WWHsmackdown |
15 people marked this as a favorite. |
Looking over all the changes and quality of life improvements, I wanted to give the devs a shout-out: it's good stuff, thank you all for taking the lemons from the beach magicians and turning it into lemonade!
I'm excited to grab my copy in a couple weeks.
I especially have my eye on making some new witches, clerics, and rogues!
Ravingdork |
I can hardly state how much having a basic swap items action improves so many little experiences in the game.
Wait, WHAT!?
Wow! That's a really big deal!
I'm absolutely loving the changes I'm hearing about the cleric class.
QuidEst |
1 person marked this as a favorite. |
QuidEst wrote:I can hardly state how much having a basic swap items action improves so many little experiences in the game.Wait, WHAT!?
Wow! That's a really big deal!
I'm absolutely loving the changes I'm hearing about the cleric class.
Yeah! No more chucking your bow on the ground to pull out your sword. My weapon/regalia Thaumaturge will be able to use an emergency item without needing to casually drop his allegedly important relics.
pH unbalanced |
Ravingdork wrote:Yeah! No more chucking your bow on the ground to pull out your sword. My weapon/regalia Thaumaturge will be able to use an emergency item without needing to casually drop his allegedly important relics.QuidEst wrote:I can hardly state how much having a basic swap items action improves so many little experiences in the game.Wait, WHAT!?
Wow! That's a really big deal!
I'm absolutely loving the changes I'm hearing about the cleric class.
Look, I think it only saves me one action in the absurd reloading routine for my dual-pistol Bullet Dancer, but every action is precious.
Karys |
In the remaster is every class at least trained in a class DC?
Sure are! Noticed weapon critical specializations use class DCs now in fact. For example, being hit by a hammer crit gives a fort save against class DC to not be knocked prone.
Perpdepog |
2 people marked this as a favorite. |
Looking over all the changes and quality of life improvements, I wanted to give the devs a shout-out: it's good stuff, thank you all for taking the lemons from the beach magicians and turning it into lemonade!
I'm excited to grab my copy in a couple weeks.
I especially have my eye on making some new witches, clerics, and rogues!
Same, especially rogues. The changes to ruffian rogue racket sound so cool; I can't wait to make a ronin-esque katana ruffian.
Karmagator |
1 person marked this as a favorite. |
WWHsmackdown wrote:Same, especially rogues. The changes to ruffian rogue racket sound so cool; I can't wait to make a ronin-esque katana ruffian.Looking over all the changes and quality of life improvements, I wanted to give the devs a shout-out: it's good stuff, thank you all for taking the lemons from the beach magicians and turning it into lemonade!
I'm excited to grab my copy in a couple weeks.
I especially have my eye on making some new witches, clerics, and rogues!
Just remember to never wield it in two hands ^^. Or just reflavour a leiomano, machete or something to avoid that silliness altogether.
WWHsmackdown |
Perpdepog wrote:Just remember to never wield it in two hands ^^. Or just reflavour a leiomano, machete or something to avoid that silliness altogether.WWHsmackdown wrote:Same, especially rogues. The changes to ruffian rogue racket sound so cool; I can't wait to make a ronin-esque katana ruffian.Looking over all the changes and quality of life improvements, I wanted to give the devs a shout-out: it's good stuff, thank you all for taking the lemons from the beach magicians and turning it into lemonade!
I'm excited to grab my copy in a couple weeks.
I especially have my eye on making some new witches, clerics, and rogues!
The second hand will be for the wakizashi
QuidEst |
9 people marked this as a favorite. |
Perpdepog wrote:Just remember to never wield it in two hands ^^. Or just reflavour a leiomano, machete or something to avoid that silliness altogether.WWHsmackdown wrote:Same, especially rogues. The changes to ruffian rogue racket sound so cool; I can't wait to make a ronin-esque katana ruffian.Looking over all the changes and quality of life improvements, I wanted to give the devs a shout-out: it's good stuff, thank you all for taking the lemons from the beach magicians and turning it into lemonade!
I'm excited to grab my copy in a couple weeks.
I especially have my eye on making some new witches, clerics, and rogues!
Switching to two hands is useful any time you can't get sneak attack damage, like dealing with precision immunity or getting separated from any group flankers.
Perpdepog |
4 people marked this as a favorite. |
Karmagator wrote:Switching to two hands is useful any time you can't get sneak attack damage, like dealing with precision immunity or getting separated from any group flankers.Perpdepog wrote:Just remember to never wield it in two hands ^^. Or just reflavour a leiomano, machete or something to avoid that silliness altogether.WWHsmackdown wrote:Same, especially rogues. The changes to ruffian rogue racket sound so cool; I can't wait to make a ronin-esque katana ruffian.Looking over all the changes and quality of life improvements, I wanted to give the devs a shout-out: it's good stuff, thank you all for taking the lemons from the beach magicians and turning it into lemonade!
I'm excited to grab my copy in a couple weeks.
I especially have my eye on making some new witches, clerics, and rogues!
Exactly this. I imagine sneak attacking probably still does more damage overall, but getting to sub in a weapon with d10s means that even if you suddenly have to fight enemies in the Land of Ooze and Ghosts to get to the villainous Ectoplasmo you aren't going to be worrying about how much you can contribute to fights.
Arcaian |
3 people marked this as a favorite. |
QuidEst wrote:Exactly this. I imagine sneak attacking probably still does more damage overall, but getting to sub in a weapon with d10s means that even if you suddenly have to fight enemies in the Land of Ooze and Ghosts to get to the villainous Ectoplasmo you aren't going to be worrying about how much you can contribute to fights.Karmagator wrote:Switching to two hands is useful any time you can't get sneak attack damage, like dealing with precision immunity or getting separated from any group flankers.Perpdepog wrote:Just remember to never wield it in two hands ^^. Or just reflavour a leiomano, machete or something to avoid that silliness altogether.WWHsmackdown wrote:Same, especially rogues. The changes to ruffian rogue racket sound so cool; I can't wait to make a ronin-esque katana ruffian.Looking over all the changes and quality of life improvements, I wanted to give the devs a shout-out: it's good stuff, thank you all for taking the lemons from the beach magicians and turning it into lemonade!
I'm excited to grab my copy in a couple weeks.
I especially have my eye on making some new witches, clerics, and rogues!
With a 2-point difference in damage between the dice on average, I was intrigued by how this would end up at the various points it changes significantly. I didn't pick up elemental runes ASAP, as I know not everyone wants exclusively them, but here are the results - they'd be better for 2-handing with more static damage (like elemental runes, or accounting for deadly):
Level 1: 1d10+4 (9.5) vs 2d6+4 (11) = 2-handing is 86% of the damage of sneak attackingLevel 4 (striking rune): 2d10+4 (15) vs 3d6+4 (14.5) = 3.5% more damage than sneak attacking
Level 5 (extra sneak attack dice): 2d10+4 (15) vs 4d6+4 (17.5) = 86% of the damage of sneak attacking
Level 11 (elemental rune added to weapon, extra sneak attack dice, +5 str mod, weapon spec): 2d10+7+1d6 (21.5) vs 5d6+7+1d6 (28) = 77% of the damage of sneak attacking
Level 12 (greater striking rune):3d10+6+1d6 (26) 6d6+6+1d6 (30.5) = 85% of the damage of sneak attacking
Level 17 (second elemental rune, 4d6 sneak attack, +6 str mod, greater weapon spec): 3d10+12+2d6 (35.5) vs 7d6+12+2d6 (43.5) = 82% of the damage of sneak attacking
Level 19 (major striking rune): 4d10+12+2d6 (41) vs 8d6+12+2d6 (47) = 87% of the damage of sneak attacking
Or to put it another way:
Level 1: Sneak attacking is the equivalent of ~1d3 extra damage
Level 4: Functionally the same damage
Level 5: The equivalent of ~1d4 extra damage
Level 11: The equivalent of ~2d6 extra damage
Level 12: The equivalent of ~1d8 extra damage
Level 17: The equivalent of ~2d6+1 extra damage
Level 19: The equivalent of ~2d4+1 extra damage
Honestly, as a backup against precision-immune enemies, or if sneak attack is being hard to trigger for whatever reason, that's a pretty damn effective backup.
Ravingdork |
7 people marked this as a favorite. |
I'm really loving the new wizard, despite all that has been said about it.
The new class feats are really powerful AND interesting! The schools are very flavorful and I'm excited to see what other schools come out in the future.
Spells in general look to have been consolidated and buffed up too, so a Remaster wizard can do more with less.
I might actually play one now. :P
Squiggit |
2 people marked this as a favorite. |
I'm really loving the new wizard, despite all that has been said about it.
The new class feats are really powerful AND interesting! The schools are very flavorful and I'm excited to see what other schools come out in the future.
Spells in general look to have been consolidated and buffed up too, so a Remaster wizard can do more with less.
I might actually play one now. :P
I'm also kind of a fan of the tradition proficiency changes, means with Witch dedication you can pick up any tradition and fully advance your spell DCs.
Still somewhat limited in what you can take since they're so many ranks behind, but it opens up some debuffing options that weren't there before.
Karmagator |
Karmagator wrote:And a big thank you to the devs for handling all of this without massively delaying the regular schedule. It can't have been easy, but you managed it!Starfinder's much-delayed APs say "WHAT?"
Those are made by completely different people, are they not? Why would the Remaster affect them?
Arutema |
Arutema wrote:Those are made by completely different people, are they not? Why would the Remaster affect them?Karmagator wrote:And a big thank you to the devs for handling all of this without massively delaying the regular schedule. It can't have been easy, but you managed it!Starfinder's much-delayed APs say "WHAT?"
The remaster was explicitly an all-hands-on-deck project that pulled folks away from said APs.
edit: Source
Karmagator |
Karmagator wrote:Arutema wrote:Those are made by completely different people, are they not? Why would the Remaster affect them?Karmagator wrote:And a big thank you to the devs for handling all of this without massively delaying the regular schedule. It can't have been easy, but you managed it!Starfinder's much-delayed APs say "WHAT?"The remaster was explicitly an all-hands-on-deck project that pulled folks away from said APs.
edit: Source
Huh, I thought it was just Howl and the Tian Xia stuff that was delayed for a few months. Welp, not a great time to be a SF1 fan then :/ . Could have been a lot worse, though.
pH unbalanced |
2 people marked this as a favorite. |
The verbage on Untrained Improvisation has been cleaned up, and it is now strictly better than before at low levels.
For me, this is almost a must-take feat for low skill point characters, especially in PFS.
pH unbalanced |
1 person marked this as a favorite. |
pH unbalanced wrote:What language was unclear in the original version?The verbage on Untrained Improvisation has been cleaned up, and it is now strictly better than before at low levels.
For me, this is almost a must-take feat for low skill point characters, especially in PFS.
The original told you to halve your level for your proficiency bonus, which *always* led to discussions about rounding up or down. The new version has static -2 and -1 (and -0) penalties.
Gisher |
7 people marked this as a favorite. |
Gisher wrote:The original told you to halve your level for your proficiency bonus, which *always* led to discussions about rounding up or down. The new version has static -2 and -1 (and -0) penalties.pH unbalanced wrote:What language was unclear in the original version?The verbage on Untrained Improvisation has been cleaned up, and it is now strictly better than before at low levels.
For me, this is almost a must-take feat for low skill point characters, especially in PFS.
That does sound like a nice improvement, but given the general rule for rounding I'm unclear why there would have been disputes about whether you should round up or down for the old version.
Rounding
You may need to calculate a fraction of a value, like halving damage. Always round down unless otherwise specified. For example, if a spell deals 7 damage and a creature takes half damage from it, that creature takes 3 damage.
breithauptclan |
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And the only place that I know of that overrides that rounding rule is when converting between level and rank. So cantrip rank is half your level rounded up. Same with focus spells, maximum spell slot, and counteract level.
But that doesn't mean that everyone knows about that little general rule. Or that it doesn't cause discussion and debate at the table. Which can be annoying even if it is a very short debate when someone opens up their CRB and points to the relevant general rule.
Kelseus |
Faemeister wrote:They fixed Additional Lore too, now you can take it for a Lore skill you already had, like those granted by backgrounds. Nice.its nice that ancestry lore feats actually grant additional lore for them :'D
This is frankly a huge boost to these feats, especially Gnome Obsession, since you can change the lore category with one day of down time.
Just imagine doing Age of Ashes and having a maxed lore for each area you visit.
breithauptclan |
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especially Gnome Obsession, since you can change the lore category with one day of down time.
OK, run that past me again?
I'm seeing Gnome Obsession as an ancestry feat. But it doesn't say anything about switching the category with downtime. Unless that was also something added in Remaster.
So retraining a feat takes a week at baseline. Again, unless that is a change in Remaster.
pH unbalanced |
4 people marked this as a favorite. |
Kelseus wrote:especially Gnome Obsession, since you can change the lore category with one day of down time.OK, run that past me again?
I'm seeing Gnome Obsession as an ancestry feat. But it doesn't say anything about switching the category with downtime. Unless that was also something added in Remaster.
So retraining a feat takes a week at baseline. Again, unless that is a change in Remaster.
Yes, they updated it.
You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. You gain the Additional Lore feat (page 252) and the Assurance feat for the chosen Lore. As gnome obsessions can come and go quickly, you can retrain Gnome Obsession to a different Lore subcategory in 1 day of downtime.
Sanityfaerie |
Oh dang, that's awesome! Can't wait to build a gnome or gnome-adopted character now ... a phrase I never thought I'd say.
There's also the gnomish reaction. Unexpected Shift (lvl 1) is kind of meh, but fortuitous shift (the lvl 9 upgrade) is quite nice, especially as compared with ancestral reactions in general.
...unless they've modified that too?
Perpdepog |
A small thing, I like that you can give your familiar different traits now based on abilities you pick. I really like how that opens up different familiar options for everyone instead of locking them behind class/archetype picks.
I do wish that Plant and Fungus got a little something for picking them, but I can just give those to my players for free if they want them.