
hyphz |
21 people marked this as a favorite. |
So, our playtest is basically done, as nobody wanted to continue after the first session of the final part of Doomsday Dawn (more on the reasons why not in the DM playtest forum with spoilers). So I thought I'd now assess the system as a whole and what I and the group seemed to like and dislike.
* Ability Score Generation: The ability score generation is honestly way too complicated for what it delivers. Its final result is identical to a stat array - almost all our characters had 18 16 14 12 10 8 or 18 16 12 12 10 10 - except it also pushes you to choose an ancestry and background based on the stats you want rather than your character background - although the fact that you get a free ability boost from ancestry and background means this isn't completely defining. Still, like a number of things in the system, it came across as "much ado about nothing".
* The Level Modifier: I didn't actually mind this that much, although it's not really a world-modelling style of rule, but a bunch more game and story based one. It does however get a bit frustrating when DCs in adventures are artifically raised just because it's a high-level adventure. On the other hand, it does have the beneficial effect I've mentioned before, which is that it doesn't leave players feeling that by high level they can only do the few things they have specialized in.
* UTEML: But this was another "much ado about nothing" matter. It's dwarfed by the level modifier, especially by the time the higher levels become available. The idea of gating certain moves to levels in the corresponding skill is quite good, and could replace the whole modifier mechanic (although as others have mentioned it woudl be necessary for it to be equally valuable for each skill); but the idea of gating rolls in adventures is terrible. It throws unnecessary hard borders into adventures; when as GM I had to tell the players that anyone who was not a legendary thief could not free a person from a magic mirror (and that no level of ability at magic could do so), of course the players then started to come up with creative solutions and asking how to make the task easier, which was impossible to adjudicate because a) the text doesn't say what the thief actually does to free someone from a magic mirror, so there's no way to judge what would be an effective way of making this easier, and b) by RAW no number of circumstance bonuses can stack up to beating the "legendary proficiency" gate. The players' immersion was totally ruined, with nobody able to actually imagine what was happening beyond there being a "you must be this legendary to pass" sign attached to the mirror frame.
* Criticals on threshold: On the one hand, d20 games have long needed a degree of success mechanic and increasing the roles of criticals in this way is an excellent idea. On the other hand, the actual power of criticals is decidedly out of whack between different abilities; for example, spells where a successful save applies a minor 1 round effect compared to those where it applies half damage mean that the benefit of getting a critical success for no effect instead is incredibly variable. It also slowed down the game, with a player who made an obviously high or low roll no longer able to just say "there's no way I've hit with that" because we had to stop to find out if they just missed or missed critically.
* DCs and modifiers for everything: Honestly, this was just screaming "design fudges" - "we don't actually want to use the D&D stats but we have to because we have to be a D&D game" and "we have to make the attacker roll for martials and the defender roll for magic because that's the status quo no matter how much it complicates things".
* The bugbears: Not the monsters, but problems every d20 game has had. Identifying the moment a fight starts. 3D combat. It'd be much better to tackle more of these, especially since the power level is such that ambushes and flight will be important by mid-high level.
* Skills as initiative: I like the idea here, but we could never really use it. Players actively avoided setting ambushes if their Stealth was lower than their Perception - and this is compounded by the fact that players always know their Perception could never have been higher than it is, because they don't have a choice about when it's increased.
* Exploration mode is, as mentioned here multiple times, a train wreck. There's a good idea there but it's a total mess as written.
* Hero Points suck. We hardly ever used them. The bonuses for 2 and 3 hero points are relatively piddling and certainly not worth risking losing your PC because you lost the points that could have saved you from dying. What it did mean was that if a PC was dying, their player started raising examples of things they'd done earlier in the session in order to fish for a retroactive hero point to recover with. This is an unpleasant judgment pressure on the GM as the player can wait to ask for a hero point until the moment when not getting one will mean their PCs death, thus making effectively every death a fiat death.
* On the matter of Ms Brunel I do think that if the game is expecting the GM to play the monsters a certain way in order to deliver the "developer approved" experience then this should be at least described in the book in clearer terms. The issue with "only the most vicious" monsters attacking downed characters isn't very clear and becomes risible if the monsters have seen PCs recover from being downed multiple times. There's also another classic d20 issue here: in a later fight an enemy had several PCs grappled and began constricting them, but didn't spend all its actions doing so because another PC was hitting it with a sword. It would be entirely logical in the game system for the monster to just ignore the guy with the sword and focus on crushing its grappled opponents to death, because it had plenty of HP and it knew that the wounds it was taking would not impair it. But that just seemed metagamey and ridiculous to visualise for the players, yet it made a significant tactical difference to the fight.
* The layout: Just a few points.
** The Backgrounds need to be in the summary tables next to the classes and ancestries.
** The fact that Dispel Magic tells you to look up dispelling which in turn tells you to look up counteract checks needs to die in a fire.
** Putting the skill related moves that are usable untrained in the skills section rather than in Playing the Game with the other global moves makes looking up all the options a PC has be an utter pain in the backside.
** The definition of "class feat" needs to be clarified.

The Once and Future Kai |

Ability Score Generation: Eh. For experienced players I’d agree but the new players I introduced definitely had an easier time with it. I think rolling still has it’s appeal but this is a lot more intutive than point buy.
The Level Modifier I’m neutral on this one myself. I understand the positives and the negatives - but both are very theme dependent. I’ll probably switch between using it as is and houseruling it out depending on the theme of the campaign. One of the strengths of the system is that a GM can easily houserule this out.
UTEML: Agreed. Good example.
Criticals on Threshold: Yeah. I have a hard time with this one because I really love it...but I hate the consequences of including it. I don’t understand the slowing down the game complaint...hasn’t really been a problem at my table. But then, I generally calculate most of the math myself and keep ACs/DCs secret from the players.
* DCs and modifiers for everything: Don’t really understand what you’re trying to say here?
* The bugbears: Okay? Is the playtest worse than Pathfinder First Edition at this? Not sure what point you're trying to make.
Skills as Initiative: Yeah. Same here. It’s really only had an impact for monsters. Reintroducing the surprise round might help.
Exploration Mode: Absolutely. This mode constitutes the bulk of out of combat playtime but it’s gotten barely any attention in the playtest. I’m really concerned about this - on a surface level it seems easy to houserule out but it influences dozens of Skill Feats and several Class Feats. I wish that they’d focused more on this instead of Resonance. I'd have abandoned Doomsday Dawn to run an Exploration Mode test for my groups (so far, we've skipped the Resonance test).
* Hero Points Absolutely agree. It’s an unnecessary meta-currency. I’ve been running four playtest groups and none of them have embraced Hero Points.
* On the matter of Ms Brunel This is true but... I don’t usually run published adventures and I’m an experienced GM so this hasn’t been a problem for me. Better guidelines for published materials/novice GMs would be a definite plus...just not for me, personally. It's been interesting to run Doomsday Dawn...feels very restrictive compared to my usual style.
* The layout: Good points.

hyphz |
2 people marked this as a favorite. |
Some more things thought of since then.
* Variable Attacks of Opportunity are another immersion breaker and a bit of a pest. It seems utterly confusing to players that they can't run past a giant holding a club a mile in the air without getting hit, but they can run past or even through (after accounting for reach) a giant squid's tentacles without being bothered at all. Players naturally complain if monsters act like they know who has AoOs and who doesn't but if they don't the dynamic changes heavily. I get the idea of making AoOs a unique ability for Fighter PCs in order to emphasize defensive value but this isn't a good way to do it - maybe go full 4e and give them powered up AoOs instead.
* Spell Components - I've been a bit negative so far but I really like the system of tying spell components to actions used to cast them. Not only does it make spells distinct but it encourages the player to imagine the casting process in more detail in a way that no d20 game so far has. Also, the "1 round recast" modelling of ongoing effects like Bard songs is elegant and neat. More of this!

Fuzzypaws |
1 person marked this as a favorite. |

My group and I would agree on a number of these, but disagree on a few, at least partially.
Ability Score Generation: My group actually really liked the PF2 method, tbh. We just want classes to also give a floating +2, so you can potentially get to 18 in something that's not your class's key ability score.
The Level Modifier: My group likes the concept of level modifier as a vast simplification over independent progressions for BAB, each individual saving throw, spending skill ranks, etc. HOWEVER, my group would also VERY STRONGLY prefer if it was half level instead of full level. At full level, the level modifier washes out everything else about your character - the UTEML, the ability scores, the items, the everything. Half level would allow it to be a meaningful contribution but not diminish everything else, and would allow more of a feeling of progression than 5E's quarter level.
UTEML: As above, it gets washed out by level modifier. Even if level modifier does get reduced, we would still like to see Untrained at +0, Trained at +2, Expert at +4, Master at +6, and Legendary at +8. This would allow it to feel a lot more significant. We also feel you should be able to get Expert in skills at 1st level, whether by just double spending skill allotments or by some other means. We also feel that instead of skill feats being a separate independent progression, going to Expert, Master or Legend in a skill should just come with a skill feat. If you want more, that's what the general feats are for.
As for gating, ehhhh, I like the idea but the execution in the actual bestiary and campaign is pretty bad. What I would suggest is that the gate not be set higher than 1 tier below the highest tier currently available. So since we think Expert should be able to happen at 1st, your highest gate for a 1st level challenge is Trained. At 7th level when Master kicks in, the gate can be raised to Expert. At 15th level when Legendary kicks in, the gate can be raised to Master. However, like you mention with the example of the magic mirror, they need to give an example of what this represents. What action is in the designer's head? That gives way more room for adjudicating players attempting other things. Likewise, the book should probably explicitly encourage GMs to look favorably on logical or creative and fun alternate solutions.
Criticals on Threshold: I'm a bit split from my group here, because my players like crit/fumble on margin of 10, while I'm less sold on it and see the problems it causes in the math and basic design of the entire game. But yes, I'd at least like stuff to be more even here. On non-damaging spells and abilities, they should strive to make the "succeeded on save" effect as roughly equivalent to one-third to one-half the "failed the save" effect as possible, to better map against damage spells.
DCs and Modifiers for Everything: My group would strongly prefer for spells and breath weapons and whatnot to always be rolled by the attacker, rather than having saving throws. Players like rolling dice for their own abilities! 4E's Fortitude, Reflex and Will defenses were the single best part about that entire system.
The Bugbears: Agreed.
Skills as Initiative: My group likes it in concept but is lukewarm in practice. There's rarely an opportunity to actually use non-Perception skills without meta forcing. No one likes that Perception can't be raised except by certain classes. No one likes Sense Motive being part of Perception either, while on the topic.
Exploration Mode: We've also been greatly disappointed by the execution of exploration mode, and the complete and total lack of dev attention to it in updates or even acknowledgement of it whatsoever in forum posts or interviews of any kind. We really wanted this to be great, we were looking forward to it being handled a lot better than PF1! But it's a huge mess.
Hero Points: My group likes Resolve from Starfinder and wanted that instead of the Hero Point implementation we got here. Resolve would also easily fold in Spell Point abilities and activated abilities of strong items instead of Resonance / Focus.
On the Matter of Ms Brunel: It would be good in general for each monster to come with some basic tactical advice of how they will usually fight when not under the command of a leader of differing intelligence. Notably, this would help newer GMs who can be unsure of how to run the game.
The Layout: We like the first page of each class description and then it falls apart from there. Powers need to be printed under the feat or class ability that grants them, or at the very least at the end of the class description. Skill feats need to be printed under the skill to which they are attached. The constant references to other pages elsewhere in the book need to be reduced and tightened up, and yeah, the Dispel example is a particularly bad one.
Variable Attacks of Opportunity: We really think some kind of simple universal AoO needs to return, even if it's, say, tied to becoming Expert in the weapon you are using. (Thus, Wizards would not get AoO, because they don't get Expert in a weapon.) Also, this can still encourage more mobility by not proccing when you are just moving around a creature but still in its reach, because combatants circling each other is awesome: instead, it should only proc for trying to move away.
Fighters can still be the best at AoO and get abilities which augment it, let them move to AoO, etc. Other classes can get abilities that give them AoO under broader circumstances appropriate to the class as well, such as a rogue getting AoO when someone becomes flat footed.
Spell Components: We like this too. We particularly like how Inspire Courage works as well.

hyphz |
2 people marked this as a favorite. |
DCs and Modifiers for Everything: My group would strongly prefer for spells and breath weapons and whatnot to always be rolled by the attacker, rather than having saving throws. Players like rolling dice for their own abilities! 4E's Fortitude, Reflex and Will defenses were the single best part about that entire system.
This was more or less my point - that 4E showed how this can be streamlined to make a nice simple system. Shadow of the Demon Lord actually took it even further - it combines 4e style "static defense" saves with "stat saves" a la 5e, but also changes the math so that your stat value is your save DC and your modifier is your stat-10 with no division. This is just insanely elegant although it does change the math a bit.
PF2PT giving everything a DC and a modifier is just screaming they they wanted to offer this kind of streamlining and then backed out of it to satisfy old saws who would bin the system rather than lose the principle of "martials have attack rolls, casters force saves".

Tridus |
1 person marked this as a favorite. |

PF2PT giving everything a DC and a modifier is just screaming they they wanted to offer this kind of streamlining and then backed out of it to satisfy old saws who would bin the system rather than lose the principle of "martials have attack rolls, casters force saves".
I'd be pretty happy if they rethinked that. When the Fighter does a big attack, she gets to roll. When my Cleric does a big spell... the DM gets to roll and I sit there waiting to see what happened.
Lets standardize that and let the attacker roll all the time.

Vic Ferrari |
hyphz wrote:PF2PT giving everything a DC and a modifier is just screaming they they wanted to offer this kind of streamlining and then backed out of it to satisfy old saws who would bin the system rather than lose the principle of "martials have attack rolls, casters force saves".I'd be pretty happy if they rethinked that. When the Fighter does a big attack, she gets to roll. When my Cleric does a big spell... the DM gets to roll and I sit there waiting to see what happened.
Lets standardize that and let the attacker roll all the time.
Much like omitting +Level, house-ruling saves as defences is dead easy. The 3rd Ed UA has a Players Roll All the Dice variant:
http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm

hyphz |
I can understand the reason for rolling saves, it's to give the rulesfeeling that a fighter has to make effort to swing their sword and take risks, while a magic user or cleric just changes reality and their opponent has to deal with it. It's just that having a DC and bonus for everything is rather high a cost to pai for it.

Kerobelis |

hyphz wrote:PF2PT giving everything a DC and a modifier is just screaming they they wanted to offer this kind of streamlining and then backed out of it to satisfy old saws who would bin the system rather than lose the principle of "martials have attack rolls, casters force saves".I'd be pretty happy if they rethinked that. When the Fighter does a big attack, she gets to roll. When my Cleric does a big spell... the DM gets to roll and I sit there waiting to see what happened.
Lets standardize that and let the attacker roll all the time.
The current system is nice as it gives players the choice. Not all people like rolling. And if casters want to roll, they can play blasters or touch attack casters or Gish. You have classes for each style of play.
Now a lot of the area control / god wizard style casters has suffered as everyone gets good saves but there is hope that will be tweaked based on the blogs.

Midnightoker |

I agree pretty much across the board with what you've outlined and have experience quite a few. We outright stopped using exploration mode.
What were you and your player's thoughts on character concepts and being able to achieve them in the current system?
I have found that to be a pretty big issue for Martial characters at my table (Paladin, Barbarian, Rogue especially). Did you/yours have any issues trying to achieve character concepts you expected to be able to do?

Azih |

Maybe everybody other than fighter should get -5 to AOO attempts and do less damage (-2 if only one damage die, one damage die less if multiple damage die?) while Fighters get to do it at full strength as a class feature.
PF1E was too static but 2E might be too dynamic in recompense.
Tactical ground control is a fun thing after all and really the only way of tanking that the game has.
Also having some enemies have it but not others is a little confusing. Having it be unlikelier from some kinds of enemies and less damaging makes it a predictable choice. A player can decide to eat the AOO rather than just dance past everyone to get to the squishies at the back. By the same token, any martial can set up at least some sort of a front line, though fighters will far and away be the best at it.

citricking |

Tridus wrote:hyphz wrote:PF2PT giving everything a DC and a modifier is just screaming they they wanted to offer this kind of streamlining and then backed out of it to satisfy old saws who would bin the system rather than lose the principle of "martials have attack rolls, casters force saves".I'd be pretty happy if they rethinked that. When the Fighter does a big attack, she gets to roll. When my Cleric does a big spell... the DM gets to roll and I sit there waiting to see what happened.
Lets standardize that and let the attacker roll all the time.
Much like omitting +Level, house-ruling saves as defences is dead easy. The 3rd Ed UA has a Players Roll All the Dice variant:
http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm
For anybody reading this, they did the math wrong.
It should be roll against 12+their attack bonus, or 12+their save bonus

Vic Ferrari |
Vic Ferrari wrote:Tridus wrote:hyphz wrote:PF2PT giving everything a DC and a modifier is just screaming they they wanted to offer this kind of streamlining and then backed out of it to satisfy old saws who would bin the system rather than lose the principle of "martials have attack rolls, casters force saves".I'd be pretty happy if they rethinked that. When the Fighter does a big attack, she gets to roll. When my Cleric does a big spell... the DM gets to roll and I sit there waiting to see what happened.
Lets standardize that and let the attacker roll all the time.
Much like omitting +Level, house-ruling saves as defences is dead easy. The 3rd Ed UA has a Players Roll All the Dice variant:
http://www.d20srd.org/srd/variant/adventuring/playersRollAllTheDice.htm
For anybody reading this, they did the math wrong.
It should be roll against 12+their attack bonus, or 12+their save bonus
Yep, you're right, I remember an analyses over this on the old WotC forums.