I thought some of the damage was going to be based on character skill now...


Rules Discussion


I thought I posted this earlier but apparently it didn't take.

So before the release a number of posts suggested that the rules were going to be modified so that some of the scaling damage for weapon attacks comes from the character, but I can't find anything about that in the rules, it still all seems to come from the striking runes.

Were those posts mistaken, or did I miss something?


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You did miss something. All classes have a feature called Weapon Specialization which accounts for some of your scaling damage. Striking runes have been cut down from +5 to +3 for this.


You are missing Weapon Specialization.

"You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary."

It doesn't seem like much, but for anything you are rolling crits for, I'm not turning it down.


AFAIK, a difference of 4 (E->L) in proficiency translates to 20% more attack rolls Critting, roughly speaking.
Not to mention Stat Increases are plausibly part of character skill, since you train them up as you level.

I kind of expect the GM Guide will include rules on removing strike runes completely in favor of Weapon Spec etc.


Arachnofiend wrote:
All classes have a feature called Weapon Specialization which accounts for some of your scaling damage.

Which doesn't feel all that great when compared to the Starfinder class feature of the same name. Starfinder's weapon specialization actually feels like the character doing better with their weapons because of their experience fighting.

Fighters get Weapon Specialization at level 7. Bards get it at level 13. I haven't checked the other classes.

And it adds +2, +3, or +4 damage depending on proficiency training level with the weapon used.


Paizo said they were testing out ideas of giving characters more power that didn't come from magic items and, allegedly, their internal data showed that everyone hated it.


All the Martial classes (Barbarian,Champion, Fighter, Ranger, Rogue, Monk) get Weapon Specialization at 7 and Greater Weapon Specialization (which doubles the bonus) at 15. All the casters get Weapon Specialization at 13.


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swoosh wrote:
Paizo said they were testing out ideas of giving characters more power that didn't come from magic items and, allegedly, their internal data showed that everyone hated it.

That wasn’t the feedback I heard. The gist of the feedback I’ve heard was magical weapons did too much in the playtest but people didn’t want to get rid of +1 etc weapons either. Hence it now maxes at 3 extra weapon die instead of 5 and we get a base boost that also narrowed the gap between low & high die weapons.


Except that they traded 2d8(9) for one handed or 2d12(13) for two-handed with +3 (+4 if you are a fighter).


Dekalinder wrote:
Except that they traded 2d8(9) for one handed or 2d12(13) for two-handed with +3 (+4 if you are a fighter).

Your math appears confused.

Major striking adds 3 dice for 4d12 (or whatever), and I can just as much say that they replaced 2d4 (5) with +6 (+8 if you're a fighter).


Dekalinder wrote:
Except that they traded 2d8(9) for one handed or 2d12(13) for two-handed with +3 (+4 if you are a fighter).

That +3 turns into a +6 at 15th level (+8 for for Fighters). The +4 weapon in the playtest didn’t come along until lvl16 which is when a +3 weapon comes in during the final game. For most weapons you are better off with the new version. +5 didn’t come in until lvl20 and maybe that’s a small nerf or maybe they boosted characters elsewhere.

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