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Made in us
Norn Queen






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.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut





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.
   
Made in us
Norn Queen






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.

This message was edited 1 time. Last update was at 2018/12/04 14:54:04



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Terrifying Doombull




 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.

This message was edited 1 time. Last update was at 2018/12/04 18:50:30


Efficiency is the highest virtue. 
   
Made in de
Battlefield Tourist






Nuremberg

I would be pretty happy if Pathfinder became something interesting and unique. I don't really expect that to happen though.

   
Made in us
Norn Queen






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.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

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.

This message was edited 1 time. Last update was at 2019/03/07 18:42:10


The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
Esteemed Veteran Space Marine




My secret fortress at the base of the volcano!

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?

Emperor's Eagles (undergoing Chapter reorganization)
Caledonian 95th (undergoing regimental reorganization)
Thousands Sons (undergoing Warband re--- wait, are any of my 40K armies playable?) 
   
Made in us
Norn Queen






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.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Terrifying Doombull




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)

This message was edited 1 time. Last update was at 2019/03/20 14:42:23


Efficiency is the highest virtue. 
   
Made in fi
Longtime Dakkanaut




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).

Mr Vetock, give back my Multi-tracker! 
   
Made in us
Terrifying Doombull




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.

This message was edited 1 time. Last update was at 2019/05/10 16:46:53


Efficiency is the highest virtue. 
   
Made in de
Battlefield Tourist






Nuremberg

Padded sumo is a good way of describing it. 4e felt like that at it's worst, especially with the vanilla monster manual.

   
Made in us
Posts with Authority






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.

This message was edited 1 time. Last update was at 2019/05/12 14:56:01


Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in us
Terrifying Doombull




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)

This message was edited 1 time. Last update was at 2019/05/12 22:43:02


Efficiency is the highest virtue. 
   
Made in us
Norn Queen






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.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

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.

The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
Longtime Dakkanaut






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.
   
Made in us
Norn Queen






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.

This message was edited 1 time. Last update was at 2019/06/25 19:58:53



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Terrifying Doombull




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.

Efficiency is the highest virtue. 
   
Made in us
Longtime Dakkanaut






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.
   
Made in us
Norn Queen






I don't like requiring a grid. Theater of the mind. The less materials i need at the table to play the better.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Longtime Dakkanaut






 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

This message was edited 1 time. Last update was at 2019/06/26 10:57:20


 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

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





The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king,
 
   
Made in us
Norn Queen






Did anyone pick up the actual 2nd ed book?

Reviews? Problems addressed/not addressed?


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Terrifying Doombull




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/

This message was edited 1 time. Last update was at 2019/08/12 02:17:51


Efficiency is the highest virtue. 
   
Made in us
Norn Queen






Cool. So a nightmare system I will never use that directly counters the point of these types of games.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in gb
[DCM]
Et In Arcadia Ego





Canterbury

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.


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We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
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Made in us
Terrifying Doombull




 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.

This message was edited 3 times. Last update was at 2019/08/13 01:44:25


Efficiency is the highest virtue. 
   
Made in us
Norn Queen






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...


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
 
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