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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

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.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Member of a Lodge? I Can't Say





Philadelphia PA

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.

I prefer to buy from miniature manufacturers that *don't* support the overthrow of democracy. 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 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.

This message was edited 1 time. Last update was at 2019/08/13 07:59:26


The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in de
Joined the Military for Authentic Experience






Nuremberg

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.

This message was edited 1 time. Last update was at 2019/08/13 20:49:54


   
Made in us
Longtime Dakkanaut





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.
   
Made in us
Yellin' Yoof




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?
   
Made in us
Terrifying Doombull




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.


This message was edited 3 times. Last update was at 2019/08/19 18:14:13


Efficiency is the highest virtue. 
   
Made in us
Secret Force Behind the Rise of the Tau




USA



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.

This message was edited 1 time. Last update was at 2019/08/19 02:46:08


   
Made in us
Terrifying Doombull




 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.,

This message was edited 4 times. Last update was at 2019/08/19 18:10:24


Efficiency is the highest virtue. 
   
Made in de
Joined the Military for Authentic Experience






Nuremberg

If it was all automated it would be fine, but who wants to remember or look up all that kludge.

   
 
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