I love PF2E butttt....


Pathfinder Second Edition General Discussion

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Pathfinder Rulebook Subscriber
Quote:
The cowardly trope is not "anti-team"

Has no one played at a table where a player has their character run from fights because "it's what my character would do", then has surprised pikachu face when the party ditches them in the next town, and the player is asked to make a replacement character?

Why would any group of adventurers keep taking along a person who never has the party's back?

Grand Lodge

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The Inheritor wrote:
S.L.Acker wrote:
The Inheritor wrote:
Why are you hung up on the idea that commoners literally can't do anything?
Why should they have PC class levels and combat ability greater than the town guard?

Who says they have to exclusively pick those combat heavy option? Or start with said weapons? Those are choices at creation.

That said, why can't said commoner(fighter) be okay at providing game for their family, and as such have the Point blank shot feat? They might be a better marksmen then the guard. That could legit be a thing!

Actually, commoners are really easy to build. They get an Ancestry and a Background. No class and no 4 free bonuses. They get their ancestral and heritage abilities and HP, and background skills and feat. That's a commoner. Easy peasy lemon squeezy.

I was in a PF1 game a few years ago where we all started as commoners, and the first couple of sessions set us on our path. When we got to 1st level we became the class we were going for. The same game would work perfectly well in PF2.


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Temperans wrote:

I love (/s) how the argument is "how dare you not play the way I want, this is a team game you are not allowed personal story arcs and motivations" vs "this game doesn't have support for many of the ways a player can be part of the team and have story arcs".

The cowardly trope is not "anti-team" its usually done as a plot hook where the cowardly member eventually grows the courage to fight despite their fear. Similar to the clown trope where character jokes too much, but eventually becomes incredibly serious as the party adventures.

Kryzbyn wrote:

Has no one played at a table where a player has their character run from fights because "it's what my character would do", then has surprised pikachu face when the party ditches them in the next town, and the player is asked to make a replacement character?

Why would any group of adventurers keep taking along a person who never has the party's back?

I asked my wife, the grandmaster player who loves character development arcs, about this.

She says the problem is not the character. The problem is the player. When a player intends for a character to have a major flaw and grow out of it, the player needs to get the approval of the other players. If the player makes an apparently useless character with the intention of the character becomes fully useful later and DOES NOT TELL the other players, then all the other players see is a useless character. And for a fun game, the GM and the players ought to know how effective each party member will be, so they know what challenges the party can handle.

She pointed out a popular character in modern fantasy literature who had the coward arc: Samwell Tarly in the Song of Fire and Ice series by George R. R. Martin, also known as Game of Thrones. Samwell was up front about being a coward who could not fight. He tried hard to be useful to the Night's Watch at the Wall in other ways. His insight and scholarship were useful outside of combat. He did not become overcome his cowardice until the third book in the series, A Storm of Swords. That would be a very long wait in a combat-based roleplaying game.


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I like a few things about PF2. The XP system is elegant. But its primary draw to me was power of the monsters matching their level. A level 5 monster is almost always going to be a challenge for a group of level 4 characters.

As a lazy GM, coming off of a level 20/Mythic 10 Wrath of the Righteous this sounded very nice. I was also tempted because the new material for Pathfinder would be written for the new edition and, again, because I'm lazy, its easier to just use the new system than do any kind of conversion.

But then, there's everything else that...annoys me.

The thing that got me irritated at the whole system started in the Playtest.

Prestidigitation takes a minute to clean something.

An absolutely pointless nerf to the most harmless spell in all of creation. Sure, its easy enough to fix at my table, but that is a telling sign from the author. They felt the need to 'balance' prestidigitation. It set the tone for what I expected from the system and it didn't really disappoint me. (This is the part where someone gets out the spell descriptions of prestidigitation in PF1 and PF2 and figures out the bulk to 1 cubic foot conversion to tell me I'm wrong, but whatever.)

I quickly figured out that the magic system and I were going to be at odds. Though, it probably wouldn't be that bad, I told myself. You get a superior play experience in other aspects. (God, then wave casting and I checked out.)

Then there was the Perception capping by class. Annoying, but then they also rolled sense motive into Perception as well. Why can't a cleric be Legendary in Perception? Do I care that with the ability score loadout of a cleric, they'll probably have the same or higher bonus? No. When you throw superlatives out there, they imply something.

This lead me down a rabbit hole of not really caring for how skills are handled. And the multi classing I could take or leave.

The decision to make damage primarily a function of high amounts of dice instead of static modifiers didn't please me either.

I eventually wasn't pleased with the expected success rate either. It was harder and harder for an individual to limit the effect of the dice. To me, mastery is expected success in face of wide variance. Succeeding on a 2 is the goal.

Somewhere along the line, the list of things that annoyed me outweighed the benefits I would get from running games with easy monster math.

It probably didn't help that I was running Abomination Vaults, and while a good adventure, its still a mega-dungeon and the ultimate solution to every issue is 'Go back to the dungeon and go deeper'. I got bored of running it.

One of my players said, "They took everything I love about Pathfinder and made it worse." Yeah. I guess so.

I've come to accept that they didn't make a game to my tastes and try to let folks enjoy the things they want to enjoy. Its not really cool to be the guy shouting "Stop having fun" at people, you know?

Occasionally, I feel the need to say something in threads like this because...I don't know. I've got an opinion? Shouting into the void isn't as satisfying?


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Aristophanes wrote:

Actually, commoners are really easy to build. They get an Ancestry and a Background. No class and no 4 free bonuses. They get their ancestral and heritage abilities and HP, and background skills and feat. That's a commoner. Easy peasy lemon squeezy.

I was in a PF1 game a few years ago where we all started as commoners, and the first couple of sessions set us on our path. When we got to 1st level we became the class we were going for. The same game would work perfectly well in PF2.

I think this is an important observation. You can absolutely start out the campaign playing an especially low-powered character, but since this entire family of games is predicated on continuous improvement, you're not going to want to play that character for six continuous months without becoming an exceptional person along the way.

The same is true of any power level, since "Make a level 6 character and never level up" is going to get dull after a while.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
YuriP wrote:
Smaller proficiency bonus. This ideia isn't mine I saw this in a Michael Sayre post here in a topic in the forum. With smaller proficiency bonus (+1,+2,+3,+4) instead os currently one the difference of some classes proficiency would be smaller, the difference between a "martial" caster like warpriest or a MC martial with caster dedication will be way lower than they are currently making such different build more viable. Also this would diminish the critical chance of some classes (fighters and gunslingers) and monsters but they will still be interesting and strong classes.

There are tons of players out there who think that if you don't have an 18 in your attack stat, you're a lost cause just weighing the party down.

Shrinking the range in the proficiency bonus is just going to make every +1 matter more, exacerbate the existing issue, and make those playersright.

I fear that is the path to cookie-cutter characters.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
pauljathome wrote:
In PF1 you could build sufficiently broken characters that they could play in a seriously sub par way (abandon team mates, play commoners, use bad items, etc) and the group would still be viable.

I still remember the commoner farmer that used their vast starting funds exclusively on cattle, then stampeded elder demigods to death.

*shudders*


Aristophanes wrote:
The Inheritor wrote:
S.L.Acker wrote:
The Inheritor wrote:
Why are you hung up on the idea that commoners literally can't do anything?
Why should they have PC class levels and combat ability greater than the town guard?

Who says they have to exclusively pick those combat heavy option? Or start with said weapons? Those are choices at creation.

That said, why can't said commoner(fighter) be okay at providing game for their family, and as such have the Point blank shot feat? They might be a better marksmen then the guard. That could legit be a thing!

Actually, commoners are really easy to build. They get an Ancestry and a Background. No class and no 4 free bonuses. They get their ancestral and heritage abilities and HP, and background skills and feat. That's a commoner. Easy peasy lemon squeezy.

I was in a PF1 game a few years ago where we all started as commoners, and the first couple of sessions set us on our path. When we got to 1st level we became the class we were going for. The same game would work perfectly well in PF2.

You know it!


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Mathmuse wrote:
The players were thinking ahead to when the party would reach a city. They wanted an evil campaign of robbery and murder, so they decided to eliminate the goody two-shoes in the party to enable that. The other players could roll up new characters, evil ones, if they wanted to continue in the campaign.

That sounds so incredibly toxic.


Pathfinder Lost Omens, Rulebook Subscriber
Ravingdork wrote:
pauljathome wrote:
In PF1 you could build sufficiently broken characters that they could play in a seriously sub par way (abandon team mates, play commoners, use bad items, etc) and the group would still be viable.

I still remember the commoner farmer that used their vast starting funds exclusively on cattle, then stampeded elder demigods to death.

*shudders*

Yeah yeah, cattlegeddon, we've all seen it

Grand Lodge

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Perpdepog wrote:
Aristophanes wrote:
The Inheritor wrote:
S.L.Acker wrote:
The Inheritor wrote:
Why are you hung up on the idea that commoners literally can't do anything?
Why should they have PC class levels and combat ability greater than the town guard?

Who says they have to exclusively pick those combat heavy option? Or start with said weapons? Those are choices at creation.

That said, why can't said commoner(fighter) be okay at providing game for their family, and as such have the Point blank shot feat? They might be a better marksmen then the guard. That could legit be a thing!

Actually, commoners are really easy to build. They get an Ancestry and a Background. No class and no 4 free bonuses. They get their ancestral and heritage abilities and HP, and background skills and feat. That's a commoner. Easy peasy lemon squeezy.

I was in a PF1 game a few years ago where we all started as commoners, and the first couple of sessions set us on our path. When we got to 1st level we became the class we were going for. The same game would work perfectly well in PF2.
You know it!

Wow, that was fast. They took my idea, made a few adjustments, and retroactively got it into books and AoN! These folks are absolute Wiza...-ly amazing!


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I just find it interesting that the original post cited the thaumaturge as being the example for a class being broken because their primary stat is not their attack stat.

Meanwhile, when looking at that class all I can think is "damn, Mark (and others ofc) was really cooking with fire when he made this". Of all of the classes that suffer this problem, this is the only one where I really don't care.


Kobold Catgirl wrote:

It is so easy to accidentally make a weak PF1 character even if you know what you're doing. There are so many testimonies on this thread alone about players having a bad time, either because they were new and didn't know there were mandatory feats or they took a bad archetype like Sandman.

I don't think I can maintain my presence in this thread, because I just... gosh, edition warring drains me. I like third edition and its variations, and I respect people who've assembled their own little list of house rules and allowed content and have gotten PF1 to a place they really enjoy, but I see PF2 as a third edition that checked its numbers.

interesting. I can't say I agree. But the mindset is interesting.


PossibleCabbage wrote:

I mean a central problem in PF1 was that it was impossible to make an obstacle that was a challenge for someone who specialized in a thing while not being literally impossible for someone who dabbled, or to make a challenge being accessible to a dabbler but not trivial for a specialist. This is a problem with addressing.

Like I remember book 6 of Hell's Rebels featured a series of negotiations with the Chellish ambasadors where the DCs were something fully half the party could not fail at even if they rolled a 1, and the rest of the party could not succeed at even if they rolled a 20. If nothing else that this could happen organically because people figured out "this is a social AP" and decided to roll up characters who were socially adept makes it the adventure designer's job significantly more difficult.

It's also a good idea to make "the rules for skills, saves, armor class, difficulty class, and combat are all basically different applications of the same rules."

mm. Interesting.


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WatersLethe wrote:
Ravingdork wrote:
pauljathome wrote:
In PF1 you could build sufficiently broken characters that they could play in a seriously sub par way (abandon team mates, play commoners, use bad items, etc) and the group would still be viable.

I still remember the commoner farmer that used their vast starting funds exclusively on cattle, then stampeded elder demigods to death.

*shudders*

Yeah yeah, cattlegeddon, we've all seen it

I'd have gone with Apocowlypse, myself, but it'd be a boring ol' world if we were all the same.


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S.L.Acker wrote:
Rysky wrote:
S.L.Acker wrote:
"I saw the fighter go down and went running for help." Is a valid counterpoint.
No it's moving the goalposts.

Playing a lying weasely coward who eventually finds their courage is moving goalposts now?

Quote:
You're claiming due to "balance" that P2 can't tell the same stories that P1 did when your example your hanging on is a story of one party member screwing over others and has absolutely nothing to do with balance.

For a different example, you can't pull a Princess Bride and fight with your off-hand as a handicap because every character in PF2 is ambidextrous. You can't cast a favored spell at higher levels because there's no way to keep a lower-level spell effective in the same way you could in older editions. You can't, effectively, play a character who uses summons to fight for them unless you want an eidolon because the summon monster spells are awful. You can't send your familiar back to town with a message or evidence because you have to give it orders every few seconds much less develop it as it's own intelligent independent being.

Quote:
... you absolutely can. What?

PF2 literally doesn't have commoner as a class nor does it have Troll as a player option. So I fail to see how it can possibly tell those same stories from the party's point of view.

Quote:

I have ACTUALLY XD

Being evil =/= intentionally screwing each over. Again, neither version of Pathfinder is built around doing that.

I've had no issues running sandbox PF1 games where some sessions moved the plot forward and others were a bit of PvP.

The best games I have been in have involved evil party members.


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Mathmuse wrote:
S.L.Acker wrote:
Mathmuse wrote:
Think about the roleplaying afterwards, "You ran away and left us to die when the tank went down. You are out of the party!"
Maybe that happens or maybe the player has played up this fear well enough that the party was just waiting for it to happen so the character could progress their character growth.

The party got used to deadweight in the group?

S.L.Acker wrote:
"I saw the fighter go down and went running for help." Is a valid counterpoint.

Help was just around the corner? I suppose that that could happen in an in-town adventure. But bringing in the constable doesn't fit the cowardly-rogue trope.

S.L.Acker wrote:
What would have happened if Rand ditched Matt when the dagger started to make him a liability to be around?

I had to look that up. The Internet suggests Rand al'Thor and Mat Cauthon of Wheel of Time. I have not read that series.

S.L.Acker wrote:
Quote:
Because those vaster numbers of stories are about a teammate being a jerk to the team. The other players hate those stories.
I've run entire evil campaigns and Cyberpunk games where everybody was just waiting for who would betray the group first. Where dying party members were stabilized and sold for parts so the rest of the group could be combat-ready faster. Those were fun and memorable games that PF1 could support but that PF2 seems unable to support.
My second Advanced Dungeons & Dragons game in 1980 had my monk dropped into an existing campaign where the six-member party was working together to escape a deadly jungle. When we finally reached a safe beach, some PCs offered to stand night watch. They were the evil PCs in a mixed group of good, neutral, and evil PCs and they slit everyone else's throat during the night. The Dungeon Master did not offer any saving throws. It was memorable, but not at all fun for me.

some interesting experiences here. But they all seem to rely heavily upon accepted tropes, and they don't work well when you are gaming with- or even discussing issues with- people you don't know personally.


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Kryzbyn wrote:
Quote:
The cowardly trope is not "anti-team"

Has no one played at a table where a player has their character run from fights because "it's what my character would do", then has surprised pikachu face when the party ditches them in the next town, and the player is asked to make a replacement character?

Why would any group of adventurers keep taking along a person who never has the party's back?

its a trope. And tropes have never been accepted with universal amounts of...well, acceptance.


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Ravingdork wrote:
YuriP wrote:
Smaller proficiency bonus. This ideia isn't mine I saw this in a Michael Sayre post here in a topic in the forum. With smaller proficiency bonus (+1,+2,+3,+4) instead os currently one the difference of some classes proficiency would be smaller, the difference between a "martial" caster like warpriest or a MC martial with caster dedication will be way lower than they are currently making such different build more viable. Also this would diminish the critical chance of some classes (fighters and gunslingers) and monsters but they will still be interesting and strong classes.

There are tons of players out there who think that if you don't have an 18 in your attack stat, you're a lost cause just weighing the party down.

Shrinking the range in the proficiency bonus is just going to make every +1 matter more, exacerbate the existing issue, and make those playersright.

I fear that is the path to cookie-cutter characters.

That's why I also propose a flexible key stat. Instead of fixed class key stat it's works like the new free boosts for ancestry, the class key stat would be just a suggestion instead.


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Pathfinder Rulebook Subscriber

Dunno. Samwell Tarly isn’t the best example. He was steward and meister in training. It would be unreasonable to assume he’d be involved in combat. Also, not an adventurer .


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Pathfinder Lost Omens, Rulebook Subscriber
Perpdepog wrote:
WatersLethe wrote:
Ravingdork wrote:
pauljathome wrote:
In PF1 you could build sufficiently broken characters that they could play in a seriously sub par way (abandon team mates, play commoners, use bad items, etc) and the group would still be viable.

I still remember the commoner farmer that used their vast starting funds exclusively on cattle, then stampeded elder demigods to death.

*shudders*

Yeah yeah, cattlegeddon, we've all seen it
I'd have gone with Apocowlypse, myself, but it'd be a boring ol' world if we were all the same.

Dangit. That's good.


Karmagator wrote:

I just find it interesting that the original post cited the thaumaturge as being the example for a class being broken because their primary stat is not their attack stat.

Meanwhile, when looking at that class all I can think is "damn, Mark (and others ofc) was really cooking with fire when he made this". Of all of the classes that suffer this problem, this is the only one where I really don't care.

Yep. Thaumaturge is the last class I'd point to for stat imbalance. It's rock solid.

Radiant Oath

Kasoh wrote:


The decision to make damage primarily a function of high amounts of dice instead of static modifiers didn't please me...

You don't like rolling dice or you don't like it when dice rolls matter?


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YuriP wrote:
Ravingdork wrote:
YuriP wrote:
Smaller proficiency bonus. This ideia isn't mine I saw this in a Michael Sayre post here in a topic in the forum. With smaller proficiency bonus (+1,+2,+3,+4) instead os currently one the difference of some classes proficiency would be smaller, the difference between a "martial" caster like warpriest or a MC martial with caster dedication will be way lower than they are currently making such different build more viable. Also this would diminish the critical chance of some classes (fighters and gunslingers) and monsters but they will still be interesting and strong classes.

There are tons of players out there who think that if you don't have an 18 in your attack stat, you're a lost cause just weighing the party down.

Shrinking the range in the proficiency bonus is just going to make every +1 matter more, exacerbate the existing issue, and make those playersright.

I fear that is the path to cookie-cutter characters.

That's why I also propose a flexible key stat. Instead of fixed class key stat it's works like the new free boosts for ancestry, the class key stat would be just a suggestion instead.

Flexible key stat doesn't solve that issue. It solves the issue of "I want to be a smart fighter but can't because Int is a dump stat". And it doesn't really do that well when you are pressured into even tighter math.


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AceofMoxen wrote:
Kasoh wrote:


The decision to make damage primarily a function of high amounts of dice instead of static modifiers didn't please me...

You don't like rolling dice or you don't like it when dice rolls matter?

I have met people in both camps.


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Kasoh wrote:

I like a few things about PF2. The XP system is elegant. But its primary draw to me was power of the monsters matching their level. A level 5 monster is almost always going to be a challenge for a group of level 4 characters.

As a lazy GM, coming off of a level 20/Mythic 10 Wrath of the Righteous this sounded very nice. I was also tempted because the new material for Pathfinder would be written for the new edition and, again, because I'm lazy, its easier to just use the new system than do any kind of conversion.

But then, there's everything else that...annoys me.

The thing that got me irritated at the whole system started in the Playtest.

Prestidigitation takes a minute to clean something.

An absolutely pointless nerf to the most harmless spell in all of creation. Sure, its easy enough to fix at my table, but that is a telling sign from the author. They felt the need to 'balance' prestidigitation. It set the tone for what I expected from the system and it didn't really disappoint me. (This is the part where someone gets out the spell descriptions of prestidigitation in PF1 and PF2 and figures out the bulk to 1 cubic foot conversion to tell me I'm wrong, but whatever.)

I quickly figured out that the magic system and I were going to be at odds. Though, it probably wouldn't be that bad, I told myself. You get a superior play experience in other aspects. (God, then wave casting and I checked out.)

Then there was the Perception capping by class. Annoying, but then they also rolled sense motive into Perception as well. Why can't a cleric be Legendary in Perception? Do I care that with the ability score loadout of a cleric, they'll probably have the same or higher bonus? No. When you throw superlatives out there, they imply something.

This lead me down a rabbit hole of not really caring for how skills are handled. And the multi classing I could take or leave.

The decision to make damage primarily a function of high amounts of dice instead of static modifiers didn't please me...

100% this.


20 hour of reading 2e core rulebook and bestiary should be enough for someone want succeed on 2 to realize that 2e are not the system for them

it is possible on some skill check like legendary medicine treat wound

Paizo Employee Community and Social Media Specialist

Lots of flags. Locking until I go through them

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