Gaulin |
Gaulin wrote:Iiinteresting. Could you detail elemental motion a little more?** spoiler omitted **
That's cool. Too bad on the duration, 1 minute is too short for some of those (maybe not burrow, burrow is super good). Does dragon wings still have 10 minute duration when heightened? Thanks again for doing this.
RicoTheBold |
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Any new things three rogues racket get that werent in playtest?
This one's hard for me to answer because the playtest has a bunch of different versions of stuff and I haven't done a really direct comparison of how the new version has changed since the playtest rules like I did with a couple other classes (including the Druid, which is why I had so much info there).
RicoTheBold |
RicoTheBold wrote:That's cool. Too bad on the duration, 1 minute is too short for some of those (maybe not burrow, burrow is super good). Does dragon wings still have 10 minute duration when heightened? Thanks again for doing this.Gaulin wrote:Iiinteresting. Could you detail elemental motion a little more?** spoiler omitted **
RicoTheBold |
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Follow up question in your opinon how useful does better feint compare to just trying other methods to flat foot or attack thrice.
I think it's the 3rd best rogue racket at present.
Iron_Matt17 |
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Iron_Matt17 wrote:Ok, so what compensation do the martials get to boost their power? Since there's no more +5 to attack, armour, and saves?We pretty much fix this by doubling the bonus from proficiency and adding weapon specialization. I mean, best possible fighter with best possible weapon in the playtest was +28 + statMod for 5W + statmod. Now it's +31 + statMod for 3W+8+statMod. So accuracy went up a little, but damage for the biggest weapons went down a smidge.
Ok. That's cool, I didn't crunch through the numbers to find the differences... Now I'm crunching through the numbers for best possible Paladin armour and maybe other saves. Looking good so far...
RicoTheBold |
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So, could you share a little how necromancy is working now? Animate Dead is a ritual now, but how it works?
1ed you controled hd/lvl worth of minions. How is 2ed?
The ritual rules are super cool. I can't do them justice in a short post.
Summon spells, the command undead feat, and everything else I've seen that's not a ritual (basically) have a limited duration and don't compete with the rituals.
Gaulin |
Gaulin wrote:** spoiler omitted **RicoTheBold wrote:That's cool. Too bad on the duration, 1 minute is too short for some of those (maybe not burrow, burrow is super good). Does dragon wings still have 10 minute duration when heightened? Thanks again for doing this.Gaulin wrote:Iiinteresting. Could you detail elemental motion a little more?** spoiler omitted **
Yeah it definitely could be strong, no question. I just personally prefer longer duration to short bursts of power.
Could I ask what the other monk feats are that require mountain stance? Like, what other feats add onto it?
RicoTheBold |
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BTW, thanks again for sharing, I was frustrated by knowing SOME info about certain mechanics like Signature Spells but not the adjacent details to really understand the mechanic.
Yeah, that's where I was for a lot of this. I've had since Thursday night to go through the rules and I'm just really, really pleased. I'm mostly posting this stuff (it's not even my thread) because I'm excited as hell, and posting in the inaccuracies/errors thread about and some other threads about what I think are really trivial stuff was bumming me out a bit.
Plus I can't wait to start making characters, and the questions you guys ask are what my players will ask, so I might as well learn it now (if I haven't already looked into it in the last few days).
RicoTheBold |
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Thanks again,
Did they add more "pizazz" to being legendary in something other than just having the highest numbers in it now? I'm specifically thinking about Legendary in armour and/or shields, which the armour check reduction was nice but lacklustre...
The Legendary skill feats (and the feats that scale by proficiency) are largely better. I like how they changed the ones for Athletics, including the super cool Cloud Jump that I got Mark to spoil on his marketing-approve spoiler stream. You can high jump using the base long jump rules, and triple your long jumps over base, plus get even higher with extra actions. I just really want a monk that doesn't fly and jumps around and kicks flying dragons in the face instead. I didn't even like monks much in PF1.
RicoTheBold |
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Are there rules for playing old characters?
Seriously, though, I had to look this up ("Age" is in the index!) and there aren't mechanical considerations, so they suggest you might want to take the age into account when you consider your starting ability scores and future advancement. They recommend that characters are at least young adults to avoid changing the tone of some of the game's threats.
RicoTheBold |
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Is the artwork still Wayne Reynolds plastered everywhere or are other artists in the bestiary and core book?
The iconic rogue Merisiel does look way leaner/fluid/alien, but some of that is perspective. Plus, elves are literally from another planet in the setting. They should be more distinct from other setting's elves.
Anyway, I like all the art, so if you want the opinion of someone who doesn't or didn't like the playtest art, I'm not your guy.
The All-Seeing Orb |
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Sorry for the sudden silence! The Orb has returned, and will try to spend an hour or two answering questions.
Can you throw me a bone on the Imperial bloodline? Like the bloodline magic and the first focus spell?
RicoTheBold |
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Can you throw me a bone on the Imperial bloodline? Like the bloodline magic and the first focus spell?
They get magic missile as their 1st level, which is better than Fear from the playtest, IMO. Their first focus spell is called Ancestral Memories, which lets them pick any non-lore skill or lore related to your bloodline's ancient empire to temporarily become trained in that skill for one minute (and possibly gain other memories). Heightens to a 6th-level spell that temporarily makes you an expert.
I think that's more interesting than the Ancestral Surge ability from the playtest, which one of my players used often and somehow was almost never relevant.
Also, all of the focus spells are at the end of the spells chapter (well, almost, the rituals are right after) and organized by class. It's so much faster to find them than the playtest. The book layout is pretty great.
Quandary |
re: Armor, I believe it was more nuanced than L/M/H, that there was (or could be) L/M/H laminar, leather, chain, plate with the construction determining Resistance type not L/M/H (I suppose that would determine amount). Plate = Slash Resist, Laminar Piercing Resist, Chain a general Resist (only on Crits). But don't believe me, I don't have book yet.
If I could re-up a question, the basics on STR/Armor Speed and Dwarven ability re: that was already mentioned, but I'm curious on the baseline Dwarven (and other Ancestry) speed and any Feats that increase Speed or negate reductions (as we saw re: ELves and a few others in PLaytest). Are those Heritages, are they still flat Speed increases or conditional on load/armor?
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The Imperial tie-in with a SPECIFIC empire's lore sounds great, alot more contextually grounded and the type of bonus that you might not have otherwise instead of just bigger number in generic casting schtick. Curious if they develop it further, i.e. free ancient language or other things hinging on specific ancient empire.
RicoTheBold |
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Oooohh!!! Armour specialization effects! That's pretty neat. Looking forward to checking those out. I'm guessing Piercing=Light armour, Slashing=Medium armour, and Bludgeoning=Heavy armour.
So happy about those age rules! (or lack there of...)
Nope!
Yeah, that's right, you don't get any benefit from those if you don't wear at least medium armor. Which is way easier if you're strong.
The All-Seeing Orb |
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About the Bestiary, are there:1) Hags (types)?
2) Nagas (types)?
3) Rakshasa?
4) Flumph?
5) Wolf-in-sheep's-clothing?
2. Yes! (Guardian and Dark)
3. Yes!(Raja and Dandasuka), the Raja Rakshasas are the ones from the original Bestiary.
4. No.
5. No.
RicoTheBold |
3 people marked this as a favorite. |
I believe it was more nuanced than L/M/H, that there was (or could be) L/M/H laminar, leather, chain, plate with the construction determining Resistance type not L/M/H (I suppose that would determine amount). Plate = Slash Resist, Laminar Piercing Resist, Chain a general Resist (less than others). But don't believe me, I don't have book yet.
If I could re-up a question, the basics on STR/Armor Speed and Dwarven ability re: that was already mentioned, but I'm curious on the baseline Dwarven (and other Ancestry) speed and any Feats that increase Speed or negate reductions (as we saw re: ELves and a few others in PLaytest). Are those Heritages, are they still flat Speed increases or conditional on load/armor?
I basically just answered the first part.
For the second.
Who cares, though. Gnomes can get a primal cantrip they change once per day with a 10-minute meditation!
RicoTheBold |
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About the Bestiary, are there:5) Wolf-in-sheep's-clothing?
I am a normal sheep, sir.
The All-Seeing Orb |
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Any new things three rogues racket get that werent in playtest?
Iron_Matt17 |
1 person marked this as a favorite. |
Iron_Matt17 wrote:Nope! ** spoiler omitted **Oooohh!!! Armour specialization effects! That's pretty neat. Looking forward to checking those out. I'm guessing Piercing=Light armour, Slashing=Medium armour, and Bludgeoning=Heavy armour.
So happy about those age rules! (or lack there of...)
Oh man! That's way better! Love it!
RicoTheBold |
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Thanks for the answer for rituals!
If I may ask another one...
Shields...
So, Shields now have Hardness, HP and a threeshold? What do this threeshold do?
I'm getting slow, and probably will continue to be since Mark's starting his stream.
RicoTheBold |
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Which class, in your opinion, makes the best archer?
For some definitions of "best."
RicoTheBold |
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When, in general, can we expect the specializations?
Helmic |
Iron_Matt17 wrote:Nope! ** spoiler omitted **Oooohh!!! Armour specialization effects! That's pretty neat. Looking forward to checking those out. I'm guessing Piercing=Light armour, Slashing=Medium armour, and Bludgeoning=Heavy armour.
So happy about those age rules! (or lack there of...)
How does Strength play into armor? What does it do? Does Dexterity still do the same stuff? Does investing in both Strength and Dexterity still make sense for armor, or is it more like 5e where you're better off investing in one or the other if you can help it?
Iron_Matt17 |
The Armor Specialization with Resistance is really cool, alot more variety in choosing armors based on construction not just "Plate is best Heavy" etc. I like the over-all approach of picking armor consruction and choosing L/M/H version even without Specialization effects.
I totally agree. This edition has blown my expectations out of the water!!
RicoTheBold |
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The Armor Specialization with Resistance is really cool, alot more variety in choosing armors based on construction not just "Plate is best Heavy" etc. I like the over-all approach of picking armor consruction and choosing L/M/H version even without Specialization effects.
I did some heavy conversion of different weapons/armor types for a specific savage world campaign in a modern technology setting where I wanted to give good trade-offs in equipment loadout for missions. I appreciate how challenging it is to make different equipment choices mechanically viable, with good flavor, appropriate tradeoffs, and situation-dependent. Actual play will tell, but the foundation to this approach seems solid, even before mixing in runes and materials and whatnot.
RicoTheBold |
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How does Strength play into armor? What does it do? Does Dexterity still do the same stuff? Does investing in both Strength and Dexterity still make sense for armor, or is it more like 5e where you're better off investing in one or the other if you can help it?
There's also the Noisy trait on chain shirts and chain mail, which seems to be missing a defined mechanical effect and will likely be an early FAQ candidate.
Dinky_Dog |
Could I possibly get a little insight on the sorcerer hag-bloodline (if there is one)? Specifically, granted spells and bloodline powers. I'm assuming the spell list will be Occult.
Also, any improvements/changes to familiars? They seemed to only have decent utility once you got the master abilities. Thanks!
RicoTheBold |
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What are the stats like for the elven curved blade?
How does the spell haste work with the MAP? Is it a 2nd attack at your full bonus?
Haste is *ALMOST* the same as the playtest. You get an extra action that can be used for a stride or a strike. It's subject to whatever multi-attack penalty you have at the time you opt to attack with it. The difference is that the heightened version at 7th level targets 6 creatures instead of the playtest's 5.