Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

pathfinder 2nd edition  @ 2018/03/07 10:35:59


Post by: reds8n


http://paizo.com/pathfinderplaytest


The Pathfinder Playtest officially launches on August 2, 2018!

In 2008, Paizo launched an unprecedented public playtest aimed at updating the third edition rules to make them more fun, easier to learn, and better able to support thrilling fantasy adventures. More than 40,000 gamers just like you joined in the fun by playtesting the new Pathfinder RPG rules and providing feedback, and the rest is gaming history. Now, 10 years later, it's time to put the lessons of the last decade to use and evolve the game once again. It's time for Pathfinder Second Edition!

Pathfinder Playtest Features
The new Pathfinder Playtest rules are the first step in the evolution to the new edition. We have incorporated the best innovations and lessons of the last 10 years to move the game forward in new and exciting ways. As we count down the days to the Pathfinder Playtest Rulebook release, we'll be revealing more information on the following topics (and more!) on the Paizo blog:

10th-Level Spells and 4 Spell Lists
Alchemists in Core
Archetypes and Multiclassing
Class Changes
Classic Monsters and Magic
Clean, Modular Information-Based Design
Combat Maneuvers that Rock
Designed for All Levels of Play
Easier to Play
Goblin Player Characters
Golarion-Infused
Heroic Storytelling
Innovative Initiative
More Customization
New Background System
Pathfinder Society
Production Values
Race Changes and Feats
Rebalanced Magic Items
Simplified Actions
Streamlined Proficiencies
Support
True to Pathfinder
Wayne Reynolds Art

Pathfinder Playtest Products
All Pathfinder Playtest products will be released as FREE downloads exclusively at paizo.com on August 2, 2018. On the same day, we'll release limited-edition print versions of the Pathfinder Playtest Rulebook, Pathfinder Playtest Adventure, and Pathfinder Playtest Flip-Mat Multi-Pack for players and Game Masters seeking the ultimate playtest experience. These print editions will be available for preorder from local retailers now and paizo.com between March 20 and May 1. We'll also have copies at the Paizo booth during Gen Con 2018 in Indianapolis on August 2–5.

Paizo will not reprint the Playtest Rulebook or Pathfinder Adventure, so players must preorder to ensure they do not miss these items. We have created a preorder form you can print out and take to your local retailer, or you can preorder print editions from paizo.com between March 20 and May 1.



more info and a Q & A etc through the link.


pathfinder 2nd edition  @ 2018/03/07 17:25:29


Post by: Red Harvest


Launches in August, 5 months from now. People will forget all about it by then. Internet attention spans and all that.

Offering to sell a premium LE Playtest book is a bit audacious.

It will be interesting to see what the 2e Pathfinder really entails. I've found 1e to be not my cup of coffee at all. I have enjoyed the card game, which is also under revision.

Also interesting to note the CTO's statement in the Q&A section that Paizo is doing better than ever financially.

I'll get the free PDf, if I remember.


pathfinder 2nd edition  @ 2018/03/07 19:20:07


Post by: Arachnofiend


Cautiously optimistic. PF is kinda overbloated with a lot of useless rules right now, but the main reason I love Pathfinder and loathe 5E is the complexity and build game. It sounds like they're committed to build variety and choices when you level, which is good, but it also seems like they're taking some "lessons" from 5E, which is bad.


pathfinder 2nd edition  @ 2018/03/07 19:42:23


Post by: jmurph


So Pathfinder is spawned from 3.5ed, so I assume 2nd ed will be built on that chassis? Cleaned up, but still following the D20 model. Interesting.


pathfinder 2nd edition  @ 2018/03/08 23:36:40


Post by: ProtoClone


According to Cam Banks (does not work for Paizo, but has friends who worked on it) on Facebook, they are changing the term races and going with ancestries.

An interesting change in terms, honestly. I wonder how this will affect the game overall or if it is just a minor semantic change?

https://www.facebook.com/boymonster/posts/10155587849195735


pathfinder 2nd edition  @ 2018/03/09 20:18:50


Post by: ScarletRose


I'm looking forward to it, slightly concerned about some of the changes to monsters (they'll be types that the DM can juggle the stats on, which gives me a 4th ed vibe of "minion, bosses etc") and the new action economy (if everyone can blow their actions on multiple attacks starting HP is going to have to be higher since a fighter could be throwing out 3x great axe hits).

It's been 10 years and as someone else said there's been some book bloat, so I think a new edition is the right move. 3.5 sort of dragged on with more and more splats when it should have stopped sooner.

So Pathfinder is spawned from 3.5ed, so I assume 2nd ed will be built on that chassis? Cleaned up, but still following the D20 model. Interesting.


That was one reason I liked Pathfinder starting up, I'm hoping we'll see some divergent evolution as the 3.5 based PF and WotC's DnD try different ideas.


pathfinder 2nd edition  @ 2018/03/10 07:57:14


Post by: Arachnofiend


Apparently they've already committed to a highly modular class design system with rogue talents/rage powers/etc being folded into different types of "class feats" that everyone will get access to (so every even level your monk gets a monk feat, or your wizard gets a wizard feat, etc) which is A) a reflection of one of the main things I like about Pathfinder and B) completely different from 5E's "this is what your class does and if you don't like it then feth you". As such I would expect PF2 to still reward high system mastery and have a lot of fun in the build game.


pathfinder 2nd edition  @ 2023/06/11 00:49:04


Post by: Elemental


 Arachnofiend wrote:
Cautiously optimistic. PF is kinda overbloated with a lot of useless rules right now, but the main reason I love Pathfinder and loathe 5E is the complexity and build game..


Huh, that's the exact reason I've really gone off Pathfinder (though that was a continuation of burning out on D&D 3e hard a few years before). The character build minigame was fun if you were a real gearhead player (and I was), but having characters ranging severely in competence / brokenness was where the problems started to come up. Between the book-keeping of stacking buffs, the arms race of big numbers and the joy of being a DM trying to design encounters at higher levels, I was very ready for something simpler.


pathfinder 2nd edition  @ 2018/03/12 17:21:19


Post by: warboss


 jmurph wrote:
So Pathfinder is spawned from 3.5ed, so I assume 2nd ed will be built on that chassis? Cleaned up, but still following the D20 model. Interesting.


I think this time the changes made are significant enough (in addition to those made in 1st edition that are ported over) to legitimately allow folks to call it its own game rather than a followup to D&D3x.


Automatically Appended Next Post:
 Red Harvest wrote:

Offering to sell a premium LE Playtest book is a bit audacious.


I'm a fan of physical core books at the gaming table myself (although I use digital to peruse the same things in between games) but I'd personally never buy something that had a very limited shelf life still significantly in flux. That said.. they're asking people to preorder well in advance and everyone knows what they're choosing to get into so power to them as people who order get what they want and the company makes money; the free PDF is always a legal option for the masses like me instead. I see this entirely more favorably than the Palladium style of releasing "raw" unfinished books that they were just too lazy to get around and properly finish in time for gencon.


pathfinder 2nd edition  @ 2018/03/12 18:20:09


Post by: Red Harvest


I understand people wanting a printed book, no problems with that. The idea of a limited edition premium playtest book, with the foil embossed hard cover etc. seems really silly.


pathfinder 2nd edition  @ 2018/03/21 14:12:41


Post by: Mysterio


Pathfinder has been on their 'First Edition' for...a long time now, haven't they?

I suppose a new edition as ultimately necessary inevitable?

Is D&D 5th Edition doing that well, and stealing back some of the thunder that was stolen from them by Pathfinder?


pathfinder 2nd edition  @ 2018/03/21 14:22:16


Post by: warboss


10 years. It's a very respectable length of time. Anything over 5 years isn't premature while 10 years is the cusp of too long in the tooth. Ymmv.


pathfinder 2nd edition  @ 2018/03/21 14:30:51


Post by: Paradigm


The main thing in 5e's favour is accessibility; the RPG genre as a whole is growing rapidly thanks to something of a resurgence off the back of stuff like Stranger Things and Critical Role, and for most people stepping into RPGs, 5e is a very easy place to start. It's the easiest to find players for, the rules on the player end are not really that daunting once you actually start playing and there's a ton of resources out there. Pathfinder's target share of this new demographic is probably the people for whom D&D is a nice introduction, but who want something a little more complex.

A new edition of Pathfinder isn't necessarily that interesting to me, but it certainly gives them a chance to really double down on emphasising the difference between it and D&D and the choice it offers players. With 5e being fairly streamlined and 'simplified' (certainly not a bad thing, mind), a new edition of Pathfinder is an opportunity to take its crunch-heavy, mechanically-driven roots and go even further with them, as well as bringing in some of the more popular elements from 5e such as the Backgrounds system and ultimately 'modernise' a bit as the original is nearly a decade old at this point and there has to be lessons that have been learned there, simply from the hundreds of thousands of hours of experience people have had with the system. Pathfinder 2nd is an opportunity to strengthen its identity and capture a share of the new market, rather than relying on the 3.5 legacy that for any new players, won't carry that much weight.

I'll certainly take a look at the PDFs if I remember to (I do think announcing it this far in advance means a lot of people will forget by the time it actually rolls around), 5e is pretty much perfect for the sort of game I like to run but I'm open to experiencing different approaches, there's always going to be something to learn from it.


pathfinder 2nd edition  @ 2018/05/21 07:25:34


Post by: Brunius


It looks interesting, and I'll give it a go, but to me it isn't Pathfinder without the (frankly horrendous) crunch.


pathfinder 2nd edition  @ 2018/08/02 19:30:09


Post by: Red Harvest


The playtest material is now available, for any who are interested, here http://paizo.com/pathfinderplaytest You'll need an account with Paizo to get it. The bundled download includes info about a soundtrack app for the game. Syrinscape? Never heard of this before, me.


pathfinder 2nd edition  @ 2018/08/03 03:11:17


Post by: Lance845


Ive been reading through the stuff. Some of it is interesting. It has all the same problems most level/class systems have but also has some neat ideas for simplification. I really like the Bulk rules for equipment instead of dealing with weight. I also like way your character is a combination of racial feats, class feats, and backgrounds. The spell lists have an interesting division between occult, primal, divine, and arcane.

Just my initial thoughts.


pathfinder 2nd edition  @ 2018/09/02 19:11:12


Post by: ScarletRose


Well... session 1 of the 2nd edition. We rolled up characters, got the basic adventure intro for Doomsday Dawn and made it most of the way through the first dungeon.

That's when the trouble started, because none of the encounters seem to have any balance. I get that first level suffers from the problem where low HP characters can get crit'ed to death easily, but it was kind of frustrating.

Also we found out post- game the DM had removed all the locked doors in the dungeon. That's because an average lock now requires 3 DC 20 checks, when a player is adding maybe +4 to the result of a roll that's absolute bullgak. Who makes these apparently common locks that are harder to open than a bank vault?

In addition we found the book to be pretty bad at explaining what you add your level to. It's poorly laid out and not really intuitive. Some more examples may have helped - I brought up the comparison to 4th ed Shadowrun which has an example character build all the way from picking stats to finishing equipment loadout.

I've heard the original alpha playtest for 1st ed Pathfinder had some really janky ideas that got cut, I have a feeling these are probably those same ideas that they're trying to make more palatable. It's still not working.


pathfinder 2nd edition  @ 2018/09/09 15:02:27


Post by: skyth


This about sums up what's wrong with 2E (Well, at least part of it...)

http://www.giantitp.com/comics/oots0006.html


pathfinder 2nd edition  @ 2018/09/10 05:18:01


Post by: Lance845


 skyth wrote:
This about sums up what's wrong with 2E (Well, at least part of it...)

http://www.giantitp.com/comics/oots0006.html


So.... it plays like a level/class based dungeons and dragons game?


pathfinder 2nd edition  @ 2018/09/10 09:54:17


Post by: skyth


More of a case of the cleric being mandatory.


pathfinder 2nd edition  @ 2018/09/11 02:13:55


Post by: Lance845


 skyth wrote:
More of a case of the cleric being mandatory.


Yeah. A level/class based game ala DnD.

Pathfinder is tied to it's dnd roots. and dnd has always required the trinity (tank/healer/dps) to some degree because it's always been built around classes that fulfill those roles in a game whos every mechanic and progression is more about winning fights then anything else.


pathfinder 2nd edition  @ 2018/09/11 10:09:26


Post by: skyth


Yes, but the point is the healer role could be filled by anyone previously. It didn't have to be a cleric or even a dedicated healer.

We're back to the new person or the person who came late being forced to play the cleric instead of what they actually want to play.


pathfinder 2nd edition  @ 2018/09/11 18:56:07


Post by: Lance845


So druid paladins and rangers cant heal anymore? Thats not what i saw in the test docs. Also they added alchemists. Which im pretty sure can make potions. On the fly even!


pathfinder 2nd edition  @ 2018/09/11 23:13:11


Post by: skyth


They can heal if they want to use all their limited resources to heal at the expense of doing anything fun. Plus it won't be enough to deal with the damage that monsters put out.

And forget about alchemists healing. It requires resonance from the alchemist AND the person they are healing.


pathfinder 2nd edition  @ 2018/09/12 00:45:45


Post by: Voss


 Lance845 wrote:
So druid paladins and rangers cant heal anymore? Thats not what i saw in the test docs. Also they added alchemists. Which im pretty sure can make potions. On the fly even!

Rangers can't.

With the right feats (4th level channel feat) paladins can, much like clerics, the rest can't keep up with damage output. Not with their spell slots.
Alchemists are just... ugh. The 1e class was one of the best paizo ever put together. This one can be replaced by any other class buying crap off the shelf (and the other classes have their own actual abilities on top).



pathfinder 2nd edition  @ 2018/09/12 01:06:45


Post by: Red Harvest


 Lance845 wrote:
 skyth wrote:
More of a case of the cleric being mandatory.


Yeah. A level/class based game ala DnD.

Pathfinder is tied to it's dnd roots. and dnd has always required the trinity (tank/healer/dps) to some degree because it's always been built around classes that fulfill those roles in a game whos every mechanic and progression is more about winning fights then anything else.
A small point of correction. The original D&D, and for that matter AD&D 1e, were much more about accumulating treasure. Fighting was something to be avoided in most cases. Experience points for fighting were insignificant compared to XPTS for gold and magic items. With 3E D&D came the over-emphasis on fighting. Players in my campaigns (OD&D and AD&D) avoided clerics for some reason. I saw all of 1 cleric in the 15 years or so that I DM'ed OD&D/AD&D. Only 1 Monk and no Druids.

Back On Topic. Pathfinder released an update to the playtest rules already. I still have not managed to read through the full playtest rulebook. The feat system is a hot mess. Or the presentation of it is. Paizo needs a good technical writer and editor. Badly.


pathfinder 2nd edition  @ 2018/09/12 02:14:59


Post by: streamdragon


Also, D&D 4e handed out both a bunch of viable options for healing classes, as well as spreading some healing out among non dedicated healers. Also, healing surges and short rests.


pathfinder 2nd edition  @ 2018/09/20 00:56:23


Post by: TheAuldGrump


But 4e D&D also... kind of sucked, in a whole lot of ways.

There was a reason why Pathfinder overtook 4e and passed it by..

PF2... my wife hates the new Pathfinder with the fiery hate of a thousand suns - starting with the terrible organization, character generation, and resonance points. More time spent creating a less effective character.

Me, I like the action economy, but that was also covered in Pathfinder Unchained. (That said - I did not adopt it until PF2 was announced.)

I think PF2 may well be Paizo's 4th edition.

The Auld Grump


pathfinder 2nd edition  @ 2018/09/21 02:44:34


Post by: Genoside07


4th edition D&D is not a bad system, just really different. The biggest problem was 3.5 just needed some simple repairs not to be completely
thrown out and replaced. The customers didn't ask for this and that's why Pathfinder took off because most where happy with the current edition.
The other thing was 4th edition was giving players things they did not ask for or felt that was not needed.. That caused the big rift between players
that enjoyed the different system.

I have not followed the new pathfinder that close, but from what I am hearing I hope the publishers listen to what their customers want
instead of doing something they didn't ask for.. The sad thing is if Piazo does mess it up, I think players will move on to other games and
It will be very difficult to get them back with all the other games out there competing for peoples attention.

There has been way to many games over the years that came out with a new edition and really damaged their fan base. (I am looking at you 4th edition D&D; Age of Sigmar; Epic 40k)
Maybe we are about to see another.


pathfinder 2nd edition  @ 2018/09/21 02:57:58


Post by: Lance845


 Genoside07 wrote:
4th edition D&D is not a bad system, just really different. The biggest problem was 3.5 just needed some simple repairs not to be completely
thrown out and replaced. The customers didn't ask for this and that's why Pathfinder took off because most where happy with the current edition.
The other thing was 4th edition was giving players things they did not ask for or felt that was not needed.. That caused the big rift between players
that enjoyed the different system.

I have not followed the new pathfinder that close, but from what I am hearing I hope the publishers listen to what their customers want
instead of doing something they didn't ask for.. The sad thing is if Piazo does mess it up, I think players will move on to other games and
It will be very difficult to get them back with all the other games out there competing for peoples attention.

There has been way to many games over the years that came out with a new edition and really damaged their fan base. (I am looking at you 4th edition D&D; Age of Sigmar; Epic 40k)
Maybe we are about to see another.


I disagree with your take on 4th. And not because I am one of those people who loved 3.5 or pathfinder.

DnD has a problem, in my opinion, in that it's VERY "gamey" as a RPG. By that I mean it doesn't do a great job of having it's rules facilitate the players taking on a role within a world. It facilitates the players playing a game. Between loosing health not having any impact until you hit 0 (whether it's 4 dmg or 100 it has no impact on you), that it's every mechanic and progression is focused on combat, and how much of an impact loot has on players and their progress, to the majority of the exp points coming from monsters slain instead of story or personal goal progression.

DnD has always been more game than role playing.

4th took that gak to another level. It was even less role playing then dnd has traditionally been and it took the people who played dnd who enjoyed the role play aspects and shook them a bit. They didn't like how much MORE gamey it became. As gamey as 3.5 and pathfinder are 4th is so shallowly and transparently just a game that it turned away a lot of people.

5th has some of 4ths innovations in concept if not in iteration but they are layered and hidden under more role play elements like the backgrounds, bonds, etc etc... which makes it all more palatable. It's STILL a REALLY gamey set of mechanics with all the same problems level/class systems have in that regard. But at this point thats what people play dnd for. But clearly they want the trappings of the rp around the game. The game just isn't enough.


If PF2 is Pazios 4th, its because it got even more gamey. They created different "modes" of defined game play depending on what you are doing with abilities and feats set up like talents and powers. The RP trappings are falling away.


pathfinder 2nd edition  @ 2018/09/21 15:35:49


Post by: Myrthe


 Lance845 wrote:


I disagree with your take on 4th. And not because I am one of those people who loved 3.5 or pathfinder.

DnD has a problem, in my opinion, in that it's VERY "gamey" as a RPG. By that I mean it doesn't do a great job of having it's rules facilitate the players taking on a role within a world. It facilitates the players playing a game. Between loosing health not having any impact until you hit 0 (whether it's 4 dmg or 100 it has no impact on you), that it's every mechanic and progression is focused on combat, and how much of an impact loot has on players and their progress, to the majority of the exp points coming from monsters slain instead of story or personal goal progression.

DnD has always been more game than role playing.

4th took that gak to another level. It was even less role playing then dnd has traditionally been and it took the people who played dnd who enjoyed the role play aspects and shook them a bit. They didn't like how much MORE gamey it became. As gamey as 3.5 and pathfinder are 4th is so shallowly and transparently just a game that it turned away a lot of people.

5th has some of 4ths innovations in concept if not in iteration but they are layered and hidden under more role play elements like the backgrounds, bonds, etc etc... which makes it all more palatable. It's STILL a REALLY gamey set of mechanics with all the same problems level/class systems have in that regard. But at this point thats what people play dnd for. But clearly they want the trappings of the rp around the game. The game just isn't enough.


If PF2 is Pazios 4th, its because it got even more gamey. They created different "modes" of defined game play depending on what you are doing with abilities and feats set up like talents and powers. The RP trappings are falling away.



That's an interesting assessment and, in my experience, is spot on. My D&D group has been just going through the motions and, sadly, looks like it will disband due to a lack of interest in simply rolling dice in a combat situation. I think we morphed into that D&D game player away from role players and it became ingrained to our detriment.

Can you recommend another fantasy system that is a good balance of RPG and Game ? Maybe trying something entirely new would rejuvenate us and bring back the RPG Mojo.


pathfinder 2nd edition  @ 2018/09/22 02:54:32


Post by: Lance845


 Myrthe wrote:
 Lance845 wrote:


I disagree with your take on 4th. And not because I am one of those people who loved 3.5 or pathfinder.

DnD has a problem, in my opinion, in that it's VERY "gamey" as a RPG. By that I mean it doesn't do a great job of having it's rules facilitate the players taking on a role within a world. It facilitates the players playing a game. Between loosing health not having any impact until you hit 0 (whether it's 4 dmg or 100 it has no impact on you), that it's every mechanic and progression is focused on combat, and how much of an impact loot has on players and their progress, to the majority of the exp points coming from monsters slain instead of story or personal goal progression.

DnD has always been more game than role playing.

4th took that gak to another level. It was even less role playing then dnd has traditionally been and it took the people who played dnd who enjoyed the role play aspects and shook them a bit. They didn't like how much MORE gamey it became. As gamey as 3.5 and pathfinder are 4th is so shallowly and transparently just a game that it turned away a lot of people.

5th has some of 4ths innovations in concept if not in iteration but they are layered and hidden under more role play elements like the backgrounds, bonds, etc etc... which makes it all more palatable. It's STILL a REALLY gamey set of mechanics with all the same problems level/class systems have in that regard. But at this point thats what people play dnd for. But clearly they want the trappings of the rp around the game. The game just isn't enough.


If PF2 is Pazios 4th, its because it got even more gamey. They created different "modes" of defined game play depending on what you are doing with abilities and feats set up like talents and powers. The RP trappings are falling away.



That's an interesting assessment and, in my experience, is spot on. My D&D group has been just going through the motions and, sadly, looks like it will disband due to a lack of interest in simply rolling dice in a combat situation. I think we morphed into that D&D game player away from role players and it became ingrained to our detriment.

Can you recommend another fantasy system that is a good balance of RPG and Game ? Maybe trying something entirely new would rejuvenate us and bring back the RPG Mojo.


Well I would steer clear of anything that is level/class based.

The very moment you have levels and classes you have a standardized progression built around some kind of class function and those class functions are almost always combat. It also tends to put players into a box that is more about what your character can do instead of who your character is.

Consider meeting someone who has never heard of Superman. You try to tell them about him. Do you start with him being a kind charitable person raised with a work ethic and such? Or do you give them a physical description and then tell them he can fly, and has super strength, and is really fast and has heat vision etc etc...

One is a list of powers. One is a description of a person.

Level/class games are about defining your character by their abilities.



Point buy systems on the other hand let players spend an allotment of character creation points to define all kinds of aspects about their character. They generally include some kind of perks and/or drawbacks (drawbacks giving extra points for downsides) along with stats and skills to flesh out a character. Some characters might have more stats but less skills while others are more skillful with less natural aptitude. Variety. It's good. And those perks and drawbacks help define WHO they are instead of just what they can do.

Experience points are generally given for hitting milestones instead of killing things and are then a currency spent to progress whatever the player whats to advance.


As for games to play...

Genesys is Fantasy Flights generic setting neutral RPG system that they used for their starwars games. It's basically point buy with some interesting quirks and some neat narrative elements that come from the dice roles. Their first setting book of Torrinith which is the fantasy setting of the Runewars games. Obviously feel free to take the rules and just make your own game.

My personal favorite is the Unisystem by Eden studios. You can get the pdfs for their games from drivethrough RPG. They don't REALLY have a generic fantasy game but they do have a generic zombie game called All Flesh Must Be Eaten which has a large number of supplements that provide a framework for running all kinds of settings including a fantasy one (Dungeons and zombies). It's pretty basic and will take some work on your part to flesh it out.

I am in the middle of writing up a second edition of my unisystem DnD. Il post up the rules when I am done for sure. But I would definitely recommend looking into the basic mechanics (which are pretty simple and straight forward) and easy to play. In particular, a big boon over dnd is that combat is a contested action. By that i mean instead of you attacking and just trying to hit a target number (and thus when you get attacked you don't get to choose to do anything, they just need to hit YOUR target number) it's instead interactive.

I choose to attack you. You choose to parry. We each roll a d10 and add stat plus skill and ties go to the defender. You get to decide what you are going to do to try to defend yourself instead of being a passive agent and waiting to find out what happens to you.


pathfinder 2nd edition  @ 2018/09/22 18:11:59


Post by: Red Harvest


You could play Amber Diceless RPG. Maybe Blue Rose RPG ( joking here.) The other side of level/class is skill bundle, like Runequest ( or Mythras)

If you want, try one of the 'retro-clones' of D&D. Swords and Wizardry for example . Rolling dice is generally to be avoided, because bad things will happen. This guy has a link to a big list of free retro-clones. http://www.tenkarstavern.com/

I agree that the endless dice rolling in combat is a killjoy. My group is starting into that rut as our characters approach 10th level. I find it tedious. However, it is as much a product of the DM and the adventure as it is the game.

Edit to add the link. Oops.


pathfinder 2nd edition  @ 2018/09/22 20:28:33


Post by: Lance845


I agree that the GM and the adventure can have a lot to do with it. But the mechanics create the workload for the GM. The GM in dnd has to kind of fight up hill to go against what the mechanics support you doing and clearly want you to do to break that mold and you need very particular players to help shoulder some of that burden and steer the group.

Other games whos mechanics are better suited towards the rp side of it take more of that burden away from the GM (it's still ultimately up to them but they don't have to fight the game to get there).


pathfinder 2nd edition  @ 2018/09/25 12:50:52


Post by: str00dles1


Our group started pathfinder 2nd. Cant remember if I ever played pathfinder (im sure I did long ago) but been playing dnd 5th for awhile now. Since that ended we wanted to try something else to see whats there.

Coming on to session 3 here, but thus far not impressed. As mentioned above, very gamey. I can totally see elements of that in 5th as well, but pathfinder 2nd seems more like how dnd 4th was. (which in my opinion, 4th was a hot garbage fire).

We will still keep at it for now but it doesent grab me wanting to play it badly like 5th does.

We also plan to do another group with Rogue Trader so that will be fresh as well.


pathfinder 2nd edition  @ 2018/09/25 18:23:41


Post by: Red Harvest


Don't forget to get the rules updates for the playtest. The designers are actually listening -- more or less-- to feedback and making adjustments.

Here they are https://s3-us-west-2.amazonaws.com/paizo-images/image/download/PZO2100UE-1.3.zip


pathfinder 2nd edition  @ 2018/09/25 20:09:07


Post by: Lance845


Those updates dont actually answer the issues and in some ways make them even worse.

Look at the dc by difficulty/level chart. Thats insanity.

A lock should be as difficult as a lock is to pick. It shouldnt get a higher dc because you raised a level. What kind of bs is it that the world levels up with the player but only to that specific player? if im level 3 and your level 5 and we both try to pick the same lock the dc for you is ACTUALLY higher.

Theres that super gamey bs.


pathfinder 2nd edition  @ 2018/09/25 23:04:54


Post by: TheAuldGrump


One of my other players had a reaction that made that of my wife look moderate.

And, yes, it was the sliding skill DCs that he was ranting about. (On the other hand, he is an enormous fan of BECMI D&D, at least the BEC part. )

The Auld Grump


Automatically Appended Next Post:

 Red Harvest wrote:
You could play Amber Diceless RPG. Maybe Blue Rose RPG ( joking here.) The other side of level/class is skill bundle, like Runequest ( or Mythras)

If you want, try one of the 'retro-clones' of D&D. Swords and Wizardry for example . Rolling dice is generally to be avoided, because bad things will happen. This guy has a link to a big list of free retro-clones. http://www.tenkarstavern.com/

I agree that the endless dice rolling in combat is a killjoy. My group is starting into that rut as our characters approach 10th level. I find it tedious. However, it is as much a product of the DM and the adventure as it is the game.

Edit to add the link. Oops.

Blue Rose is sadly underrated. And I am not joking here.

Not my chosen genre - but it is very good for folks that want a Mercedes Lackey style game.

The Auld Grump


pathfinder 2nd edition  @ 2018/09/25 23:32:36


Post by: Red Harvest


lue Rose, the setting, is a bit too bounded for my taste. The generic True20 system on which Blue Rose is built is an interesting one. However, It works for others. That's a good thing, really, finding a RPG that one enjoys playing.

I really like the way D&D 5e handles the DC mechanic. It is a lot easier to ignore them most of the time and just get on with actual role-playing. Still, a matter of taste. I think the assumption is that monsters 'level up' as players do (increased CR.) so should other things. Not a good assumption. Some things should get easier for PCs as the PCs increase in level

Buhlman et al do not appear to have a strong grasp of the underlying math of the game. Given that the game has a lot of math, this is not a good thing.


pathfinder 2nd edition  @ 2018/09/26 01:24:23


Post by: Lance845


 Red Harvest wrote:
I think the assumption is that monsters 'level up' as players do (increased CR.) so should other things. Not a good assumption. Some things should get easier for PCs as the PCs increase in level

Buhlman et al do not appear to have a strong grasp of the underlying math of the game. Given that the game has a lot of math, this is not a good thing.


I am not saying that YOU were saying things should level up with you so don't take it as an attack on you.

Lets look at that design philosophy.

So as you level up you need to scale up the challenges in the world so that things are still a challenge. After all, if your fighting goblins at level 1 that means you just do not perceive goblins as even remotely a threat at level 10. So you need to make CR 10 goblins or whatever. And apparently PF2 thinks this extends to locks and... everything.

So, you write your game so that the players keep advancing in skill and power to such an extent that within the world a goblin threatening a human is no longer the same thing because you have become so powerful that it's closer to a squirrel attacking a human.

As a result you now have to write a system of mechanics that allows that goblin to still be a goblin regardless of what level you are to maintain any semblance of your own mortality in the world.

So whats easier, build 2 sets of mechanics, one to advance the power of the players and 1 to advance everything in the world which has to be so broad and all encompassing that it can cover the literally hundreds of various things you encounter or...

Stop making leveling up have such a massive impact mechanically so that a human is always a human and a goblin is always a goblin and the threat one can pose is always equal to what that means?

What a dumb way to build a game.



pathfinder 2nd edition  @ 2018/09/28 03:12:11


Post by: Voss


My big problem is I can't tell what their goals are.

They made a big deal about the resonance system because wands of cure light wounds were wrong!bad!evil!fun, but now they're reworking entirely (because it was awful), claiming it was for limiting item slots, and introduced healing via medicine checks, which allows infinite healing on 10 minute intervals, something they didn't want wands and things to do!

Except now it's worse, because any idiot knows you can't just make sword wounds heal completely with an hour of bandaging. Verisimilitude and setting consistency go out the window.

And there isn't any significant resource or gold cost, which was the other part of their issue (meaningful encounters are supposed to use daily resources, and the main ones are HP and spells). So they've chucked out their primarily goals with this design and replaced it with something else Something at this point is a big .

---
The worst part is the Devs have mentioned changing things, and making changes past the playtest period, but still sticking with their publication date (and therefor deadlines for a finished book). Its going to be rough, untested stuff, with a design team that struggles with math and is very disconnected with their player base.

A lot of this stuff isn't exactly like 4e (though some of the underlying principles are similar), but its similarly departing from the 3rd edition design principles, which is how they acquired a lot of their customers in the first place.
They may well make themselves irrelevant by producing a hot mess that their customers don't want, and 5e players won't like because of the complexity and absurd fiddly bits (like the number of things that are or aren't actions, even though they're functional the same. (putting a hand on or taking a hand off a weapon). That leaves a really thin pool to attract to PF2.


pathfinder 2nd edition  @ 2018/09/28 15:28:58


Post by: Myrthe


 Lance845 wrote:


Well I would steer clear of anything that is level/class based.

The very moment you have levels and classes you have a standardized progression built around some kind of class function and those class functions are almost always combat. It also tends to put players into a box that is more about what your character can do instead of who your character is.

Consider meeting someone who has never heard of Superman. You try to tell them about him. Do you start with him being a kind charitable person raised with a work ethic and such? Or do you give them a physical description and then tell them he can fly, and has super strength, and is really fast and has heat vision etc etc...

One is a list of powers. One is a description of a person.

Level/class games are about defining your character by their abilities.



Point buy systems on the other hand let players spend an allotment of character creation points to define all kinds of aspects about their character. They generally include some kind of perks and/or drawbacks (drawbacks giving extra points for downsides) along with stats and skills to flesh out a character. Some characters might have more stats but less skills while others are more skillful with less natural aptitude. Variety. It's good. And those perks and drawbacks help define WHO they are instead of just what they can do.

Experience points are generally given for hitting milestones instead of killing things and are then a currency spent to progress whatever the player whats to advance.


As for games to play...

Genesys is Fantasy Flights generic setting neutral RPG system that they used for their starwars games. It's basically point buy with some interesting quirks and some neat narrative elements that come from the dice roles. Their first setting book of Torrinith which is the fantasy setting of the Runewars games. Obviously feel free to take the rules and just make your own game.

My personal favorite is the Unisystem by Eden studios. You can get the pdfs for their games from drivethrough RPG. They don't REALLY have a generic fantasy game but they do have a generic zombie game called All Flesh Must Be Eaten which has a large number of supplements that provide a framework for running all kinds of settings including a fantasy one (Dungeons and zombies). It's pretty basic and will take some work on your part to flesh it out.

I am in the middle of writing up a second edition of my unisystem DnD. Il post up the rules when I am done for sure. But I would definitely recommend looking into the basic mechanics (which are pretty simple and straight forward) and easy to play. In particular, a big boon over dnd is that combat is a contested action. By that i mean instead of you attacking and just trying to hit a target number (and thus when you get attacked you don't get to choose to do anything, they just need to hit YOUR target number) it's instead interactive.

I choose to attack you. You choose to parry. We each roll a d10 and add stat plus skill and ties go to the defender. You get to decide what you are going to do to try to defend yourself instead of being a passive agent and waiting to find out what happens to you.


Excellent !! Thank you !!

Reading your following posts, and those of others, I think this is EXACTLY the direction my group needs to go in. The leveling has become a never-ending chase that has destroyed the narrative aspect of even the best stories. It's gotten so bad that the game genre doesn't even matter and has become almost an unnoticed tacked on skin. Thanks for the insights !!


pathfinder 2nd edition  @ 2018/09/29 23:56:49


Post by: TheAuldGrump


 Red Harvest wrote:
lue Rose, the setting, is a bit too bounded for my taste. The generic True20 system on which Blue Rose is built is an interesting one. However, It works for others. That's a good thing, really, finding a RPG that one enjoys playing.


I ran a paranormal romance game for my wife and some of her coworkers last year, using True 20.

My wife was one of only two experienced players in the group. One of the first time players was in her sixties.

True 20 is a decent generic system, and pretty easy to describe to newbies.

I really like the way D&D 5e handles the DC mechanic. It is a lot easier to ignore them most of the time and just get on with actual role-playing. Still, a matter of taste. I think the assumption is that monsters 'level up' as players do (increased CR.) so should other things. Not a good assumption. Some things should get easier for PCs as the PCs increase in level

Buhlman et al do not appear to have a strong grasp of the underlying math of the game. Given that the game has a lot of math, this is not a good thing.

That is kind of what worries me, along with the deadline.

Sometimes 'It's done when it's done' is the only answer - but Paizo really does not want an Osbourne situation on their hands - where sales of the current edition drop because a new edition is in the works.

Missing that deadline means the dropped sales can continue indefinitely.

But if what they eventually end up with is anything like what they have shown... I am already a lost sale.

In theory I will be playing a 5e game this year - if one of my players can actually get around to running it. (I am currently in my wife's Eberron game using the Pathfinder rules, and loving it. She attacked us with cannibal halflings on pterodactyls last week. )

The Auld Grump


pathfinder 2nd edition  @ 2018/09/30 04:53:59


Post by: Voss


Sometimes 'It's done when it's done' is the only answer - but Paizo really does not want an Osbourne situation on their hands - where sales of the current edition drop because a new edition is in the works.

Missing that deadline means the dropped sales can continue indefinitely.

That's certainly a problem, but its one they've created for themselves.

For one, going by their blogs, they've already reached a tipping point and turned the Pathfinder Society thing into a playtest venue more than continuing to support PF1e.

While I've never really interacted with PFS, Paizo seems to put a lot of weight on it. which means they're already choking off PF1 sales.

Second, they've announced the next Adventure Path will be the last one for PF1, and its big and world changing (The Return of the Runelords). THe APs are one of their big customer draws, from what I understand.

Last, their shovelware products (monthly books of little to no important) seem to be getting worse in a lot of ways. Ultimate Wilderness was a new low, with a new class that lots of people wanted... that did none of the things anyone expected. A lot of people were genuinely excited for a true shapeshifter as a class, and got a spell-less, companion-less druid that grows claws and scratches people.

And personally, I was pretty interested in Starfinder during its lead up, but the final product was amazingly underwhelming. Lots of no-flavor systems and a lot of 'you must be this tall to ride' (level) to pick up the next gun upgrade, diablo style.
It could have been amazing, but it's more the d20 Star Wars attempts with the serial numbers filed off, with wacky Star Trek forehead aliens and setting details that make zero sense (like the multiverse level period of amnesia that affects even gods and archdevils).

----
Their direction and design choices really make me wonder if they can pull this off. They seem to have forgotten that they basically mugged WotC's playerbase amid 4e's radical direction shift. I'm wondering who's going to steal theirs during their own detached ivory tower direction shift.


pathfinder 2nd edition  @ 2018/09/30 18:55:19


Post by: skyth


 TheAuldGrump wrote:
Paizo really does not want an Osbourne situation on their hands - where sales of the current edition drop because a new edition is in the works.


With the way the new edition is, they might see a sales jump while people get the old 1st edition stuff before it goes away for good...I know the pending 2nd edition has been motivating me to want to get more of the 1st edition stuff.


pathfinder 2nd edition  @ 2018/09/30 20:25:45


Post by: TheAuldGrump


 skyth wrote:
 TheAuldGrump wrote:
Paizo really does not want an Osbourne situation on their hands - where sales of the current edition drop because a new edition is in the works.


With the way the new edition is, they might see a sales jump while people get the old 1st edition stuff before it goes away for good...I know the pending 2nd edition has been motivating me to want to get more of the 1st edition stuff.
I did the same with the D20 stuff when WotC was bragging about the steaming pile that was 4e.

Really, more than the system, 4e suffered from a fumbled Profession [Marketing] roll.

Trying to tear down the previous system - that people were still enjoying - did not sit well.

Telling people that stopping to talk to the guards at the city gate was 'not fun', and how D&D is 'not a game of traipsing through the faerie rings and interacting with the Little People, it's a game of combat!' was one of the stupidest moves that they could have made. (The week before they came out with the $20 advertisement that included the Faeries comment I had run a scenario where *gasp!* the PCs had traipsed through a faerie ring and interacted with the Little People....)

Making big boasts on some of the stupidest changes. (Green dragons are spiky now! Poison is a type of damage!!1!)

So, Paizo is doing a lot better than the worst case example..

What they haven't done is shown any way in which the new systems will be a better game.

And both Paizo and WotC seem to have made the mistake of taking a vocal minority as a majority - largely because that vocal minority agrees with something that they wanted to do.

The Auld Grump


pathfinder 2nd edition  @ 2018/10/06 04:27:21


Post by: Voss


And both Paizo and WotC seem to have made the mistake of taking a vocal minority as a majority - largely because that vocal minority agrees with something that they wanted to do


I'm not sure that's entirely true. A lot of reactions on their own message boards are largely along the lines of 'What?' and a lot of breakdown of the math that doesn't work.

And various rants against several of the subsystems and changes.

But I could be missing it, as some people have complained that the devs are mostly talking to other sites and not providing the same information on their own site and messageboards.

However, the impression I've gotten so far though is that a lot of the really strange stuff (like resonance and arcane dying rules and the really boring math that yields little but iterative failure) is coming from inside Paizo. And they're trying to shift around to soften the blow but still hold on to as much of these crazy ideas as their fanbase will swallow.

Which, for the portion of the fanbase that followed them from WotC in wake of the 4e Apocalypse, is 'not very much at all.'


pathfinder 2nd edition  @ 2018/10/09 23:51:16


Post by: TheAuldGrump


Voss wrote:
And both Paizo and WotC seem to have made the mistake of taking a vocal minority as a majority - largely because that vocal minority agrees with something that they wanted to do


I'm not sure that's entirely true. A lot of reactions on their own message boards are largely along the lines of 'What?' and a lot of breakdown of the math that doesn't work.

And various rants against several of the subsystems and changes.

But I could be missing it, as some people have complained that the devs are mostly talking to other sites and not providing the same information on their own site and messageboards.

However, the impression I've gotten so far though is that a lot of the really strange stuff (like resonance and arcane dying rules and the really boring math that yields little but iterative failure) is coming from inside Paizo. And they're trying to shift around to soften the blow but still hold on to as much of these crazy ideas as their fanbase will swallow.

Which, for the portion of the fanbase that followed them from WotC in wake of the 4e Apocalypse, is 'not very much at all.'

I was talking more about the early part of the process - before they opened the playtest.

I am just hoping that they do not commit themselves to some of these changes - given that they are already two years in, it is all too easy to keep on the course that is heading toward the iceberg.

And, yeah - my group gave up on PF2 pretty early on. The excitement was not building.

The only thing sticking is the action economy - which is mostly a restating of the current economy, broken down to basic cases. (Calling it a 'Reaction' rather than 'Attack of Opportunity'.)

The Auld Grump - with PF2, they may be handing 5e the win. I have a lot more interest in 5e than PF2, but more in the old PF than in 5.


pathfinder 2nd edition  @ 2018/10/10 00:57:34


Post by: Voss


I actually really dislike the action economy in PF2. Far too many fiddly little things that completely disrupt turns (particularly changing hands and anything like it), and if something has a higher speed stat than an opponent, the game just laughs at the slower party.

If someone with 30' speed attacks twice and moves away from someone with 25' speed, the second person has to burn two actions to get back into range and try to attack. Defensive kiting (in a video game sense) is very real.

Honestly, I think they've already committed to a lot of changes. I've seen several statements about sticking to the planned publication date, which means hanging on to a lot of the nonsense.

For example, they just put out an 'Ancestry' update. They pretty much doubled down on the problems I had with it. You get to choose a 'heritage' but it's basically 'pick up fire resist, cold resist, darkvision, feats (if human) or some oddball junk.'

The rest is more of the same... magically manifest cultural traits by going out adventuring (leveling) away from your culture.

Except for dwarves being exceptionally slow (the only one at 20' speed now), and elves being extra fast, the races feel identical to me. Just stats and trashy feats to try to Voltron your class choice into keeping up with the required bonus numbers.


pathfinder 2nd edition  @ 2018/10/13 20:10:15


Post by: TheAuldGrump


I am using the version from Pathfinder Unchained - but had not really looked at it until they started outlining PF2.

In Unchained, at least, it is pretty much just a way of restating the action economy of PF 1, but with fewer exceptions.

But, yeah... not liking the Heritage system at all - and my wife hates it.

You should not have to build your species one level at a time. Darkvision should be something you are born with, not something you develop when you have a feat slot available.

The Auld Grump


pathfinder 2nd edition  @ 2010/06/09 01:56:43


Post by: skyth


Nice post on the Paizo forums there btw


pathfinder 2nd edition  @ 2018/10/14 01:52:43


Post by: ScarletRose


I think my group is out - we played 3 sessions of 2nd edition and now I can't even get the other players to show up. Today is the third time they all made excuses.

Character creation is a mess, the feats are a mess, the monster balance is a mess and honestly it's not fun. It's a slog to get stuff done and that's not what I want when I'm trying to enjoy a Sat. evening with friends.


pathfinder 2nd edition  @ 2018/10/14 01:52:57


Post by: TheAuldGrump


Yeah... three weeks ago my good lady gave me an ultimatum. No more on PF2.

And she isn't wrong.

I am negative-neutral toward Pathfinder 2 - it is not better in any measurable way than Pathfinder 1, so why bother?

She, on the other hand, started off wanting to like it, and was fuming before we finished work on her first character.

And I have happy memories of helping her with characters. (Pagan retreat, her asking me to help her level her character, and then her sitting skyclad in my lap. Yet somehow I managed to not realize it was a seduction attempt. She did eventually get through my adamantium skull - it just took her a while.)

The Auld Grump


pathfinder 2nd edition  @ 2018/10/14 02:15:21


Post by: Voss


 TheAuldGrump wrote:

You should not have to build your species one level at a time. Darkvision should be something you are born with, not something you develop when you have a feat slot available.


All adventurers spontaneously mutate every four levels, or become more in touch with their culture by... being away from their culture! Its... pretty much pure crazy.
But as starting level 1 adventurers, gnomes, goblins, humans and half-orcs can easily be almost indistinguishable.


pathfinder 2nd edition  @ 2018/10/14 04:14:42


Post by: Lance845


You know what has struck me as a really bizzare mechanic recently? Why the feth do you have 1 number for your attribute and 1 number for your attribute modifier.

Having a 16 in dex never matters. It's the +3 that does everything. So why don't you just have a 3 in dex instead?

It's like THACO. You do all this math in reverse to get to what should just be a linear simple equation. So why the feth do you calculate out your attributes, to then calculate a modifier to then apply the modifier to everything mechanically? Shouldn't it just get simplified to having a attribute that just does the stuff?


pathfinder 2nd edition  @ 2018/10/14 06:58:03


Post by: Red Harvest


It is a relict of the original game. Or relic. Originally, those abilities meant very little. A % bonus to experience points if the prime ability was over a certain number. A +1 to hit points if the CON was 15+, -1 hp if 6 or less. Dexterity 12+ gave +1 to missile fire, 9 or less gave-1 to missile fire. CHA determined the number of hirelings a PC could have, and their loyalty, but these were in range bands. It wasn't until the Greyhawk supplement ruined everything released that ability scores mattered much at all, and then only STR and CON. Also, we did use ability checks. Roll under your ability score to succeed. They were a thing, BITD. Amusingly enough, the DM rolled the ability scores for the PCs. Or was supposed to do so. I think that this rule was near universally ignored.

The THAC0. Interesting blog post here http://playingattheworld.blogspot.com/2018/09/why-did-armor-class-descend-from-9-to-2.html. And do note that modifiers never changed the AC-- it was always 2-9-- modifiers were added/subtracted to the die roll. So Chainmail +1 was AC5, but subtracted 1 from any to hit roll. ( made for easy math 20-5+1 =16 needed to hit. )


pathfinder 2nd edition  @ 2018/10/14 11:41:45


Post by: Lance845


 Red Harvest wrote:
It is a relict of the original game. Or relic. Originally, those abilities meant very little. A % bonus to experience points if the prime ability was over a certain number. A +1 to hit points if the CON was 15+, -1 hp if 6 or less. Dexterity 12+ gave +1 to missile fire, 9 or less gave-1 to missile fire. CHA determined the number of hirelings a PC could have, and their loyalty, but these were in range bands. It wasn't until the Greyhawk supplement ruined everything released that ability scores mattered much at all, and then only STR and CON. Also, we did use ability checks. Roll under your ability score to succeed. They were a thing, BITD. Amusingly enough, the DM rolled the ability scores for the PCs. Or was supposed to do so. I think that this rule was near universally ignored.

The THAC0. Interesting blog post here http://playingattheworld.blogspot.com/2018/09/why-did-armor-class-descend-from-9-to-2.html. And do note that modifiers never changed the AC-- it was always 2-9-- modifiers were added/subtracted to the die roll. So Chainmail +1 was AC5, but subtracted 1 from any to hit roll. ( made for easy math 20-5+1 =16 needed to hit. )


Yes, I understand where it comes from. It's a mechanic that should be killed, and should have already been killed, years ago with THACO. It's overly complicated for no gain. The fact that pathfinder is just running with it is just as mad as dnd still using it from 3rd through 5th. And honestly it kind of crazier. PF is less beholden to it's DnD roots.


pathfinder 2nd edition  @ 2018/10/14 12:15:55


Post by: Voss


Surprisingly this question came up in one of the recent surveys they did, so it is something that occurred to them. The survey question wasn't phrased very well (a problem that dogs a lot of their surveys, as it garbles what little data they're getting), but was basically 'keep it for clarity, keep it for legacy, don't keep it and don't care.'


---

At the moment the answer is partly a legacy thing, a sacred cow that they keep around so old fans don't leave. The other seems to be part of the way they want progression to happen. Once you hit 18/+4 in a stat, it doesn't increase by 2/+1, but by 1/+0.5 (but you don't use the fraction).

So effectively your primary stat only advances at 10th and 20th level (because to keep up with the system math, you absolutely must start at 18 to keep up with monsters ACs and DCs), and you don't bother raising any other stats that high- just spread advances out to raise everything else to 18 as much as possible, especially Dex, Wis and Con (Str, Int and Cha are effectively dump stats, unless your class uses them)


pathfinder 2nd edition  @ 2018/10/14 12:46:40


Post by: Lance845


Voss wrote:
Surprisingly this question came up in one of the recent surveys they did, so it is something that occurred to them. The survey question wasn't phrased very well (a problem that dogs a lot of their surveys, as it garbles what little data they're getting), but was basically 'keep it for clarity, keep it for legacy, don't keep it and don't care.'


---

At the moment the answer is partly a legacy thing, a sacred cow that they keep around so old fans don't leave. The other seems to be part of the way they want progression to happen. Once you hit 18/+4 in a stat, it doesn't increase by 2/+1, but by 1/+0.5 (but you don't use the fraction).

So effectively your primary stat only advances at 10th and 20th level (because to keep up with the system math, you absolutely must start at 18 to keep up with monsters ACs and DCs), and you don't bother raising any other stats that high- just spread advances out to raise everything else to 18 as much as possible, especially Dex, Wis and Con (Str, Int and Cha are effectively dump stats, unless your class uses them)


Everything you just said is a game design issue. Min Maxing for role playing is counter to role playing (see the gamey bit I said at the end of the last page/top of this one). .5 increases that do nothing are pointless. Just say the limit a stat can increase to is 5.

Roll a d4 6 times to get your attributes and then apply racial modifiers. Or roll 2 or 3d4 and take the highest 6 times. You could get a 0 stat because of a racial penalty (except i think those are gone in PF2) but negatives are gone, because they only ever went into dump stats anyway who gives a gak?)

Functionally it does the same thing but gives players a hard cap so they need to spread their stat gains around and all those stat gains actually do something.


pathfinder 2nd edition  @ 2018/10/14 14:52:53


Post by: Gitzbitah


 Lance845 wrote:
Voss wrote:
Surprisingly this question came up in one of the recent surveys they did, so it is something that occurred to them. The survey question wasn't phrased very well (a problem that dogs a lot of their surveys, as it garbles what little data they're getting), but was basically 'keep it for clarity, keep it for legacy, don't keep it and don't care.'


---

At the moment the answer is partly a legacy thing, a sacred cow that they keep around so old fans don't leave. The other seems to be part of the way they want progression to happen. Once you hit 18/+4 in a stat, it doesn't increase by 2/+1, but by 1/+0.5 (but you don't use the fraction).

So effectively your primary stat only advances at 10th and 20th level (because to keep up with the system math, you absolutely must start at 18 to keep up with monsters ACs and DCs), and you don't bother raising any other stats that high- just spread advances out to raise everything else to 18 as much as possible, especially Dex, Wis and Con (Str, Int and Cha are effectively dump stats, unless your class uses them)


Everything you just said is a game design issue. Min Maxing for role playing is counter to role playing (see the gamey bit I said at the end of the last page/top of this one). .5 increases that do nothing are pointless. Just say the limit a stat can increase to is 5.

Roll a d4 6 times to get your attributes and then apply racial modifiers. Or roll 2 or 3d4 and take the highest 6 times. You could get a 0 stat because of a racial penalty (except i think those are gone in PF2) but negatives are gone, because they only ever went into dump stats anyway who gives a gak?)

Functionally it does the same thing but gives players a hard cap so they need to spread their stat gains around and all those stat gains actually do something.


LoL! I might just try that with my next set of characters. Now how would we round out the probabilities to match 4d6 dropping the lowest....


pathfinder 2nd edition  @ 2018/10/14 14:54:09


Post by: Voss


Eh. I'm actually in the camp that role playing is entirely separate from stats and min/maxing. You can role play a min/maxed, 'flawed' or normal character just fine. (I actually find people who ham it up and go on and about flaws and 'tragic backstories' fairly intolerable at the table). It's fairly system independent thing to me- role playing is really up to the people at the table, not the system.

But I do think this system is overturned when it comes to numbers. You're severely punished for diversifying, and to be even moderately effective at the overturned monsters (and DCsfor skill checks) you absolutely must chase the highest numbers, have the best gear (and weapons absolutely must be upgraded first due to the damage multipliers) and dumpster dive for any other possible bonuses just to maintain a ~55% success rate.

It's overkill, especially for mundane skills. How often do they think people fail at their jobs, day to day? I suspect most work places would outright fire people who failed at 5-10% of their tasks every day, let alone 40-50% that their math generates.


pathfinder 2nd edition  @ 2018/10/14 15:03:28


Post by: TheAuldGrump


 Lance845 wrote:
You know what has struck me as a really bizzare mechanic recently? Why the feth do you have 1 number for your attribute and 1 number for your attribute modifier.

Having a 16 in dex never matters. It's the +3 that does everything. So why don't you just have a 3 in dex instead?

It's like THACO. You do all this math in reverse to get to what should just be a linear simple equation. So why the feth do you calculate out your attributes, to then calculate a modifier to then apply the modifier to everything mechanically? Shouldn't it just get simplified to having a attribute that just does the stuff?
That is the core of the True20 system - one of the better offshoots of the D20 system.

Also done away with is Hit Points - damage is more about Risk Management than Resource Management. A blow can ktake you out of combat, and the more damage you have accumulated the more likely it is that you will be taken out.

It formed the core for Mutants & Masterminds as well.

The Auld Grump


pathfinder 2nd edition  @ 2018/10/14 15:20:28


Post by: John Prins


 Lance845 wrote:
Those updates dont actually answer the issues and in some ways make them even worse.

Look at the dc by difficulty/level chart. Thats insanity.

A lock should be as difficult as a lock is to pick. It shouldnt get a higher dc because you raised a level. What kind of bs is it that the world levels up with the player but only to that specific player? if im level 3 and your level 5 and we both try to pick the same lock the dc for you is ACTUALLY higher.

Theres that super gamey bs.


That is dumb. I've always thought that the world should remain the same regardless of party's character level. There should be stuff the low level players just run away from unless they're terminally stupid or suicidal. Or a band of gnolls might attack a 12th level party and get creamed - how do gnolls know they're mid-high level characters?

It's up to the GM to steer players towards appropriate challenges, but the majority of any world is going to be low level stuff, because gaining levels generally requires doing dangerous stuff and there's no Raise Dead mechanics until medium levels.

That said, this is the sort of thing World of Warcraft and other MMOs are doing these days to keep content relevant, but they have the benefit of a computer program to do the on-the-fly scaling. It's a bad idea for a pen and paper RPG.

It's funny given how Pathfinder was predicated on NOT re-inventing the wheel from D&D3.0/3.5. Now they're trying to substantially diverge in several ways (Perception not being a skill is my least favorite) rather than maintain backwards compatibility.


pathfinder 2nd edition  @ 2018/10/14 15:41:14


Post by: Lance845


 Gitzbitah wrote:
 Lance845 wrote:
Voss wrote:
Surprisingly this question came up in one of the recent surveys they did, so it is something that occurred to them. The survey question wasn't phrased very well (a problem that dogs a lot of their surveys, as it garbles what little data they're getting), but was basically 'keep it for clarity, keep it for legacy, don't keep it and don't care.'


---

At the moment the answer is partly a legacy thing, a sacred cow that they keep around so old fans don't leave. The other seems to be part of the way they want progression to happen. Once you hit 18/+4 in a stat, it doesn't increase by 2/+1, but by 1/+0.5 (but you don't use the fraction).

So effectively your primary stat only advances at 10th and 20th level (because to keep up with the system math, you absolutely must start at 18 to keep up with monsters ACs and DCs), and you don't bother raising any other stats that high- just spread advances out to raise everything else to 18 as much as possible, especially Dex, Wis and Con (Str, Int and Cha are effectively dump stats, unless your class uses them)


Everything you just said is a game design issue. Min Maxing for role playing is counter to role playing (see the gamey bit I said at the end of the last page/top of this one). .5 increases that do nothing are pointless. Just say the limit a stat can increase to is 5.

Roll a d4 6 times to get your attributes and then apply racial modifiers. Or roll 2 or 3d4 and take the highest 6 times. You could get a 0 stat because of a racial penalty (except i think those are gone in PF2) but negatives are gone, because they only ever went into dump stats anyway who gives a gak?)

Functionally it does the same thing but gives players a hard cap so they need to spread their stat gains around and all those stat gains actually do something.


LoL! I might just try that with my next set of characters. Now how would we round out the probabilities to match 4d6 dropping the lowest....


You don't and who cares? 4d6 dropping the lowest gives a lot of +2 and +3s with maybe a +4 and probably a -1 or 0 or a +1 or such.

The 0s and negatives don't matter, because like I said they all end up in dump stats anyway. Even the +1s end up in secondary or little used attributes. The only thing that actually matters with the way people use attributes in dnd style games is where do they put their +4 and +3s and in a pinch their +2s.

So taking a dice roller and trying this out I will make 6 sets of attributes with a few methods.

Rolling 3d4 and taking the highest.

Set 1:

2/2/1 = 2
4/3/2 = 4
2/2/1 = 2
3/2/3 = 3
1/2/1 = 2
1/1/4 = 4

Set 2:

4/4/1 = 4
3/2/1 = 3
1/1/3 = 3
4/2/2 = 4
2/1/2 = 2
1/1/2 = 2

Rolling 2d4 and taking the highest.

Set 3:

3/2 = 3
3/2 = 3
4/3 = 4
1/1 = 1
2/1 = 2
3/2 = 3

Set 4:

3/1 = 3
2/3 = 3
4/1 = 4
2/4 = 4
2/3 = 3
1/1 = 1

Rolling 1d4

Set 5:

2
1
1
4
4
3

Set 6:

2
4
1
3
3
3

Rolling 1d4 looks the most like the 4d6 drop the lowest. 3d4 and 2d4 make it very difficult to end up with a 1 in anything. But any of them function fine enough.

Lets try 2 more sets for funsies.

3d4, add them together, divide by 3, round up.

Set 7:

(3+3+2)/3 = 3
(1+1+2)/3 = 2
(2+3+4)/3 = 3
(1+1+1)/3 = 1
(3+4+2)/3 = 3
(1+1+2)/3 = 2

Set 8:

(2+4+3)/3 = 3
(1+3+3)/3 = 3
(3+4+3)/3 = 4
(3+3+1)/3 = 3
(2+2+1)/3 = 2
(4+4+3)/3 = 4



Automatically Appended Next Post:
Voss wrote:
Eh. I'm actually in the camp that role playing is entirely separate from stats and min/maxing. You can role play a min/maxed, 'flawed' or normal character just fine. (I actually find people who ham it up and go on and about flaws and 'tragic backstories' fairly intolerable at the table). It's fairly system independent thing to me- role playing is really up to the people at the table, not the system.

But I do think this system is overturned when it comes to numbers. You're severely punished for diversifying, and to be even moderately effective at the overturned monsters (and DCsfor skill checks) you absolutely must chase the highest numbers, have the best gear (and weapons absolutely must be upgraded first due to the damage multipliers) and dumpster dive for any other possible bonuses just to maintain a ~55% success rate.

It's overkill, especially for mundane skills. How often do they think people fail at their jobs, day to day? I suspect most work places would outright fire people who failed at 5-10% of their tasks every day, let alone 40-50% that their math generates.


Of course everyone at the table is welcome to just play their character however they see fit. But the mechanics of the game should work WITH that not be an entirely separate entity. The average human attribute in dnd is 10 (+0). When do you EVER feel like thats true in dnd?


pathfinder 2nd edition  @ 2018/10/14 19:09:52


Post by: Genoside07


 John Prins wrote:

It's funny given how Pathfinder was predicated on NOT re-inventing the wheel from D&D3.0/3.5. Now they're trying to substantially diverge in several ways (Perception not being a skill is my least favorite) rather than maintain backwards compatibility.


I agree when Pathfinder came out many of us called it D&D 3.75. When WotC released the version three of the game, they got a lot of things right, but many of the people that I played with still loved second edition and didn't want to put the money into buying a whole
new set of books. As I told them, the version you like isn't going away, its just no longer supported. No one is going to break in your house to remove it. But if you ran a session with the third edition to a bunch of second edition players, they quickly noticed how
smooth and clean the game was. That's what you want in a new edition is improvement of the previous version.

Now do we get this feeling with PF 2.0??, Maybe some people do...but I don't .. I am getting a lot of "what the heck is that??" I realize this is the "beta test" but it doesn't get my "plan to purchase" confidence up.


pathfinder 2nd edition  @ 2018/10/14 20:10:10


Post by: Voss


Of course everyone at the table is welcome to just play their character however they see fit. But the mechanics of the game should work WITH that not be an entirely separate entity. The average human attribute in dnd is 10 (+0). When do you EVER feel like thats true in DnD?

Always, actually. I've never gotten the impression that the human normal is higher than 10. But I certainly assume that adventurers, as people who specialize in constant violence, are going to be above the norm in the stats their particular speciality requires. Or dead.

Now granted, in PF2 that's a little threatened, given the way characters are built, but that's largely because of the sheer number of increases that happen every five levels. But I expect even in pf2 most starting stat lines will be 18/14/14/12/10/10 or 18/16/12/12/10/10, and the two 10s likely won't change much until 10th or even 15th level. And the way most campaigns run, 15th is likely pretty rare.


pathfinder 2nd edition  @ 2018/10/14 20:55:43


Post by: TheAuldGrump


The standard build for PF1 'Heroic' NPCs has been 15, 14, 13, 12, 10, 8 - with two +2 and one -2 added to specific stats for most races - but the humans and half humans getting a single floating +2, with no negative.

NPC classes get stats that are considerably lower.

The PC classes are the folks that go beyond the norm, and are above average - 'basic' NPCs get 13,12,11, 10, 9, 8.

The Auld Grump


pathfinder 2nd edition  @ 2018/10/14 21:25:16


Post by: Lance845


Yeah, i get that its SUPPOSED to be that way. But when are you interacting with the norms? Never. Never in any way where your attributes and their attributes matter. By lvl 5 the world stops being populated by them. By level 10 the world stops being populated with heroic 1rst level equivalent people. By level 15 the world is all legendary people.


pathfinder 2nd edition  @ 2018/10/15 15:14:26


Post by: TheAuldGrump


 Lance845 wrote:
Yeah, i get that its SUPPOSED to be that way. But when are you interacting with the norms? Never. Never in any way where your attributes and their attributes matter. By lvl 5 the world stops being populated by them. By level 10 the world stops being populated with heroic 1rst level equivalent people. By level 15 the world is all legendary people.

In my games? The party interacts with norms all the time, rather than never.

Bar brawl while the party is in port?
Norms.

The merchant trying to swindle the dumb barbarian?
Norm.

The guy the party sends out with a message, and gets beaten up by a gang while on his way?
Both he and the gang - norms.

The friendly witch that sells the discount healing potions?
Norm.

The watch patrol will be norms, the watch captain probably won't be - unless he was an appointee, in which case he might be a norm aristocrat.

*EDIT* That was all just last Saturday, in my Spelljammer/Pathfinder game...

Norms are 80% of the population.

And, yeah - most of the population is people that are worse than the PCs.

The Auld Grump - heck, read Frog God's city settings... Norms rule the world!


pathfinder 2nd edition  @ 2018/10/15 15:42:28


Post by: Voss


 Lance845 wrote:
Yeah, i get that its SUPPOSED to be that way. But when are you interacting with the norms? Never. Never in any way where your attributes and their attributes matter. By lvl 5 the world stops being populated by them. By level 10 the world stops being populated with heroic 1rst level equivalent people. By level 15 the world is all legendary people.

I've never played that way. I've never played with a GM who ran the game that way. I've honestly never even heard this assertion before.

Normal people remain normal all the way up, regardless of what level the PCs are. It doesn't matter which edition.


The only time I can think of anything like this is in MMOs, where quest givers, shopkeepers and the like pick up the zone level so opposing players can't come in and easily gank them to grief players on the other side.
Doesn't apply to tabletop RPGs at all.

Usually the standard (and this is actually IN several DMGs) is this:
based on size, a settlement has X% of NPCs of various levels, and the percentage gets smaller for higher levels (usually much, much smaller).
So in a city of a 10000, you'd have (to pick numbers out of the air)
100 1st level city guards
20 2nd level city guards
10 3rd level city guards
2 5th level lieutenants
and a 7th level captain.

And that doesn't change. Yes, it does mean that eventually the PCs can totally conquer a city (though there might be a couple higher level adventurers retired or in government that might object), but that's totally OK and comes with its own consequences/reactions.


pathfinder 2nd edition  @ 2018/10/15 17:33:09


Post by: Lance845


In order for what the players are doing to have any risk and thus any danger/excitement in a level/class based game the npcs the players interact with have to have SOME kind of a chance of doing something.

That means they get levels too. That means they are not norms.

A normal human in dnd has roughly 6-8 hp. A single arrow is a serious threat to them staying concious. A greatsword/axe/hammer can kill them in a single blow. A single fireball from a caster at level 10 can kill them by the half dozens.

Its not fun or interesting to have the players interact with npcs with that kind of a power gap.

If the npcs are gaining levels with the players, even if they are npc classes that dont get as much, then they are not norms anymore.

The very moment that guy can take 6 times the damage of a normal human hes somewhere along the above average path the pcs are on. When your lvl 15 and the farmer has 10 hit dice hes better then you were for 1/3rd of your above average career.


This growth doesnt happen because of what the dmg tells you or whatever. It happens because if you want the players to keep being challenged then you need the people around them to be a challenge.


pathfinder 2nd edition  @ 2018/10/15 18:18:54


Post by: Voss


I'm not sure what RPG you're playing where the only interaction you've got with normal people is killing them.

A farmer never needs 10 hit dice for any reason.


---
And honestly, the weird conceit with the CR system in 3rd edition (which followed into Pathfinder) where the assumption is all enemies have to be level-relevant and you only fight 3-4 at the time is probably the weirdest and most frustrating mutation the game experienced. It's the closest thing I can think of to what you're described, but it doesn't mean that everyone is leveled, or even that most are. Just that challenging _fights_ should be constructed a certain way (in 3rd edition/PF1).


Most of the really good fights in older editions that I remember were the party against enemies that outnumbered them (but were individually weaker). The dogpile on the wizard (or dragon) approach that third adopted as its base assumption was really boring, as was the 'rocket tag' approach to fast fights (though that was a consistent problem at higher level in early editions as well).

Though the padded sumo of bloated HP that 4e championed managed to be even more dull. PF2 seems intent on replicating that, with max HP every level and monsters getting into 100+ hp before level 10, and several hundreds in the late teens. In addition, the 'tight math' means lower level creatures can NEVER be relevant. That's pretty nuts, and wasn't the case before.

As an aside, 5e's problem is the opposite direction. Unlike PF2, its approach to tight math is that a group of 100 orcs will almost always kill the party, and the solution to any monster rampaging across the countryside isn't adventurers, it's getting a company of archers together and putting it down like a dog.

In both PF2 and 5e, statistical averages, when applied, can completely kill the game because of how the math is constructed, even though they turn in opposite directions. Both groups of designers focused on getting the math 'right' without understanding the implications that they were creating. And just assumed that everyone would play without thinking about it, which never actually happens.


pathfinder 2nd edition  @ 2018/10/15 20:18:00


Post by: John Prins


The CR system allows you to combine bunches of lower level monsters into an appropriate challenge for higher level characters. Additionally, I've played few campaigns where XP wasn't handed out for achieving overarching goals (story and/or personal), solving mysteries or intrigues that didn't involve direct combat. Many of these can involve a lot of 'normal' people.

For example, the local king could send 200 2nd level Warriors (led by a 4th level Fighter) out to arrest a band of 9th level adventurers. Their challenge isn't to kill the soldiers, which they could probably do, but to escape without committing mass murder.

Also, depending on how characters have spent their Skill Points (Pathfinder 1.0, not 2.0), a 3rd level 'normal' expert Merchant could easily bargain the pants off a 10th level adventurer.


pathfinder 2nd edition  @ 2018/10/15 20:58:59


Post by: TheAuldGrump


Not to mention, the RAW actually includes encounters above the Average Party Level and below. (Heck, 3.5 had percentages for encounters above and below - it debuted in an adventure for 3.0.)

In Saturday's game, the Vigilante and the Urban Ranger split from the party, to track down the gang that had ambushed their messenger (and grabbed the decoy message but missed the hidden real message) - the two of them could, and did, take on the entire gang.

And took them alive - after all - the gang beat the messenger, but didn't kill him.

Voss wrote:
A farmer never needs 10 hit dice for any reason.

A 10th level farmer is outstanding in his field. (Hey, I'm a dad - I'm allowed jokes like that.)

The Auld Grump


pathfinder 2nd edition  @ 2018/10/15 21:03:05


Post by: skyth


Having norms (Even in a combat situation) lets the PC's feel powerful. It's not fun if all you do is run on a treadmill.


pathfinder 2nd edition  @ 2018/10/16 15:04:06


Post by: TheAuldGrump


And hurts more when the NPC wins....



The Auld Grump


pathfinder 2nd edition  @ 2018/10/16 17:11:13


Post by: Lance845


 skyth wrote:
Having norms (Even in a combat situation) lets the PC's feel powerful. It's not fun if all you do is run on a treadmill.


Feeling powerful because the numbers are inherently in your favor is not fun. Go play any video game on god mode. Its fun, briefly, to smash everything and anything. But ultimately its boring because there is no risk and no consequence.

A game where you are the underdog, where you are in fact less powerful, and the battle is uphill, is incredibly rewarding and super fun for everyone when they win despite their reletive humanity.

Games like darksould are good specifically for this reason. While games like skyrim reach a tipping point where you become so powerful that nothing is a threat and all the sense of achievement from those early difficult fights are drained from the game play experience.


pathfinder 2nd edition  @ 2018/10/16 17:51:26


Post by: reds8n


https://taking10.blogspot.com/2018/10/my-final-thoughts-on-pathfinder-2nd.html?fbclid=IwAR1-XGTyBlHXpNnqbxLUMLLnwpVEX6s7wDpniTOI8HtwEeLj4LlTq6FhXew


..yyeesshh..


well we stuck with AD & D 2nd edition -- with a fair few house rules for years -- never played 3rd edition and more than happy to miss out on 4th.

We still play the WOTC d20 star wars & the old Mayfair games DC Heroes system.

My current P'finder campaign had it's 61st session of this campaign on Sunday .. think we'll stick with this edition.



pathfinder 2nd edition  @ 2018/10/16 18:00:56


Post by: Voss


 Lance845 wrote:
 skyth wrote:
Having norms (Even in a combat situation) lets the PC's feel powerful. It's not fun if all you do is run on a treadmill.


Feeling powerful because the numbers are inherently in your favor is not fun. Go play any video game on god mode. Its fun, briefly, to smash everything and anything. But ultimately its boring because there is no risk and no consequence.

A game where you are the underdog, where you are in fact less powerful, and the battle is uphill, is incredibly rewarding and super fun for everyone when they win despite their reletive humanity.

Games like darksould are good specifically for this reason. While games like skyrim reach a tipping point where you become so powerful that nothing is a threat and all the sense of achievement from those early difficult fights are drained from the game play experience.


These aren't objective statements of truth, they're personal preferences. Skyrim particularly is annoying because everything levels up with you and become more and more of a slog to fight the exact same stuff, but with a bigger HP bar.
Some underdog games can be fun, other times its just really annoying. In D&D, it can easily mean death and TPKs on a regular basis, as the sheer randomness doesn't allow for pulled punches without the DM blatantly cheating. Certainly nothing I find fun or even vaguely rewarding.

The first bit is fundamentally ignoring the resolution mechanic. d20 rolls put a limiter on how far the numbers can go. Lower level creatures can remain a threat depending on the system- excessively so in 5e (where at first level, almost any character has about a 30% chance of hitting a pit fiend), less so in 3e, and almost nil in PF2, thanks to critical failures and +level to rolls. But in most editions, at 5th level 20-24 orcs are far more threatening than 2 or 3 ogres, despite being comparable encounters under a CR system and the ogres being more 'level appropriate.'


 reds8n wrote:
https://taking10.blogspot.com/2018/10/my-final-thoughts-on-pathfinder-2nd.html?fbclid=IwAR1-XGTyBlHXpNnqbxLUMLLnwpVEX6s7wDpniTOI8HtwEeLj4LlTq6FhXew


..yyeesshh..


Most of that is pretty fair. The only caveat I have is siloing the feats into class, ancestry and general (and skill) makes sense in principle (having separate lists of abilities of different power levels)... but they shouldn't all be named 'feats.' Class feats, general talents, ancestry traits would have cleared up a lot of the problems and confusion and made it clear they're different things trying to accomplish different goals. Dwarven poison resistance, medium armor training and leap smash attacks aren't the same kind of thing, and should be separate (something the old system didn't do very well was separate good feats from trash feats, especially as books and larger and larger feat piles accrued).

Unfortunately, ancestry (racial) feats are a dumpster fire, skill feats are a joke, and you'll probably run out of worthwhile general feats to take by 9th level.

----
They've also put up for a proposal for... changing the new resonance system that almost no one liked (it got a ~20% approval in surveys). Basically instead of a level+cha pool to use magic items, its 'you can wear 10 magic items, the end, full stop.' But given the Wealth by Level system and needing to constantly upgrade weapons and armor, you'll probably never have 10 spare magic items laying around per character, so... whatever. Obscure corner-case land is saved, I guess.

Instead they've introduced a focus system which is just 1+cha mod, which is a pool for both class powers (replacing spell points, which... never affected spells, but never mind), and 'supercharging' consumable items. Which makes for a very, very small pool that doesn't expand like spell points did. Which means if you have a class that has (good) powers, you never, ever want to 'supercharge' items, and if you don't have such a class... go to town. It so very obviously leads to extremes (always/never/or save for healing emergencies) that I don't know why they bashed it together out of the remnants of their failed resonance system and threw class powers in with it.


pathfinder 2nd edition  @ 2018/10/16 21:59:04


Post by: TheAuldGrump


 Lance845 wrote:
 skyth wrote:
Having norms (Even in a combat situation) lets the PC's feel powerful. It's not fun if all you do is run on a treadmill.


Feeling powerful because the numbers are inherently in your favor is not fun. Go play any video game on god mode. Its fun, briefly, to smash everything and anything. But ultimately its boring because there is no risk and no consequence.

A game where you are the underdog, where you are in fact less powerful, and the battle is uphill, is incredibly rewarding and super fun for everyone when they win despite their reletive humanity.

Games like darksould are good specifically for this reason. While games like skyrim reach a tipping point where you become so powerful that nothing is a threat and all the sense of achievement from those early difficult fights are drained from the game play experience.
I pretty much disagree with your entire statement.

Sometimes having the odds in your favor is fun - not as a steady diet, but to let the players see how far that they have come.

And it is so much fun when the PCs are overwhelmed at each turn, and the GM decides 'it doesn't count as an adventure unless a PC dies!' (This is heavy, heavy sarcasm, in case you missed it. I had a GM like that, and pull him out as a horrible example when I get the chance.)

To repeat the most important matter - not every conflict is combat, not every encounter is about conflict.

Really, it sounds like you bought into the idiocy that led to D&D 4e.


Don't bother to talk to the guards at the gate! It's not fun!

Don't traipse through the faerie gates! D&D is a game about COMBAT!

(Both examples from WotC's own literature.)

There is a reason why 4e failed, both as a game and as a business plan.

Limiting the game to a single style of play was a big part of that poor decision making.

Some people do like talking to the guards at the gate, or do want to traipse through the faerie gate.

Take a look at Pathfinder Adventure Paths - there are plenty of examples of NPCs with NPC classes, and even *gasp!* a mix of PC and NPC classes.

And nearly every one of those NPCs use the standard 15, 14, 13, 12, 10, 8 or 13, 12, 11, 10, 9, 8 arrays.

Some of the encounters are easy - as the PCs slaughter their way through mooks.

Some encounters are hard - and unless the PCs are clever, can end with a well fed monster and dead PCs.

A lot of the encounters average out to the standard CR for the adventure - one above or below, but averaging properly.

And one of my favorite Adventure Paths does allow the PCs to traipse through a faerie gate and interact with the little people.

In my own game, over the past month, there was an encounter where, if the PCs stood their ground they would have been slaughtered.

There was an encounter where two of the characters split off from the rest of the party, and could handle the battle on their lonesome.

There have been times when the PCs outwitted the NPCs and times when the NPCs outwitted the PCs.

There was an lingering encounter with a CR1 that could have killed the entire party, if given enough time. (Putrefy Food & Drink is a 0 level spell. And they were on a long voyage, little by little their food and water was being destroyed by what is technically a minor haunt.)

They had to accept a gift that effectively exiled them from their nation for a year - refusing the gift would have counted as les majesty against a bloodthirsty queen.

The Dreamer's in his Chamber,
The King is on his Throne.
The Queen is in the abattoir,
And dances all alone....

The Auld Grump


pathfinder 2nd edition  @ 2018/10/16 22:47:48


Post by: Gitzbitah


 Lance845 wrote:
 skyth wrote:
Having norms (Even in a combat situation) lets the PC's feel powerful. It's not fun if all you do is run on a treadmill.


Feeling powerful because the numbers are inherently in your favor is not fun. Go play any video game on god mode. Its fun, briefly, to smash everything and anything. But ultimately its boring because there is no risk and no consequence.

A game where you are the underdog, where you are in fact less powerful, and the battle is uphill, is incredibly rewarding and super fun for everyone when they win despite their reletive humanity.

Games like darksould are good specifically for this reason. While games like skyrim reach a tipping point where you become so powerful that nothing is a threat and all the sense of achievement from those early difficult fights are drained from the game play experience.


Difficulty's in the hands of the GM. Hackmaster tried to de-magic their game when they went Basic, to the point where you only got hit dice every other level and even a +5 sword was just really well built. It wasn't fun, it was just more lethal.


Look at the Curse of Strahd, or Tucker's Kobolds.

https://media.wizards.com/2014/downloads/dnd/TuckersKobolds.pdf

Curse of Strahd is this on a grander scale- take a vampire, make him The Vampire and give him his own pocket dimension and a license to screw with players. High level players have so much more to lose- attack their town or castle, turn their peasantry against them, maybe even craft some magicked up NPC doom squads composed of their fallen, or not so fallen opponents Shadows of Mordor style. Encounter after encounter will eventually get boring- making the Pcs believe that they are active, powerful participants in a living breathing world is not ever going to be. And unlike the game's AI, you never have to run out of quests.

A good system at its best supports great storytelling. If it can just get out of the way and let the game happen, that's good enough. If you spend more time fighting the system than the story... that's a game system to leave behind.


pathfinder 2nd edition  @ 2018/10/16 23:07:18


Post by: Lance845


 TheAuldGrump wrote:
 Lance845 wrote:
 skyth wrote:
Having norms (Even in a combat situation) lets the PC's feel powerful. It's not fun if all you do is run on a treadmill.


Feeling powerful because the numbers are inherently in your favor is not fun. Go play any video game on god mode. Its fun, briefly, to smash everything and anything. But ultimately its boring because there is no risk and no consequence.

A game where you are the underdog, where you are in fact less powerful, and the battle is uphill, is incredibly rewarding and super fun for everyone when they win despite their reletive humanity.

Games like darksould are good specifically for this reason. While games like skyrim reach a tipping point where you become so powerful that nothing is a threat and all the sense of achievement from those early difficult fights are drained from the game play experience.
I pretty much disagree with your entire statement.

Sometimes having the odds in your favor is fun - not as a steady diet, but to let the players see how far that they have come.

And it is so much fun when the PCs are overwhelmed at each turn, and the GM decides 'it doesn't count as an adventure unless a PC dies!' (This is heavy, heavy sarcasm, in case you missed it. I had a GM like that, and pull him out as a horrible example when I get the chance.)

To repeat the most important matter - not every conflict is combat, not every encounter is about conflict.

Really, it sounds like you bought into the idiocy that led to D&D 4e.


Don't bother to talk to the guards at the gate! It's not fun!

Don't traipse through the faerie gates! D&D is a game about COMBAT!

(Both examples from WotC's own literature.)

There is a reason why 4e failed, both as a game and as a business plan.

Limiting the game to a single style of play was a big part of that poor decision making.

Some people do like talking to the guards at the gate, or do want to traipse through the faerie gate.

Take a look at Pathfinder Adventure Paths - there are plenty of examples of NPCs with NPC classes, and even *gasp!* a mix of PC and NPC classes.

And nearly every one of those NPCs use the standard 15, 14, 13, 12, 10, 8 or 13, 12, 11, 10, 9, 8 arrays.

Some of the encounters are easy - as the PCs slaughter their way through mooks.

Some encounters are hard - and unless the PCs are clever, can end with a well fed monster and dead PCs.

A lot of the encounters average out to the standard CR for the adventure - one above or below, but averaging properly.

And one of my favorite Adventure Paths does allow the PCs to traipse through a faerie gate and interact with the little people.

In my own game, over the past month, there was an encounter where, if the PCs stood their ground they would have been slaughtered.

There was an encounter where two of the characters split off from the rest of the party, and could handle the battle on their lonesome.

There have been times when the PCs outwitted the NPCs and times when the NPCs outwitted the PCs.

There was an lingering encounter with a CR1 that could have killed the entire party, if given enough time. (Putrefy Food & Drink is a 0 level spell. And they were on a long voyage, little by little their food and water was being destroyed by what is technically a minor haunt.)

They had to accept a gift that effectively exiled them from their nation for a year - refusing the gift would have counted as les majesty against a bloodthirsty queen.

The Dreamer's in his Chamber,
The King is on his Throne.
The Queen is in the abattoir,
And dances all alone....

The Auld Grump


Difficult doesnt mean murderous with no chance and challenge does not mean combat.

Lets try not putting words in my mouth everybody.

I never said the players should be pitted against unfair challenges. I said they should be challenged. The pit falls of lvl class systems is the players ultimately outgrow challenges. They simply stop being human at some point. And that means the games challenges need to grow with them. Sometimes that means bigger threats. Larger dragons. New types of giant etc etc... Some times it means more of a weaker thing. But thats not good. Lets take the 200 orks. The orks win not because its a good tough fight, but because of action economy. 200 chances to hit will out do 5. Some times its preconstructing a scenerio specificly to feth with them (tuckers kobolds - an amusing read, but not something that entertained the party. It made them miserable).

A human fighting an ork should always be a human fighting an ork. An exceedly skilled human fighting a moderately skilled ork should be exactly that. But levels dont emulate that. Levels, and hit dice, literally take a person who could take a couple sword swings and makes them capable of taking dozens.

Saying the game should stay challenging does not mean i am saying the players should be placed in situations they cannot win. The GM should ALWAYS make the scenerio something the players are capable of dealing with. But CAPABLE should still pose a risk. Be it loosing out on a deal in some rp. Getting manipulated. Or a fight.

D20 litterally grows players to a point where they fight and kill godzilla (the tarask) and gods and can level to a point where either of these battles are laughable. Thats a problem.


pathfinder 2nd edition  @ 2018/10/17 00:06:34


Post by: skyth


And some times it's fun to let players feel just how powerful they are by letting them blow through an underpowered encounter of multiple level 1's.


pathfinder 2nd edition  @ 2018/10/17 01:07:15


Post by: TheAuldGrump


 Lance845 wrote:
 TheAuldGrump wrote:
 Lance845 wrote:
 skyth wrote:
Having norms (Even in a combat situation) lets the PC's feel powerful. It's not fun if all you do is run on a treadmill.


Feeling powerful because the numbers are inherently in your favor is not fun. Go play any video game on god mode. Its fun, briefly, to smash everything and anything. But ultimately its boring because there is no risk and no consequence.

A game where you are the underdog, where you are in fact less powerful, and the battle is uphill, is incredibly rewarding and super fun for everyone when they win despite their reletive humanity.

Games like darksould are good specifically for this reason. While games like skyrim reach a tipping point where you become so powerful that nothing is a threat and all the sense of achievement from those early difficult fights are drained from the game play experience.
I pretty much disagree with your entire statement.

Sometimes having the odds in your favor is fun - not as a steady diet, but to let the players see how far that they have come.

And it is so much fun when the PCs are overwhelmed at each turn, and the GM decides 'it doesn't count as an adventure unless a PC dies!' (This is heavy, heavy sarcasm, in case you missed it. I had a GM like that, and pull him out as a horrible example when I get the chance.)

To repeat the most important matter - not every conflict is combat, not every encounter is about conflict.

Really, it sounds like you bought into the idiocy that led to D&D 4e.


Don't bother to talk to the guards at the gate! It's not fun!

Don't traipse through the faerie gates! D&D is a game about COMBAT!

(Both examples from WotC's own literature.)

There is a reason why 4e failed, both as a game and as a business plan.

Limiting the game to a single style of play was a big part of that poor decision making.

Some people do like talking to the guards at the gate, or do want to traipse through the faerie gate.

Take a look at Pathfinder Adventure Paths - there are plenty of examples of NPCs with NPC classes, and even *gasp!* a mix of PC and NPC classes.

And nearly every one of those NPCs use the standard 15, 14, 13, 12, 10, 8 or 13, 12, 11, 10, 9, 8 arrays.

Some of the encounters are easy - as the PCs slaughter their way through mooks.

Some encounters are hard - and unless the PCs are clever, can end with a well fed monster and dead PCs.

A lot of the encounters average out to the standard CR for the adventure - one above or below, but averaging properly.

And one of my favorite Adventure Paths does allow the PCs to traipse through a faerie gate and interact with the little people.

In my own game, over the past month, there was an encounter where, if the PCs stood their ground they would have been slaughtered.

There was an encounter where two of the characters split off from the rest of the party, and could handle the battle on their lonesome.

There have been times when the PCs outwitted the NPCs and times when the NPCs outwitted the PCs.

There was an lingering encounter with a CR1 that could have killed the entire party, if given enough time. (Putrefy Food & Drink is a 0 level spell. And they were on a long voyage, little by little their food and water was being destroyed by what is technically a minor haunt.)

They had to accept a gift that effectively exiled them from their nation for a year - refusing the gift would have counted as les majesty against a bloodthirsty queen.

The Dreamer's in his Chamber,
The King is on his Throne.
The Queen is in the abattoir,
And dances all alone....

The Auld Grump


Difficult doesnt mean murderous with no chance and challenge does not mean combat.

Lets try not putting words in my mouth everybody.

I never said the players should be pitted against unfair challenges. I said they should be challenged. The pit falls of lvl class systems is the players ultimately outgrow challenges. They simply stop being human at some point. And that means the games challenges need to grow with them. Sometimes that means bigger threats. Larger dragons. New types of giant etc etc... Some times it means more of a weaker thing. But thats not good. Lets take the 200 orks. The orks win not because its a good tough fight, but because of action economy. 200 chances to hit will out do 5. Some times its preconstructing a scenerio specificly to feth with them (tuckers kobolds - an amusing read, but not something that entertained the party. It made them miserable).

A human fighting an ork should always be a human fighting an ork. An exceedly skilled human fighting a moderately skilled ork should be exactly that. But levels dont emulate that. Levels, and hit dice, literally take a person who could take a couple sword swings and makes them capable of taking dozens.

Saying the game should stay challenging does not mean i am saying the players should be placed in situations they cannot win. The GM should ALWAYS make the scenerio something the players are capable of dealing with. But CAPABLE should still pose a risk. Be it loosing out on a deal in some rp. Getting manipulated. Or a fight.

D20 litterally grows players to a point where they fight and kill godzilla (the tarask) and gods and can level to a point where either of these battles are laughable. Thats a problem.
If that was not the case, then I seriously suggest that you re read your own danged post - I really did not need to add words to your mouth. I merely paraphrased what you, yourself, said.

You stated that no one used standard stats - when most people, including publishers, do.

Which, in simple terms, means that you are just plain good old fashioned wrong.

And - this important - your statements are only true IN YOUR OPINION.

You are stating your opinions as facts - and they are demonstrably not facts.

People DO use NPC stats and classes. The world is filled with people that are not a substantial challenge for the PCs, as well as creatures that can eat those same PCs for dinner, and still have room for Jell-O.

Having a 20th level party does not mean that you need 20th level janitors to clean up the mess after a 20th level kegger.

People DO have encounters that are easy for a competent character to beat, as well as encounters that are impossible to beat without the luck of the very gods.

In particular - levels in Pathfinder end at 20 - and most games never go that far.

A 20th level character, all by his lonesome, is nothing but a snack for the Tarasque. (A snaque?)

The Tarasque is generally a plot device, not an encounter - it showing up means that the PCs failed.

Certainly that is the case in Pathfinder.

If the characters are fighting a god, the god wins. Most gods do not even have stats in Pathfinder, and when they do, it comes with a healthy dose of Mythic abilities.

Your description of D&D pretty much nails you down to first and second edition D&D - where these encounters were possible, in the hands of an inept GM.

In forty years of D&D, I have never used the Tarasque as anything other than a plot device.

The characters in my game have never battled gods.

I have taken down high level characters with goblins - 1d6 of damage at a time.

I have had a party executed for murdering an innocent orc during a peace treaty, and had the mommy orc telling the young orcs that daddy wouldn't be coming home.

Your statements are just plain not true for a decent GM - and never have been.

Hit Points do not represent the blows that hit - Gary Gygax based his combat on the old Errol Flynn movies - where there is a lot of to-ing and fro-ing, dodges, parries, and ripostes - until the hero lands the one fatal blow that ends the battle.

Everything else is the above mentioned to-ing and fro-ing.

With that conceit, the only blow that does physical damage is the final one.

If you do find these a problem... then the problem most likely lies with you. Either run the game it is supposed to be run, or find another game - it is entirely possible that D20/Pathfinder is just not the game for you - so stick with Runequest or any other non level based system.

Even in Runequest, as the character becomes better with his shield, combat takes longer and longer, as most blows fail to land.

Most often, when you find yourself the only person holding your opinion - it means that you are wrong.

I am pretty sure that is the case for your argument.

The Auld Grump


pathfinder 2nd edition  @ 2018/10/17 02:55:47


Post by: Lance845


 TheAuldGrump wrote:
 Lance845 wrote:

Difficult doesnt mean murderous with no chance and challenge does not mean combat.

Lets try not putting words in my mouth everybody.

I never said the players should be pitted against unfair challenges. I said they should be challenged. The pit falls of lvl class systems is the players ultimately outgrow challenges. They simply stop being human at some point. And that means the games challenges need to grow with them. Sometimes that means bigger threats. Larger dragons. New types of giant etc etc... Some times it means more of a weaker thing. But thats not good. Lets take the 200 orks. The orks win not because its a good tough fight, but because of action economy. 200 chances to hit will out do 5. Some times its preconstructing a scenerio specificly to feth with them (tuckers kobolds - an amusing read, but not something that entertained the party. It made them miserable).

A human fighting an ork should always be a human fighting an ork. An exceedly skilled human fighting a moderately skilled ork should be exactly that. But levels dont emulate that. Levels, and hit dice, literally take a person who could take a couple sword swings and makes them capable of taking dozens.

Saying the game should stay challenging does not mean i am saying the players should be placed in situations they cannot win. The GM should ALWAYS make the scenerio something the players are capable of dealing with. But CAPABLE should still pose a risk. Be it loosing out on a deal in some rp. Getting manipulated. Or a fight.

D20 litterally grows players to a point where they fight and kill godzilla (the tarask) and gods and can level to a point where either of these battles are laughable. Thats a problem.
If that was not the case, then I seriously suggest that you re read your own danged post - I really did not need to add words to your mouth. I merely paraphrased what you, yourself, said.


Quote me. Find me saying even ONCE that what the players should be doing is facing certain death at every turn. Please. By all means. Find me saying "combat all the time" always instead of "challenge". Find me saying "unfairly pitted against insurmountable odds" instead of "facing a challenge". Il wait.



You stated that no one used standard stats - when most people, including publishers, do.

Which, in simple terms, means that you are just plain good old fashioned wrong.

And - this important - your statements are only true IN YOUR OPINION.

You are stating your opinions as facts - and they are demonstrably not facts.


Hey, by all means, if you guys often use lower leveled or unleveled NPCs in mid to high level games then sure. Go nuts. It's never been my experience. Because in all the games I have played in all the years I have played nobody has ever thought the interesting bits about spiderman or batman was when they beat up 2 or 3 regular people robbing a bank instead of facing something that was actually a test for them. We all know the best bits in any story is when the heroes completely trounce a bunch of mooks.

And yeah, unless it's a evil campaign, it's totally great for good characters to show off their might by beating the gak out of hordes of things that stand no chance against them. Both totally in character, and absolutely the part everyone will be telling stories about latter. Not the dragon that nearly got them. The couple of goblins they laughed about while they smacked them down.

People DO use NPC stats and classes. The world is filled with people that are not a substantial challenge for the PCs, as well as creatures that can eat those same PCs for dinner, and still have room for Jell-O.

Having a 20th level party does not mean that you need 20th level janitors to clean up the mess after a 20th level kegger.

People DO have encounters that are easy for a competent character to beat, as well as encounters that are impossible to beat without the luck of the very gods.

In particular - levels in Pathfinder end at 20 - and most games never go that far.

A 20th level character, all by his lonesome, is nothing but a snack for the Tarasque. (A snaque?)

The Tarasque is generally a plot device, not an encounter - it showing up means that the PCs failed.

Certainly that is the case in Pathfinder.


Maybe PF changed the Tarasque to better represent the thing it was meant to be. But D20 doesn't do that as a rule. That is an exception that I will be looking into. 3rd and 3.5 that is not the case. It's generally a CR 18 encounter that can be soloed by a properly built wizard let alone a whole party.

If the characters are fighting a god, the god wins. Most gods do not even have stats in Pathfinder, and when they do, it comes with a healthy dose of Mythic abilities.

Your description of D&D pretty much nails you down to first and second edition D&D - where these encounters were possible, in the hands of an inept GM.

In forty years of D&D, I have never used the Tarasque as anything other than a plot device.

The characters in my game have never battled gods.


Good. But thats you. Thats not the books that have been released. And no. I have only fleeting experience with ADnD. Mostly with 3rd, 3.5, PF and barely any 4th. And I have run the starting adventure for 5th with some people who wanted to try it out and bought it themselves.

Deities and Demigods and the epic level handbook makes it very clear that in d20 gods are meant to be fought. A Good DM can house rule away that into never giving gods stats and just making them insurmountable. But by the books released for d20, the gods are a CR fight like anything else. I agree that it's a mistake to give them a stat block. I agree that it should never be that way. But it doesn't change the fact that the rules exist.

I have taken down high level characters with goblins - 1d6 of damage at a time.

I have had a party executed for murdering an innocent orc during a peace treaty, and had the mommy orc telling the young orcs that daddy wouldn't be coming home.

Your statements are just plain not true for a decent GM - and never have been.

Hit Points do not represent the blows that hit - Gary Gygax based his combat on the old Errol Flynn movies - where there is a lot of to-ing and fro-ing, dodges, parries, and ripostes - until the hero lands the one fatal blow that ends the battle.

Everything else is the above mentioned to-ing and fro-ing.


Ive seen this explanation before. It's bull gak. If thats true how to magic missiles which always hit do their to-ing and fro-ing? How about burn damage? Acid? Poison? What about cold damage with secondary effects? Bleeds?

I get it was the original concept behind it from 50 years ago, but hey, maybe a mechanic designed for a game system 5 DECADES old is due for some updates.

With that conceit, the only blow that does physical damage is the final one.

If you do find these a problem... then the problem most likely lies with you. Either run the game it is supposed to be run, or find another game - it is entirely possible that D20/Pathfinder is just not the game for you - so stick with Runequest or any other non level based system.

Even in Runequest, as the character becomes better with his shield, combat takes longer and longer, as most blows fail to land.

Most often, when you find yourself the only person holding your opinion - it means that you are wrong.

I am pretty sure that is the case for your argument.

The Auld Grump


Just because I have a preference for one system doesn't mean I am not interested in exploring the mechanics pros and cons of other systems. I am here because I downloaded and read through the docs like most others here. And I am watching with continued disappointment in the mechanics like pretty much everyone else here. I never played runequest and it doesn't sound like one I would want to play. I like the actions in the game to be quick and fluid and decisive.


pathfinder 2nd edition  @ 2018/10/17 14:27:21


Post by: TheAuldGrump


Look up the word 'paraphrase' in the dictionary - you may be enlightened.

Better yet - read your own danged post again. Take a look at the things that you state as absolute fact, and then tried to defend as absolute fact when others told you that, no, really, the game does not work that way.

Every single example in your original statement was about balanced conflict and combat - and not one iota for anything else.

Consider your entire post quoted, and read it again.

Again - there is a reason why people reading your post draw the conclusions that they do.

And continue to do so.

If you want people to draw other conclusions then you need to change the message to the reflect the conclusion you want drawn - instead the message that you are sending is... pretty easy to read in the manner it has been read, leading to the conclusions that have been drawn.

The way it reads is that you are complaining that opening doors hurts your head, and other people are asking why you are using your head as a battering ram.

To which you reply that it's the only way to open doors....

Alternately, you can get a lot more mileage by adding the terms 'in my opinion' and 'in my experience'.

While experimenting with other systems is fine, complaining that those other systems are not the systems that you like is not so fine.

Especially when you make it clear that you really don't know what you are talking about.

You are arguing from a position of ignorance, and then defending your ignorance.

This does not win arguments.

I, on the other hand, do experiment with systems, there are systems that I like better than Pathfinder. I have no problems with either level based systems or non level based systems.

I have problems with bad math - which abounds in PF2.

I have problems with lazy math - which abounds in a lot of GMs and games.

I have a preference for KISS solutions, not tacking a new system on to solve problems that most people do not have. (Resonance being the operative case in point.)

In any event, I will not be replying to you again in this thread.

Your arguments are just not worth the time spent arguing.

The Auld Grump


pathfinder 2nd edition  @ 2018/10/17 16:27:47


Post by: Lance845


I am not responsible for the meaning you decide to dig out of what you think i meant. I am responsible for the words i actually wrote.

Read the words i wrote.

If you want to argue based on your incredibly inaccurate and disingenuous "paraphrase" then you are not even having the same conversation. I have no reason to defend a position i never took from a person who refuses to read what i actually wrote.


pathfinder 2nd edition  @ 2018/10/17 20:13:32


Post by: skyth


His appraisal of the words you wrote is correct.


pathfinder 2nd edition  @ 2018/10/17 21:57:24


Post by: TheAuldGrump


But my appraisal was much longer winded....

I just found it odd that he was complaining about a method that, as far as I know, nobody actually uses.

I am chalking it up to Internet Expert, and moving on.

***

On the Paizo forums, it looks like the game designers have at least noticed the negative response, but I don't know if there is much of anything that they can do about it, other than to scrap and restart - an expensive proposition in regards to time.

Honestly... I think Paizo is earning this flop, and deserves to let it happen.

WotC learned from the debacle of 4e - and produced a strong system in its wake. (I don't play 5e - but, in part, that is because I already have several strong Pathfinder groups.)

Hopefully, Paizo can learn from this.

Because I see no way of steering the Titanic away from the iceberg.

All we can do is hope that Paizo has enough lifeboats not to go down with the ship.

The Auld Grump


pathfinder 2nd edition  @ 2018/10/18 02:29:33


Post by: MegaDombro


Its sad to see 4th ed DnD so panned on message boards. Most well thought out and balanced DnD edition by miles. 5th edition is pitiful.

For Piazo games, Starfinder is poorly designed and balanced. Is Pathfinder 2.0 along the same mode (having launched near to each other)?


pathfinder 2nd edition  @ 2018/10/18 02:48:44


Post by: Voss


MegaDombro wrote:
Its sad to see 4th ed DnD so panned on message boards. Most well thought out and balanced DnD edition by miles.

My big issues from playing 4e was that it very very dull, and didn't feel at all like D&D. More like a superhero boardgame crossed with Warhammer Quest (in a bad way). Especially since the superhero powers were pretty underwhelming, and many did not work as advertised (marking in particular).

The other part is it assumed a static and very gamey world. If the players weren't directly interacting with something, it didn't matter or change.


For Piazo games, Starfinder is poorly designed and balanced. Is Pathfinder 2.0 along the same mode (having launched near to each other)?

Actually no.
Starfinder is a very noticeable blend of PF1 (but only with their 6 spell level hybrid classes and mundanes) and d20 Star Wars/ Future/Modern with the serial numbers filed off. And diablo style level restrictions on equipment, because reasons.
Mechanically it sticks closer to PF1 than PF2 does. Which makes mindcaulking the setting changes from PF1 to PF2 to Starfinder really difficult and confusing. (As Starfinder is set 1000+ years in the future of the setting centuries after a multiverse spanning memory wipe, which affects even gods and archfiends, because reasons. And canonically 'what happened' will NEVER be answered, so definitionally can't matter.).

A lot of this is because at least several of the major Starfinder designers worked on d20 Star Wars (and Alternity for those that remember that), so they basically recycled a lot after scraping the labels off and quickly dipping it in the Pathfinder dipping sauce.
Notably, after the core rules were finished the lead designer left Paizo. Probably to get on with something else in his life, but for me that always raises an eyebrow.

PF2 wanders off in an entirely different direction than Starfinder with very few common points (the only one that's easy is the racial/ancestry bonus hit points at level 1). Skills, feats, spells and etc in Starfinder are pure copypasta from PF1. In PF2, it's all a major rework.

I wasn't particularly impressed with Starfinder (partly for keeping the same flaws, partly for item level, and a lot for the horrible setting fluff- both the memory wipe and including every plot point in the home system, negating the need to explore space at all), but PF2 is amazingly shaping up to be even worse, because they've apparently considered nothing but 'the math.' Which is important, but it's overtuned to the point that it breaks if you sneeze on it. And their 'fixes' to spells and magic items just break them in entirely predictable ways. Different ways, sure, but mostly worse ones, that were showing up to attentive readers even back in the preview blogs.


pathfinder 2nd edition  @ 2018/10/18 14:12:00


Post by: MegaDombro


Most complaints about 4e seem game related not mechanics related. If its "dull" or "static" thats the DM/players, not the system.

The core mechanics of a game, to me, should provide a dynamic combat simulation (4ed is so so far above the rest of the major systems its hard to compare), and a rules for skill sets in heroic situation (4ed being as bad as any other for this).

Really the DM and players should be handling all other interactions.

I'll have to check out pathfinder 2.0 if its a departure from Starfinder/Pathfinder 1.0. Chances are if its panned by the RPG community, its a fleshed out and balanced system.


pathfinder 2nd edition  @ 2018/10/18 16:36:13


Post by: Voss


There are a lot of mechanics related complaints about the 4e system. The skill system never worked, mathematically, despite multiple revisions. The usual output is failure through iterative probability. With multiple rolls and a lower failure threshold, failure is the usual result.

Marking has similar problems as a mechanic. At -2 to hit or charisma modifier damage isn't actually enoug to stop a monster from attacking a target other than a tank. It's still a better choice to attack a squishier target.

Massive hit point bloat for monsters, unexamined and terrible high level play, which resulted in feat taxes being added to give to hit bonuses to fix the combat math. The weapon and armor lists were reduced, but were still made up of trap options you should never use, due to multiplying dice (choosing smaller dice is obviously terrible, and 4e lacks weapon properties or other diversity to make a nuanced or playstyle choice. PF2 unfortunately shares this, despite a lot of bad weapon properties.)

4e had some interesting mechanical concepts (healing surges and better dependency for saving throws), but the implementation of the system was consistently terrible.

---


I could go on, but what do you think makes for a dynamic combat situation with 4e? Simply constantly pushing miniatures a couple squares?

@that last comment is a nice display of contempt (but very strange in assuming a united RPG community), but no, it isn't even remotely balanced, and there is no flesh attached to the teetering tower of numbers.


pathfinder 2nd edition  @ 2018/10/18 20:17:10


Post by: skyth


 TheAuldGrump wrote:


On the Paizo forums, it looks like the game designers have at least noticed the negative response, but I don't know if there is much of anything that they can do about it, other than to scrap and restart - an expensive proposition in regards to time.


I haven't seen that. Though they have been closing a lot of threads





pathfinder 2nd edition  @ 2018/10/18 23:45:03


Post by: Red Harvest


The designers have been responding to some of the criticisms, especially about Heritage feats and Resonance. They just can't seem to let Resonance go. They just set up a mini play-test for some changes to resonance.

The plan is to release PF2 in 2019, I'm guessing at GenCon. This means the book needs to go to the printers several months beforehand. Will Paizo get this all sorted out in time?

4e was a fine miniatures skirmish game, with a litttle RPG action thrown in.


pathfinder 2nd edition  @ 2018/10/19 00:48:35


Post by: TheAuldGrump


 Red Harvest wrote:
The designers have been responding to some of the criticisms, especially about Heritage feats and Resonance. They just can't seem to let Resonance go. They just set up a mini play-test for some changes to resonance.

The plan is to release PF2 in 2019, I'm guessing at GenCon. This means the book needs to go to the printers several months beforehand. Will Paizo get this all sorted out in time?

4e was a fine miniatures skirmish game, with a litttle RPG action thrown in.
A very little RPG action...

And a recorded history of not listening when the playtesters complained.

What 4e wasn't was D&D, or even D&D compatible - with WotC telling GM's not to bother converting, and just start over. (Every previous edition of the game had a conversion guide.)

But, worse, it was a completely inept marketing campaign that doomed the game - and, sadly, it took the miniatures and novel lines with it - 4e damaged the D&D brand far beyond its failure as an RPG.

4e might have done well enough if marketed as D&D Tactics, or the like - but it attempted to reduce an RPG to a board game, and failed as a result. Certainly, it performed well for the boardgames that were released later.

As a replacement for 3e/3.5, or AD&D? An utter failure - with the largest returns that D&D had ever seen. (Returns being books sent back to the publisher - and something that publishers very much want to avoid.)

The Auld Grump


pathfinder 2nd edition  @ 2018/10/19 02:07:54


Post by: Voss


 skyth wrote:
 TheAuldGrump wrote:


On the Paizo forums, it looks like the game designers have at least noticed the negative response, but I don't know if there is much of anything that they can do about it, other than to scrap and restart - an expensive proposition in regards to time.


I haven't seen that. Though they have been closing a lot of threads


Yeah, what's weird about that is the Director of Games Design is doing a lot of those thread closures, which seems like a waste of time with so much work to do (as they've also got a fairly large staff for policing their forums)

I've definitely gotten the impression that release date is set in stone, regardless of the state of the game. But keep in mind the playtest closes shop well before any manuscript deadline, and they intend to do a closed door revision for the final version.


pathfinder 2nd edition  @ 2018/10/19 02:21:21


Post by: MegaDombro


Yes I understand 4ed was a commercial failure. Complaints of it being RP light is silly. The crispness and tightness of its combat system has nothing to do with RP, thats the gm/players. Its mechanics for RP were as loose as any other system of DnD.

And many things are popular while being poor quality. In the entertainment world, shows like "Keeping Up with the Kardashians" or "The Bachelor" probably draws much higher ratings then quality dramas, say "Breaking Bad" or something (Im old, meh). Popularity does not infer quality.

Now off to read about the Pathfinder 2.0. Sounds interesting



pathfinder 2nd edition  @ 2018/10/19 02:37:46


Post by: Voss


Nope, the RP 'mechanics' were non existent.

And the combat system was neither crisp nor tight. It was broken:

They had to add the Melee training and Weapon Expertise feats to the Player's Handbook _2_ to force the 'to hit' math to work out as intended.

That wasn't even enough, and they had to jettison their original monster design principles and start over from scratch for the MM2 or 3, with a completely different set of numbers for the various monster 'roles.'

And this still never dealt with the hit point bloat vs. damage problem, especially at higher levels, where the limits on encounter powers meant hacking endlessly through hundreds of HP with just puny and uninteresting at-will powers.

By year 4, they had realized admitted (internally), that their mechanical system was fairly nonfunctional and rebuilt the game as 'Essentials' and then by year 5 gave up entirely.

4e was a mechanical mess, even for the few things it even bothered to do mechanically (largely combat).


pathfinder 2nd edition  @ 2018/10/19 03:01:31


Post by: MegaDombro


NOPE!!!!

Well, we are posting our opinions about DnD editions in a forum about Pathfinder, so last post then I am out.

No DnD system has an RP mechanics. 4ed is just as light as the rest. The Skill Challenge was a neat idea, but a admittedly poor.

Its combat mechanics were flawed at launch (still best DnD combat imo) and improved with revision over time. Honestly, every other DnD has got marketable worse with more splat books.

Did you ever play a high level campaign? The HP bloat? Slog out with boring at wills? Encounters never lasted through parties onslaught of Encounters/Dailys. No high paragon or epic player ever used an at will in either of the 2 campaigns we ran in 4th edition 1-30.


pathfinder 2nd edition  @ 2018/10/19 04:11:55


Post by: Lance845


MegaDombro wrote:
NOPE!!!!

Well, we are posting our opinions about DnD editions in a forum about Pathfinder, so last post then I am out.

No DnD system has an RP mechanics. 4ed is just as light as the rest. The Skill Challenge was a neat idea, but a admittedly poor.


Agreed. DnDs mechanics have always been almost exclusively about combat and only sometimes about RP. The closest most consistent RP mechanic dnd has ever had was the Alignment system and thats a pretty crap system for RP since when you take it as the literal forces of good evil law and chaos it's restricting as hell.

5th introduced some stuff that helps players get more RP foundation in their backgrounds/bonds/etc etc... But even those are just a mechanic for gaining the gamey Inspiration.

4th is no less RP then any other d20 game, it just does a worse job of hiding how shallow they all are.


pathfinder 2nd edition  @ 2018/10/19 17:08:08


Post by: skyth


Does 4th edition have craft/profession skills? Does it have diplomacy/bluff/intimidate skills? Does it have an equivalent of the leadership feat?

All of those help with roleplaying and most have been around since 1st edition AD&D. (leadership goes back to BECMI. I believe the social skills were introduced in 2nd ed AD&D. Might be wrong there).


pathfinder 2nd edition  @ 2018/10/19 18:39:40


Post by: Lance845


 skyth wrote:
Does 4th edition have craft/profession skills? Does it have diplomacy/bluff/intimidate skills? Does it have an equivalent of the leadership feat?

All of those help with roleplaying and most have been around since 1st edition AD&D. (leadership goes back to BECMI. I believe the social skills were introduced in 2nd ed AD&D. Might be wrong there).


Yes. And they introduced the idea of social encounters offering experience points as a standardized mechanic. And they introduced ideas in the core rules for running social encounters. Like convincing x person of y requires z number of successes. Those successes can come from intimidate, bluff, etc etc...

Again it's no different then any other DnD. And skill points, their progression, and what impact they have on game play is still a secondary aspect next to combat.


pathfinder 2nd edition  @ 2018/10/19 23:57:15


Post by: skyth


What about craft/profession or leadership?


pathfinder 2nd edition  @ 2018/10/20 00:48:02


Post by: Lance845


 skyth wrote:
What about craft/profession or leadership?


Characters with the Enchant Magic Item ritual or the Alchemist feat may craft items of the associated type of their level or lower, although the cost to do so is equal to the normal cost to buy the item. The advantage of the feat/ritual is in flexibility, as you can craft things on-the-fly instead of needing to plan ahead.

For example: You could buy a Flameburst Crossbow +2 for 3,400 gold. But then you end up in a Lava Golem's lair and feel all kinds of silly when you could use Enchant Magic Item before entering the lair to make a Frost Crossbow +2, pay the same gold, and be ready to tackle your enemy's weakness.

These can be improved by things such as the Mark of Making Dragonmark feat or the Master Crafter feat (and I believe the Artificer class also gains some benefit, which you could gain access to after chargen with a multiclass feat).

D&D 4e doesn't really have rules for "repair," but magic items don't really break except for story reasons, anyway, and by the time a character has any real skill at anything in 4e, nonmagical items are practically worthless to them. If a crafter-type character (esp. an Artificer) wants to repair a mundane item, I'd say let them do it, without even a roll1. If there's a broken magical item, fixing it ought to be a quest.2

As Exo Waltz points out, there are a few Martial Practices (DDI categorizes them as rituals) which can be used for crafting/repair:

Forge Armor: Creates a Magic Armor with no special enchantments, at the normal cost for the appropriate +N Magic Armor. If the enhancement bonus is high enough, the armor can be masterwork.
Forge Weapon: Creates a Magic Weapon with no special enchantments, at the normal cost for the appropriate +N Magic Weapon. By increasing the cost, the weapon can be silvered.
Master Artisan: Create mundane items, at the normal cost for the item.
Temporary Fix: Repair items as with Make Whole at the cost of a healing surge, but the item returns to its damaged state after 24 hours.

That said, I wouldn't let them repair stuff in the middle of an encounter. Have them repair stuff during a rest or downtime.
There is the Make Whole ritual, which can repair any item which fits within a 10ft cube, although you must pay 20% of the item's cost to use the ritual.

In Summary

REPAIR: The Make Whole ritual can permanently repair an item (costing 20% of the item's value), and the Temporary Fix martial practice can temporarily repair an item (costing 1 healing surge).

CREATE MUNDANE: The Master Artisan martial practice can create mundane items (costing the item's value).

CREATE MAGIC: The Enchant Magic Item ritual, Forge Armor martial practice, and Forge Weapon martial practice can create magic items (costing the item's value). Enchant Magic Item may also resize magic armor (for free), or upgrade an existing magic item (costing the difference between the upgraded and original item's value).

CREATE ALCHEMICAL: The Alchemist feat can create alchemical items (costing the item's value).

IMPROVE CRAFTING: Some feats will improve a character's crafting abilities, such as Mark of Making (Enchant/Alchemist as though you're +2 levels), Master Mixer (Alchemist as though you're +3 levels), Creation Mastery (Enchant/Alchemist as though you're +2 levels, cast rituals faster), Dungeon Enchanter (Enchant faster), Pupil of the All-Father (Enchant as though you're +4 levels, 1/day Make Whole for free if cost <100). There are probably others.

https://rpg.stackexchange.com/questions/30210/blacksmithing-and-repair-in-dd-4e/30225#30225


As for leadership. Its the social rules.

Bluff intimidate or diplomacy your followers into doing the jobs you want with a dc and circumstantial bonus/penalties as appropriate.


pathfinder 2nd edition  @ 2018/10/20 01:47:00


Post by: skyth


I meant normal crafting/profession.

So no game mechanic that automatically attracts followers.

Is there rules for stronghold creation?


pathfinder 2nd edition  @ 2018/10/20 08:07:13


Post by: Lance845


 skyth wrote:
I meant normal crafting/profession.

So no game mechanic that automatically attracts followers.

Is there rules for stronghold creation?


The "normal" crafting professions is Master Artisan.

At least in 4th it doesn't cost you exp points to make items just money.

No mechanical entity attracts followers, and shouldn't. It's not a video game. If you want people to follow you you should role play the actions needed to get that going and make the appropriate social checks to gauge success.

Same goes for a "stronghold". Find someone willing to sell land and buy it. Spend money to build it. Why would/should there be specific rules for something that doesn't need it?


BTW I am not defending 4th or saying it's good by any means. 4th is in most ways equally bad to other d20s and in some other ways worse. (and in some other ways better). It's certainly not the game I go to for my game nights. But it's far from the gak pile it's made out to be.



pathfinder 2nd edition  @ 2018/10/20 09:29:23


Post by: Paradigm


 Lance845 wrote:

No mechanical entity attracts followers, and shouldn't. It's not a video game. If you want people to follow you you should role play the actions needed to get that going and make the appropriate social checks to gauge success.

Same goes for a "stronghold". Find someone willing to sell land and buy it. Spend money to build it. Why would/should there be specific rules for something that doesn't need it?


I think this sums up the whole debate for me. Yes, the focus on any D&D Players Handbook or DMG is going to be on resolving combat because that's the most complex element of the game to resolve.

Outside of that, the existing skills and minimal dice rolling can act in support of roleplaying that's in no way dependant on the system. I think you can view good roleplaying as entirely independent of system: a good character is a good character in D&D, Pathfinder, One-Page RPG, any other system you care to mention. And as long as those systems provide a resolution mechanic for non-combat situations (even one as simple as 'roll D20, add skill') you've got all you need.

So you have a player who wants to craft a set of armour? Yes, you could have lengthy rules explaining how to go about that or you can just have the Blacksmith's Tools skill and as the DM, set the required number of successes/material cost/time to complete the process.

Likewise, you want a player that wants to inspire a town's militia to fight back against an approaching wave of Orcs, that player gives their rousing speech in character and rather than needing a complex leadership system, you ask for a Charisma check with a DC based on the quality of what they said, the disposition of the targets ect. You don't need complex mechanics to encourage roleplaying, and you don't need to 'gamify' those things to have a good time or make them worthwhile.

Just because combat is a big chunk of the rules doesn't mean it has to be an equally dominant part of the game, and neither does it mean that there's any more value to a combat encounter just because it has more rules than, say, a tense negotiation or sneaky infiltration.


pathfinder 2nd edition  @ 2018/10/20 15:20:08


Post by: Lance845


 Paradigm wrote:
 Lance845 wrote:

No mechanical entity attracts followers, and shouldn't. It's not a video game. If you want people to follow you you should role play the actions needed to get that going and make the appropriate social checks to gauge success.

Same goes for a "stronghold". Find someone willing to sell land and buy it. Spend money to build it. Why would/should there be specific rules for something that doesn't need it?


I think this sums up the whole debate for me. Yes, the focus on any D&D Players Handbook or DMG is going to be on resolving combat because that's the most complex element of the game to resolve.

Outside of that, the existing skills and minimal dice rolling can act in support of roleplaying that's in no way dependant on the system. I think you can view good roleplaying as entirely independent of system: a good character is a good character in D&D, Pathfinder, One-Page RPG, any other system you care to mention. And as long as those systems provide a resolution mechanic for non-combat situations (even one as simple as 'roll D20, add skill') you've got all you need.

So you have a player who wants to craft a set of armour? Yes, you could have lengthy rules explaining how to go about that or you can just have the Blacksmith's Tools skill and as the DM, set the required number of successes/material cost/time to complete the process.

Likewise, you want a player that wants to inspire a town's militia to fight back against an approaching wave of Orcs, that player gives their rousing speech in character and rather than needing a complex leadership system, you ask for a Charisma check with a DC based on the quality of what they said, the disposition of the targets ect. You don't need complex mechanics to encourage roleplaying, and you don't need to 'gamify' those things to have a good time or make them worthwhile.

Just because combat is a big chunk of the rules doesn't mean it has to be an equally dominant part of the game, and neither does it mean that there's any more value to a combat encounter just because it has more rules than, say, a tense negotiation or sneaky infiltration.


I agree.

When I say d20 isn't as good as it could/should be its for a couple reasons.

1) It's binary. You either pass or you didn't. There is no degrees of success. That militia either comes to your aid or you don't get anybody. The DM can fudge the rules to create a situation where it happens otherwise but it's not something the rules themselves say or support.

2) I don't have any issue with the bulk of the rules handling the most complex and ultimately dangerous aspect of the game. Combat SHOULD make up most of the rules. But it sucks when your characters progression is intrinsically tied to combat and combat alone. Skill points are such a minor aspect of character progression and for some classes it's down right negligible. That tells you what the game wants the game to be about.


pathfinder 2nd edition  @ 2018/10/20 20:38:42


Post by: skyth


Stronghold building and attracting followers has been a focus of the game from BECMI through 2nd edition. It's been there as an option for 3.0-PF1 and really increases the roleplaying potential of the game.

It's nice having the rules framework in place so it doesn't devolve into Calvinball.


Automatically Appended Next Post:
Stronghold building and attracting followers has been a focus of the game from BECMI through 2nd edition. It's been there as an option for 3.0-PF1 and really increases the roleplaying potential of the game.

It's nice having the rules framework in place so it doesn't devolve into Calvinball.


pathfinder 2nd edition  @ 2018/10/20 21:24:42


Post by: Da Boss


Of course you do not need rules for Strongholds or Crafting, but having rules for it can be more fun and more satisfying for players than not having it. I like the idea of a simple warfare system for example because I find it fun.

Dungeons and Dragons is at it's heart a game about killing monsters and taking their stuff, the entire game is based around that. You can do other stuff with it, but 1 third of the core books is about monsters to kill and a significant chunk of one of the others is about the stuff you can steal from them.

If you want to play a game that is about storytelling and so on, there are systems which have mechanics to encourage that that are a lot of fun. Dungeons and Dragons can do it, but it is pretty clearly not the primary focus and therefore usually requires a more talented dungeon master or a lot more prep work if you want to do it.

Personally, I like little rules modules I can add on to my core game, and I think the game is better when things are gamified. I prefer playing a tactical monster killing game with a story to a storytelling game.

On PF2, I burned out pretty bad on PF after running it for a couple of years, but it remains an attractive option because it is a "modern" game with lots of interesting options available for free online, and it is backwards compatible very easily with the massive library of 3.X material. It has always been pretty creatively bankrupt and was never particularly adventurous in it's design.

PF2 seems to take the jump that DND 4 and DND 5 did, and now it has changed significantly enough to take away it's core appeal, ie. that I could use my giant library of 3.5 stuff with it easily. It does not look elegantly designed or easy to play as far as I can see. Same problems as PF1 and 3.5, just in a different set up. I think I will stick to 5e for my normal games because it is so accessible to new players, and keep PF or maybe just core 3.5 as my game when I want to play something a bit more complicated. (I actually do not find PF that much of an improvement over 3.5 Maybe if you took the martial classes from PF and put them in 3.5 it would help balance, but 5th does that a lot better in my view.)




pathfinder 2nd edition  @ 2018/10/21 01:51:14


Post by: TheAuldGrump


MegaDombro wrote:
NOPE!!!!

Well, we are posting our opinions about DnD editions in a forum about Pathfinder, so last post then I am out.

No DnD system has an RP mechanics. 4ed is just as light as the rest. The Skill Challenge was a neat idea, but a admittedly poor.

Its combat mechanics were flawed at launch (still best DnD combat imo) and improved with revision over time. Honestly, every other DnD has got marketable worse with more splat books.

Did you ever play a high level campaign? The HP bloat? Slog out with boring at wills? Encounters never lasted through parties onslaught of Encounters/Dailys. No high paragon or epic player ever used an at will in either of the 2 campaigns we ran in 4th edition 1-30.


Scott_Rouse wrote:"4e is broken as a game and as a business and needs to go away"
Scott Rouse - D&D Brand Manager


Not much can be said beyond that.

WotC tried for two years past the point where it was obvious that 4e was not going to be the runaway success that they wanted - with Essentials being both a needed step and the final nail in the coffin.

When the #1 spot was taken by an updated version of the system that WotC had abandoned... it was obvious that 4e was an abject failure.

Previous to that, getting between a third and a half of the books back from the book stores had already tarnished their hopes. (And also led to 4e being both their biggest seller at opening, and smaller than 3.5 - the pre-orders from chain bookstores were enormous, but failed to turn into actual sales.)

In part they were hampered by their own online service - folks were either using the online system or buying books, but seldom doing both, which resulted in cannibalistic sales.

Having the online services postponed by a murder was not something that anyone could have expected, but it damaged the initial offering.

The Auld Grump


pathfinder 2nd edition  @ 2018/10/21 04:07:23


Post by: Genoside07


 Red Harvest wrote:


The plan is to release PF2 in 2019, I'm guessing at GenCon. This means the book needs to go to the printers several months beforehand. Will Paizo get this all sorted out in time?

4e was a fine miniatures skirmish game, with a litttle RPG action thrown in.



This is what concerns me the most. If they are printing overseas It would seem PF2 will need to be ready for print very soon to meet a August release date.
That means a fully edited book with no changes. Working backwards ...
Early August at distributors and Gen Con
July in states customs / supply chain
June and maybe May for over seas shipping
April / March Printing process including pre-press

That's with no issues.. usually you want more buffer time for the unexpected..
If they are serious I would have a finalized book by the end of January 2019 and what I am seeing they are no where near that, unless they are just messing with us.


pathfinder 2nd edition  @ 2018/10/21 04:57:18


Post by: Red Harvest


I heard that Paizo will need a 3 month lead, so mid-May is when the thing goes to the printers. At least overseas. They could get a first print in Canada and delay the dead-line a bit. That'll cut into profits, but it gives them more time to get the thing tidied up.

Paizo would be better off delaying the release, rather than sticking to the dead-line and releasing an incomplete project which will need massive revision anyway, and thus a new print run of the revised ruleset. they did that once already, released something that was very rough. I forget which book it was.


pathfinder 2nd edition  @ 2018/10/21 11:45:36


Post by: Da Boss


Seems like Paizo runs out of steam when they move from publishing over written but beautifully produced adventures and presenting their house rules for 3.5 as a new innovation in game design.


pathfinder 2nd edition  @ 2018/10/21 16:14:46


Post by: Lance845


The thing is the rules should only exist to help facilitate the game play to be a more fun experience.

For example, combat rules generally only really work up to about 10 individuals before it becomes cumbersome, clunky, and time consuming.

Having different separate rules for mass battles like clashing armies is a good thing to have. You COULD roll dozens of attacks over and over every round while the players wait but its not great for everyone actually there to watch the dm math for most of the big exciting battle..

What rules do you actually need for strongholds? Its a building. Players go in and out of them all the time. Ultimate equipment has lots of things to fill it with. The dm plays the npcs. Siege equipment exists in supplements or can be extrapolated from previous editions. And you know how hard it is to break a door/wall/window from the rules to do so.


pathfinder 2nd edition  @ 2018/10/21 18:57:23


Post by: Da Boss


Well, I like for example some special rules for a stronghold that give the players a bonus for having it.
I also like having a price written down somewhere that someone has thought about for me, since I find the money side of the game kinda boring. So I like being able to look up gold piece prices for stuff. (This is one area Pathfinder does a lot better than 5e- the way they do magic items in 5e is unsatisfying for players who want to buy a particular magic item. I run a game for a bunch of kids and they are very interested in finding or getting specific magic items or potions, and it is frustrating that there is no pricing guideline really outside some really broad brackets. I know some people say "oh, but you should not be able to buy magic items" which is a totally fair way to play, and I have done that in 3.5, but it is also fair to have a market in magic items existing in your setting particularly in big cities and a proper price list is important for that.)

And I find it fun to have some tables and stuff to roll on for the kind of followers you get, I like that sort of thing. So if someone provides me with some ready made ones, I am quite happy. I like these gamey aspects, and I tend to find players like them too as long as they do not take up too much time.

I am very much looking forward to getting my Strongholds and Followers PDF from MCDM when it is finished. My players recently took over an abandoned ring fort and are excited to upgrade it and customise it, and I am excited to have some mechanics to tie to that that a professional game designer has spent time thinking about.

So I think it is totally cool to leave stronghold building and so on out, but I also think it is cool to have the option of some rules if you feel like it.


pathfinder 2nd edition  @ 2018/10/21 20:15:17


Post by: Lance845


 Da Boss wrote:
Well, I like for example some special rules for a stronghold that give the players a bonus for having it.


Explain this. Besides the natural benefits to having a base of operations, especially if they have a steward that is at all competent, what exactly do you think players should get for owning property?

Example, my players were doing the 5e starter box adventure. I threw in some extra prisoners in a place in the adventure and one was a gnome merchant. One player tried to talk him into joining them and it ended up turning into a business arrangement. The gnome takes 80% of all their loot and sells their loot (I am giving them an extra 5-10% mark up on selling prices without them having to do the bargaining) while he gets them supplies for a little under market price. He managed to rent out a small building in the local town and he is hunting for leads for work so they get the quests they missed from the guide. Arguably, they have a "stronghold" because they are now all part owners in a heroes for hire style business that has a store front. But what they really gained was the gnome whos doing all the wheeling and dealing for them for a % of gross profits.

I didn't need extra rules for that. They roleplayed a conversation with a guy and came to a deal. The rest is just playing the NPC correctly.

I also like having a price written down somewhere that someone has thought about for me, since I find the money side of the game kinda boring. So I like being able to look up gold piece prices for stuff. (This is one area Pathfinder does a lot better than 5e- the way they do magic items in 5e is unsatisfying for players who want to buy a particular magic item. I run a game for a bunch of kids and they are very interested in finding or getting specific magic items or potions, and it is frustrating that there is no pricing guideline really outside some really broad brackets.


Every edition eventually get s a ultimate equipment book that is incredibly valuable for this. If 5e doesn't have one yet it will.I use ultimate equipment for NOT d20 games just as a price guide. On the other hand, I don't want my players to know or be able to look up the value of anything. You can't have someone try to convince them it's a steal! when they are really being fleeced if they can just look it up.

I know some people say "oh, but you should not be able to buy magic items" which is a totally fair way to play, and I have done that in 3.5, but it is also fair to have a market in magic items existing in your setting particularly in big cities and a proper price list is important for that.)


Instead they can look for someone capable of making the magic item and work out a deal or mini quest to have the item of their choice made instead of purchased at a market. A story to get a item they desire is far more interesting than a single sales transaction. And far more rewarding. The item MEANS something to them when it didn't simply cost them gold.

And I find it fun to have some tables and stuff to roll on for the kind of followers you get, I like that sort of thing. So if someone provides me with some ready made ones, I am quite happy. I like these gamey aspects, and I tend to find players like them too as long as they do not take up too much time.


NPC tables are not game specific and available everywhere for free as DM tools.

I am very much looking forward to getting my Strongholds and Followers PDF from MCDM when it is finished. My players recently took over an abandoned ring fort and are excited to upgrade it and customise it, and I am excited to have some mechanics to tie to that that a professional game designer has spent time thinking about.

So I think it is totally cool to leave stronghold building and so on out, but I also think it is cool to have the option of some rules if you feel like it.


Sure optional extra rules never hurt. Take them or leave them or pick the parts you like. All I ways saying is 4th wasn't lacking anything every other edition of dnd didn't also lack for RP. It just didn't bother to hide it's mechanics.


pathfinder 2nd edition  @ 2018/10/22 00:06:46


Post by: skyth


The mechanics make the RP better. The problem of RP without mechanics is the player with a high charisma can dump his character's charisma and not have any real penalty.



pathfinder 2nd edition  @ 2018/10/22 01:49:19


Post by: Lance845


 skyth wrote:
The mechanics make the RP better. The problem of RP without mechanics is the player with a high charisma can dump his character's charisma and not have any real penalty.



The mechanics only make the rp better if the mechanics help facilitate the rp. If they instead promote the players behaving in ways that have nothing to do with being a person in the world then they are not making the rp better. They are something the players have to conciously fight against to keep the rp going.


pathfinder 2nd edition  @ 2018/10/22 05:33:35


Post by: Grey Templar


 Lance845 wrote:
 Da Boss wrote:
Well, I like for example some special rules for a stronghold that give the players a bonus for having it.


Explain this. Besides the natural benefits to having a base of operations, especially if they have a steward that is at all competent, what exactly do you think players should get for owning property?

Example, my players were doing the 5e starter box adventure. I threw in some extra prisoners in a place in the adventure and one was a gnome merchant. One player tried to talk him into joining them and it ended up turning into a business arrangement. The gnome takes 80% of all their loot and sells their loot (I am giving them an extra 5-10% mark up on selling prices without them having to do the bargaining) while he gets them supplies for a little under market price. He managed to rent out a small building in the local town and he is hunting for leads for work so they get the quests they missed from the guide. Arguably, they have a "stronghold" because they are now all part owners in a heroes for hire style business that has a store front. But what they really gained was the gnome whos doing all the wheeling and dealing for them for a % of gross profits.

I didn't need extra rules for that. They roleplayed a conversation with a guy and came to a deal. The rest is just playing the NPC correctly.


Well the thing is that not all groups are as creative as that, nor are all GMs. At least when it comes to doing things like that on the fly. Its important for a game to give at least a framework for the players and GM to run with.

Instead of just giving generic mechanics which could be used to do stuff like that, it is helpful if they give some more specific mechanics and suggestions.

Like instead of just saying "Use a series of charisma and trade checks to run a business", they should give a couple small charts that go into a little more detail.


Regarding property, something as simple as suggested story hooks with some mechanics. If they have taken over a small fortification or castle, give some mechanics for some peasants to move in and set up a small village that owes the PCs fealty in exchange for their protection, giving them a small population of minions and some potential income. Or maybe instead they end up in a ownership dispute with the descendants of the original owners(who may or may not have a legitimate claim). Perhaps the strategic location gives them the opportunity to collect tolls from a nearby trade route, set up an Inn, etc... Give a handful of potential happenings with some mechanics to flesh them out.

I've found that the best systems give a good amount of crunch, which then gets the creative juices flowing, while also being freeform enough that that creativity can blossom. A system which simply gives a list of skills and checks and says "have fun" only works well with very experienced players and GMs who are ok with making stuff up on the fly.

For example. Crafting. Don't just have a series of crafting skills. Have a section dedicated to suggesting how crafting works, with specifics. Like "X, Y, and Z materials will give you these bonuses on a successful crafting check, but will modify the check by this amount. The tools used in the crafting also have X effect depending on quality." etc...

Specific rules can always be ignored or modified, but their existence is very helpful because they help give some order. They're like why coloring books aren't just blank pieces of paper. Its not mandatory you color in between the lines, but they are helpful.


pathfinder 2nd edition  @ 2018/10/22 06:21:40


Post by: Lance845


I am not entirely sure you understand the consequences of some of what you are suggesting.

When you tell players using x y z materials give a b c benefits they stop behaving like people are start acting like players playing diablo style games hunting for specific loot.

Granted, some bits of that exist now. Silvered. Mithril. Oricharlcum. But their benefits are slim or specific. And the materials are rare.

But when you get down to things like copper vs iron vs steel etc etc...

It becomes too much. Too much to calculate. Too much to keep track of. It bogs down and slows down the game.


The things you just listed for what can happen with a stronghold are all things you can do. DMing isn't foillowing a guide because the players will never stay on the path thats been laid out. DMing is almost always a mass amount of free styling improve. Anyone who gives DMing a chance should go in with a set of basic tools at their disposal. A list of a dozen or so female and male names so they can make up NPCs when the players want to talk to people you didnt plan for. For that matter I make stats for every "class" as generic NPC templates. I put them on note cards. When they interact with a NPC I had to make up on the spot I grab the generic class card most appropriate and just use those stats. The players don't know that they have spoken to the same stats fighter like a dozen times by a dozen names. It makes the world feel populated and planned for when it's just me reacting to them because you CAN'T plan for the players.

If the NPC is going to stick around Il give them their own stats latter. That gnome was a generic commoner with a name I picked off a list. He now has his own note card with his own unique stats and skills because the players made him more important to their story. If they didn't initiate that conversation he would have been a name crossed off a list and never thought about again.


As for story arks. I plan to let them get real used to their business venture. I want them to lean on it and be happy with it. I am doing all I can to make them LOVE Merwin Lankark Sparrbow. And then after they have built up a name for themselves, and thus made some enemies, I cam going to have him get assassinated and their store front burned to the ground while they are off on some mission. It's gunna hurt. Learn from authors. Kill your darlings. It's going to challenge their characters and put them in a bad spot to see where they go and what they do with it.

I decided all that in the moment when they decided they were going to start this business. It was going to be good. They were going to love their new friend. He was going to die when it would hurt the most.

No book of rules can give you charts to plan those things because those things are done to met the specific situations the players create for themselves. The DM has to be a reactionary force most of the time. The best thing you can do is make use of the many DM resources by reading up on ideas and general rules for good stories.

Kill your darlings. Listen to the players and if something sounds cool good then do it and let them think it was your idea. They will have more fun and they will trust in your DMing thinking your world is really well fleshed out and a sandbox for them to act in instead of a narrow path they are rail roaded to being on.

I don't want a book telling me how to do every option in every situation. They cannot possibly cover every situation and they will make the stories predictable.


pathfinder 2nd edition  @ 2018/10/22 08:41:42


Post by: Paradigm


 skyth wrote:
The mechanics make the RP better. The problem of RP without mechanics is the player with a high charisma can dump his character's charisma and not have any real penalty.



Only if you assume people aren't playing to their stats. If you have a crappy number in a particular area, that should define how you play as much as your strong stats. If you've got -3 Intelligence, you should be acting like you're thick as 2 short planks. If you have dreadful charisma, that character should be tactless or shy or awkward. If you have low Dexterity, you're clumsy. So on and so forth.

As I see it, you shouldn't be playing your Intelligence -3 character character as Sherlock Holmes crossed with Pythagoras right up until you're called on to make an Investigation or Medicine check ect, you should be playing to that stat the whole time. Otherwise, it's incredibly inconsistent and makes absolutely no sense.

This is why the idea of a 'dump stat' bugs me. It's not just putting a low score in a stat then making sure you never use it for anything mechanical, it's choosing something your character is genuinely worse at and you should be playing up to that, otherwise what's the point? Of course, that doesn't necessarily mesh with the idea of optimising your character or how you play, but that's something I'm generally against anyway.


pathfinder 2nd edition  @ 2018/10/22 10:02:50


Post by: Gitzbitah


 skyth wrote:
The mechanics make the RP better. The problem of RP without mechanics is the player with a high charisma can dump his character's charisma and not have any real penalty.




That's an easy fix. Let the player ramble on, either making an increasingly bored or horrified face. Then give them a roll to make, and make it very clear that you've given them disadvantage because that does not sound like their character.


pathfinder 2nd edition  @ 2018/10/22 14:27:37


Post by: John Prins


 Lance845 wrote:
 Da Boss wrote:
Well, I like for example some special rules for a stronghold that give the players a bonus for having it.


Explain this. Besides the natural benefits to having a base of operations, especially if they have a steward that is at all competent, what exactly do you think players should get for owning property?



Mostly I'd say the required rules for property involves prices and time to build them, but owning property does convey real world advantages, as well as drawbacks!

First, especially historically, land owners were given more rights and freedoms, as well as more respect. Often the right to vote or be heard was tied to owning land. So land ownership is basically a form of social rank.

Second, land ownership is a great basis for credit. You can't just pick up your piece of land and run away with it, so it's collateral for any loans or debts you may have incurred. Owning land means people trust you more with money! This is true even today.

Third, land ownership usually involves taxation, as the person protecting/servicing the area needs to get paid. The upside to taxes is usually the person you're paying taxes to generally has to at least pretend to listen to your complaints. No taxes means you're generally on your own for defending your property, but then you're functioning as nobility, more or less.

So land ownership means having a voice in society,, a good credit rating, and at least minimal access to nobility. These are largely intangibles but probably worth circumstance bonuses on some interactions.

OTOH, land can be worked for a profit, but this really depends on the time scales of a campaign. If you're playing level 1-20 in the span of 2 years, it's irrelevant.


pathfinder 2nd edition  @ 2018/10/22 18:14:25


Post by: skyth


Really saying that you could RP in 4th is fairly meaningless. You could RP in a game where the mechanics are to rock-paper-scissors for everything.

What's important is that the rules give the GM and the players a framework for how out of combat stuff works that is in-depth and detailed.

It gives the players fodder for things they would want to do and a base idea of how to accomplish it and it gives GM's consistency in how they handle it. (Which is the same with a high charisma player and a low charisma player )


pathfinder 2nd edition  @ 2018/10/24 19:53:44


Post by: Da Boss


Well, Lance, your post comes across as weirdly intense, almost agressive, but I think stuff like an extra use of a normally limited use power that recharges when they go back to their stronghold is a good example of a bonus I might consider giving. When I played as a necromancer I found it useful to have rules for the cost of secret doors and locks and traps so I could furnish the lair I took over on the second level of Rappan Athuk.

Just stuff to make staying in your stronghold feel fun and worthwhile.


pathfinder 2nd edition  @ 2018/10/24 23:16:36


Post by: TheAuldGrump


 Paradigm wrote:
 skyth wrote:
The mechanics make the RP better. The problem of RP without mechanics is the player with a high charisma can dump his character's charisma and not have any real penalty.



Only if you assume people aren't playing to their stats. If you have a crappy number in a particular area, that should define how you play as much as your strong stats. If you've got -3 Intelligence, you should be acting like you're thick as 2 short planks. If you have dreadful charisma, that character should be tactless or shy or awkward. If you have low Dexterity, you're clumsy. So on and so forth.

As I see it, you shouldn't be playing your Intelligence -3 character character as Sherlock Holmes crossed with Pythagoras right up until you're called on to make an Investigation or Medicine check ect, you should be playing to that stat the whole time. Otherwise, it's incredibly inconsistent and makes absolutely no sense.

This is why the idea of a 'dump stat' bugs me. It's not just putting a low score in a stat then making sure you never use it for anything mechanical, it's choosing something your character is genuinely worse at and you should be playing up to that, otherwise what's the point? Of course, that doesn't necessarily mesh with the idea of optimising your character or how you play, but that's something I'm generally against anyway.
Honestly, dump stats are half the fun, if you play them up.

Low Dex? Keep making grand gestures, then apologizing to the person next to you as if you had knocked over their drink, or klonked them in the head.

High Int, High Cha, and Low Wis is a lot of fun.

Don't ignore the dump stat - play it up, and make it one of the things that people will remember about the character. 'Gods, remember when Bulgar picked his nose and then shook hands with the Prince?!'

It lets you be a true ham. 'Cause Captain Good At Everything is dead boring.

The Auld Grump


pathfinder 2nd edition  @ 2018/10/24 23:42:53


Post by: Lance845


 Da Boss wrote:
Well, Lance, your post comes across as weirdly intense, almost agressive, but I think stuff like an extra use of a normally limited use power that recharges when they go back to their stronghold is a good example of a bonus I might consider giving.


I am just blunt. The written word has no inflection and I just don't sugar coat it. It's not meant to be anything but what exactly is written.

I think the extra use thing is the WORST kind of bonus. Again, why not just play a video game if you are going to have all the rules make it into one? As a pnp RPG the game should be helping the players inhabit the world as people. Could you imagine reading Lord of the Rings except once they got to Minas Tirith, Legolas gained the ability to shoot 2 arrows at once 1 more time a day because they were defending the keep/castle/city?

Nothing takes the players out of the world faster.


pathfinder 2nd edition  @ 2018/10/25 13:45:31


Post by: Da Boss


I mildly disagree. I think it is possible to do such abilities in a way that does not overly break immersion. 4e for example went too far, but Dungeons and Dragons is already very gamist with abilities that recharge after rests and so on so I don't find a different recharge condition to be too bad.

It is a game to me, and part of the game is immersion, but part of it is also fun mechanics and tactics. I think the comparison with LOTR is a poor one - LOTR is a novel, and that is a totally different kind of entertainment to a game.

I would definitely take your views into consideration if you were at my table though, since I get that immersion in a secondary world is the primary attraction for some players. If you were at my table I would probably not use those rules if I knew it was negatively impacting your enjoyment of the game, because the amount of extra fun I would get from having them would not be significant enough.


pathfinder 2nd edition  @ 2018/10/25 14:35:22


Post by: Lance845


LotR is the entire foundation for the genre of game. The player party is the fellowship of the ring. The whole point was collaborative story telling. Getting everyone together and going on your own adventures. Thats the reason I chose LotR as my example.

That being said, like what you like and play how you want to play. But each medium of game has advantages and disadvantages that make them more or less suited to certain things. The advantage of the pnp rpg is the collaborative story telling and immersion. Its the thing no other media can do. You undercut it by turning it into a video game.

At which point video games are a better media for doing those things. Never winter nights is great for playing with some friends and getting super gamey bonuses for stuff. Its not strange at all that dnd translates so well to video games.


pathfinder 2nd edition  @ 2018/10/25 14:52:50


Post by: Da Boss


Hmm. I think it is more of a spectrum.
I think you are kinda wrong about the origins of the game though. I think it was just as, if not more inspired by pulp fantasy like conan and dying earth. And it started as an evolution from tactical wargaming, stomping around dungeons killing things and stealing their stuff.


pathfinder 2nd edition  @ 2018/10/25 17:53:10


Post by: Red Harvest


The origins and inspirations for RPGs have nothing to do with Tolkien. It starts with something called -- and DA Boss will not be too appalled by this word -- free kriegsspiel. This, "LotR is the entire foundation for the genre of game. The player party is the fellowship of the ring. The whole point was collaborative story telling. Getting everyone together and going on your own adventures." is not even remotely accurate.

Gygax grafted the Tolkien-esque elements onto D&D to help sell the game, but Tolkien's legendarium was not the basis for the game, nor the genre. Fantasy RPGs drew on the same sources as Tolkien, Northern European folk-lore.


pathfinder 2nd edition  @ 2018/10/25 18:10:26


Post by: Voss


 Lance845 wrote:
LotR is the entire foundation for the genre of game. The player party is the fellowship of the ring. The whole point was collaborative story telling. Getting everyone together and going on your own adventures. Thats the reason I chose LotR as my example.

It was not. It was wargaming, no more, no less. Arneson and Gygax slapped some Tolkien bits on (and then slapped them back off when the Tolkien estate got roused), but the idea was condensing their wargames to a team of disposable men at arms (fighters) with more specialist wizard, cleric and rogue pieces.

Post wargaming origins it was tactical dungeon crawls [you were either in the dungeon or in town buying stuff for the next dungeon level]. As editions progressed, 1st edition was still largely dungeons until the Wilderness Survival Guide, and the most common module format was competitive tournament modules for gaming conventions. [Each group would be scored on time, goals accomplished and how far they got]. A lot of the early modules were published in the same format: Ghost Tower of Inverness, the entire Slave lords series, and so on.

Collaborative storytelling really didn't become a central conceit until 2nd edition and mid 80s, and really didn't take off until it started facing competition from other games and companies (like White Wolf, who held dungeon crawling in contempt, despite how many of their own players 'did it wrong' with the Vampions style of play (Vampire superheroes, name came from the Champions RPG).

Really, D&D is more like video games than the LotR novels.


pathfinder 2nd edition  @ 2018/10/25 20:20:51


Post by: Da Boss


Red Harvest: I was lucky enough to get to see a complete set of Kriegspiel in Potsdam Palace in Berlin. Super interesting, especially the custom table.


pathfinder 2nd edition  @ 2018/10/25 23:40:11


Post by: TheAuldGrump


Remember boys and girls, the more you speak in absolutes, the greater the odds of being completely and utterly wrong.

Gygax was pretty clear, in his editorials, that he really did not like Tolkien's Middle Earth - even before the legal hassles with the Tolkien estate.

He cited much greater influence from the old Errol Flynn movies, and books such as Fahfrd and the Grey Mouser as well as Conan and Averoigne - pulp fantasy, not the carefully crafted world building of Tolkien.

Many of the people contributing to the early The Dragon Magazines were influenced by Middle Earth, but claiming Middle Earth as the sole creation font for D&D... is stretching the facts beyond their elastic limit.

The Auld Grump - heck, Gygax lifted an entire passage from Three Hearts and Three Lions when describing trolls... which were nothing like the stony trolls of Middle Earth,


pathfinder 2nd edition  @ 2018/10/26 00:21:33


Post by: Lance845


I am very well aware of DNDs origins from Chain Mail as a wargame, original dnd as a pure dungeon crawl, and so forth. Lets look back at what I actually said.

 Lance845 wrote:
LotR is the entire foundation for the genre of game. The player party is the fellowship of the ring. The whole point was collaborative story telling. Getting everyone together and going on your own adventures. Thats the reason I chose LotR as my example.


Genre of the game. As in pnp RPG. Not DnD specifically.

This genre has grown as an iterative process over many games and many editions. Gygax is the father of DnD but the original DnD was NOT the genre I was talking about. You are talking about the game that had a "class" called "Elf".

Yes. DnD came from chainmail. Yes. Gygax looked to Howard and Lieber for inspiration in his worlds. But the GENRE of pnp ROLE PLAYING GAMES, was inspired by the Fellowship of the Ring. The thing we all sit around and play today is more then EVER about collaborative story telling. 4th edition is the closest thing that has come out in a VERY longtime to Gygax's original scope for DnD and people HATED it. The same people here now talking about how what I said was wrong are the same people only a page or 2 back were ripping into how insane wizards was for thinking all people wanted out of DnD was combat. But that's EXACTLY what Gygax's original creation of DnD was.

Again, read what I WROTE. I didn't say DnD because I wasn't talking about the original DnD. The original DnD is not representative of the genre of PnP RPGs. It was a foundation of mechanics that the genre was built upon. A untapped source of potential for something more. And that something MORE had a foundation that was fundamentally tied to LotRs.


pathfinder 2nd edition  @ 2018/10/26 00:36:05


Post by: Gitzbitah


Arguably, the idea of multiple storytellers goes back further. Anything is a DnD session, if you're brave enough.

These marvelous folks turned the Odyssey into a session.
https://imgur.com/gallery/AYRpV

I think the idea is endemic to humanity. We love telling stories about ourselves, and people we make up.



pathfinder 2nd edition  @ 2018/10/26 06:08:46


Post by: Da Boss


Lance485: Okay, then I guess I agree with you. I think the games that came after Dungeons and Dragons were much more influenced by storytelling and particularly novels.

I consider them to be a slightly different genre of game, and although they are fun, they do not scratch as many itches for me as Dungeons and Dragons does. Nowadays I prefer the mix of tactical game and story that Dungeons and Dragons provides.


pathfinder 2nd edition  @ 2018/10/26 21:23:20


Post by: Red Harvest


The fantasy RPGgames that followed D&D were not even remotely Tolkien-esque. Tunnels and Trolls, Runequest, Chivalry and Sorcery, The Fantasy Trip, etc. I know because I was there/then. And played them. Except Tunnels and Trolls. Anyway, "The Hobbit" would be a better comparison, given that the book is about a group of inexperienced adventurers who set out to find treasure. Perhaps a better argument to make would be to say that Tolkien's popularity, and he was quite popular in the '70's, led people to fantasy RPGs. Gygax included material in the game because of Tolkien's popularity. Nonetheless, Pulp fantasy/high fantasy of the 40' and 50's is the foundation for the genre, if you judge it by the games that compose the genre, and the settings that they present.

 TheAuldGrump wrote:
Remember boys and girls, the more you speak in absolutes, the greater the odds of being completely and utterly wrong.

Gygax was pretty clear, in his editorials, that he really did not like Tolkien's Middle Earth - even before the legal hassles with the Tolkien estate.

He cited much greater influence from the old Errol Flynn movies, and books such as Fafhrd and the Grey Mouser as well as Conan and Averoigne - pulp fantasy, not the carefully crafted world building of Tolkien.

Many of the people contributing to the early The Dragon Magazines were influenced by Middle Earth, but claiming Middle Earth as the sole creation font for D&D... is stretching the facts beyond their elastic limit.
In fairness, Lance did clarify himself. However, LoTR is a branch off of the same trunk from which fantasy RPGs have grown. The something more is something much deeper and older than LoTR. See things like the Kalevala, which was the inspiration ( one of them) for the LoTR, the Mahabharata, the Eddas, La Chanson de Roland, the Mabinogion ... and so many more. To continue the arboreal motif; I'd say that Lance has mistaken a tree for the forest.

The Auld Grump - heck, Gygax lifted an entire passage from Three Hearts and Three Lions when describing trolls... which were nothing like the stony trolls of Middle Earth,
And the entire magic spell system from Jack Vance. And the magic item Ioun Stones too, with Vance's permission. He was also a friend ( not too close, IIRC) of Fritz Leiber.


 Da Boss wrote:
Red Harvest: I was lucky enough to get to see a complete set of Kriegspiel in Potsdam Palace in Berlin. Super interesting, especially the custom table.
Was anyone dressed as a Prussian Officer? Monocles?

Ah, whatever happened to the PF2 playtest talk? There is a new rules update, https://s3-us-west-2.amazonaws.com/paizo-images/image/download/PZO2100UE-1.5.zip

Still having trouble writing a coherent death/dying sub-system. Are the designers doing this to avoid any comparison to the 5e death saving throw sub-system?


pathfinder 2nd edition  @ 2018/10/26 21:54:19


Post by: Lance845


I was less talking of tolkiens world and more his archtype of the fantasy group.

Yes, hobbit had inexperienced people. Yes, they all drew on so much folk lore and legend.

But, what other major fantasy source pre the rise of the rpg had the bow guy, the wandering wilderness guy, the gruff tanky warrior guy, the sneaky little guy/s and then a wizard to boot.

Most books centered on an individul not the party, with the party as set up as archetypes for classes, pre the concept of classes as anyone can possibly reference, lotr takes the cake.

Fafherd and the Grey mouser were basically big rogue and little rogue. The characters too similar and not enough characters to be seen as the adventuring party that is the foundation of the genre of game. Prototype rogues sure. But not the game.

Conan was almost exclusively solo in his adventures. Again, clearly a basis for what would be barbarians. But not the game.

Thats why lotr is that source. Not the story itself or the experience of the characters. But the band of adventurers each with their own niche traveling from local to local entering the dungeon, battling in the woods, stumbling on magic loot, and winning the day. Its the gilgamesh of adventuring parties from which the game with a thousand faces has sprung. (Thats a hero with a thousand faces for those that didnt get the reference.)

If lotr was written in a post dnd world it would have been a dragon lance novel with people clearly able to point out each characters class and abilities.


Automatically Appended Next Post:
I realize now that when i said "fellowship of the ring" earlier people probably thought i meant the first book. My bad. I didnt mean the book itself, i meant the litteral fellowship. The band of adventurers.


pathfinder 2nd edition  @ 2018/10/26 22:20:53


Post by: Voss


 Red Harvest wrote:

Ah, whatever happened to the PF2 playtest talk? There is a new rules update, https://s3-us-west-2.amazonaws.com/paizo-images/image/download/PZO2100UE-1.5.zip

Still having trouble writing a coherent death/dying sub-system. Are the designers doing this to avoid any comparison to the 5e death saving throw sub-system?
Frankly I think they're just throwing garbage at the walls to see what sticks. Or at least what's popular on their surveys, which I find a horrible method of game design.
But yes, the death thing is just... weirdly convoluted. I find 'healing magic, shut up' to be a perfectly acceptable solution as it allows people to continue to play the game, and not be told 'go play xbox' for however long it takes the fight to finish after they go down (and possibly recover).


For the 1.5 update, Increasing damage numbers (for spells) is... a little baffling. They should have a good idea of how many rounds they want a combat to last, and any decent math person or program will take your average and extreme damage values vs PC and Monster hit points and give you solid numbers. And if its too long or too short based on what they're aiming for, THEY can change the numbers, since they make all of them up.

From the start of the Playtest it was really, painfully obvious that they'd increased hit point bloat, even beyond 3rd edition norms (where it first started to become a problem). Going from 1d6+ con mod to 1d12+con mod based on class to just 6, 8, 10 or 12 + con mod is a huge jump. (A level 10 fighter with a 14 con goes from an average of 75 hp to 120 hp, with no other factors, and PF2 has other factors)

So it was obvious that spell damage was going to be even worse (and spell blasting hasn't been a good choice since AD&D 2nd edition). So the fact that it took them months to work that out and they're still asking the community if its 'too hot, too cold or just right?' Baffling.

And lets take a look at a fairly straight forward spell. Implosion, 9th level, so you get access at 17th level.

The DC of the spell will be 10+2 (mastery)+ 6 (21 wisdom and an item that increases wisdom by +2, so effective +6 modifier) + 17 (level) = DC 35 Fortitude save

The spell does 100 damage. Half on successful save, none on a critical success, full damage on failure, double on a crit fail.

For purposes of easy mirror matches, the caster (a 17th level cleric) has a fortitude save of 17+1(expertise)+4 (can reasonably have an 18 constitution after character creation + 3 sets of 4 stat increases) = +22, so would save against his mirror copy's spell on a 13+, and critical fail on a 3 or less
At 17th level and 18 con, said cleric would have (8+4)*17 HP plus race (call it human, so +8), or 212 hp.

Even if he critically fails (15%), the spell won't kill him, and he takes less than half his HP (212-100) 45% percent of the time. The remaining 35% of the time he takes less than a quarter of his HP, and of course on a natural 20, he takes no damage (critical success is, as usual for PF2, nearly impossible, PCs can very rarely beat a DC by 10 points, the math simply doesn't allow it.
Edit: Woops. Left out the bonus to saves from magic armor. At 17th level, thats +4, so... +26, so no crit fail, succeeds on 9+, crit succeeds on a 19+. So 0% crit fail, 40% failure , 50% succeeds, 10% crit succeeds, which is better than I expected.
But I still don't know why this system is wasting time with crit fail/succeed. It eats a lot of time (and text) for little benefit.

For CR 17 creatures from the Bestiary, we have these options: Pride Demon (Mariliths), Ancient Green Dragon, Water Yai Oni, Wendigo.

Against Mariliths:
380 HP, Fortitude save is +28.
Saves on 7+, never crit fails, crit succeeds on a 17+
Even if it fails, (30%) chance, this 9th level spell deals barely more than a quarter of her hit points.

Against Ancient Green Dragons:
262 HP, +29 Fortitude save
Saves on 6+, never crit fails, crit succeeds on 16+
Does a lot more damage in terms of the creatures HP (38% rather than 26%), but it fails slightly less.

Water Yai Oni.
285 HP, +28 Fortitude.
not mathematically distinct enough to break down.

Wendigo
310 HP, +29 Fortiude
Same, though more HP.

No idea why the Marilith has a lot more HP than the others (100 more than the ancient dragon).


So this is one of your 2 per day 9th level spells at 17th level. And it... isn't a great option. Level appropriate creatures will probably soak it, usually for half damage (50)

By comparison, if you have your trusty +4 weapon (a given by WBL guidelines, and absolutely necessary by the game's math), you aren't using any spell resources, and still doing probably 5d8+4(magic)+4(strength) or around 30 damage per hit (5d8 averages to 22.5,+8=30.5). And you can make multiple attacks, though granted those take big multiple attack penalties.

Your total to hit is going to be +25 as a base, (17+4 magic +4 strength) assuming you don't scrounge for additional bonuses, and there are some.
ACs of these creatures are 39, 40 ,38 ,39, so you need a 14+ on average to do 30 damage, 19+ on your second attack.

Not great, but you're a primary spellcaster. (a fighter will have a bonus that's 2 higher from strength and 2 higher from mastery, and has more ways around multiple attack penalties)
And likely a d12 weapon (or better defensive options), so on average will do closer to 38-39 damage, in addition to hitting more often, though a third attack at the full multiple attack penalty is still a terrible option, effectively hitting only on a 20 or 19-20).

So as 9th level spells go, I'm really unimpressed, even taking account that the spell lets you try to blow up other creatures for the same damage on subsequent rounds. (For one, that assumes there are other creatures, which isn't necessarily (or even usually) true with this CR system. For two, unless they're much lower level, the numbers aren't going to be significantly less. For example, the CR16 mutilation demon (Glabrezu, I believe), has a +28 Fortitude, and 370 HP, a difference on 0 and -10 hp from the Marilith)

The numbers for creatures rather than PCs are also just 4-6 points better because reasons, and that really screws up the math and any expectation of what your spells can do. And chewing through hundreds of hit points on a single monster is still an absurdity, no matter how much they ratchet up the damage on spells or bind extra damage to having bigger pluses on magic weapons.

It just means you always MUST have the biggest plus you can afford (and the DM MUST make them available at the appropriate levels) or the system's math kills you.

---
ugh... like a lot of magic discussions I've had with PF2, the better option seems to be 'find more buffs' and then punch things in the face.





pathfinder 2nd edition  @ 2018/10/26 23:51:05


Post by: Red Harvest


Yeah, spell damage scales poorly. It does in 5e too. High level spells, those above 6th, have always been hit or miss. A complaint I've seen more than once on the Paizo forums is about the lack of understanding of the game's math on the part of the designers.

Too much obsession with baking in balance at all levels of play, rather than letting the DM/GM find a balance that appeal to the group. And this while retaining a system that really was designed for maybe 10 levels of play. Maybe 12.

The hit point bloat is appalling. It just leads to "fight harder, not smarter." Tedious.

@Lance: Greek Mythology. The Argonauts. For one. You can find many others if you look. Tolkien's specific band of heroes contains the same components as many other bands from myth and folklore. There is nothing unique about his fellowship, except maybe his treatment of elves as another sort of human.

Joseph Campbell was a bit of a trickster himself. Very slippery with his research, from what I have read.


pathfinder 2nd edition  @ 2018/10/27 00:07:10


Post by: Grey Templar


 Red Harvest wrote:
Nonetheless, Pulp fantasy/high fantasy of the 40' and 50's is the foundation for the genre, if you judge it by the games that compose the genre, and the settings that they present.


You are both correct, and incorrect.

Tolkien's writings were THE foundation for modern classical Fantasy(magic, mythical races like elves/dwarves/etc, all in a pseudo medieval setting), which is where the stuff from the 40s and 50s came from. Which is where DnD came from as you mentioned.

So yeah, Tolkien's writings weren't responsible for DnD directly. However they were responsible for the genre as a whole existing in the first place, since he was the one who really brought a coherent mythology into the public perception that had previously only really existed in obscure medieval poetry and myths. Without him, we wouldn't have anything resembling the Sci-fi and Fantasy nerd-dom that exists today.


pathfinder 2nd edition  @ 2018/10/27 00:38:58


Post by: Lance845


 Red Harvest wrote:

@Lance: Greek Mythology. The Argonauts.


Have you ever actually READ about the Argonauts?

1) it's the story of Jason. Everyone else is a background character, including Hercules. 2) Jason is the most inflated piece of gak in all of myth. He does exactly nothing for himself, takes all the glory, and then dies unceremoniously when a mast rots and falls on him. 3) Every Argonaut, and most Greek heroes for that matter, are basically carbon copies of each other. Since the story of Jason and the Argonauts is both not actually about the Argonauts and none of them fit any of the molds that composes the player party I have to disagree with your example.


pathfinder 2nd edition  @ 2018/10/29 22:04:16


Post by: Da Boss


Yes I suppose we should stay a little more OT.

Weird. My friends that play PF seem content enough with the new edition, but what I am reading from you guys seems like a frightful mess of poor design.


pathfinder 2nd edition  @ 2018/10/30 00:09:21


Post by: Voss


 Da Boss wrote:
Yes I suppose we should stay a little more OT.

Weird. My friends that play PF seem content enough with the new edition, but what I am reading from you guys seems like a frightful mess of poor design.


Well, there is something of a trick there. RPG design is really easy to tear down because it almost exclusively revolves around the game's math. Depending on playstyle, it isn't something that people necessarily notice at the table. A lot can be deliberately or accidentally obscured by a DM, especially if they tend to handwave, fudge or obscure numbers.

For this platest, it also depends on what they're playing, both class-wise and adventure-wise. If they're running through the playtest adventures, there are certain things that don't come up, and others that are quite emphasized. (There is, for an example in Adventure...2, I believe, that if run by the book, will utterly murder certain party compositions (particularly if the party is bad at ranged attacks), but other set ups will roll over it (especially if the DM has the manticore land and try to just melee the party).

It also depends on what level they're playing at. PF2 gives monsters pretty big stat bumps, but it's on a sliding scale based on level. If you're fighting goblins (well, except the goblin commando) and ogres, you aren't going to notice much that's off from a player's perspective. Maybe they save a bit more often, but random number generators can wander a tad. Past that, creatures start getting weird, and you really start feeling the math including +level and additional unidentified bonuses for monsters.


Another big thing is how you feel about all classes being on the same numeric bonuses and multiple attacks, and spells being reduced to minor penalties according to a big pile of conditions (there are unapologetically 30+ of them, and most are -X to two or three of attack, AC, checks, saves, etc., apparently assigned at random, and with entirely arbitrary ending conditions (which also feel random).

And a lot of things are feats, which are mostly traps or pure garbage.


pathfinder 2nd edition  @ 2018/10/30 14:21:14


Post by: Bran Dawri


 Grey Templar wrote:
 Red Harvest wrote:
Nonetheless, Pulp fantasy/high fantasy of the 40' and 50's is the foundation for the genre, if you judge it by the games that compose the genre, and the settings that they present.


You are both correct, and incorrect.

Tolkien's writings were THE foundation for modern classical Fantasy(magic, mythical races like elves/dwarves/etc, all in a pseudo medieval setting), which is where the stuff from the 40s and 50s came from. Which is where DnD came from as you mentioned.

So yeah, Tolkien's writings weren't responsible for DnD directly. However they were responsible for the genre as a whole existing in the first place, since he was the one who really brought a coherent mythology into the public perception that had previously only really existed in obscure medieval poetry and myths. Without him, we wouldn't have anything resembling the Sci-fi and Fantasy nerd-dom that exists today.


Errr, no. LotR was published in the mid-fifties. I very much doubt the pulp writers in the forties were influenced by something pubished a decade later. Howard, Lovecraft and a bunch of others did similar worldbuilding decades earlier in pulp magazines.
I will grant you that a lot of stuff afterwards was influenced by his works (especially high fantasy, the subgenre Tolkien basically invented), but he was by no means the first or even only one to do worldbuilding.
D&D, as mentioned earlier, drew a lot of inspiration from other sources, most notably sword and sorcery.
And, quite frankly, sci-fi was, and is, doing pretty well on its own without Tolkien. If anything, Tolkien took fantasy out of its big brother's shadow and proved it could stand on its own as a literary genre (no mean feat!), but you're doing a great disservice to Asimov, Heinlein, Clarke and a whole host of other people who actually popularised science fiction before Tolkien ever showed up.


pathfinder 2nd edition  @ 2018/10/30 14:38:01


Post by: Da Boss


Voss: Cheers. Sounds very much like the game has decided to double down on the stuff I do not like (fiddly floating bonus based rules, over complication, feat bloat) while moving away from what I found made it useful (mechanical compatibility with the huge library of 3.0 - 3.X stuff that is available.)

Even 5e sounds like it makes it easier to use that library of stuff.PFv2 seems to be making some of the same mistakes that were made in 4e. I actually think 4e is alright as a game, and a lot of the hate for it comes down to how it was marketed and it's aesthetics, along with some of the stuff Lance was talking about with immersion breaking mechanics. It suffered from HP bloat at high levels and the sense of a world that scales with you is not super fun, but it was a pretty fun game from levels 1-10 and did a good job of making monsters mechanically distinct and interesting. I liked the parts of that design philosophy they kept for 5e.


pathfinder 2nd edition  @ 2018/10/31 23:23:05


Post by: skyth


I've said it before. PF2 may be a perfectly good game. It is not Pathfinder though...


pathfinder 2nd edition  @ 2018/11/01 00:35:53


Post by: Voss


 skyth wrote:
I've said it before. PF2 may be a perfectly good game. It is not Pathfinder though...


What I find odd about it (don't know if I've mentioned it in this thread before) is they've abandoned the hybrid 6th level spellcasters (Bard is now a 9th level caster, and the rest are gone: Inquisitors, Hunters, Warpriests and even Alchemists, as the abomination in the playtest is a joke that can be replicated by anyone in the party just buying mundane alchemy items). Those included some of the best classes that Paizo ever designed, and the game is radically different (and has far fewer options and themes covered) without them. To me they were one of Pathfinder's few signatures that made it something other than random 3.5 house rules.


pathfinder 2nd edition  @ 2018/11/01 00:37:22


Post by: Grey Templar


A shame. I loved playing an Inquisitor.

But the good thing is that RPGs never truly die.


pathfinder 2nd edition  @ 2018/11/01 10:40:28


Post by: Da Boss


Interesting. Inquisitor and Alchemist were some of the bits of design I actually thought were decent. Not perfect (my alchemist player certainly got a lot of use out of stacking various armour bonuses with her insane dex to be unhittable with normal attacks, and her bomb damage was absolutely massive) but interesting developments on the 3e framework to deliver a different style of class.

Shame that they have gotten rid of them. I would like to see an alchemist class for Dungeons and Dragons, it is a fun trope.


pathfinder 2nd edition  @ 2018/11/01 15:28:54


Post by: skyth


Used to be an Alchemist in AD&D 2nd edition.


pathfinder 2nd edition  @ 2018/11/01 17:46:54


Post by: Voss


Where was that? There were a lot of obscure classes scattered around in various campaign settings and Dragon magazine (though the only ones there that stuck with me were anti-paladin and barbarian cleric), but I don't remember alchemists.


pathfinder 2nd edition  @ 2018/11/02 00:28:03


Post by: skyth


Trying to remember. I believe in one of the splatbooks? (Complete wizard's?)

Basically, regular wizard but they had special ability to brew potions for just a gold cost.


pathfinder 2nd edition  @ 2018/11/07 16:24:46


Post by: TheAuldGrump


People that like the PF1 rules should really take advantage of the blowout sales on PF1 product -at Frog God Games in particular - The Blight and Razor Coast are likely my favorite RPG settings of all time - and nothing alike.

There is enough good stuff being sold off that it will keep you going for years.

Don't get caught in a 4e trap - I think we may be looking at the death of Pathfinder, so be prepared.

The Auld Grump - playtest is in its final stretch, and no urge to get back in - we really do not like the direction Pathfinder is going. The main description in my group has been 'Not Fun'. And some of us have been playing Pathfinder since the original Alpha rules, ten years ago.


pathfinder 2nd edition  @ 2018/11/07 17:39:23


Post by: Voss


Yeah, the new class changes are underwhelming. The only good one is rogue, which allows them to choose which key ability score matters depending on their style.

Wizard got more ridiculous, since they decided that since people were always choosing a ridiculous feat the class should just get it for free.

And barbarians get lol!random rage, for reasons. Didn't even touch the basic problems with rage (it's basically a negative trade) or with specific totems, many of which are awful.

Cleric healing got nerfed, which was basically their only thing because their spell list was gutted from playtest day 1.

Paladins got freed from LG-only shackles to any good, but are basically bubble shield masters as their only role.

And this was the last update, and the playtest closes at the end of the year.

Then they redo everything without feedback and produce a final system. Basically what WotC did with 5e.


pathfinder 2nd edition  @ 2018/11/07 18:14:24


Post by: Red Harvest


Yeah, the last update, here https://s3-us-west-2.amazonaws.com/paizo-images/image/download/PZO2100UE-1.6.zip

The designers intend to revise the monsters and a few other things, but not subject the changes to any playtest. At least any external playtest. I do hope that they playtest in-house. (something TSR was apparently forbidden to do during part of the Lorraine Williams years... or so went the rumors.)



pathfinder 2nd edition  @ 2018/11/26 02:49:08


Post by: TheAuldGrump


Holy crap - I got an email from D20PFSRD about Pathfinder 2nd edition.... A Survey.

One of the 10 questions was whether folks would be interested in an updated version of Pathfinder first edition - even if it came from somebody other than Paizo.

This... cannot be a good omen for PF2.

I went 100% for an updated PF1 - and will be ecstatic if it happens.

My interest in PF2 is very, very low.

Another question was whether folks would be interested in Adventure Paths for PF from companies other than Paizo. (Hell, yeah.)

There is definitely push back against PF2.

The Auld Grump


pathfinder 2nd edition  @ 2018/12/01 06:58:27


Post by: Genoside07


I agree there is push back on PF2 and its funny how many people in this thread keep bringing up 4th edition D&D; makes you wonder if PF2 will break the community like 4th.

My biggest thing is a new edition should always feel like an improvement from the previous edition, this is why I feel like AoS failed right out of the gate..

I hope they will surprise me but right now my gut is saying otherwise.


pathfinder 2nd edition  @ 2018/12/01 15:54:59


Post by: Voss


I think it depends how much they depart from the playtest in their internal work on the system.

There are a lot of subsystems that to me are overly complex for little return. To the point of being worse than 3.5 or PF1.

For me, the action system is a big part of it, probably the biggest. You can put together a barbarian that can sprint 140' as two actions (of 3 in a six second round), but still requires an entire action to put a hand on a two handed sword. 3 attacks are possible, by -10 interacts really poorly with crit success/failure at target AC +/- 10 (even though normal attacks don't crit fail).

The other big problem is the game feels terribly mechanical and soulless, pretty much the opposite of what I'd want to see in an RPG. To the point that the 'exploration mode' tells you not to use in-character description but instead just focus on game terms and the provided 'exploration tactics.' You don't fling water or flour as a clever gambit to detect invisible foe, you use the 'seek' action.

And the language makes me spit:
Method of Use held, 1 hand; Bulk L
Activation [Action] Operate Activation

That... that pile of redundant gibberish equals 'drink the potion'
Also note that 'method of use' is telling you how to hold it, not use it.


pathfinder 2nd edition  @ 2018/12/01 20:19:39


Post by: Red Harvest


Almost as if it were intended to be a computer game or MMO.

Who knows how the designers will sort everything out. I wish Paizo well. Competition is good, and we've all seen what WotC gets up to without it.

Some instinct of mine tells me that Paizo should stop trying to make high level play. Set 12th level as the highest level for characters, and scale accordingly.


pathfinder 2nd edition  @ 2018/12/01 21:48:52


Post by: Grey Templar


 Red Harvest wrote:

Some instinct of mine tells me that Paizo should stop trying to make high level play. Set 12th level as the highest level for characters, and scale accordingly.


Better yet. Get rid of levels entirely. Move to a granular system where each ability, skill, spell slot, stat boost, etc... are paid for individually. Each class having a progression tree of abilities, most of which have prerequisites of lower tier skills. This would allow for a more natural progression system overall, and greater customization.

Costing each ability individually also gives you better control over the balance of the game. If an ability is highly situational or weak, you can make it a cheap ability. If it is strong, make it more expensive. Likewise with spells.

It gets rid of the immersion breaking "Wow, I killed this one last Kobalt and suddenly I gained 10 new abilities I didn't have 30 seconds ago". It also makes extra Xp that the GM might hand out for cool stuff suddenly actually worth something because it would actually let you buy something.


pathfinder 2nd edition  @ 2018/12/01 22:19:40


Post by: Da Boss


There are plenty of games which use systems like that, Gurps is one example. It can be pretty cool to get points to invest at the end of every session.


pathfinder 2nd edition  @ 2018/12/02 00:43:11


Post by: Elemental


 Da Boss wrote:
There are plenty of games which use systems like that, Gurps is one example. It can be pretty cool to get points to invest at the end of every session.


The downside is that it makes min-maxing easier, and makes balance harder. The advantage of a level system is that everyone is theoretically at the same degree of power (in practice, this often falls down), and you can't rush powerful abilities (say one wizard having a versatile suite of 3-5th level spells, and the other one rushing Gate or Shapechange). To use a very extreme and very silly example in GURPS, the ability to destroy every living thing in the universe* can cost you 53pts and the cost of the alcohol you used to get the GM drunk before they approved character sheets.

Some games do a hybrid system, like Savage Worlds or the old 40K RPG's--you can spend your XP on whatever, and gaining a rank / tier / level when you've spent X total experience simply opens up new options.


* http://forums.sjgames.com/showpost.php?p=239055&postcount=216


pathfinder 2nd edition  @ 2018/12/02 01:41:45


Post by: Lance845


 Elemental wrote:
 Da Boss wrote:
There are plenty of games which use systems like that, Gurps is one example. It can be pretty cool to get points to invest at the end of every session.


The downside is that it makes min-maxing easier, and makes balance harder. The advantage of a level system is that everyone is theoretically at the same degree of power (in practice, this often falls down), and you can't rush powerful abilities (say one wizard having a versatile suite of 3-5th level spells, and the other one rushing Gate or Shapechange). To use a very extreme and very silly example in GURPS, the ability to destroy every living thing in the universe* can cost you 53pts and the cost of the alcohol you used to get the GM drunk before they approved character sheets.

Some games do a hybrid system, like Savage Worlds or the old 40K RPG's--you can spend your XP on whatever, and gaining a rank / tier / level when you've spent X total experience simply opens up new options.


* http://forums.sjgames.com/showpost.php?p=239055&postcount=216


While gurps in particular is prone to min maxing not all point buy systems are. WoD games are all point buy, but character creation has those points sectioned off into different categories so that all players start the same in terms of number of skills to attributes to whatever. Then you can spice it up with a little mix of bonus exp at the end to give players a chance to customize. I.e. his character is more skilled but her character has more natural apptitude.

As long as the cost to increase goes up with the increases and the categories are well adjusted min maxing isnt really an issue.

Finally some of those games have the gm oversee character progression with rules. " this is the human limit on an attribute. You are never allowed to have more than one attribute reach this point and not during character creation. No skill can be higher then x at the end of character creation without special permission. No skill can be increased in game unless you used it. Etc etc...


pathfinder 2nd edition  @ 2018/12/02 13:39:58


Post by: Voss


Min/Maxing is always an issue with those games. It certainly is with World of Darkness crap, which has a lot of useless things that don't really do much, absurd combat monsters, undetectable invisibility and straight up mind control. For all its (false) blather about roleplaying, the system is awful and you can straight up fail at the game at the character creation step.

The big problem with a lot of the 'buy abilities' games is the high system mastery, particularly in the area of defenses. If you don't max those at, you can and will get arbitrarily exploded by someone who happens to hit a weak area. Or, in games like Rolemaster, it is just statistically likely to happen anyway regardless of what you do.



pathfinder 2nd edition  @ 2018/12/02 14:43:42


Post by: skyth


If you make Pathfinder a level-less point buy system, it won't be Pathfinder any more...


pathfinder 2nd edition  @ 2018/12/02 16:03:03


Post by: Da Boss


Since RPGs have a neutral referee, I never found that sort of thing to be too much of a problem. We just banned certain methods of getting more points (maxing out disadvantages for example) or if we found a trait overpowered just upped the cost to upgrade it.

I agree though, these sorts of systems are not the be all and end all. Dungeons and Dragons (which Pathfinder is basically just a set of unimaginative house rules for) is a level based system and always has been, and it is incredibly popular.


pathfinder 2nd edition  @ 2018/12/02 17:53:39


Post by: skyth


I mean, I love the Hero system (Champions is the best superhero game out there). But I also enjoy level based games (D&D/Pathfinder) and hybrids like Rolemaster.


pathfinder 2nd edition  @ 2018/12/03 01:09:11


Post by: Grey Templar


Aye, there is definitely a place for level based systems, but I find them inherently less immersive than point-buys. Progression feels stilted and inflexible, and you always run into issues where certain classes are unbalanced because the get under/over-powered abilities without really "paying" for them. While in a point-buy system, you can simply ignore or skip a bad ability and get something more useful. And for OP abilities the GM can just say "You can't buy that", while with a level based system the GM has to erase the ability and give you an alternative.


pathfinder 2nd edition  @ 2018/12/03 03:21:31


Post by: Voss


 Da Boss wrote:
Dungeons and Dragons (which Pathfinder is basically just a set of unimaginative house rules for)


I tend to regard this as true. But in the climate that it was released (WotC releasing 4e, and burning Paizo by cancelling the Dragon and Dungeon magazines out from underneath them which they'd run successfully for years at that point), I understood why PF1 happened. That isn't true at all beyond a general feeling that PF1 is kinda bloated.

PF2 doesn't seem to have a goal or purpose, beyond 'we want to resell you all this shovelware again.' Usually a product has (at least internally) some sort of design document that covers the goals and why changes are being made. PF2 doesn't really have any sign of that, and some of the things they were so keen of during the previews were set on fire awfully fast once players got a look at them. While responsiveness can be good, some were complete reversals on things that seemed absolute (like denying cheap and easy post combat healing. Most of the point of resonance was to deny cheap healing wands, now anyone with the healing skill can wipe away sword cuts with a roll of bandages. At least until iterative probability smacks the party with a hammer, and they fail and arbitrarily can't do it anymore)


And they've reformatted the game so that their are more feats (and more types of feats that touch everything from race to skills, and most class abilities are also feats, plus other 'general' feats. Feats for days!) so the shovelware books will be even easier to write, and the bloat will happen even faster.

Plus Paizo is kind of bad at writing D&D feats, which they've proven repeatedly over the years. Most recently in starfinder, which includes a feat for flipping a table and using it as cover. Some of the PF1 feats were written so poorly they didn't actually do anything: Prone Shooter was fun for that, which granted the ability to shoot a crossbow while prone at normal penalties for being prone. it just becomes an exercise in dumpster diving, while the pool of garbage simply grows over time as they release more books.


pathfinder 2nd edition  @ 2018/12/03 03:51:54


Post by: Lance845


 skyth wrote:
If you make Pathfinder a level-less point buy system, it won't be Pathfinder any more...


If the only thing that makes it pathfinder is that core system then pathfinder is a shallow pile of garbage to begin with and deserves to be scrapped for something new.

On the other hand what makes Pathfinder, Pathfinder is the setting, the character, and all the flavor it brings to the table then it doesn't matter how you change the mechanics if they reflect pathfinder well then it will be pathfinder.

It's like saying Castlevania isn't castlevania if it isn't a side scroller platformer. And yet the Lords of Shadows (the first one at least) is a REALLY great castlevania that gets everything about the setting feeling and action right. You don't need a mechanic to define a game.


pathfinder 2nd edition  @ 2018/12/03 06:52:10


Post by: Da Boss


If pathfinder is a setting then it does not need a new edition. Pathfinder is shallow garbage, being a transparent attempt (very slickly done mind you!) to capitalise on the failure of D&D 4e. It was never creative, relying entirely on the 3e architecture made by more creative and rigorous designers.
Please note I am not saying that enjoying PF means you are shallow, I have enjoyed it myself.


pathfinder 2nd edition  @ 2018/12/03 16:04:29


Post by: Grey Templar


One could still keep all the D20 game mechanics and switch to a point buy leveling system. Bonuses based on level would need to get switched to something else, other systems use total XP sometimes, but that is a minor change.


pathfinder 2nd edition  @ 2018/12/03 20:16:34


Post by: Da Boss


I bet someone has made house rules for that for D20 somewhere online.


pathfinder 2nd edition  @ 2018/12/03 22:45:49


Post by: Voss


 Lance845 wrote:
 skyth wrote:
If you make Pathfinder a level-less point buy system, it won't be Pathfinder any more...


If the only thing that makes it pathfinder is that core system then pathfinder is a shallow pile of garbage to begin with and deserves to be scrapped for something new.

On the other hand what makes Pathfinder, Pathfinder is the setting, the character, and all the flavor it brings to the table then it doesn't matter how you change the mechanics if they reflect pathfinder well then it will be pathfinder.

The setting is just the personal setting of one of the Paizo staff (done for 3e, not PF), and is _mostly_ historical expies of real world countries at various periods jammed together in an incoherent fashion. Anachronisms abound, and are even more absurd than obsidian wielding Lizardmen with space lasers vs Renaissance Empire. The stuff that isn't just Egypt, Romania, or Revolutionary France heavily fetishizes slavery, racism and pretty brutal non-consensual S&M, which contrasts very oddly with the standards of language and behavior they enforce on their message boards and express through their policies and decisions. You can't (and shouldn't) talk about Romani the way the designers talk about Varisians (that they're nigh-universally criminals and prostitutes), even though they're the same people with a fantasy name scribbled in.


pathfinder 2nd edition  @ 2018/12/04 06:34:26


Post by: Lance845


Voss wrote:
 Lance845 wrote:
 skyth wrote:
If you make Pathfinder a level-less point buy system, it won't be Pathfinder any more...


If the only thing that makes it pathfinder is that core system then pathfinder is a shallow pile of garbage to begin with and deserves to be scrapped for something new.

On the other hand what makes Pathfinder, Pathfinder is the setting, the character, and all the flavor it brings to the table then it doesn't matter how you change the mechanics if they reflect pathfinder well then it will be pathfinder.

The setting is just the personal setting of one of the Paizo staff (done for 3e, not PF), and is _mostly_ historical expies of real world countries at various periods jammed together in an incoherent fashion. Anachronisms abound, and are even more absurd than obsidian wielding Lizardmen with space lasers vs Renaissance Empire. The stuff that isn't just Egypt, Romania, or Revolutionary France heavily fetishizes slavery, racism and pretty brutal non-consensual S&M, which contrasts very oddly with the standards of language and behavior they enforce on their message boards and express through their policies and decisions. You can't (and shouldn't) talk about Romani the way the designers talk about Varisians (that they're nigh-universally criminals and prostitutes), even though they're the same people with a fantasy name scribbled in.


This may come as a shock, but every RPGs setting is just the personal setting of one of the staff of developers that ends up fleshed out by the editing staff and input from the other developers.

Grey Hawk? A personal setting.

Ebberon? The same.

So on and so forth.

Pathfinder is every bit a dnd setting book as Ebberon or Dark Sun.

Then they made some modifications to the classes and races (just like other settings do) and ran off in their own direction.

The truth is if Pathfinder wants to be it's own game then it needs to stop fething around in dnds rules and make something wholly their own. It doesn't need to rely on anything that came before it. Not levels. Not classes. Not d20. They can build a new game from the ground up and it would be pathfinder if they built it for pathfinder. And they 100% completely should. Staying shackled to dnds bull gak is suffocating and stagnating.


pathfinder 2nd edition  @ 2018/12/04 07:12:12


Post by: Da Boss


You might be right Lance, but I have seen nothing from Paizo to suggest they have the mechanical or creative chops to do what you are suggesting. They piggybacked on D&D 3e because it was easy and the hard work was already done. Their advantage was excellent production values and a pretty canny assessment of what the market wanted, along with some decent adventure paths (though those also don't hold up incredibly well as paths, but have a lot of good ideas in the individual parts).
WOTC gets a lot of stick, but in some ways they are a lot braver than Paizo and I am glad it paid off for them.


pathfinder 2nd edition  @ 2018/12/04 07:33:29


Post by: Lance845


I don't disagree that pazio appears to lack the mechanical and creative chops as is. They are a company. Game developers are surprisingly abundant. Hire some developers to take it in a new direction.


pathfinder 2nd edition  @ 2018/12/04 13:01:07


Post by: skyth


A lot of people don't see D&D/D20/level based as bullgak. It is what they want to play. It has its advantages over other styles of games.


pathfinder 2nd edition  @ 2018/12/04 14:52:25


Post by: Lance845


Let me be more clear. lvl based isn't bull gak per se. And d20 isn't pure bull gak per se. But every system has it's faults like the inherent bloat that comes with feats (as an example).

What I was saying is that as long as Pathfinder stays bound to 3rd Pathfinder will keep all of 3rds inherent structural problems. They want to mark themselves as their own product, yet they are always riding on dnds coat tails. And will, forever, until they make their own game.


pathfinder 2nd edition  @ 2018/12/04 18:48:05


Post by: Voss


 Lance845 wrote:
I don't disagree that pazio appears to lack the mechanical and creative chops as is. They are a company. Game developers are surprisingly abundant. Hire some developers to take it in a new direction.

In reality developers are rather thin on the ground. Lots of amateurs who say they can, until they realize how badly it pays (and that they aren't that talented).

Moreover, the RPG industry is very, very cliquish with a high degree of nepotism. Folks generally don't get hired unless they have a buddy that already works there. Or do a lot of freelancing for peanuts.

For example, Mearls got his WotC spot because of Monte Cook. Jeremy Crawford got his spot because he games with Chris Perkins.


pathfinder 2nd edition  @ 2018/12/04 20:32:02


Post by: Da Boss


I would be pretty happy if Pathfinder became something interesting and unique. I don't really expect that to happen though.


pathfinder 2nd edition  @ 2018/12/04 21:04:48


Post by: Lance845


Voss wrote:
 Lance845 wrote:
I don't disagree that pazio appears to lack the mechanical and creative chops as is. They are a company. Game developers are surprisingly abundant. Hire some developers to take it in a new direction.

In reality developers are rather thin on the ground. Lots of amateurs who say they can, until they realize how badly it pays (and that they aren't that talented).

Moreover, the RPG industry is very, very cliquish with a high degree of nepotism. Folks generally don't get hired unless they have a buddy that already works there. Or do a lot of freelancing for peanuts.

For example, Mearls got his WotC spot because of Monte Cook. Jeremy Crawford got his spot because he games with Chris Perkins.


Yeah those are industry issues. Otoh pazio is a company and can change its own practices at any moment. Good game developers build a portfolio to show off their creative works like any other artist. Pazio is 100% capable of opening some new spots on the team. Taking a stand against neapotism. Hiring with the intent of diversifying the talent and bringing in fresh ideas instead of circle jerking each other.

I dont think its gunna happen. But they could grow up and behave like a business.


pathfinder 2nd edition  @ 2019/03/07 18:41:15


Post by: reds8n


https://paizo.com/pathfinder?fbclid=IwAR1mdCk6YfAjVMqgUfT1ABDFHiELeh5Zl4-u5eHkpYD3QrzknEGNsLywrQA

release dates, what will be released etc etc etc

there's a look at some of the new iconics, apparently, at the bottom of the page.


pathfinder 2nd edition  @ 2019/03/19 21:10:34


Post by: squidhills


So they are launching in August? Is that enough time to completely re-work the beta test game from the ground up and turn it into something enjoyable?


pathfinder 2nd edition  @ 2019/03/20 01:26:31


Post by: Lance845


Probably not. 3 months lead time from print to shelf is not unusual for large releases of printed product. You want another month or so before that to proof read and ensure that everything is printing properly. It's a lot of text copies being made and shipped around and communication back and forth with the printer.

Any last minute changes would need to be done by mid April. COULD they fix things? Well... what test version ave you seen so far with any changes that fix the real issues?

Either they will releases the fixes untested or the test you have seen is pretty damn close to the final product.


pathfinder 2nd edition  @ 2019/03/20 14:41:49


Post by: Voss


squidhills wrote:
So they are launching in August? Is that enough time to completely re-work the beta test game from the ground up and turn it into something enjoyable?

Completely? No.

But they'd already starting planning replacements for various subsystems back in November, ones that didn't make it into the playtest (and weren't ever intended to). Skill numbers are reportedly changed, some classes are going to be a bit more fleshed, resonance (magic item limit) is gone or completely altered.

So expect a weird hybrid of the playtest and... Whatever the devs had in mind. Apparently parts of the playtest were exaggerated to test push back from the customer base, though others were just them being clueless.

Somehow I don't think 'tight math and limited options' were what the crowd that rejected 4e and clung to Paizo as saviors want out an RPG. But their feedback surveys might have told them something different. (Or they interpreted the surveys incorrectly, which would not surprise me. They confused 'must have because OP' with 'popular' on several abilities)


pathfinder 2nd edition  @ 2019/05/10 08:16:52


Post by: Backfire


Voss wrote:

For the 1.5 update, Increasing damage numbers (for spells) is... a little baffling. They should have a good idea of how many rounds they want a combat to last, and any decent math person or program will take your average and extreme damage values vs PC and Monster hit points and give you solid numbers. And if its too long or too short based on what they're aiming for, THEY can change the numbers, since they make all of them up.

From the start of the Playtest it was really, painfully obvious that they'd increased hit point bloat, even beyond 3rd edition norms (where it first started to become a problem). Going from 1d6+ con mod to 1d12+con mod based on class to just 6, 8, 10 or 12 + con mod is a huge jump. (A level 10 fighter with a 14 con goes from an average of 75 hp to 120 hp, with no other factors, and PF2 has other factors)


Yeah, what's with the HP bloat? It's insane. Already I think that PF1 suffers from it, it slows down the game and big battles when you have to gather up, roll and add up buckets on dice. If anything, they should go back to d4/d6/d8 hit die system (d10 for Barbarians).


pathfinder 2nd edition  @ 2019/05/10 16:46:34


Post by: Voss


Its something they inherited (PF1) from 3rd edition D&D. It was, IMO, one of the major failure points as it gets significantly worse as level increases. I much prefer earlier d&d putting a cap on dice (and con mod) at around 9th or 10th level. I like a mid level character being able to tear through an ogre, while it was a real threat to a novice.

Padded sumo is terribly dull, and I have no idea why they doubled down on it. It also produces weird results- a 10th level elf sorcerer or wizard can be down around 66 HP, while a dwarf barbarian can sit around 180 (and has temp HP cycling and DR). A wizard can get dropped in one round by level appropriate enemies. A well built barbarian can face the same enemies and same rolls for upwards of 6 rounds. Despite likely having the same AC. The playtest math is both predictable and very, very weird.


pathfinder 2nd edition  @ 2019/05/12 14:36:15


Post by: Da Boss


Padded sumo is a good way of describing it. 4e felt like that at it's worst, especially with the vanilla monster manual.


pathfinder 2nd edition  @ 2019/05/12 14:53:59


Post by: TheAuldGrump


My group is sticking with PF1 - the PF2 playtest led to my wife giving me an Ultimatum - 'No More PF2 Playtest!'

She pure hates that playtest. I strongly disliked it - and I am by far the mildest in my dislike from my current groups.

*EDIT* Megan hated the character generation in particular - it took longer to create characters that were useless at their assigned roles. Resonance was just the cherry on top of a turd sundae. (Megan's term.)

And Paizo's argument that 'It's a playtest, it doesn't need to be fun!!1!' was perhaps the stupidest approach that they could have taken.

That said - Rogue Genius has a KS up for a monster book for PF1 - I think that they are testing the waters in regards to continuing PF1 support over PF2.

The Auld Grump- I think that PF 2 will be Paizo's 4e, unloved by the gamers that they are trying to court.


pathfinder 2nd edition  @ 2019/05/12 22:41:27


Post by: Voss


I'm not sure, Paizo has a lot of fanatics that will hold on no matter what. And quite a bit of playtest stuff has been outright dumped (including Resonance).

We'll have to see if that math works, which was my biggest area of concern- it was just straight up cracked for combat and skill checks (monster bonuses were too high, as were skill DCs). When starting AC is 18 or below, and 1st level monsters wander out with +7 to hit, you've done something wrong. Particularly since PCs are stuck at +5 at level 1...
Rubbish monsters shouldn't be better than professional adventurers.

Magic (and class abilities) badly needs to be made more interesting, not just keywords and blah effects (that mostly fail, because monster numbers are so high).

----
But I don't think it will be as badly received as 4e, though I don't quite understand why they moved as far from the PF1/3.x system as they did. That was why their audience came to Paizo in the first place.

Personally what I'd like to see is a game in between 3.x/PF1 and 5e D&D. The latter is just lacking in material, and the former has a lot of legacy issues and unnecessary complications (and multiple dumpsters full of garbage and trap options)


pathfinder 2nd edition  @ 2019/05/12 23:58:48


Post by: Lance845


I am interested to see the final product if for no other reason then i like to see as many game systems as possible. Im 100% sure it wont be my cup of tea. But wether its functional or a complete mess is amusing in its own way.


pathfinder 2nd edition  @ 2019/06/25 07:21:07


Post by: reds8n


https://www.escapistmagazine.com/v2/2019/06/24/first-impressions-of-pathfinder-second-edition/?fbclid=IwAR3-Py4wUnH5D_Ox09do_5m7wc5djESXgOzYHDNZ-8eJGJN8IesazjTkQW4


The paladin Seelah ran up to face the newly arisen serpentfolk skeleton. It had already knocked out the rogue Merisiel, who was bleeding out on the ground in front of it. Navigating the narrow confines of the top of the step pyramid where the skeleton had been buried, Seelah stepped past the fighter Valeros and was met with a nasty surprise. The skeleton was also a trained fighter, capable of attacking Seelah when she moved within his reach.

“What’s your AC?” Paizo’s organized play lead developer John Compton asked me. “18,” I reported. “You don’t have your shield up?” I sighed. “No, I was hoping to attack and then heal Merisiel.” “Well that’s going to be a critical hit,” he said. When the dice were rolled, Seelah was in just as bad shape as Merisiel. Luckily it was about to be the cleric Kyra’s turn. Standing in place, she was able to devote all her focus to healing everyone in the fight and getting us back in the action while also dealing some holy damage to the monster.

The combat was my first look at the final rules set of Pathfinder Second Edition, which will be officially released on Aug. 1 at GenCon in Indianapolis. While I was dubious about Second Edition going into the demo, I found the new rules produced a highly dynamic and fast-moving battle even at level 1.

The session pit our six-person party, comprised of some of Pathfinder’s iconic characters, against a group of venomous snakes and the skeleton. Looking over our character sheets before we rolled initiative I found many familiar elements had been changed. For instance, the paladin healing ability Lay on Hands is now a spell that is cast by expending focus, which is recovered by taking 10 minutes to rest and recharge between fights. When another player asked what a focus power was, I explained to them it was like the encounter powers from 4th Edition Dungeons & Dragons, which can be used again after five minutes of rest. My friend nodded but Compton winced.

“I think one of the reasons you saw me wince was it can be both a complement but kind of a backhand,” he said in an interview following the demo. “They can say you’re just redesigning 4th Edition or you just remade 5th Edition. We learned a lot from what those games did, and you will see these connections, but there’s so much in there that is new as well. The combination is something completely different to be excited about.”

I didn’t mean it as an insult. As maligned as 4th Edition often is, I think it really succeeded at some things like encouraging adventurers to face multiple fights in a row and not requiring every party to have a healer whose whole job is to keep everyone from dying. Both of those problems have also been addressed in second edition.

“The healing has been rebalanced including between encounter healing,” Compton said. “You can spend 10 minutes and use the treat wounds action to recover hit points without casting spells. You can do this enough that you can get by without some sort of significant healing force.”

In combat, every player character and monster has three actions per turn, which can be used to move, attack, cast spells, or use skills. If you attack more than once, you’re hitting at a -5 and then -10 penalty. When I first read these rules in the Pathfinder Second Edition Playtest, a trial run of the new game released last year, I thought that it would just worse the game’s existing problem with fights taking too long and involving too much math. But at level 1, those penalties proved so bad that it was often better for players to find better ways to use their actions like getting into a flanking position to give an ally a bonus to hit. Compton said the system also reduces the spike in complexity that comes from higher level play.

“By and large you won’t be doing dramatically more attacks at a higher level,” he said. “That was one of the things about first edition. We’d go from ‘It’s my turn, I roll my d20, I miss I’m done’ to at level 20 ‘I’m going to roll dice for a day and I’m going to tell you at some point what I did.’”

The three actions also expands the versatility of spells. For one action, a cleric can cast a healing spell to cure damage on someone next to you, two actions lets you heal someone across the fight, and three lets you really unleash by healing everyone in the area and also damaging any undead. Similarly my paladin could use Lay on Hands as a single action which would leave me free to also move and attack. But that’s still trading off with things like raising your shield, which gives you a bonus to your AC until your next turn which I really could have used when fighting that skeleton.

Most creatures in Pathfinder’s first edition can attack when you move through spaces they threaten, but that abilities is now mostly reserved for fighters. That meant we could walk around the snakes with relative impunity to get into better combat position, but the skeleton punished me for the same tactic. I’m still not sure how I feel about this. Opportunity attacks can definitely lock fights down and force players to resort to standing in one place and swinging at the enemy rather than taking actions that could be more fun, but I also enjoy the tactics required to navigate a crowded field of monsters. Luckily not only fighters have the ability to hurt monsters outside of their turn. In another similarity to 4th Edition, my paladin could attack enemies that hit her allies while also providing them with a holy shield that reduced some of the damage they took.

The fact that the skeleton’s critical hit could have been mitigated by my shield is indicative of another rules change. Critical hits, which do significantly more damage than regular ones, have traditionally just been triggered by rolling exceptionally high on a die, but now you have a critical success any time you roll 10 more than your opponent’s defense score. That means big spikes in damage are a lot more common when fighting lower level opponents. On the other hand, you can also critically succeed when defending, with a good enough saving throw allowing you to ignore all of a negative effect instead of just taking half damage. I found the change built tension and excitement throughout the playtest and I’m particularly curious to see how it works at higher levels.

Lucky for me and Merisiel, it’s now easier to get back into the fight after being knocked out. Like with 4th and 5th Edition D&D, Pathfinder Second Edition has done away with negative hit points so unconscious characters who receive any magical healing can jump back in. But Pathfinder has also learned from a problem those games had where it was often efficient for healers to devote the minimum amount of resources to healing rather than trying to ensure that their allies stayed up. Now every time a character goes down they gain a dying token and if they get three of them within the encounter they’re gone for good.

As much fun as the fight was, Compton said what he’s most excited for people to experience about Second Edition is the different modes of play. A version of the exploration system that Paizo invented for their popular Kingmaker adventure has been integrated into the base game to allow players to select a job they are doing rather than being forced to meticulously search a dungeon for traps five-foot-square by five-foot-square. There’s also a formalized downtime system when characters can make money, recover from injuries, research spells, and craft items. He’s particularly excited about being able to use downtime as an alternate reward for successful adventures in the Pathfinder Society, Paizo’s organized play program.

“Second Edition has been an opportunity for us to take all the lessons we learned in First Edition,” he said. “Pretty much the whole team came up through the company playing Pathfinder Society. We saw the wonderful things that did work, and we lived through all the things that did not. This has been a good chance to change up some of those. It’s a chance to start back from level one and create cool new storylines that not only appeal to our experienced players but are things that new players can jump in on.”

I’ll be back sharing more thoughts and my experiences with Pathfinder Second Edition following GenCon.




.. welll sounds better.

and I can see the logic in the examples/points used.


-- especially to do with healing.

But I think I'm gonna stick with 1st edition for the foreseeable future.


pathfinder 2nd edition  @ 2019/06/25 12:56:00


Post by: streamdragon


All the "similarly to 4e" just makes me feel so warm and happy deep inside. Although "as maligned as 4e was" coming from Paizo of all people is just ... *chef's kiss*.

Still, it seems like they have some interesting actually original ideas this time. The 'spending more actions to do something' part seems interesting, though I would bet money it's better for casters than for non-casters. Having to spend an action on your shield, I hope shields have been reworked considerably.

That said, the downtime reward for PFS is ripped straight from AL, so at least some things didn't change. Still, I may actually check this system out if the actual changes are interesting enough.


pathfinder 2nd edition  @ 2019/06/25 19:57:26


Post by: Lance845


It might factor into cleaves and power attacks. Instead of loose x bab to gain x damage it might be spend 2 actions for +dx damage or 3 actions for +dy damage.

You then have the choice of risking degrading chances to hit with more damage potential or a single swing with bonus damage potential up front.


pathfinder 2nd edition  @ 2019/06/25 20:31:47


Post by: Voss


Playtest version of power attack was simply two actions for +1 damage die, +2 dice at 10th or 14th level. Mathematically, people worked it out, and it wasn't a good option, even assuming you were using a weapon with good damage dice.


Still, I may actually check this system out if the actual changes are interesting enough.

The one nice thing is apparently the rules will all be up (barring possibly setting specific stuff) as a web version on August 1st. So it should be easy to dig in and see if the system is any good.


pathfinder 2nd edition  @ 2019/06/25 23:54:48


Post by: streamdragon


Lance845 wrote:It might factor into cleaves and power attacks. Instead of loose x bab to gain x damage it might be spend 2 actions for +dx damage or 3 actions for +dy damage.

You then have the choice of risking degrading chances to hit with more damage potential or a single swing with bonus damage potential up front.

That seems not great either way. I kind of miss the old Gold Box D&D games from TSR where Fighters (and only fighters) would "Sweep" and attack any enemies around them. It used a grid, so it was up to 8 attacks (provided the enemies were low enough HD. Mostly kobolds and goblins and such).

Voss wrote:Playtest version of power attack was simply two actions for +1 damage die, +2 dice at 10th or 14th level. Mathematically, people worked it out, and it wasn't a good option, even assuming you were using a weapon with good damage dice.
The one nice thing is apparently the rules will all be up (barring possibly setting specific stuff) as a web version on August 1st. So it should be easy to dig in and see if the system is any good.

Yeah that's pretty crap, as expected. Still, free rules to look over will be nice.


pathfinder 2nd edition  @ 2019/06/26 00:55:23


Post by: Lance845


I don't like requiring a grid. Theater of the mind. The less materials i need at the table to play the better.


pathfinder 2nd edition  @ 2019/06/26 10:55:57


Post by: streamdragon


 Lance845 wrote:
I don't like requiring a grid. Theater of the mind. The less materials i need at the table to play the better.


Like I said, it was a video game so it kind of had to, but more the concept of letting fighters swing at hordes of low level enemies. Even if they'll never clear a 20' radius circle with a fireball, a high level fighter coming down to "I butcher these two guys" seems pretty weaksauce. edit: 3.pf had whirlwind attack, but the feat train required to get there was pretty rough iirc


pathfinder 2nd edition  @ 2019/07/02 10:57:18


Post by: reds8n


https://paizo.com/community/blog/v5748dyo6sgr0?A-First-Look-at-Pathfinder-Second-Edition&fbclid=IwAR1aLO_V1heLdqnKYohZHqMSD-OwfK20SWEGpfK7on_zmCFHVMGtG6lpLuw



What is Pathfinder all about?
At its heart, Pathfinder Second Edition is the same type of game as first edition. You take on the role of a sword & sorcery adventurer of your own design, going on daring adventures for a chance at fame and fortune. One player takes on the role of Game Master, helping to adjudicate the actions of player characters, nonplayer characters, and monsters, weaving all of them together to form a compelling story—one that everyone at the table helped to create!

Of course, as a game, Pathfinder is a lot more than just telling stories. It is a system of rules that defines how the world works, and for Second Edition we wanted to make sure that this game “engine” was easy to understand and interpret, both for players and Game Masters! And while we made sure that creating and advancing your character was a clean and intuitive as it could be, we also ensured that the game allowed your choices—your vision for your character—to truly matter. The decisions you make in Pathfinder define your character, expressed not just in the story but in the rules as well.

Core Mechanic
Pathfinder is a narrative roleplaying game, meaning that you describe what your character is attempting to do while the Game Master describes how the story and world unfolds around you. Whenever there is doubt or uncertainty in actions, you will be called upon to make a check, which requires you to roll a d20 and add a modifier based on your character’s proficiency at that particular challenge. These checks come in many forms, from swinging a sword to climbing a cliff to dodging a roaring fireball. The result of your check, as interpreted by the GM, determines whether or not you succeed at your task, and might even decide whether or not your character survives!

In Pathfinder Second Edition, proficiency determines nearly every important statistic used by your character during play. How skilled are you with a longbow? How good are you at Stealth? What is your aptitude for casting illusion magic? All of these statistics, and many more, are defined by your proficiency in the statistic.

Proficiency is gained through the choices you make in building your character. If you are untrained, you get no bonus at all, but you can still add a modifier from a relevant ability score to represent your raw talent. If you are trained, you add your level plus 2, along with any other relevant modifiers. If you are an expert, you add 4 instead. Masters add 6, and characters with legendary proficiency add 8. This basic formula applies to nearly everything in Pathfinder Second Edition, making it easy for you to see where you stand and understand what your chances are at overcoming the challenges the game puts in front of you.

Facing Danger
The world of Pathfinder is a dangerous place. Vampires lurk in forgotten tombs, trolls prowl in the mountains, and deadly dragons await atop mounds of priceless treasure. These threats—and many more—await your character as they explore the story, and more often than not, such encounters will end with a thrilling combat.

Combat in Pathfinder is much more structured than the freeform narrative play of the rest of the game. During combat, participants take turns, during which the number of things that can be accomplished is limited. On your turn, your character will get to take three actions. Many of these will be what are called basic actions, like moving, drawing a weapon, opening a door, or making an attack. Some might be special actions that only your character can take, based on the choices you made during character creation. Casting spells, performing amazing martial stunts, or utilizing special class features like rage are all examples of special actions.

Just because your turn is over does not mean that you do not have an opportunity to participate in the combat. Some characters can take special reactions that allow them to interrupt the flow of play on other characters’ turns. You might dodge an incoming attack, block with your shield, or even attempt to counter an enemy’s spell. Each character can only take one reaction between turns though, so you have to make it count!

Combat continues until one side is defeated, gives up, or retreats, but these deadly encounters are just one way that you might resolve conflict. You might use skills or magic to sneak past foes, or you could try to talk your way out of a fight, relying on guile and charm to win the day. Ultimately, the way you approach danger in Pathfinder is up to you, and your chance at success depends on the choices you make for your character!

Creating Your Story
Pathfinder Second Edition empowers you to tell your own story, no matter what side of the table you occupy. Players have a wide variety of choices in making their character, giving them the tools to bring their idea to life. Your choice of ancestry, background, and class define the major parts of your character, but they are just the beginning. Your choice of skills, feats, and gear say a lot about the player character you are portraying and as you gain power, the new choices you get to make speak to your hero’s journey. You can come up with a plan for your character’s growth, or you can let their adventures influence your decisions. It’s up to you!

Taking on the role of Game Master brings a whole different kind of flexibility to your role at the table. As GM, you get to shape the overall narrative, defining the actions of villains, monsters, and all of the nonplayer characters that make up the world. You provide the adversaries that the PCs must face if they hope to succeed, and your narrative forms the backdrop that allows the characters to grow and triumph. Pathfinder provides a wide range of tools to help you in this vital task, from guidelines on how to build balanced encounters to narrative advice, and guidance on how to create a welcoming play environment. Within the pages of the Core Rulebook you will also find a wealth of treasure to award to your PCs when they succeed and a bunch of devious traps to guard the treasure. Most importantly, the Bestiary contains over 400 monsters waiting to face off against your PCs, from shambling undead to fiendish demons.
What's Next
In the coming weeks, we are going to be looking at various aspects of Pathfinder Second Edition to give you a better idea about how each part of the game works. Next week, we are going to go over the steps you take when making and leveling up a character, but make sure to come back every week as we take a deep look at the new combat system, explore creating your own adventures, and provide a bunch of tips and tricks for using Pathfinder to tell your stories!

Jason Bulmahn
Director of Game Design






pathfinder 2nd edition  @ 2019/08/11 21:57:51


Post by: Lance845


Did anyone pick up the actual 2nd ed book?

Reviews? Problems addressed/not addressed?


pathfinder 2nd edition  @ 2019/08/12 02:11:21


Post by: Voss


Its... pretty much exactly what was expected. Very mechanistic and numbers focused. Unfortunately, their writers tend to be vague at times, which doesn't match the precision the mechanistic rules and traits require. So there are errors, and general weirdness that doesn't make much sense. And unfortunately, given the mechanistic style, when there is an error its more a 404 programming error that doesn't give you any clue whats intended, and less a 'you can just make something up because they clearly meant <blank>.'

Most attacks, spells and feats are tagged with a bunch of traits. You have to know those exist and cross reference them to fully understand an ability, as it often isn't in the text. This can go on for several layers.

For example, one poster on the message boards mentioned that it was really important to heighten the Blindness spell, which confused others as it doesn't have any additional effects from heightening. However it has the <incapacitation> tag, which means if you uses it on a creature more than twice its level (so 7+), it automatically shifts its degree of success by one level (so failure become success, success becomes critical success). But you've got to really dig and flail around to find all this stuff.

Another big one is the <manipulate> trait provokes attacks of opportunity from characters or creatures that still have the ability (it isn't default anymore). Somatic and material component actions for spells have the manipulate trait, unsurprisingly. But so does the Parry action (ie, moving a main gauche into a position to give yourself an AC bonus. So better defending yourself immediately gives an opponent an opening to stab you. >.>

Numbers wise, its much like the playtest. If you don't put your numbers in place way ahead of time (like building your stats), you're just worse off on the expected math and can't really catch up. And monster stats still seem pretty high to me: 1st level creatures wander around with +7 to attack and save, 16-18 AC.

There's also some weirdness where you can gain weapon and armor proficiencies that aren't granted by your class, but if they aren't the weapons specifically used by your Ancestry, they never progress. The highlight is unarmed attacks, which aren't simple weapons because reasons, but rather their own category. If you aren't a monk, druid, fighter or barbarian, there is no way to improve your unarmed proficiency past trained (and druids cap at expert at 11th level). Even though clerics, champions, wizards and sorcerers all get expert proficiency in their other weapons eventually and all have the ability to gain unarmed attacks from their class features, so when the rest of their abilities advance, those don't, and the math breaks down because they aren't using expected bonuses. For clerics of the god of martial artists, demon or dragon sorcerers or transmuters, whose basic abilities give them unarmed attacks, this feels really bad. And it can't be fixed with multiclassing either, because... reasons.

There is the SRD with the full rules:
https://2e.aonprd.com/


pathfinder 2nd edition  @ 2019/08/12 03:58:25


Post by: Lance845


Cool. So a nightmare system I will never use that directly counters the point of these types of games.


pathfinder 2nd edition  @ 2019/08/12 11:43:15


Post by: reds8n


That trait/tag system sounds great...

.. if you're playing a computer game and this happens automatically.


Think we'll tick with what we've got.



pathfinder 2nd edition  @ 2019/08/13 01:40:08


Post by: Voss


 Lance845 wrote:
Cool. So a nightmare system I will never use that directly counters the point of these types of games.


Some of it isn't bad, and it is functional. It's just messy and someone high up had a cross-reference obsession that trumps natural English hard, despite the fact that a lot of Paizo's writers don't share it.
They also apparently have exactly one guy who has the math background required to make it all work, and unfortunately his ideas of how the math works... isn't very interesting.

That said, creatures aren't fully up on the website, but the few that are aren't filling me with confidence.
This is a Gorilla, a level 3 creature:
Spoiler:

Perception +8; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +9, Athletics +11, Stealth +7
Str +4, Dex +2, Con +3, Int -4, Wis +1, Cha -2

AC 19, Fort +12, Ref +9, Will +6
HP 45

Speed 30 feet, climb 30 feet

Melee Single Action fist +11 (agile, reach 10 feet), Damage 2d6+4 bludgeoning
Melee Single Action jaws +11 (reach 5 feet), Damage 1d8+4 piercing

Frightening Display Two Actions (auditory, emotion, fear, mental) The gorilla beats its chest in a terrifying display. Creatures within 30 feet must attempt a DC 20 Will save. While a creature is frightened by this ability, it is flat-footed to the gorilla.
Critical Success No effect and temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The creature is frightened 1.
Critical Failure The creature is frightened 2.


Now at level 3, optimized player characters are going to have an AC of (base 10+level(3)+proficiency bonus(2)+ 5) or AC 20. [If they have an use a shield it'll be +2, and spellcasters can be AC 18 if they didn't bother to take any steps to have a better AC]
So that means the gorilla hits on a 9+ on its first attack, or crits on a 19+. additional attacks have a -5 penalty (-10 for a third) and everyone gets 3 actions (plus/minus magic which they likely won't have at 3rd).

A third level PC will have an attack bonus of +9 (or +11 if they're a fighter) with a +1 if they already have a magic weapon. So they hit somewhere between 10+ to 7+. And do probably d8+4 or 1d12+4 damage or 2d4+4 for a spellcaster's cantrip.
HP wise, PCs can have somewhere between 24 and 52 HP, depending on class and race. So a gorilla can theoretically take down a wizard in one round, but is going to take multiple stabbings/blastings to go down itself: around 4-6 hits. I'm skipping finesse and agile because thats frankly enough math and terminology.

Spell/ability wise, its much more complicated. Will saves against that terrifying attack are going to range from a minimum of +5 (level plus trained proficiency) to +11 (expert proficiency plus level plus 18 wisdom, ie be a cleric or druid). So a lot of the party is going to flub it 50% of the time, or crit fail it 20%, with no chance of critical success and 30% of success., and frightened gives a -X penalty to a lot of stuff, making them significantly worse. [The conditions were consolidated from the playtest, which is good, but there are still 42 of the bloody things, though 5 aren't combat related).

As far as the gorillas saves go, 3rd level player spellcasters will have an optimized save DC of base+ level+proficiency+stat (10+3+2+4) or 19 DC to all their spells (spell level isn't relevant to DC anymore, much like 5th edition. At +12, +9 and +6 for saves, obviously you want to target will, as its the lowest and pretty much the only way you're going to get the thing to critically fail (which is the only way to get the full effect of a spell on a creature). Its highest save (and its save DC) is notably higher than what a third level character can produce. Biasing the math in favor of the monsters is a really _odd_ design decision, since core game assumptions are monsters are around for one encounter and PCs have to bull through scores if not hundreds of them.


Anyway, if you think that's a bit much for a straightforward punch-in-the-face creature, well. That's hard to argue against. In play it should be less tedious (and to be fair, unlike PF1 or 3.X, there isn't a lot of on-the-fly bonuses to frak with the math), but I'm also not bothering to talk about tags, other actions, focus pools, signature spells, and so on and so forth, or the 640 page shelfbreaker all these rules are buried in (and the monsters are a separate book).

In some ways I do think it is better than PF1 (particularly on the lack of piles of bonuses that Voltron together to make real ultimate game-breaking power), but on the other hand, there aren't supplement after supplement of additional material. Which, yay, no dumpster diving, but also, boo, your preferred character concept lives in another (as yet unpublished) book/castle.


pathfinder 2nd edition  @ 2019/08/13 04:25:16


Post by: Lance845


I am a massive fan of DM light prep. Just stream lining things, going rules light, making on the fly encounters, and DM decisions easy, fast, and intuitive.

This system is the antithesis of that. You can't just wing an encounter where it's so entrenched in draconian mechanics. You couldn't just assign some attributes and go when they define everything the way that they do here with features and special attacks.

That Gorillas stat block is such a mess of mechanical data...


pathfinder 2nd edition  @ 2019/08/13 05:05:59


Post by: Grey Templar


Yeah, thats... not a lvl3 creature. Unless maybe the intention is to simply have all encounters have fewer opponents. Maybe if that was the only opponent in the combat for a party of 4, but a single Gorilla would be weird. Thats the kind of thing you'd fight 4-5 of at once.


pathfinder 2nd edition  @ 2019/08/13 06:30:33


Post by: ScarletRose


My group pretty much hated the playtest and from the sounds of it we won't be switching to 2nd ed.

I'm glad I bought up all those 1st ed adventure paths - I found Shattered Star and Return of the Runelords for half off at the FLGS.


pathfinder 2nd edition  @ 2019/08/13 07:59:20


Post by: A Town Called Malus


 Grey Templar wrote:
Yeah, thats... not a lvl3 creature. Unless maybe the intention is to simply have all encounters have fewer opponents. Maybe if that was the only opponent in the combat for a party of 4, but a single Gorilla would be weird. Thats the kind of thing you'd fight 4-5 of at once.


Though, to be fair, trying to fight 4-5 gorillas at once with anything but a high calibre machine gun is going to end up in very squished people.


pathfinder 2nd edition  @ 2019/08/13 10:28:41


Post by: Da Boss


I am going to try a game tonight. One thing I found when making my character was that it is not a very simple system and it involves a lot of choices where a new player is likely not going to have enough information to know which choices are good and which are bad.

I made a Wizard and I had to pick a huge number of feats and stuff along with my spells, and some of the feats reference things In Capital Letters that I presume I am supposed to know what they are, but it must be written down somewhere else. This is a sort of rules design I really hate, where you have rules nested within rules and you need to cross reference to figure anything out.

I will reserve judgement til after the adventure, but I can't see this as competing with D&D 5th for the newbie market.


Automatically Appended Next Post:
So, impressions after a game...
- the system is over complicated in silly ways and has far too many exceptions and synergies that you have to remember. If this was automated somehow perhaps with macros or something in online play it would likely be alright but as is there was a lot of looking stuff up and forgetting stuff.
- it still broadly feels like D&D
- It is chock full of player options, but suffers from the problem that many of them are not meaningful or are trap options that are not that good.

I think people who really loved PF1 will probably still like this game. I did not like PF1 that much at this has none of the advantages of the huge back catalogue of 3rd edition material that PF1 had. So for me this is definitely not a game I will invest in, but if someone was playing it I would play because it is still dungeons and dragons, just slower, over complicated dungeons and dragons.


pathfinder 2nd edition  @ 2019/08/18 09:27:24


Post by: thekingofkings


just played through our first real attempt at running the finished product,. Our current assessment is that it is a perfectly mediocre game. Its not terrible, it just is nothing particularly good. The monsters hit like a ton of bricks or are pathetic. Crits are way too common. Character creation left everyone unimpressed with their characters overall and noone was particularly impressed with the process. Combat felt just "meh" and to be honest to a player we all think 5e and PF1 are both much better.


pathfinder 2nd edition  @ 2019/08/19 00:27:44


Post by: MegaDombro


Our group is thinking about trying Pathfinder 2.0. How can any system make combat more "meh" then 5th edition DnD, with its absolute complete lack of combat options?


pathfinder 2nd edition  @ 2019/08/19 02:35:57


Post by: Voss


MegaDombro wrote:
Our group is thinking about trying Pathfinder 2.0. How can any system make combat more "meh" then 5th edition DnD, with its absolute complete lack of combat options?


By making every action a pile of cross-referencing and hidden 'gotchas.'

For example, lets talk about the actions for spells. Which in this edition of 'everyone gets three actions,' means that most spells take two of those three actions, usually Verbal and Somatic. If you go into what they mean (p 302), you find out that:

Verbal actions have the 'concentrate' trait. Looking at that trait (p 630), it tells you the concentrate trait 'requires a degree of mental concentration and discipline.' The end. (exceedingly helpful, obviously, as all recursive definitions tend to be).
Jumping back to page 84, you'll find that barbarians can't use concentrate actions unless they also have the rage trait. So no verbal spells from multiclassing barbarians. But so far that seems to be the only effect of the trait.

Going back to the entry on verbal components and skipping forward a page (p 303), you find you must be able to speak, and in a 'strong voice,' making spells hard to conceal. (wizards [and...only wizards] get a small feat chain for this)

Somatic actions have the manipulate trait (p 633), mostly this triggers Attacks of Opportunity by whatever people (mostly fighters) or critters still have that. Unlike previous editions, you don't need a free hand, as long as you aren't restrained or otherwise unable to gesture freely. Which apparently specifically doesn't include having your hands full with a shield or both hands wrapped around a pole arm. Ok...

Material actions, on the other hand, also have the manipulate trait and specifically do require a free hand.
Focus spells are somehow different from Material while being almost exactly the same. You can either have a free hand or be holding the focus (which is useful, but poorly explained for druids and clerics with holly and mistletoe or a holy symbol respectively, which is referenced back in their class entries and the equipment chapter

Then we get the fun class based exceptions, which gets exceedingly stupid. These all require flipping through the book back to the respective class entries.
For sorcerers, they don't care about material components, and can replace them with an extra somatic action. (Are you confused yet by component and action being used interchangeably? Its really annoying in the book). This is a real somatic action, so doesn't require a free hand.

Wizards can take a first level feat, Eschew materials, which lets them replace material components with somatic components, but still for some reason requires a free hand to draw big sigils in the air.
At second level they can take Conceal spell which allows a stealth check to hide somatic components (regardless of whether or not they're drawing large sigils in the air).
At fourth levle they can take Silent Spell (after conceal spell), and use an action to negate the verbal action of a spell entirely, as long as the spell has at least one other non-verbal component. So a typical spell is two actions, Verbal and Somatic. A silent spell costs an action, but reduces the next spell to simply a somatic component (unless it has more actions). This would obliterate the concentrate trait, but Silent Spell itself has the concentrate trait. So action wise you're gaining nothing, but if you want to be sneaky or cast under a silence effect, it always works and basically costs nothing (beyond the feat).

Bards... bards make this all really, really stupid. Yes, even more stupid than all the rest.
Quoting seems best here:
You draw upon magic from esoteric knowledge. You can cast occult spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a bard, you can usually play an instrument for spells requiring somatic or material components, as long as it takes at least one of your hands to do so. If you use an instrument, you don’t need a spell component pouch or another hand free. You can usually also play an instrument for spells requiring verbal components, instead of speaking.


Now. Apparently word of designers is even though you're replacing the verbal component, the 'play an instrument' action replacing verbal components still has the concentrate trait. That isn't in the book, but whatever. The big problem here is the hands issue, which dogs PF2 pretty hard.
See, changing your grip on an item requires a free action if you're taking a hand off the item, or a real action if you're putting your hand on an item. While the text above mentions 'at least one hand' while playing an instrument, ALL musical instruments in the equipment section requires two hands to use. This is a problem. If your bard wants to whip out a flute to cast a spell by playing an instrument, its going to take one action to draw out the flute (from your belt or wherever), another action to put a second hand on the flute so you can use it and then... well, you only have one action left for the round, so...if you want to cast anything complex, I guess it sucks to be you. Now since bards get decent weapons and wear armor, you may want to use weapons in a fight as well. Get used to juggling, and dropping things, as if you got a sword in one hand and an instrument in another you're going to have to use actions to change grips to get the instrument back to a usable state, and drop the weapon on the floor unless you want to use another action to put it away properly... and again be out of actions to cast spells with.

The upshot is while its nicely thematic for a bard to play music to cast spells, the rules make it completely impractical to do so. It's just strictly better to use standard Verbal, Somatic and Material components, because you can just do that, regardless of whether or not you're also holding a sword, and costs you zero extra actions at any point.

And unfortunately, the rules specify 'play an instrument.' You can't sing, chant, dance or whatever, even though those would seem perfectly valid approaches to getting in tune with your class and theme. Just screw you, that's why.

Circling back to druids and clerics, they mostly come out unscathed, though the material focus (holy symbol or mistletoe), does require a free hand (or holding the focus), so spells that require material components (replaced by the focus) are still a pain for weapon using clerics and druids. Though clerics have a level 2 feat tax (emblazon armament) that they can take to make a weapon or shield count as a holy symbol, at which point they don't have to juggle.


Also, good luck finding other things that affect the concentrate and manipulate traits. You've only got 640 pages to search (and also the bestiary). There may be nothing that comes up, or there might be something that utterly screws you. Who knows?
PF2: Cross reference edition. The only (faint) reprieve is the final book isn't quite as poorly organized as the playtest document, and also there is an online version. Though that still lacks a search function.




pathfinder 2nd edition  @ 2019/08/19 02:45:23


Post by: LordofHats




In the words of Kirito, this game sounds like a gordian knot of bad design.

Isn't the point of keywords to make things simpler? I'm not sure how giving keywords their own keywords makes anything simpler.


pathfinder 2nd edition  @ 2019/08/19 17:57:30


Post by: Voss


 LordofHats wrote:


In the words of Kirito, this game sounds like a gordian knot of bad design.

Isn't the point of keywords to make things simpler? I'm not sure how giving keywords their own keywords makes anything simpler.


You'd think so- it actually reminds me of 8th edition 40k's keywords. Some just seem to be there for show and future-proofing and aren't actually hooked up to anything. But they might be, so you passively need them in case a different spell or ability references them in some way.

All I can really say so far is that there are unapologetically a lot of them.
https://2e.aonprd.com/Traits.aspx

My favorite is Grapple:
You can use this weapon to Grapple with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Grapple using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.


This is a weapon trait. It isn't actually on any weapons in the equipment chapter.
It is, however, on several attacks possessed by Animal Instinct barbarians. (The Fists of Ape, Jaws of Shark, and Fangs of Snake). Notably these are unarmed attacks with 'natural weapons' the barbarian gains from their animal totem when they Rage. So the free hand clause doesn't matter and the 'drop the weapon' clause provokes an 404 error, with nothing in the rules to address how you'd 'drop' an unarmed attack. At least the item bonus matters if you're wearing magic handwraps (which you'd need to do to stay on the system math).

So of the three rules provided by the trait, only one sentence is functional, and only partially so, since all the attacks use your own reach, because they're natural unarmed attacks. But you can add your item bonus to athletics checks to grapple (which is deceptively important), almost all the interesting things warrior types want to do (grapple, trip, disarm, push, etc) are buried under the athletics skill, so having an additional bonus to that check to grapple allows you to jump ahead of the system math. This may really matter if you remembered to take the appropriate skill feat to wrestle giants.


The Summoned trait is a close second favorite, simply because it opens up a huge nesting doll of other traits and rules, starting with the Minion trait, which retroactively tells you what a Summoned creature can do and how you use it on future turns, as Summoned mostly tells you what you can't do.,


pathfinder 2nd edition  @ 2019/08/22 17:02:26


Post by: Da Boss


If it was all automated it would be fine, but who wants to remember or look up all that kludge.