A Place to be Happy


Pathfinder Second Edition General Discussion

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Liberty's Edge

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Welcome to this thread, intended to be a happy place to come when all the negativity in other threads has got you down.

Please only post happy thoughts about 2E here. You have the rest of these boards to air your complaints/suggestions/contrary positions.

My happy thought of the day.

My wife has said and I quote "This is the first time in over 20 years of gaming that I have enjoyed making a character."


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I love the demons weakness to certain virtues, I want to see silly stuff like after discovering that Vrocks are weak to being calmed the Bard asks if they can use performance to try do it with their flute and then I just say to roll performance against the Vrock will DC to trigger the weakness.

Silver Crusade

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I'm loving a lot of things, but the one that's gotten me the most enjoyment has been my players experience with breaking out of their molds. They all had the chance to really try new things and not feel beaten down for their choices, everything they've tried has had at least some level of really noteworthy success.


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I was very happy when I read this in the Gamemastering rules for Difficulty Classes:

Quote:
Note that PCs who invest in a skill become more likely to succeed at a DC of their level as they increase in level, and the listed DCs eventually become very easy for them.

From the battering that our group got in the playtest, having this listed as the design behind the DC tables was great. Makes me very much looking forward to playing.


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I can create a raging, ribbiting battlefrog.

'Nough said.


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True Strike into Hand of the Apprentice with my Dwarvern Wizard throwing his Pickaxe 500ft just oozes flavor. I’m in love with this build - two chances to crit, and if I do god help the victim!


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The prisoner background gives the experienced smuggler skill feat. Giving a character various bonuses to hiding a small object on their person. Items like a pocketwatch.


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I adore how different weapons are a lot more on-par and actually work differently in meaningful ways. That d4 weapon isn't great if you just wanna do damage but dang can you mess around with your opponents a bit.


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Perpdepog wrote:

I can create a raging, ribbiting battlefrog.

'Nough said.

YES.

Want to play this so bad.


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Garretmander wrote:
The prisoner background gives the experienced smuggler skill feat. Giving a character various bonuses to hiding a small object on their person. Items like a pocketwatch.

In that case, we should rename the feat “Prison Wallet”


5 people marked this as a favorite.

Tiger/Forest Stance.

Vorpal Rune.

Need I say more? Karate-chop those heads off!


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Elevenses for health regeneration! A well-fed halfling is a happy and healthy halfling.


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I enjoy the fact that I can go into each class and find something I want to make a character around. Back in first edition I wouldn't have touched half the classes in the core rulebook with a ten foot pole. Now I have more ideas than I do opportunities to play them.

Sovereign Court

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Finished reading The Environment section of in the Core Rulebook and it is quite awesome. Many details and options , yet simple (Standardized damage for environmental hazards) and room for customization and expansion. (Though, this is a common theme I see in alot of 2e rules and absolutely loving it) :)


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Well, this is refreshing.
I can easily say that despite a few kinks with the MC multiclass, I'm enjoying the options compared to PF1 Core. The fact that if I want, I can run even heavy armor on a rogue and negate the penalty is awesome to me. But the best part, and this varies between mixes, is that we can now dip into other class feats without losing "BAB" or casting progression.

The worst part about multiclassing and prestiges before was "How many spell slots and levels do I lose for this?" as an alchemist/magus.

Liegence wrote:
True Strike into Hand of the Apprentice with my Dwarvern Wizard throwing his Pickaxe 500ft just oozes flavor. I’m in love with this build - two chances to crit, and if I do god help the victim!

I might have my wizard carry around a spare warhammer just for this and Weapon Storm. The word of power when casting these spells will be "Yeet."


5 people marked this as a favorite.
Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'm in love with the way they handled Goblins, Alchemist, Rogue, and pretty much every skill feat they've added. Having so much fun just planning out various different characters I've wanted to play for a while.


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Gloom wrote:
I'm in love with the way they handled Goblins, Alchemist, Rogue, and pretty much every skill feat they've added. Having so much fun just planning out various different characters I've wanted to play for a while.

I'm loving rogue, not sure about alchemist but to be fair, PF1 alchemist was over the top when it came to absurd ways to build it.

With Alchemical Doppelganger and Alchemical Simulacrum, my character actually adventured on Golarion while his real body was in a base with no entrances on the moon because Alchemical Doppelganger's range is planewide. Very little can match being able to jump into bodies seeded across golarion from the moon :(

My newest agenda is a full plate wizard, which is shaping up to be some fancy Eldritch (knight)Blacksmith. With Silent/Concealed metamagic stacking into one action if you got both, he could open up with a spell like Weapon Storm and initiate encounter by hitting everyone in a 30ft cone with a replica of his weapon. That's some anime weeb stuff right there!

Grand Lodge

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I love a lot of character choice options, mechanics, etc... But what I love most is the thoughtful, consistent, cohesive gestalt underpinning the system. It not only makes for easier information absorption, but also allows for a logical understanding about how things work. Where I have had moments of confusion re: how something might work, I find that I can quickly figure out the answer. That makes me happy.


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I am a seasoned 5e DM, never played Pathfinder 1 but always loved the lore and the art. After a lot of thinking and looking into the system I realized I would rather run a P2 game than a 5e game. It's exactly what I want -- crunchy with a lot of options, but not too slow at the table. I like rules but don't always want to be too rigid with them. The 3-action system actually makes it really easy to accommodate improv and crunch even in the same turn, without anyone getting too much time in the spotlight, and without thinking about action types. Example:

Player: Can I block the door with the bookshelf?
Me: Sure. Let's say you don't need to roll, but that's two actions. It's kinda heavy.
Player: Cool, after that, I duck behind the desk.
Me: Great, that counts as having moderate cover against the archer on the opposite side, +2 AC. Next player!


viemexis wrote:

I am a seasoned 5e DM, never played Pathfinder 1 but always loved the lore and the art. After a lot of thinking and looking into the system I realized I would rather run a P2 game than a 5e game. It's exactly what I want -- crunchy with a lot of options, but not too slow at the table. I like rules but don't always want to be too rigid with them. The 3-action system actually makes it really easy to accommodate improv and crunch even in the same turn, without anyone getting too much time in the spotlight, and without thinking about action types. Example:

Player: Can I block the door with the bookshelf?
Me: Sure. Let's say you don't need to roll, but that's two actions. It's kinda heavy.
Player: Cool, after that, I duck behind the desk.
Me: Great, that counts as having moderate cover against the archer on the opposite side, +2 AC. Next player!

Got any tips to share after a game like that?

Like "Stuff I wish I knew before starting."?

Silver Crusade

6 people marked this as a favorite.

My players and I are all digging how much more fluid battles have become. Between the new action economy and limitations on AOOs, we're moving around a lot. It's more fun and feels more tactical. No more "locked in place and five-foot shuffling for flanks."


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What a coincidence, I'm always happy!

I mean, not always, but close enough.


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Aaron Tysen wrote:
My players and I are all digging how much more fluid battles have become. Between the new action economy and limitations on AOOs, we're moving around a lot. It's more fun and feels more tactical. No more "locked in place and five-foot shuffling for flanks."

One my pet peeves as a DM in 5E is I can never truly tell when my players turns are over unless they say “that ends my turn”. It’s like “I move and attack [rolls damage]”. Me, after a short pause “ok so done then?”... “oh no wait [moves token another 10’]”... alright, next play- “wait! I’m looking up what bonus action I can take”... “[does action rolls damage]”. Alright, next - “Wait! 5 more feet shift”. Ok that’s your action, full move and bonus... “oh, I also pull out my short sword.”

Are we f—-in’ done yet???

This is much better - after action 3 I know you’re done.

Liberty's Edge

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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
captain yesterday wrote:

What a coincidence, I'm always happy!

I mean, not always, but close enough.

I mean, you were yesterday. But yesterday you was a Captain. ;P


20 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

The monster design. OMG the monster design is so good. I love that some monsters can just totally mess with the action economy to make them viable solo encounters. Like there is a monster that can grapple one person, then cart them around the battlefield while making free attacks on the whole rest of the party. And then run away (with victim still in mouth) if anyone approaches it. All in one turn.

Even "boring" animals do cool things. Hyenas trip you and drag you away from the pack. Bears chase you down and maul you.

It's really easy to look at a monster's abilities and immediately understand how to run that monster in combat and what makes it stand out from other monsters, and I love that.


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I love when you read through a class and three different character ideas just spring to mind. The class feats are right there, you don’t have to read the class and then go see what feats would make what build viable.

The general feats are just that: General.

Gone are the days of a long list of feats that include Fleet which is good for any character, and a feat like Extra Hex which is invalid for 95% of characters but REALLY helpful for those who can take it. And you better hope you don’t miss such a good feat in that long list of generic and invalid options!

In 2e you can read what your class does and then immediately see all the cool customizations you can make to it!


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Pathfinder Rulebook Subscriber

I really like the skills for initiative system and in fact have been meaning to post a thread talking about fun examples I've had.


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I've had a ton of fun with the new edition. Some of the new concepts are a bit mind bending for people who don't like change or won't adapt.

I'm sure there are oddities here or there, but overall if you just enjoy playing the game, I've felt like this is a great improvement.

I've been brainstorming character concepts for weeks and I still can't pick. To me its awesome that so many things are of interest.

I can't say that's been true of the past where one or possibly two classes captured my interest.


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  • I find the combat fun.
  • The art.
  • Monster design.
  • Rituals
  • Modular and trait-based for easy homebrew.
  • My players are hyped about their choices and what they can do.


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Pathfinder Rulebook Subscriber

Teaching the game has been a delight. Had to teach two concepts and my group got it.


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The new multiclassing system effectively gives you 132 "hybrid" classes on top of the 12 core classes, not to mention subclasses, feats and spells that can completely change how a class plays. There's more options in this book than everything that's already come out in 5e, while it's just as easy to play as 5e once you've built your character. This edition is much tighter in execution than Pathfinder 1e with even more room to customize.

Also, the tight release schedule makes me happy.


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Corvo Spiritwind wrote:

Got any tips to share after a game like that?

Like "Stuff I wish I knew before starting."?

As the CRB mentions, don't be afraid to arbitrarily decide that what a player wants to do is a free action, 1 action or 2 actions. For example, saying to your ally "go for the underbelly!" is a free action, but trying to persuade the enemy to switch sides by appealing to their sense of justice and mentioning their sister? That's probably two actions, even though it was 10-15 seconds of talking. You are balancing for player turn length, not just simulationist 6-second rounds.


viemexis wrote:
Corvo Spiritwind wrote:

Got any tips to share after a game like that?

Like "Stuff I wish I knew before starting."?

As the CRB mentions, don't be afraid to arbitrarily decide that what a player wants to do is a free action, 1 action or 2 actions. For example, saying to your ally "go for the underbelly!" is a free action, but trying to persuade the enemy to switch sides by appealing to their sense of justice and mentioning their sister? That's probably two actions, even though it was 10-15 seconds of talking. You are balancing for player turn length, not just simulationist 6-second rounds.

That's actually three actions and a level 15 legendary diplomacy feat.


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Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I've GM'd one session and helped all the players make their characters, and I'm already fully in love with this system. I'm slowly convincing two 5e groups I know to let me GM Plaguestone for them to convert them, and I'm so excited.

I can already tell I'm going to spend a silly amount of time theory crafting characters, and every single one of them are going to be characters I love, both in mechanics and flavor.


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Pathfinder Lost Omens Subscriber

i like stabbing people and there's just so many ways to stab people in this edition


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Pathfinder Lost Omens, Rulebook Subscriber

I'm stupid excited about the system. It feels like all the pain points of PF1 were given thoughtful care and attention, and all the nice bits were left as they were.

I love how easy it is to predict what house rules will do.

I love the way skills work now. Not having to add up all the ranks you've spent to make sure you didn't make a mistake somewhere in the past 8 levels is sweet.

Theorycrafting is alive and well, as I look through multiclassing combos and figure out neat synergies. (Fighter multiclassed Rogue grabbing Reactive Pursuit looks like it would be a waste of a reaction when you could AoO, but getting to follow and then use the Fighter's bonus reaction feat to hit them if they try to cast is... magical.)

I love Wands and Staves. My Wizard player was sooooo happy when she found out that she would have a Staff that actually does stuff for her before level 15.

Multiclassing casters is just so... *sobs* it's so good. Picking up a few spells, then grabbing wands and staves to supplement, it feels so good. And then multiclassing again for another spell list, picking up spells without much need for proficiency or stat. You feel like you've got spells for days.

Converting PF1 characters and watching their amulet of natural armor, ring of protection, cloak of resistance, etc morph into one, impactful item... it was satisfying.


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Pathfinder Roleplaying Game Superscriber
Xenocrat wrote:
viemexis wrote:
Corvo Spiritwind wrote:

Got any tips to share after a game like that?

Like "Stuff I wish I knew before starting."?

As the CRB mentions, don't be afraid to arbitrarily decide that what a player wants to do is a free action, 1 action or 2 actions. For example, saying to your ally "go for the underbelly!" is a free action, but trying to persuade the enemy to switch sides by appealing to their sense of justice and mentioning their sister? That's probably two actions, even though it was 10-15 seconds of talking. You are balancing for player turn length, not just simulationist 6-second rounds.
That's actually three actions and a level 15 legendary diplomacy feat.

To be fair, the Diplomacy feat guarantees you will always be able to attempt it and gives a reasonable DC for it to work even when the odds are against you.

"Due to these exceptional circumstances, I'm going to let you Make a Request against this hostile target at an action penalty" seems like perfectly reasonable GM fiat territory.


WatersLethe wrote:

I'm stupid excited about the system. It feels like all the pain points of PF1 were given thoughtful care and attention, and all the nice bits were left as they were.

I love how easy it is to predict what house rules will do.

I love the way skills work now. Not having to add up all the ranks you've spent to make sure you didn't make a mistake somewhere in the past 8 levels is sweet.

Theorycrafting is alive and well, as I look through multiclassing combos and figure out neat synergies. (Fighter multiclassed Rogue grabbing Reactive Pursuit looks like it would be a waste of a reaction when you could AoO, but getting to follow and then use the Fighter's bonus reaction feat to hit them if they try to cast is... magical.)

I love Wands and Staves. My Wizard player was sooooo happy when she found out that she would have a Staff that actually does stuff for her before level 15.

Multiclassing casters is just so... *sobs* it's so good. Picking up a few spells, then grabbing wands and staves to supplement, it feels so good. And then multiclassing again for another spell list, picking up spells without much need for proficiency or stat. You feel like you've got spells for days.

Converting PF1 characters and watching their amulet of natural armor, ring of protection, cloak of resistance, etc morph into one, impactful item... it was satisfying.

What item is that you're referring to?

Still haven't read up on magic items fully, so many builds to make. Made a chassis for a half-elf eldritch knight but it's hard to pick weapon :(


Pathfinder Roleplaying Game Superscriber
Corvo Spiritwind wrote:

What item is that you're referring to?

Still haven't read up on magic items fully, so many builds to make. Made a chassis for a half-elf eldritch knight but it's hard to pick weapon :(

I believe WatersLethe is simply referring to armor potency runes, which are basically a ring of protection and cloak of resistance rolled into one.


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MaxAstro wrote:
Corvo Spiritwind wrote:

What item is that you're referring to?

Still haven't read up on magic items fully, so many builds to make. Made a chassis for a half-elf eldritch knight but it's hard to pick weapon :(
I believe WatersLethe is simply referring to armor potency runes, which are basically a ring of protection and cloak of resistance rolled into one.

Ah. I need to look more into those. I been mostly drooling over Wounding and Corrosive on a spiked gauntlet, transferred to another via Rings of Doubling. There's so much to try. Once I finish my Eldritch Thor Blacksmith Wizard, I'll get on with the original concept, a punchy rogue.


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Oh, so many things...

Character creation is not an exercise in scouring Archives of Nethys for the feats mentioned in the One True Build.

Vampires no longer have a wargame-derived "energy drain" on a slam attack (whatever that was ever supposed to look like) but now simply drink blood and wield claws.

Shadows now actually try to steal the shadows of their targets, making their create spawn ability something you can use without needing to actually kill anybody- in addition to being WAY more thematic and cool.

Nymphs have been grouped into a category (Dryads, Naids, etc)

"Monster" goblins are now Chaotic, in keeping with their portrayal.

Ghouls can now be made with a handy sort of template application.

Changelings now include males (with a handy, "Hags typically only Call their daughters, so people just assumed male Changelings were normal members of the father's ancestry").

Alchemists have more thematic unity than they've ever had before, including the ability to completely ignore stuff that doesn't fit your character's concept without actually giving up part of your class abilities (hate mutagens? Don't learn how to make any!)

Rangers no longer cast spells by default. YAY! But they can still learn with the flexible multiclass system if you want yours to have magic!

Classes in general offer more conceptual flexibility within their baseline framework- and this is just using the core rules!


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Pathfinder Roleplaying Game Superscriber

Oh male changelings are a thing now? That's awesome. :D


MaxAstro wrote:
Oh male changelings are a thing now? That's awesome. :D

It is, but there's no explanation for why hags let them live.


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Xenocrat wrote:
MaxAstro wrote:
Oh male changelings are a thing now? That's awesome. :D
It is, but there's no explanation for why hags let them live.

Probably "I'm not hungry right now, and maybe this thing will create some amusing mischief if I let it loose on society".

Personally the thing that makes me happiest is that "Gnome Barbarian" is no longer a thing that is terribly suboptimal. I have been trying to play one since like 2001.


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Pathfinder Lost Omens Subscriber
PossibleCabbage wrote:
Xenocrat wrote:
MaxAstro wrote:
Oh male changelings are a thing now? That's awesome. :D
It is, but there's no explanation for why hags let them live.

Probably "I'm not hungry right now, and maybe this thing will create some amusing mischief if I let it lose on society".

Personally the thing that makes me happiest is that "Gnome Barbarian" is no longer a thing that is terribly suboptimal. I have been trying to play one since like 2001.

listen, when we get kobolds, i'm going to cleave so many ankles.


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Pathfinder Rulebook Subscriber

3-action economy is honestly one of my favorite things. It flows so much better than the standard-move/full paradigm from 3.5 and PF1. It makes me wish Starfinder had revised their action economy too.

Focus spells, scaling cantrips and martials having unique actions and abilities are all huge pluses for me too.


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Honestly, there are so many things. When I was making hous erules for PF1, it really illuminated some of the core problems. When PF2 came around, I saw that many of the things I tried to do, it did with a lot more elegance. Then there were ideas that I hadn't even considered but now love dearly. To get into more specifics:

Elementalist no longer use different energy damage. I can actually shoot water as a water elementalist.

Bards can sidestep the performance thing.

Weapon choices are way more interesting now. Armor, too

The rarity system is really useful as a GM.

The Bugbear is hot.

Non-lethal is no longer wonky and weird.


3 people marked this as a favorite.
Albatoonoe wrote:

Honestly, there are so many things. When I was making hous erules for PF1, it really illuminated some of the core problems. When PF2 came around, I saw that many of the things I tried to do, it did with a lot more elegance. Then there were ideas that I hadn't even considered but now love dearly. To get into more specifics:

Elementalist no longer use different energy damage. I can actually shoot water as a water elementalist.

Bards can sidestep the performance thing.

Weapon choices are way more interesting now. Armor, too

The rarity system is really useful as a GM.

The Bugbear is hot.

Non-lethal is no longer wonky and weird.

I was mildly bugged by the fact that every element dealt bludgeoning damage, actually, because it made them feel kind of same-y and I liked the multiple flavors of energy damage, and then I realized that you literally just need to say, "My bloodline is from a lightning elemental" and you're good to go for electricity, or cold, and maybe even acid for mud and it won't upset the game none.

And now the image of a bugbear in an evening dress is stuck in my head and won't leave!

Verdant Wheel

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Helped my friend create a functional character in like 45 minutes.

Dope.


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rainzax wrote:

Helped my friend create a functional character in like 45 minutes.

Dope.

Oh gosh, my first character creation session for PF1 (my first TTRPG to be fair) ran for like 8 hours with a friend's help. The ease of making and explaining how to make characters makes me downright gleeful.

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