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Why divide the book into two for martial and magical classes?
Mostly because of the economics of publishing. There's a certain book tipping point of size beyond which it becomes less and less profitable to create and sell a book. Past that point, you're *usually* better off splitting a giant book into two regular-sized books.
If you are divided the book into 12/13 classes, what else will be in the books?
Each of our class books tend to include not just the classes themselves but also archetypes, magic items, equipment, feats, skills, alternate class features, sample characters, and sometimes additional rule subsystems relevant to the class, and these compilations will as well.
So Corefinder will still be usable with Pathfinder APs, Modules, etc.?
That's the intention.

OmniMage |
A few random ideas.
How about making the Rogue's ability to disable magic traps a feat instead of a class feature? Alternatively, you could make it so any class could disable magic traps; not be a special feature of the Rogue class.
The ability to use poison could be a feat instead of a class feature, so its not exclusive to classes like the Assassin.

deuxhero |
If we do something with a dragon race, we have our own draconic race to use since you can't really just do dragonborn
Dragonblood Human was included in the d20 Modern OGL material. Would need an extensive rework to be playable (it was so totally not worth the LA). No fluff included (or real clear idea of what they actually are) though.
I'd ultimately prefer something of a planetouched equivalent with some customization to buff kobolds with breath weapons. Pick if you want wings, claws, breath weapon and/or senses and all of them scale with level and spend feats to get more picks. That or just full blown actual (four legs, wings) dragon (hey, it worked for Fantasycraft!).

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The ability to use poison could be a feat instead of a class feature, so its not exclusive to classes like the Assassin.
What? It's not exclusive at all. There's a dozen ways to get it, including base race abilities. The easiest ways to get it is as a 1st level ninja or 1st level oracle with the toxic blood curse, or taking it as a talent as a rogue or slayer at level 2.

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N. Jolly wrote:If we do something with a dragon race, we have our own draconic race to use since you can't really just do dragonbornDragonblood Human was included in the d20 Modern OGL material. Would need an extensive rework to be playable (it was so totally not worth the LA). No fluff included (or real clear idea of what they actually are) though.
I'd ultimately prefer something of a planetouched equivalent with some customization to buff kobolds with breath weapons. Pick if you want wings, claws, breath weapon and/or senses and all of them scale with level and spend feats to get more picks. That or just full blown actual (four legs, wings) dragon (hey, it worked for Fantasycraft!).
You've literally just listed what LG's draconic race does, the wrymtouched. It's a buildable race that can have tons of different draconic features and be as draconic as you want it while having heritage ranging from chromatic, to linnorm and all sorts of other things.

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Hopefully that does also include magic rebalancing, I'm kind of sick of the final caster boss of campaign being completely defeated by failing reflex save vs sunbeam or everything illusion based being instantly defeated by true sight :p(except for greater invisibility combined with mind blank which is another sort of cheese let's be honest)
But yeah, my venting out aside, that is good

pad300 |
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Hopefully that does also include magic rebalancing, I'm kind of sick of the final caster boss of campaign being completely defeated by failing reflex save vs sunbeam or everything illusion based being instantly defeated by true sight :p(except for greater invisibility combined with mind blank which is another sort of cheese let's be honest)
But yeah, my venting out aside, that is good
I would strongly urge you to be quite careful when doing this. One of the major reasons that PF2 doesn't work for me as a system, is the magic "rebalancing" that basically comes down to "magic isn't special at all"...
All in a quest for "Balance", apparently in opposition to fun... Especially as they also threw out all nods to believability/immersion as well while chasing "Balance".

Bjørn Røyrvik |
Part of the reason magic was a bit more balanced in 2e was the initiative system which allowed spells to be easily interrupted, and that it took 10 minutes per spell level to prepare spells. I have considered reintroducing the latter, since it means that players of high level characters are very careful which spells they throw out since it will take them hours or even days to regain all used spells.

Anguish |
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CorvusMask wrote:Hopefully that does also include magic rebalancing, I'm kind of sick of the final caster boss of campaign being completely defeated by failing reflex save vs sunbeam or everything illusion based being instantly defeated by true sight :p(except for greater invisibility combined with mind blank which is another sort of cheese let's be honest)
But yeah, my venting out aside, that is good
I would strongly urge you to be quite careful when doing this. One of the major reasons that PF2 doesn't work for me as a system, is the magic "rebalancing" that basically comes down to "magic isn't special at all"...
All in a quest for "Balance", apparently in opposition to fun... Especially as they also threw out all nods to believability/immersion as well while chasing "Balance".
So far discussions have been towards improving fun. With magic balancing, it's possible a couple of the most exceptional spells might get toned down a touch, but there doesn't sound to be a blanket nerf coming. I love the feel of PF1, and I don't get the impression that's going to change significantly.
A good way that's been put is that martials will likely be brought up to meet casters.

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CorvusMask wrote:Hopefully that does also include magic rebalancing, I'm kind of sick of the final caster boss of campaign being completely defeated by failing reflex save vs sunbeam or everything illusion based being instantly defeated by true sight :p(except for greater invisibility combined with mind blank which is another sort of cheese let's be honest)
But yeah, my venting out aside, that is good
I would strongly urge you to be quite careful when doing this. One of the major reasons that PF2 doesn't work for me as a system, is the magic "rebalancing" that basically comes down to "magic isn't special at all"...
All in a quest for "Balance", apparently in opposition to fun... Especially as they also threw out all nods to believability/immersion as well while chasing "Balance".
So this is complicated, because for one person 'fun' is landing a first round color spray and instantly winning, while for others the more drawn out encounter is more fun. Ideally, we're going to try to shut down 'I win' buttons while keeping magic interesting and unique.

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As an aside, our Corefinder Design Digest Patreon posts run on a one-week delay. While we would LOVE to have you join our Patreon and support the project (and get lots of other great benefits, with sponsorships as low as $1 a month), starting tomorrow those posts start going live to the public, and we'll be sharing them here on the Paizo boards too!

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I’m assuming saves are being adjusted too to compensate, as I do know that there are definitely players who invest 99% of their points to their main casting stat. This allows them to defeat enemies quickly so they themselves don’t immediately die during battle. It’s definitely something that’s abused for power gamers, but I know it’s also a defense against brutal GMs too.

Thedmstrikes |
I’m assuming saves are being adjusted too to compensate, as I do know that there are definitely players who invest 99% of their points to their main casting stat. This allows them to defeat enemies quickly so they themselves don’t immediately die during battle. It’s definitely something that’s abused for power gamers, but I know it’s also a defense against brutal GMs too.
KV, I do not think there is an answer for this yet as they have not looked hard at the magic system. Many of the designers have some ideas, but they are still finishing up the basics which does not touch on anything fantasy yet.

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kevin_video wrote:I’m assuming saves are being adjusted too to compensate, as I do know that there are definitely players who invest 99% of their points to their main casting stat. This allows them to defeat enemies quickly so they themselves don’t immediately die during battle. It’s definitely something that’s abused for power gamers, but I know it’s also a defense against brutal GMs too.KV, I do not think there is an answer for this yet as they have not looked hard at the magic system. Many of the designers have some ideas, but they are still finishing up the basics which does not touch on anything fantasy yet.
No problem. I'll entrust that they know what they're doing, both in what they should and shouldn't do.

glass |
Part of the reason magic was a bit more balanced in 2e was the initiative system which allowed spells to be easily interrupted, and that it took 10 minutes per spell level to prepare spells.
You seem to be talking about AD&D 2e, whereas I am the posts above yours were talking about Pathfinder 2e. Just mentioning it case of confusion....
_
glass.

pad300 |
So this is complicated, because for one person 'fun' is landing a first round color spray and instantly winning, while for others the more drawn out encounter is more fun. Ideally, we're going to try to shut down 'I win' buttons while keeping magic interesting and unique.
Yep, that can be a thing. But I was more speaking to:
Wizard:"I can learn teleport! We can go to Absalom!"
Fighter:"We'd get there faster booking passage on a ship..."
A 6th level PF2 teleport spell can go 100 miles. A ship will go 24 hrs/day at 6+ knots = 24*6 = 144 nautical miles = 166 miles

Anguish |
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N. Jolly wrote:So this is complicated, because for one person 'fun' is landing a first round color spray and instantly winning, while for others the more drawn out encounter is more fun. Ideally, we're going to try to shut down 'I win' buttons while keeping magic interesting and unique.Yep, that can be a thing. But I was more speaking to:
Wizard:"I can learn teleport! We can go to Absalom!"
Fighter:"We'd get there faster booking passage on a ship..."
A 6th level PF2 teleport spell can go 100 miles. A ship will go 24 hrs/day at 6+ knots = 24*6 = 144 nautical miles = 166 miles
One of the things that's been discussed is making certain things "rituals", which (theoretically) anyone can access. So in your scenario, the fighter might respond "oh, you don't need to bother learning that... I can sit down, do a thing, a thing, and another thing, and we all join hands and I will get us there."
Details on how such a thing would work not yet examined, but the idea is to empower non-casters, partially by making some utility magic available to everyone outside of combat. The fighter wouldn't actually become a gish (martial-caster).
The intent that's been discussed is to enable martials to have more impact on storytelling. Giving them more agency. But at the same time, not remove the higher-end flashy magic. A wizard would - in theory - be able to teleport in an encounter.
Once again, I'd like to be clear that this is just me relating some of what's been noodled about in the Discord, mostly between players/fans. This isn't official, and while Legendary staff have participating in the conversations, this shouldn't be taken as "the way it will be."

Bjørn Røyrvik |
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Bjørn Røyrvik wrote:Part of the reason magic was a bit more balanced in 2e was the initiative system which allowed spells to be easily interrupted, and that it took 10 minutes per spell level to prepare spells.You seem to be talking about AD&D 2e, whereas I am the posts above yours were talking about Pathfinder 2e. Just mentioning it case of confusion....
_
glass.
No confusion on my part, just pointing out you could reintroduce an old mechanic to limit spellcasters without nerfing the actual spells.
For instance, The last mage duel I ran would have required the PC to spend the better part two days regaining used spells. They may not have such luxury on adventure, and be more careful with what they cast. not to mention it plays to the stereotypes of wizards to spend hours each day with a nose in a book, or clerics spending hours in prayer.N. Jolly wrote:So this is complicated, because for one person 'fun' is landing a first round color spray and instantly winning, while for others the more drawn out encounter is more fun. Ideally, we're going to try to shut down 'I win' buttons while keeping magic interesting and unique.Yep, that can be a thing. But I was more speaking to:
Wizard:"I can learn teleport! We can go to Absalom!"
Fighter:"We'd get there faster booking passage on a ship..."
A 6th level PF2 teleport spell can go 100 miles. A ship will go 24 hrs/day at 6+ knots = 24*6 = 144 nautical miles = 166 miles
Given that:
a) you are in a portb) your destination is another port
c) can book passage and leave immediately
d) the ship is going where you need
e) weather is good
f) no random encounters that slow you down (and in D&D how likely is that?)
g) wizard only has 1 6th level spell to use
In most cases, teleport seems the better option, even in P2.

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pad300 wrote:N. Jolly wrote:So this is complicated, because for one person 'fun' is landing a first round color spray and instantly winning, while for others the more drawn out encounter is more fun. Ideally, we're going to try to shut down 'I win' buttons while keeping magic interesting and unique.Yep, that can be a thing. But I was more speaking to:
Wizard:"I can learn teleport! We can go to Absalom!"
Fighter:"We'd get there faster booking passage on a ship..."
A 6th level PF2 teleport spell can go 100 miles. A ship will go 24 hrs/day at 6+ knots = 24*6 = 144 nautical miles = 166 miles
One of the things that's been discussed is making certain things "rituals", which (theoretically) anyone can access. So in your scenario, the fighter might respond "oh, you don't need to bother learning that... I can sit down, do a thing, a thing, and another thing, and we all join hands and I will get us there."
Details on how such a thing would work not yet examined, but the idea is to empower non-casters, partially by making some utility magic available to everyone outside of combat. The fighter wouldn't actually become a gish (martial-caster).
The intent that's been discussed is to enable martials to have more impact on storytelling. Giving them more agency. But at the same time, not remove the higher-end flashy magic. A wizard would - in theory - be able to teleport in an encounter.
Once again, I'd like to be clear that this is just me relating some of what's been noodled about in the Discord, mostly between players/fans. This isn't official, and while Legendary staff have participating in the conversations, this shouldn't be taken as "the way it will be."
I'm all for having rituals, as PF1 does (even if introduced much later in the development cycle), but not for rituals which non casters can use, uggh, no thanks. I'm fine with non-casters who have ranks in knowledge arcana or whatever helping in a ritual, or even leading it, but somewhere there needs to be some magic to power it, not just a bunch of fighters deciding to teleport.
For me, having non-magical characters is a feature, not a bug. If they want to do magic, there's a way to do that, by learning magic and taking levels or abilities which grant them magic, not a zero opportunity cost ritual which makes magic even more common than it already is.
I'd even be supportive of moving many of the longer casting time spells to be rituals, such as restoration, raise dead, etc, and some major utility spells like telport. That would reduce the hard trade off between useful battle magic and critical utility spells, and also move a few spells like teleport out of the realm of instant escape and the players would need a spot for a 10 minute ritual to get out of dodge, which might make things a lot diceier and eliminate the high level option of hit and run with teleporting.

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I'm all for having rituals, as PF1 does (even if introduced much later in the development cycle), but not for rituals which non casters can use, uggh, no thanks. I'm fine with non-casters who have ranks in knowledge arcana or whatever helping in a ritual, or even leading it, but somewhere there needs to be some magic to power it, not just a bunch of fighters deciding to teleport.
For me, having non-magical characters is a feature, not a bug. If they want to do magic, there's a way to do that, by learning magic and taking levels or abilities which grant them magic, not a zero opportunity cost ritual which makes magic even more common than it already is.
I'd even be supportive of moving many of the longer casting time spells to be rituals, such as restoration, raise dead, etc, and some major utility spells like telport. That would reduce the hard trade off between useful battle magic and critical utility spells, and also move a few spells like teleport out of the realm of instant escape and the players would need a spot for a 10 minute ritual to get out of dodge, which might make things a lot diceier and eliminate the high level option of hit and run with teleporting.
100% agreed, with all of this. Turning spells like teleport, raise dead, scrying/legend lore type divinations, plane shift and permanency into rituals or incantations that could take time, special materials or multiple casters would be ideal, IMO. Put a lot more narrative power back in the GM's hands by making some of these potentially world changing non-combat spells into more of a strategic/big-picture story element roll, and less of a 'ok, you hit 9th level and can teleport and raise dead, so death and distance are now speed bumps...'

Bjørn Røyrvik |
I've never understood the complaint that distance should remain a meaningful obstacle at higher levels. If anything, keeping travel spells the way they are is another way of limiting caster power; if they need to dedicate a number of slots or items for fly/teleport/whatever then those are slots not filled with spells to overcome other obstacles. Also, why shouldn't PCs be able to bypass boring random encounters and get straight to the interesting bits of the adventure? Saves time for everyone and makes thigns easier for me as a GM.
So as far as I am concerned, please don't turn current spells into rituals, certainly not allow non-casters access to them - that was yet another thing I hated about 4e.
You could introduce something similar to 2e cooperative magic, Red Wizard circle magic, or the ritual spells introduced in Sword & Sorcery Studios' "Relics and Rituals" which were basically just spells more powerful than others of their level but required more casters, including lay-people, to pull off.

glass |
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No confusion on my part, just pointing out you could reintroduce an old mechanic to limit spellcasters without nerfing the actual spells.
Sorry, I did not mean to imply that you were confused. Just that other people reading the thread (some of whom were probably not born when AD&D was current) could be.
_
glass.

pad300 |
I do like the existence of rituals in a game, they allow you to smooth over a mechanically iffy bits, as well as adding cool flavor.
For example, you want to have a low-level adventure fighting Sahaugin & such (classically U1-2-3) without rituals, the party has to burn much of their spells on multiple copies of Water Breathing, which really limits the play participation of the spellcasters.
With a 5th ed style ritual, you have both a water breathing spell for emergencies, and a water breathing ritual to do adventure set up. I actually like that a lot, especially as it gives solutions to things like the cleric needing to have a restoration or 2 memorized in case of spectres...
Not to mention it means that spontaneous casters don't get gimped by corner cases; for example, a party with an oracle and a sorcerer doesn't often have access to water breathing as a spell... so no U1-3 for them.

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The first Corefinder Design Digest: Rolling for Stats... or Not! is now up and available for everyone!

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The first Corefinder Design Digest: Rolling for Stats... or Not! is now up and available for everyone!
I'm already liking the new rules. Nothing below a 9 before racial penalties and the ability to balance out stats if you roll garbage except for a couple of good ones. There have definitely been times where I wish I could have dropped an 18 to something lower to I could boost my 6 or 8 stat.
I'm intrigued by the whole "increase a stat" every level. You'd think it'd almost be easier to use the PF2 or Starfinder rules, but have them kick in at every 4th level instead of 5th, but only choose two ability scores instead of four. Hmm.

Dragon78 |

Didn't notice that you also get a free +2 to any one stat at level 1(18 Max).
Can we change the point buy cost?
17- 12 instead of 13.
18- 15 instead of 17.
Better yet make it that it is a point to the stat cost, so 16 would cost 6 not 10. Maybe make it were the max base stat is 16 not including racial bonuses and the bonus +2.
So a 20 point buy would give you a base of 16, 16, 16, 12, 10, 10 or 14, 14, 14, 14, 14, 10.

OmniMage |
Can you start at first level with ability scores of 20? You could do that in pathfinder. It feels like a small downgrade to reduce the cap a little at first level.
Another problem. Since characters get to improve one of their ability scores each level, it is temping to buy ability scores low, and use their +1 ability each level to get high ability scores over time. I did some math and with a 25 point buy, you're starting ability score can be 4x 14, 1x 13 and 1x 12. I'm not sure if that is your intent.

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Is the "everyone gets a +2" instead of racial adjustments or in addition to racial adjustments?
That looks to be the case, yeah. It's kind of in-line with PF2's rule set. We'll know for sure once we see the new racial adjustments.
Can you start at first level with ability scores of 20? You could do that in pathfinder. It feels like a small downgrade to reduce the cap a little at first level.
Another problem. Since characters get to improve one of their ability scores each level, it is temping to buy ability scores low, and use their +1 ability each level to get high ability scores over time. I did some math and with a 25 point buy, you're starting ability score can be 4x 14, 1x 13 and 1x 12. I'm not sure if that is your intent.
It's reading like you can't get a 20 at 1st level. As for it being a small downgrade, considering the new rule is 18 + half level for your max stat, meaning you can't go higher than 28 at 20th, as written now, PF 1e with the right capstone you could get a 33 before magic items, topping you out at 44. This version doesn't seem to allow that.
That likely wasn't their objective, but most games don't do 25 point buy. If you take it as per the adventure paths, it's usually 15 points, or 20 points for Organized Play. I can see GMs sticking to the older numbers. Still, that's a good point to bring up.

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Is the "everyone gets a +2" instead of racial adjustments or in addition to racial adjustments?
Instead of. Pick what you want to play. Put your stat boost wherever you want it.
Non-Medium creatures have a special case rule relating to some things relating to overall size/strength but it doesn't affect your base ability score per se.

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"Leveling Up: Every time you gain a level, you can increase any ability score by 1. However, no PC ability score can exceed a maximum of 18 plus one-half your level."
Ok, so does that include other bonuses : inherent, enhancement, ??? (profane from a succubi, whatever)?
The next Design Digest talks about condensing bonus types, but this limit applies to your base ability score. How and what bonuses are and do is a little different from PFRPG.
As a general rule, we're only able to put so much out at a time, so each individual preview bit will necessarily give an incomplete picture. The base system is rooted very much in PFRPG, but it's not going to be identical. Some changes are small, others are bigger, but the numbers still should land near enough on the GM side to use existing monsters and adventures with a dose of handwavium.

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Interesting tidbits buried in digest #2:
1) does the expertise bonus mean all classes get better at all skills, but at different rates (low, standard, good, excellent)?
2) base magic bonus seems like it would be excellent for full casters, but standard for rangers/paladins, and good for bards/inquisitors perhaps?
3) Perception checks are called out separately from skills, suggesting that all characters have it by default, rather than spending skill points on it. I do hope that you can have different BBs for Perception and initiatve than for the rest of Expertise BB. Maybe a barbarian is only good Expertise BB, but Excellent Perception for example.
4) Guessing that you can get feats/archetypes, etc to bump a particular bonus up a step, similar to Defensive Combat Training bumping your CMD to Excellent.

SunKing |
Interesting tidbits buried in digest #2:
1) does the expertise bonus mean all classes get better at all skills, but at different rates (low, standard, good, excellent)?
2) base magic bonus seems like it would be excellent for full casters, but standard for rangers/paladins, and good for bards/inquisitors perhaps?
3) Perception checks are called out separately from skills, suggesting that all characters have it by default, rather than spending skill points on it. I do hope that you can have different BBs for Perception and initiatve than for the rest of Expertise BB. Maybe a barbarian is only good Expertise BB, but Excellent Perception for example.
4) Guessing that you can get feats/archetypes, etc to bump a particular bonus up a step, similar to Defensive Combat Training bumping your CMD to Excellent.
Watching closely to see how Perception is going to be handled. The lack of clarity in the current rules is a real bugbear for me. When do you get to do it? How much of an area are you taking in when you do? Does an active search give you a bonus over a passive one (dare I say, a ‘spot’ check?)?

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JoelF847 wrote:Watching closely to see how Perception is going to be handled. The lack of clarity in the current rules is a real bugbear for me. When do you get to do it? How much of an area are you taking in when you do? Does an active search give you a bonus over a passive one (dare I say, a ‘spot’ check?)?Interesting tidbits buried in digest #2:
1) does the expertise bonus mean all classes get better at all skills, but at different rates (low, standard, good, excellent)?
2) base magic bonus seems like it would be excellent for full casters, but standard for rangers/paladins, and good for bards/inquisitors perhaps?
3) Perception checks are called out separately from skills, suggesting that all characters have it by default, rather than spending skill points on it. I do hope that you can have different BBs for Perception and initiatve than for the rest of Expertise BB. Maybe a barbarian is only good Expertise BB, but Excellent Perception for example.
4) Guessing that you can get feats/archetypes, etc to bump a particular bonus up a step, similar to Defensive Combat Training bumping your CMD to Excellent.
Rest assured that vision, concealment, stealth, and hiding are all getting loving attention.

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Interesting tidbits buried in digest #2:
1) does the expertise bonus mean all classes get better at all skills, but at different rates (low, standard, good, excellent)?
2) base magic bonus seems like it would be excellent for full casters, but standard for rangers/paladins, and good for bards/inquisitors perhaps?
3) Perception checks are called out separately from skills, suggesting that all characters have it by default, rather than spending skill points on it. I do hope that you can have different BBs for Perception and initiatve than for the rest of Expertise BB. Maybe a barbarian is only good Expertise BB, but Excellent Perception for example.
4) Guessing that you can get feats/archetypes, etc to bump a particular bonus up a step, similar to Defensive Combat Training bumping your CMD to Excellent.
Perception is no longer a skill in CF, kind of like Concentration got changed from a skill to an attribute in Pathfinder.

Dragon78 |

I hate it when they make perception a non-skill, you can no longer use things like skill focus, skilled kineticist(greater) utility wild talent, etc. on it plus some people like being bad at it (and other skills). Personally the only problem I have with skills(other then a few DCs) is that there isn't enough skill points. I think all martial classes should get 6+Int mod, casters getting 4+Int mod, skill monkeys getting 8-10+Int mod, kineticist getting 6+Int mod, mid casting(6th) classes get 4-6+Int mod. Also I think all skills should be class skills for all classes.
As for skills and DCs.
Acrobatics to tumble should be DC15+CR and passing through an enemy's squire DC20+CR.
It's a fantasy world, you should be able to jump high without needing an insanely high modifier.
Also get rid of CMD and make it just the target's AC.

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I hate it when they make perception a non-skill, you can no longer use things like skill focus, skilled kineticist(greater) utility wild talent, etc. on it plus some people like being bad at it (and other skills). Personally the only problem I have with skills(other then a few DCs) is that there isn't enough skill points. I think all martial classes should get 6+Int mod, casters getting 4+Int mod, skill monkeys getting 8-10+Int mod, kineticist getting 6+Int mod, mid casting(6th) classes get 4-6+Int mod. Also I think all skills should be class skills for all classes.
As for skills and DCs.
Acrobatics to tumble should be DC15+CR and passing through an enemy's squire DC20+CR.
It's a fantasy world, you should be able to jump high without needing an insanely high modifier.
Also get rid of CMD and make it just the target's AC.
I hope most DCs are not tied to CR. That makes most monsters too "the same". Hope that DCs are instead tied to secondary scores to allow for more variability. High Dex monsters should be harder to tumble through or past, high Str monsters should be harder to bull rush, etc.

SunKing |
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Dragon78 wrote:I hope most DCs are not tied to CR. That makes most monsters too "the same". Hope that DCs are instead tied to secondary scores to allow for more variability. High Dex monsters should be harder to tumble through or past, high Str monsters should be harder to bull rush, etc.I hate it when they make perception a non-skill, you can no longer use things like skill focus, skilled kineticist(greater) utility wild talent, etc. on it plus some people like being bad at it (and other skills). Personally the only problem I have with skills(other then a few DCs) is that there isn't enough skill points. I think all martial classes should get 6+Int mod, casters getting 4+Int mod, skill monkeys getting 8-10+Int mod, kineticist getting 6+Int mod, mid casting(6th) classes get 4-6+Int mod. Also I think all skills should be class skills for all classes.
As for skills and DCs.
Acrobatics to tumble should be DC15+CR and passing through an enemy's squire DC20+CR.
It's a fantasy world, you should be able to jump high without needing an insanely high modifier.
Also get rid of CMD and make it just the target's AC.
I’m in earnest agreement to this point.
Similarly, Knowledge checks in monsters shouldn’t be tied to CR. May I humbly recommend my house rule that is tied the rarity/awareness of the monster: common: DC 10; uncommon DC 15; rare DC 20; very rare DC 25.
Sure - it adds an entry to the stat block. But I’m personally of the view it’s worth it....