
Blave |
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Is it correct that each character class can get three attacks per round at first level and there are no extra attacks at higher levels?
Correct. You can get additional attacks from some class abilities or feats, though.
How is two-weapon fighting handled?
There are feats that allow you to do various shenanigans while wielding two weapons.
Beyond that, dual-wielding allows you to use a strong weapon for your first attack, than switch to an agile off-hand weapon for the second and third attacks. Agile reduces the Multiple Attack Penalty, making those attack more likely to hit.
Is it more easy now to interrupt a spellcaster?
No, it's actually more difficult. Only a few classes have access to Attacks of Opportunity (though anybody can in theory access it via fighter dedication) and while it allows you to hit an enemy while he casts a spell, to acually interrupt (now called "disrupt") the spellcasting, you're AoO must be a Crit. If you're a fighter, you can learn a special stance that makes disrupting casters easier.
Note that spells are overall much weaker than in PF1, so having an enemy cast a spell uninterrupted is very unlikely to just kill the party.

Ubertron_X |

Is it correct that each character class can get three attacks per round at first level and there are no extra attacks at higher levels?
How is two-weapon fighting handled?
Is it more easy now to interrupt a spellcaster?
ad 1) Yes. You have 3 actions per round and any of those can be an attack. You can get additional actions per round by use of magic, e.g. the haste spell, but not per default or levels.
ad 2) Depends on class and the available class feats which you can choose, e.g. fighter and rogue can select class feats that grant them double attacks for 2 actions that also contain some sort of boni to make them a little better than 2 simple attacks.
ad 3) No. I'd say it is even more difficult than before. You need a special ability to be eligible for disrupting in the first place and then you also need to roll a crit (else you will "only" do damage).

Fuzzy-Wuzzy |
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Sounds like you're considering whether to buy the PF2 CRB. I suggest poking around the Archives of Nethys PF2 pages (particularly Rules), which are pretty complete (I believe they're still finishing bits of it) and are the official online PRD now. If you prefer d20pfsrd they have PF2 pages too---dunno how complete they are, and as always they change all Paizo-invented names for things for legal reasons.

Mellored |
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Is it correct that each character class can get three attacks per round at first level and there are no extra attacks at higher levels?
You get 3 action, and can attack with each action. Though take a penalty for each attack in a turn. So the first attack is likely to hit, the second likely to miss, and the third will rarely hit. So your likely to do something else, like move.
There are feats that let you do more attacks, or otherwise help your action economy. For instance, Sudden Charge which lets you use move twice and attack, but only takes 2 actions instead of 3. That can let you use the saved action to make another attack.
Damage is mostly improved by increasing the dice and other bonuses. So you go from 1d8+str up to 4d8+Str+8 for each attack.
How is two-weapon fighting handled?
Baseline has nothing special. You can simply chose which weapon to attack with (though some weapons take less penalty for multi-attacking).
But again, there are feats that improve that (pretty much all class features are now feats). Like Twin Takedown, which lets you attack with each weapon for a single action (once per round). And later, twin riposte that let's you stab someone who critically fails to attack you.
Is it more easy now to interrupt a spellcaster?
No.
But spells are far less powerful than they where, with less damage, less save-or-die, and just less spells in general. Fighters will almost always deal more damage (unless they can fireball a horde or something).
Edge93 |
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No, it's actually more difficult. Only a few classes have access to Attacks of Opportunity (though anybody can in theory access it via fighter dedication) and while it allows you to hit an enemy while he casts a spell, to acually interrupt (now called "disrupt") the spellcasting, you're AoO must be a Crit. If you're a fighter, you can learn a special stance that makes disrupting casters easier.
Um... Holy cow. I was ready to say something because this sounded very, very wrong, but then I actually looked at the rules and holy crap, so it is. That's a HUGE change from the Playtest, surprised I haven't seen it mentioned before. A little annoyed I didn't notice myself, that actually would have made a recent boss fight my party faced go a bit differently as the minions had their buffs disrupted at least once by AoO (thinking back I think it was actually only once though, the rest were Counterspells).
That does make Steady Spellcasting a lot more situational though, dang. Unless monsters tend to have more disruptive reactions.