| QuidEst |
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I'm curious about how the different categories of conditions work out. I'll be noting if a condition is new, old, or has an equivalent.
Not for PCs:
Broken (Old)
Helpful (Old)
Friendly (Old)
Indifferent (Old)
Unfriendly (Old)
Hostile (Old)
Senses:
Blinded (Old)
Dazzled (Old)
Deafened (Old)
Visibility:
Concealed (Old)
Hidden (Old)
Invisible (Old)
Observed (Old)
Undetected (Old)
Ability Scores:
Clumsy (Equivalent- Dex penalty/damage/drain)
Drained (Equivalent- Con penalty/damage/drain)
Enfeebled (Equivalent- Str penalty/damage/drain)
Stupefied (Equivalent- Cha/Wis/Int penalty/damage/drain)
Mental:
Confused (Old)
Controlled (Old- wasn't a condition)
Fascinated (Old)
Fleeing (Equivalent- Panicked)
Frightened (Equivalent- Shaken)
Stunned (Old)
Martial Combat:
Grabbed (Equivalent- Grappled)
Restrained (Equivalent- Pinned)
Flat-Footed (Old)
Prone (Old)
Dying Rules:
Doomed (New- same design space as negative levels)
Dying (Old)
Unconscious (Old)
Wounded (New)
Movement/Carrying:
Encumbered (Old)
Immobilized (Equivalent- Entangled)
Paralyzed (Old)
Other:
Fatigued (Old)
Persistent Damage (Equivalent- Bleed)
Petrified (Old)
Quickened (Equivalent- "effects that grant an extra attack", wasn't a condition)
Sickened (Old)
Slowed (Equivalent- Staggered)
So, of the conditions, we only have two that could really be considered new- both for the new dying rules, and one of which also replaces negative levels in terms of its design space.
Meanwhile, we've cleaned up dazed, negative levels, ability penalty/drain, panicked, cowering, and disabled from the old dying rules.
| Bardarok |
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Nice! I was also working on something similar comparing to 5e so I'll just add it to this this thread:
Conditions with direct analogs between PF2 and 5e:
Blinded
Deafened
Fatigued (Exhaustion Rules)
Grabbed (5e Grappled)
Invisible
Paralyzed
Petrified
Prone
Restrained
Sickened (Poisoned is similar in 5e)
Stunned (incapacitated in 5e)
Unconscious
Conditions that are accomplished in 5e with specific spell effects and riders:
Dying (not a condition in 5e but still a rule)
Confused (ex: confusion spell)
Controlled (5e Charm + riders ex: Dominate Person)
Encumbered (only with the variant encumbrance rule)
Fleeing (Frightened + riders ex: fear spell)
Immobilized (specific effects ex: Sentinel feat)
Persistent Damage (specific effects)
Fascinated (specific spells ex: hypnotic pattern)
PF2 conditions with no direct 5e analog;
observing rules
Dazzled (5e just uses blinded since it doesn't have multiple levels of observation)
Concealed
Observed
Undetected
Unnoticed
Hidden
Social
Friendly
Helpful
Hostile
Indifferent
Unfriendly
ability drain replacements
Clumsy
Drained
Enfeebled
Stupefied
PF death and dying rules
Wounded
Doomed
Other
Broken
Flat-Footed
Quickened
Slowed
EDIT: I'm not a 5e expert only have a bit of familiarity so I may well have missed somethign.
| QuidEst |
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I was tempted to call it Conditional Logic, but that would have gotten Mark’s hopes up.
I’m happy to see Dazzled doing something useful and intuitive, where in PF1 it wasn’t useful enough to justify spending an action on inflicting. Dazed and Stunned getting cleaned up is great. Ability damage was such a drag, given how unintuitive it was. (Even printed rules handled it wrong, like the construct Oracle curse effectively having no drawback.) Doomed being scary without shutting your character down is a nice improvement on negative levels- and without all the bookkeeping. And wow, fear needed improving- having to print “this doesn’t stack” on every fear effect and making one Rogue archetype some of the game’s best battlefield control was very clunky.
I’m hoping Sickened and Frightened stay more distinct than Sickened and Shaken were in PF1.
| QuidEst |
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I don't really see the similarities between Doomed and negative levels slash the enervated condition. Could you elaborate?
Sorry for the very late response, but they both represent an extremely nasty condition that the PCs want to get off of themselves as quickly as possible. They're also both ways to kill someone by bypassing all of their stats.
| lordcirth |
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Does Doomed do anything before it kills you?
Doomed was explained on a stream - it lowers the threshold at which Dying becomes Dead. If you have Doomed 2, then you die at Dying 2, instead of 4. Oh, and if you reach Doomed 4, you just die. Nothing else was mentioned.