrote:
A consequence of the new system is that you can take 3 move actions per turn if you want to, so you're actually faster than before.

Well, no.

If you use all your actions in a round running in PF1, you move 120.'

Even if your speed is down to 25, you'd move 100' rather than 75'.

That any movement eats your actions as well is honestly problematic.
A faster creature can attack and kite a slower creature indefinitely, one of the many, many reasons heavy armors (and most medium armors) are terrible in PF2. It effectively takes away your ability to be a combatant.

I think the better example is that a human in PF1 can move 30' then attack once, whereas a human in PF2 can take two actions to stride 25' twice, then attack once. So you can move 20' extra and get the same amount of stuff done. Sure, a charging human could move further but that requires charge lanes be open.


Yeah, we move faster in COMBAT, but it seems that when you travel long distances, as per the table on pg 316, humans have gotten significantly slower. Am I wrong or?


Tridus wrote:
You just need a large room to be able to kite indefinitely if you have more speed,

I am reminded of this.

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