| andreww |
Errenor wrote:Ravingdork wrote:Gortle wrote:3 single action attack spells run into MAP and so that is not a viable tactic.It can be with a shadow signet.No it can't. It's a bit hard to understand how Shadow Signet works and easy to get into a trap thinking it just makes spells into saving throw spells (on my own example too). It doesn't. It's actually much worse item than it looks:
" If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. "
See? In only exchanges AC for DC. Meaning:
- MAP stays
- You still get NOTHING on a miss.
P.S. Of course people (Unicore) already wrote about that :)Indeed. This has been pointed out to me a number of times by various people.
Thanks for keeping the public on the right track.
You also dont benefit from things like off guard as that only applies to AC.
| Ravingdork |
Ravingdork wrote:You also dont benefit from things like off guard as that only applies to AC.Errenor wrote:Ravingdork wrote:Gortle wrote:3 single action attack spells run into MAP and so that is not a viable tactic.It can be with a shadow signet.No it can't. It's a bit hard to understand how Shadow Signet works and easy to get into a trap thinking it just makes spells into saving throw spells (on my own example too). It doesn't. It's actually much worse item than it looks:
" If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. "
See? In only exchanges AC for DC. Meaning:
- MAP stays
- You still get NOTHING on a miss.
P.S. Of course people (Unicore) already wrote about that :)Indeed. This has been pointed out to me a number of times by various people.
Thanks for keeping the public on the right track.
Oof.
| BigHatMarisa |
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Equipment is definitely a spot in the game where system mastery yields big rewards. The floor in terms of building a capable character has improved a lot, especially compared to PF1... but as the amount of equipment has grown over time, finding the good stuff for a specific build has gotten progressively harder (a lot like PF1).
Treasure Vault really showcased the problem well I think: there's lots of really interesting items in here, and almost none of my players know about any of it if I don't point it out or stick it in a loot pile somewhere. Like the Investigator had no idea Insight Coffee existed, so I had an NPC alchemist share some as a reward for helping the NPC out.
I'm not sure this is a problem since the player was happy to get something cool they didn't know about, but it does create a significant gulf in that players with the system mastery to use all these items will have a real boost over players that are just using basic stuff because they don't know what to buy/craft.
Aye. there are plenty of cool moments where the GM can take items out of the grey-area knowledge soup and point players towards it like that. I just wish even the Player Core items were signposted better. Even if it were something simple, like Miracles suggested, with a sidebar of equipment advice. Doesn't need to list EVERY relevant item, just key ones that can get players' brains hamsters kicked into gear and looking through the common items. The sample builds, like, sorta do this, but last I checked all the equipment they tend to list are the mundane, starter-equipment stuff, no "shopping list plan" for the future.
After all, people go window shopping in real life, right? Surely adventurers are the premiere "I wish I could have that" kind of customer.