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Like Dimity, I've enjoyed healing. In one of my groups, I'm playing a Cleric with the Blessed One archetype because the group needed in-combat and out-of-combat healing. Reversing critical hits with the two-action version of Heal and patching up cuts and bruises with Reach Spell into Lay on Hands has been far more fun than expected. It's always appreciated, and because it doesn't require a save and has a high floor, the two-action version of Heal almost always works.
I've also enjoyed roleplaying a character who has so much faith in Desna's favor that he'll stride into melee to provide flanking despite a low AC. Clerics have decent hit point growth and so many casts of Heal that I can afford to make risky plays.
I'm still looking forward to retiring the character when the campaign ends, and I joke that I'd like the party to let him die so I can create a support character with more battlefield control spells, flashier buffs and better cantrips. But if the Cleric makes it to 20, I'll be happy.
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I'm really excited for my new cleric character. She gets so much healing. Huge improvement over the old Spontaneous Casting rules!
Pathfinder Rulebook Subscriber
Druid, probably. I generally am not a huge fan of druids in these types of games, but I've really enjoyed both the wild druid, which manages to be flexible without overbearing and the way the primal list lets me play a sort of 'fury of the elements' style offensive spellcaster.
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Pathfinder Adventure, Adventure Path Subscriber
Gunslingers. Did not expect to have as much fun playtesting that character as I did. I disagree with some of the final decisions, but on balance enjoy way more than I thought.
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Everyone gets Action Points, one per session. Okay, they're called Hero Points, but they're Action Points to me. I love Action Points.
For me? Summoner. I don't like spell slots. I just don't. I never expected to be interested in a class that used daily slots in any way. The way they put together the eidolon, though, especially the monster-style attack traits from class feats, and that glorious, glorious reach that you can get on the plant eidolon... it's just so savory. All the massive battle-spanning tarpit you could wish for. I also found, somewhat unexpectedly, that I really like the hard disconnect between player options and eidolon options, just from a game design standpoint. They can just balance eidolons against the monster rules, and not have to worry about freaky abusive synergies with the player rules, and it lets them give us so much more of the right kinds of awesome with the eidolon, right out of the box.
Now if I could only manage to get both means and opportunity for a game to play a Summoner (or a Champion, or a Monk) in.
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Oh my gosh, I did not expect to love Unexpected Sharpshooter so much. So many of these archetypes are so incredibly flavorful, and... I can't believe I want to play this one now. Chain Reaction alone isn't just super funny, it's really well-designed.
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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kobold Catgirl wrote: Oh my gosh, I did not expect to love Unexpected Sharpshooter so much. So many of these archetypes are so incredibly flavorful, and... I can't believe I want to play this one now. Chain Reaction alone isn't just super funny, it's really well-designed. That stood out very positively to me as well, though I wonder if you can use can use certain archetype abilities with crossbows and thrown weapons.
The character creation system. Honestly when i first saw it, in the playtest, i tought it was a complicated, confusing, bloated mess.Then i got the hang of it and now i appreciate how incredibly streamlined it actually is. I can make a new character in minutes and have it ready to go and actually be good. Sure, i may not have the freedom to min-max as much anymore, but i don't miss it, especially when the upside is so great.
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I wish when I'd been frustrated by character creation originally, fewer people had said, "Actually, you're wrong, it's great," and more people had just encouraged me to keep trying. It really does get easier, and at a certain point it "clicks", and all most of the frustration turns to wonder at how they made it flow so seamlessly.
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Kobold Catgirl wrote: I wish when I'd been frustrated by character creation originally, fewer people had said, "Actually, you're wrong, it's great," and more people had just encouraged me to keep trying. It really does get easier, and at a certain point it "clicks", and all most of the frustration turns to wonder at how they made it flow so seamlessly. That is frustrating. If I ever give a counterpoint I'm not telling someone they're wrong, just "I think differently bc such and such". Also, I'm sorry if I've ever come across as otherwise.
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I was really surprised by how much I like halflings in PF2. I always disliked them in general, and found them to be a bit redundant to have in a setting that has gnomes, but PF2 has turned me around on them.
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not so much pf2e but what paizo is providing pf2e gms & player's compared to "the other big fantasy rpg system " a book purely about magic with classes for player's & magic systems for gms. or guns & gears "again same points . oh let's not forget kingmaker (I know 1e originally) it let's you build and run your own kingdom! it's not everyone's thing but the option is thier . and my personal favorite of what is announced so far book of the dead!!! full playable vamps lich mummy's skeletons etc + anti undead tools and a full bestiary & undead summoning rituals & great lore and probably undead themed magic items & artifacts. this is why pf2e rocks its willing to go to niche ideas & provide it so everyone is happy also mythic rules pretty please with a sweet roll on top?
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