
Lost Ohioian |

Ok new to pathfinder 2e, so this may seem very basic but I'm going to ask anyway. If you use Stride, move lets say 10 feet, come to a cliff and have to Climb up 10 feet. Is that one action or two? The reason I'm asking is yes changing movement types has to be a new action but what I didn't see is a climb action. I saw fly and burrow. I might of just missed it totally possible but can someone direct me to the climb action page if it is a new action to do so.
Xp is awarded to everyone not divided out, correct? IE. 30 xp is what each group member receives.
Sub thought to this. I fully admit I have haven't finished the whole core book yet but is there a different XP break down if everyone isn't the same level as the rest of the party?
Flanking, oh my old friend flanking, in pathfinder 1 an AoO would force people to move slowly around a creature or tumble. The rules the way are now you can simply move around MOST monsters and flank without worry of AoO?
Last and not least we just messed with the free adventure Torment and Legacy. The ogre had a trip as an action which means, in place of an attack you could attempt a trip or on a hit you get you get to attempt a trip as part of the attack?
Thanks for the clarifications in advance!

SuperBidi |
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Climb is under Athletics skill.
And yes, it costs 2 actions to use 2 different movement types.
XP is awarded to everyone and there's only one xp break. But you should award 50% more xp per level of difference to account for the tougher challenge. It will allow the lower level characters to slowly catch up with the others.
Flanking is easy, now. But be careful, a few monsters still have AoOs, so it's not completely safe to move next to enemies.
If an ogre attack has the "trip" trait, then it's an action to make an Athletics check and trip the character. If the attack has the Knockdown monster ability, it's also an action but it must happen after a successful Strike and it's automatic.
In the case of the basic Ogre Warrior, it's the first case. I'm not sure there's an Ogre with Knockdown.
You're welcome.

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Climb is its own Action, as is Burrow, Fly, and Swim.
Xp calculated based on the creature you're fighting, and all participants awarded equally. For example, Four level 1 PCs fight a level 2 creature and get 60xp for it, and it would count as a "low" encounter. However if two PCs fought that same creature they would get the same amount of xp, but the encounter would be Severe, while 6 PCs would see it as a Trivial encounter. You should be building encounters based on the difficulty rather than the xp granted.
Very few creatures have AoOs now, it should rarely be an issue, but when it does come up it should change creature tactics to move more carefully.
Anyone with Athletics can Trip, as it is part of skill. I believe that demo uses the playtest rules, so it may be better to use the more recent Free RPG day scenarios. I recommend A Fistful of Flowers, it's a lot of fun. The Trip trait on a Weapon means you can use the weapon instead of a free hand to trip, and Knockdown means they can auto trip you if they hit you by spending an extra action.

breithauptclan |
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Welcome to the group.
The answers already given are good. So instead of repeating them, I'll see if I can add some more general tips.
Playing with characters of different levels is a bit of a problem. One level difference isn't unmanageable, but more than that starts to become really noticeable. Three or more levels difference between characters is getting to the non-fun stage.
That also applies to party vs enemy levels. One level difference is fine. Two is noticeable. Three or more is getting into the non-fun stage.
Flanking doesn't give its own benefits any more. All it does is apply flat-footed to the target, only to the characters doing the flanking, and only for melee attacks. There are other ways of applying flat-footed as well, such as knocking them prone or grabbing them. And those will give the flat-footed benefits to everyone in the party rather than just the characters doing the flanking. General flat-footed also works for ranged attacks where flanking doesn't.
Be sure to note the difference between the monster abilities Knockdown and Improved Knockdown. Plain Knockdown costs the monster an action in order to use. Improved Knockdown is a free action. Both let the monster trip someone after a successful attack without making a trip skill check. There are also monster abilities for Grab and Improved Grab which work similarly but for grapple instead of trip.

Lost Ohioian |

Thanks, so if I'm doing the math correctly. Trip is the first attack, it succeeds, (Ogre's +12). The second attack is base minus -5 from the 12 making it +7. The target is flat-footed -2 to their AC.
That means the Ogre Warrior could of attacked +12/+7/+2 if it was just swinging away but;
If It tripped first +12 then Strike +7/+2 but the AC was reduced by 2 lets just call it +9/+4 (yes I know that's not actually right because it should circumstance negative to AC to the target, due to like effects not stacking it could matter.) In the end the Ogre loses a damaging attack at +12. That hardly seems the sensible thing to do for the ogre, like ever if its a solo monster against the party, as it's designed in Torment and Legacy. Really I'm just making sure I'm not missing a hidden benefit to trip.

Aw3som3-117 |

Thanks, so if I'm doing the math correctly. Trip is the first attack, it succeeds, (Ogre's +12). The second attack is base minus -5 from the 12 making it +7. The target is flat-footed -2 to their AC.
That means the Ogre Warrior could of attacked +12/+7/+2 if it was just swinging away but;
If It tripped first +12 then Strike +7/+2 but the AC was reduced by 2 lets just call it +9/+4 (yes I know that's not actually right because it should circumstance negative to AC to the target, due to like effects not stacking it could matter.) In the end the Ogre loses a damaging attack at +12. That hardly seems the sensible thing to do for the ogre, like ever if its a solo monster against the party, as it's designed in Torment and Legacy. Really I'm just making sure I'm not missing a hidden benefit to trip.
Yeah, that's basically correct. Often times single enemy fights end up being very unga boonga I hit I deal damage because no one else can capitalize on their tactical plays. Some abilities will still be useful, but trip typically isn't one unless they have an ability that lets them do it easier (like the "knockdown" creature ability that allows you to use an action to trip after a hit without having to roll for it)
Oh, also, it's worth noting that if it has AoO, then tripping is a great way to force someone to trigger that

breithauptclan |

That hardly seems the sensible thing to do for the ogre, like ever if its a solo monster against the party, as it's designed in Torment and Legacy.
Yes. And this is something that seems to be an advanced topic of enemy design.
Some enemies are designed as solo enemies. And some are designed to be part of a team of enemies.
Solo enemies often have really good and punishing reactions, multiple action attacks that hit many different target or AoE attacks, and abilities like Grab and Knockdown that let them do tactical things when their Multiple Attack Penalty is high.
Team enemies have normal abilities. Maybe just their normal attacks. Perhaps some special traits on them like trip. Sometimes a multiple action attack that attacks one target. Abilities that help or benefit from team members, like the Wolf's Pack Attack ability.
Having a team enemy as a single boss battle can work, but it will end up being a somewhat boring fight. Unless you have the enemy be several levels higher than the party, in which case it will be risking a TPK.
Having a group of solo enemies can be a problem because they can all hit the party repeatedly and if the party can't focus fire well, they will punish individuals of the party every time they attack by using their really nice reactions.

Sibelius Eos Owm |
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If you use Stride, move lets say 10 feet, come to a cliff and have to Climb up 10 feet. Is that one action or two?
A further note I haven't seen come up: its technically a variant I think, but the Gamemastery Guide has a suggestion for splitting and combining different movement actions.
In short, it still takes two actions, but for example if you needed to use 10' of land movement to get to a wall, and then you managed to climb it all in one go (whether with climb speed or a really good Athletics), using this variant you could finish the activity by using up you remaining land speed from the first action.
This variant is a boon to our group, who became annoyed with movement when our party's Barbarian with raging athlete tried to take advantage of her climb speed to go over some mega-sized step like structures that were 10' tall and 10' deep and found despite her 40' move and climb speed could only use 10' of that movement per action, limiting her to about 1.5 steps per round

Captain Morgan |

Lost Ohioian wrote:If you use Stride, move lets say 10 feet, come to a cliff and have to Climb up 10 feet. Is that one action or two?A further note I haven't seen come up: its technically a variant I think, but the Gamemastery Guide has a suggestion for splitting and combining different movement actions.
In short, it still takes two actions, but for example if you needed to use 10' of land movement to get to a wall, and then you managed to climb it all in one go (whether with climb speed or a really good Athletics), using this variant you could finish the activity by using up you remaining land speed from the first action.
This variant is a boon to our group, who became annoyed with movement when our party's Barbarian with raging athlete tried to take advantage of her climb speed to go over some mega-sized step like structures that were 10' tall and 10' deep and found despite her 40' move and climb speed could only use 10' of that movement per action, limiting her to about 1.5 steps per round
Signal boosting this because it is important.

jcheung |
Switching from one movement type to another requires ending your action that has the first movement type and using a new action that has the second movement type. For instance, if you Climbed 10 feet to the top of a cliff, you could then Stride forward 10 feet.
since you got the info, but not the source, here's the bit for movement
as for the variant rule...
well, there's no official variant ruleset for the movement in pathfinder that i can see, but that's a fairly reasonable houserule.
you could easily be thinking of 5e's core movement system which allows you to freely swap back and forth between movement types
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If It tripped first +12 then Strike +7/+2 but the AC was reduced by 2 lets just call it +9/+4 (yes I know that's not actually right because it should circumstance negative to AC to the target, due to like effects not stacking it could matter.) In the end the Ogre loses a damaging attack at +12. That hardly seems the sensible thing to do for the ogre, like ever if its a solo monster against the party, as it's designed in Torment and Legacy. Really I'm just making sure I'm not missing a hidden benefit to trip.
there are many weapons with the trip trait, even available to players. that's all this is. a weapon with the trip trait. it doesn't mean the wielder usually uses the weapon to perform trips.

Lost Ohioian |

Ok new one. Snares, you can set them in combat with the proper feats, ect ect. But, if you set a spike snare in combat, and you you are in plan sight does the opponent know you set a snare there or is it more of, world of warcraft hunter style where its just hidden? Could you construct a snare in an adjacent square that already occupied by another creature, thus have it deploy right away under the target?

breithauptclan |
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Ok new one. Snares, you can set them in combat with the proper feats, ect ect. But, if you set a spike snare in combat, and you you are in plan sight does the opponent know you set a snare there or is it more of, world of warcraft hunter style where its just hidden?
If an enemy watches you create a snare, they probably know that it is there. There may be some rules loophole that says otherwise, but it doesn't make any sense and I wouldn't run the game that way.
Could you construct a snare in an adjacent square that already occupied by another creature, thus have it deploy right away under the target?
There is a feat - Surprise Snare - that allows this. I wouldn't allow it normally even if you can deploy a snare that quickly such as with Snare Specialist.