Remastering? Please tidy up these rules


Pathfinder Second Edition General Discussion

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AoN admins and developers might read it here. But it is probably better to mention it on one of their communication channels.


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Bumping to the top. Above all the other things being discussed, rules clean up should be the number one thing everyone wants in this remaster. Some rules could really use some clarification we've been asking for practically since PF2 came out.

Liberty's Edge

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Which shields are strapped (and cannot be just released) and which are held (and can be).

And RK too of course.

Verdant Wheel

Faemeister wrote:
This is a perfect opportunity to fix advanced weapon proficiency scaling for non-humans and non-Fighters, seconded!

+1


I'd love a great many things (e.g. INT being good), but I'll try to stay within the scope of what these products are presented as - errata+ and a repackaging of rules instead of a major content rework. The bigger points have already been made in this thread alone, but here's some more in no particular order (even if the devs likely already know them):

- stunned on your turn is still a problem without a unified solution
- the hammer and flail crit specs need a nerf
- alchemical ammunition isn't covered by the rules on activating ammunition, as is any other future potential type of ammo that isn't magical
- exploration activities could use some advice on how to handle switching between several activities (should a player be allowed just Avoid Notice, Search for a few seconds and then Avoid Notice again)
- the rules around moving an immobilized (esp. grabbed) creature could use expanding
- does a weapon with a shifting rune have an "original" form or is the form you shift it into now permanent until shifted again (i.e. could I take the rune off and not worry about the weapon turning into something different)
- precious material ammunition - does the grade matter like when making a weapon out of it or can you always use the cheapest stuff?
- poisoning weapons could use some recommendations on how to handle just having a bunch of poisoned weapons/ammo around (esp. how long such things should be viable)
- needing to use a crowbar for Force Open to not have a penalty should be a recommendation, not a hard rule (e.g. it wouldn't help with that portcullis my level 20 champion is holding up with 1 hand at all)
- the assassin archetype provides its major bonuses only to melee weapons, despite ranged weapons being arguably more important to assassins (even in fantasy)
- the poisoner dedication is a strict downgrade to equivalent dedications
- the fighter dedication should have alternative benefits for martial characters, so that isn't a dead feat for them
- multiclass dedications should never require more ability scores at 14 than the class' single key ability score (e.g. 10 dex fighters are very common and low-INT magi aren't exactly a rarity either, so why do you need to have those scores?)
- crossbows should be their own category, just for convenience and precision
- the GM really should have advice on how to keep items with a fixed DC relevant, considering how big of a problem those are
- to the Hells with refocus feats (I couldn't resist)
- does a modular weapon that can select a certain damage type satisfy the "must have x dmage type" requirements of a rune

There are definitely more, but I always forget to note them down XD


Karmagator wrote:
- the hammer and flail crit specs need a nerf

No. The other critical effects that need to be buffed.

Karmagator wrote:
- the fighter dedication should have alternative benefits for martial characters, so that isn't a dead feat for them

I agree. Currently fighter dedication benefits aren't useful for anyone. This need a rework.

Karmagator wrote:
- multiclass dedications should never require more ability scores at 14 than the class' single key ability score (e.g. 10 dex fighters are very common and low-INT magi aren't exactly a rarity either, so why do you need to have those scores?)

Agree too.

Karmagator wrote:
- to the Hells with refocus feats (I couldn't resist)

I hope that currently remaster address this.


YuriP wrote:
Karmagator wrote:
- the hammer and flail crit specs need a nerf

No. The other critical effects that need to be buffed.

Karmagator wrote:
- the fighter dedication should have alternative benefits for martial characters, so that isn't a dead feat for them

I agree. Currently fighter dedication benefits aren't useful for anyone. This need a rework.

Karmagator wrote:
- multiclass dedications should never require more ability scores at 14 than the class' single key ability score (e.g. 10 dex fighters are very common and low-INT magi aren't exactly a rarity either, so why do you need to have those scores?)

Agree too.

Karmagator wrote:
- to the Hells with refocus feats (I couldn't resist)
I hope that currently remaster address this.

Some can't be buffed properly, and others are tough to balance. It's not difficult to enforce a saving throw for the Prone condition, though.

If Fighter dedication granted training in Advanced weapons, it would be worth.

I wouldn't expect the remaster to outright remove existing options.


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Darksol the Painbringer wrote:
YuriP wrote:
Karmagator wrote:
- the hammer and flail crit specs need a nerf

No. The other critical effects that need to be buffed.

Karmagator wrote:
- the fighter dedication should have alternative benefits for martial characters, so that isn't a dead feat for them

I agree. Currently fighter dedication benefits aren't useful for anyone. This need a rework.

Karmagator wrote:
- multiclass dedications should never require more ability scores at 14 than the class' single key ability score (e.g. 10 dex fighters are very common and low-INT magi aren't exactly a rarity either, so why do you need to have those scores?)

Agree too.

Karmagator wrote:
- to the Hells with refocus feats (I couldn't resist)
I hope that currently remaster address this.

Some can't be buffed properly, and others are tough to balance. It's not difficult to enforce a saving throw for the Prone condition, though.

If Fighter dedication granted training in Advanced weapons, it would be worth.

I wouldn't expect the remaster to outright remove existing options.

I'd honestly would be okay with just getting a free 1st level Fighter feat with the dedication. That way, you can delve into your fighting style immediately.

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