Finally getting into ttrpg


Advice


After years of wanting to get into a ttrpg but not being able to find a group. I'm finally going to take the plunge and buy the books, a gm screen, etc. After all the different scandals I simply won't trust Hasbro to suck the fun out of it for more profit..

So I'm very happy with Paizo and Pathfinder 2e. The new rulebooks coming out in October and April seem a perfect way to get into it. A slightly tweaked new rulesset so I'm sure if I invest in those books. They'll be the newest for a while..

But while waiting for those books to be released. The adventure books currently out will still work with the newer system? I can buy something and get into it while waiting..


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Daikath wrote:
But while waiting for those books to be released. The adventure books currently out will still work with the newer system? I can buy something and get into it while waiting..

That is what the game developers claim. And I trust them fairly well.

There is already a preview document that goes over the things that may need to be converted when using current/older published books under the newer rules and terminology.


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Of course, you can also dive into the old rules (for free!) while you wait. Archives of Nethys is here for you.


You can get old adventures without afraid. Due nothing changing in the basic math and mechanics they are fully compatible with remastered books.


Much thanks for the answers everyone! I will definitely check the rules out and buy an adventure.

Liberty's Edge

Just a note that alignment will be gone, and thus alignment damage too. I feel this will have a significant impact on some categories of monsters (Fiends mostly IMO).
So, expect this kind of opponents to get new abilities, and maybe new tactics, in the Remastered rules.

I do not know which PF2 APs will be significantly impacted by this though.


Fiends and Celestials will get unholy and holy weakness/resistance instead so I don't expect any relevant changes to them (you can simply direct convert resistances/weakness vs good to holy and evil resistances/weakness to unholy).

The problem is with creatures like Aeons and Proteans that will loose their resistances/weakness vs alignments. These creatures that may need some minor adjustments.

But GMG could give you some guidance in this:

Gamemastery Guide pg. 185 - Aligned Damage wrote:
f you’re using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like “radiant” and “shadow” that don’t have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters’ maximum Hit Points, and call it good. No matter what you do with creatures, you’ll also have to replace abilities like the champion’s that deal aligned damage in a similar way, or remove those abilities.

My suggestion is to just remove the alignment weakness from lawful/chaotic and reduce their HP in 4x their weakness value because this was a relative easily to exploit weakness.

Source Gamemastery Guide pg. 63 - Immunities, Weaknesses, and Resistances wrote:

...

Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of additional HP might depend on how tough the creature should feel if the PCs don’t exploit its weakness; a tough creature might have additional HP equal to quadruple the weakness value. A creature with a hard-to-exploit weakness might have additional HP equal to the weakness value or less.
...

Another thing bit more easier that you probably have to do in turn their old alignment damage into spiritual damage. But this is just a simple change. Good damage will become Spiritual damage with holy trait, Evil damage will become Spiritual damage with unholy trait. The other alignments will be just turned into normal Spiritual damage.


You almost never see Aeons and Proteins in APs anyway, though, so you should be fine.

Liberty's Edge

YuriP wrote:

Fiends and Celestials will get unholy and holy weakness/resistance instead so I don't expect any relevant changes to them (you can simply direct convert resistances/weakness vs good to holy and evil resistances/weakness to unholy).

The problem is with creatures like Aeons and Proteans that will loose their resistances/weakness vs alignments. These creatures that may need some minor adjustments.

But GMG could give you some guidance in this:

Gamemastery Guide pg. 185 - Aligned Damage wrote:
f you’re using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like “radiant” and “shadow” that don’t have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters’ maximum Hit Points, and call it good. No matter what you do with creatures, you’ll also have to replace abilities like the champion’s that deal aligned damage in a similar way, or remove those abilities.

My suggestion is to just remove the alignment weakness from lawful/chaotic and reduce their HP in 4x their weakness value because this was a relative easily to exploit weakness.

Source Gamemastery Guide pg. 63 - Immunities, Weaknesses, and Resistances wrote:

...

Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it additional HP. The amount of
...

Evil damage hurt all Good PCs. Unholy damage will not. So opponents that used it will deal less damage.

Same for characters that used to rely on Good damage obviously.


Until I understand in the interviews and corepreview Spiritual Damage affects everyone and Holy/Unholy are traits just to change it to exploit or to be resisted by creature with holy/unholy resistance/weakness. For all the rest (except constructs) Spiritual including those with holy/unholy traits affects everyone normally.

I don't understand why you can't add holy weakness/resistance in place of good weakness/resistance and unholy weakness/resistance in place of evil weakness/resistance for celestials and fiends.


The Raven Black wrote:
YuriP wrote:

Fiends and Celestials will get unholy and holy weakness/resistance instead so I don't expect any relevant changes to them (you can simply direct convert resistances/weakness vs good to holy and evil resistances/weakness to unholy).

The problem is with creatures like Aeons and Proteans that will loose their resistances/weakness vs alignments. These creatures that may need some minor adjustments.

But GMG could give you some guidance in this:

Gamemastery Guide pg. 185 - Aligned Damage wrote:
f you’re using the no alignment variant, remove or replace aligned damage (chaotic, evil, good, and lawful damage), which requires significant adjustments for creatures like angels and devils that were built with a weakness to aligned damage. One option is to replace them one-for-one with new damage types like “radiant” and “shadow” that don’t have any moral assumptions. Another option is to simply change the damage type needed for creature weaknesses to some other damage type on a case-by-case basis. A third option is to remove the weaknesses, reduce the monsters’ maximum Hit Points, and call it good. No matter what you do with creatures, you’ll also have to replace abilities like the champion’s that deal aligned damage in a similar way, or remove those abilities.

My suggestion is to just remove the alignment weakness from lawful/chaotic and reduce their HP in 4x their weakness value because this was a relative easily to exploit weakness.

Source Gamemastery Guide pg. 63 - Immunities, Weaknesses, and Resistances wrote:

...

Giving your creature a weakness adds flavor to it and greatly rewards effective player tactics once your players identify the weakness. The weakness should apply to one damage type or phenomenon and use the high end of the scale. Creatures typically have at most one weakness. If a creature has a weakness, especially to something common, give it
...

Unholy damage will hurt good PCs just fine? (In so far as good PCs will not actually exist in the remaster.) It hurts everything as Yuri laid out.

Liberty's Edge

So, is it just translate all alignment damage to spiritual damage (that affects everyone) and add the Holy/Unholy tag and then replace weakness/resistance/immunity to Good/Evil with the same to Holy/Unholy ?

And maybe give immunity to Holy spiritual damage to creatures sanctified to Holy and same for Unholy ?

Not such a big difference indeed. So, this is covered.

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