Easy Mistakes to Make in PF2


Pathfinder Society

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I’m posting this rules related post here because PFS is the largest concentration of GMs who are supposed to be running under common understanding in order to give players an even experience. Also, PFS players come to this forum for guidance.

1. Applying Armor Specialization Too Soon (Player Mistake)

Mistake: You’re looking at equipment and picking your armor. You see this section called Armor Specialization that says different kinds of resistance against specific damage types. How cool is that? So you buy your breastplate at level 1 and start subtracting 1 from the damage your character receives (without mentioning it to your GM because it’s the rules, right?)

Correct: Armor Specialization is a Class Feature. Champions get it at 7th level, Fighters at 11th level. You do not automatically get the armor specialization effect.

2. Same Mistake as Above with Critical Specialization

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Blake's Tiger wrote:

I’m posting this rules related post here because PFS is the largest concentration of GMs who are supposed to be running under common understanding in order to give players an even experience. Also, PFS players come to this forum for guidance.

1. Applying Armor Specialization Too Soon (Player Mistake)

Mistake: You’re looking at equipment and picking your armor. You see this section called Armor Specialization that says different kinds of resistance against specific damage types. How cool is that? So you buy your breastplate at level 1 and start subtracting 1 from the damage your character receives (without mentioning it to your GM because it’s the rules, right?)

Correct: Armor Specialization is a Class Feature. Champions get it at 7th level, Fighters at 11th level. You do not automatically get the armor specialization effect.

2. Same Mistake as Above with Critical Specialization

3. Same for Raging Resistance for Barbs, saw a lot of Dragon Instincts with fire resistance this weekend that I had to correct. The surprising thing was they were doing the damage bit (the specialization) correctly.

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4. Not Applying Weaknesses (GM)

Mistake: We're used to resistances and reducing damage, and we're used to players telling us how much damage they do to the monsters. What do you mean I need to keep track of adding damage to a monster depending on the type of damage done? I'm busy with attack bonuses, saves, and AC!

Correct: Several monsters--especially undead--have Weaknesses and we need to be as cognizant of them as Resistances.

P.S. I really do like this mechanic.

5. Not Announcing Your Damage Type (Player)

Mistake: Damage is damage, right? If the GM wants to know the damage type, they'll ask.

Correct: Associated with #4, the GM has a lot of things to keep track of, and if you want your GM to correctly apply Weakness, they have to know your damage type. Do not expect your GM to memorize every weapon and spell's damage type.

6. Versatile Requires a Decision

Mistake: Morningstar does Piercing and Bludgeoning! Right?

Correct: You chose (with each attack) which damage type you do.

Silver Crusade 5/5 5/55/5 **** Venture-Captain, Germany—Bavaria

Good thread a lot of common errors and best practices.

I would like to add that it might makes sense to state your general exploration mode tactic.. often that will be searching.

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Blake's Tiger wrote:

5. Not Announcing Your Damage Type (Player)

Mistake: Damage is damage, right? If the GM wants to know the damage type, they'll ask.

Correct: Associated with #4, the GM has a lot of things to keep track of, and if you want your GM to correctly apply Weakness, they have to know your damage type. Do not expect your GM to memorize every weapon and spell's damage type.

I fight the same fight in starfinder, where i always have to remind people to A. tell me if they are attacking EAC or KAC and B. tell me the damage type

Also another rule that is different: aid another only gives a +1 bonus unless it is a critical success, not +2 like in every other paizo system (including the playtest).

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Nils Janson wrote:


Also another rule that is different: aid another only gives a +1 bonus unless it is a critical success, not +2 like in every other paizo system (including the playtest).

Also Also: Unless modified by GM fiat, the DC is 20, not 10, now. (So auto-assisting will require decently high levels[unlikely high in most of your Society play], having a solid matching stat, and being at least trained in it.)

REMINDER NOTE: you don't add your level to the roll if you aren't trained. (if you don't believe me, double check the exact wording of the "Untrained" proficiency.

Also Also Also: The aid action is a reaction, not an action. So while you CAN aid in combat, you have to keep track of what reactions you lose. (like the fighter's AoO).

Sovereign Court 4/5 5/5 *** Venture-Lieutenant, Netherlands—Leiden

Magical healing doesn't stop persistent bleed damage unless it restores you to full health.

First Aid can stop bleed damage outright, but you can only do it if you have a healer's kit.

Treat Wounds removes the Wounded condition. But requires a healer's kit.

If you're at full health (due to magical healing for example) you lose the Wounded condition after 10 minutes of rest.

---

Bleeding out is scary now.

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Lau Bannenberg wrote:
Magical healing doesn't stop persistent bleed damage unless it restores you to full health.

Oh dear. Are we sure? I made that mistake.

If true, I should have TPKed every Absalom Initiation I ran, and people going down by persistent 2d6 bleed would go right back down after a Heal. Dying 1. Heal. Bleed. Dying 2. Repeat.

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I'll need to double check, but I think only ONE PC is supposed to get afflicted with that particular nasty... two if they linger long enough for the reset condition

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Lau Bannenberg wrote:

Magical healing doesn't stop persistent bleed damage unless it restores you to full health.

First Aid can stop bleed damage outright, but you can only do it if you have a healer's kit.

It also falls under the rules of persistent damage, which can help:

pg. 621 wrote:
"After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends."

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NielsenE wrote:
I'll need to double check, but I think only ONE PC is supposed to get afflicted with that particular nasty... two if they linger long enough for the reset condition

That might be true. After reviewing the chapter on Hazards, I conclude that haunts need more explanation. There is one whole example haunt.

I think my error was in rolling Perception after the trigger. I suppose, based on the way the trigger was described, the threshold just before the trigger was the place to roll it.

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Moving discussion over to the scenario thread

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