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Here's the "PF2 intro for 5e players" I posted last thread: So, the big core concepts that define PF2 look a little something like this:
So, other than the above, what are highlights about the system?
So, what don't I love?
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# ¿ Aug 18, 2022 02:19 |
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# ¿ May 15, 2024 07:26 |
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Jarvisi posted:Every single rule available in Pathfinder. Online for free. Buy the books to support Paizo, or if you prefer having them in physical format. This is a link to 1e nethys. Also, I'd post a link to the download for the Iconic Pregens as they are good sample characters.
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# ¿ Aug 18, 2022 02:28 |
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Here's a sample of PF2E combat I built off a reddit post using the sort of tactics and actions that you might expect to see, even at Level 1: The Party:
Round 2: The Hellknight is in dire straits, and attempting to stand will result in the Fighter getting an Attack of Opportunity Strike at full bonus, since Multiple Attack Penalty doesn't apply off-turn.
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# ¿ Aug 18, 2022 05:05 |
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Hunter Noventa posted:Has anyone got something like this for PF1 players? I did try building a character for PF2 and I couldn't get it to do what I wanted. I never played PF2, but if you explain what you're looking to build (less in a "Here's my PF1 build" and more a "Here's the role and style of what I want"), I'd be glad to take a look.
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# ¿ Aug 19, 2022 21:06 |
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Quote posted:Is the beginners box a good buy for someone with a good deal of 5E experience who wants to dip into Pathfinder? Or would I be better off with the core book? Get the Beginner Box. It's real good.
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# ¿ Aug 30, 2022 16:40 |
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The errata is for design principles. Not power. It's fine to give players.
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# ¿ Sep 8, 2022 17:04 |
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Epi Lepi posted:Do you need the Magical Crafting feat to transfer a rune from one weapon to another? Even if you don't need Magical Crafting, do you need to be an expert in crafting to transfer runes? You definitely need to be expert to create runes. I'm very unclear on the requirements are to transfer runes. There's dozens of pages of back-and-forth on the Paizo forums, reddit, etc. because they wrote the rune transfer rules both vague and bad and have never bothered to clean them up with errata. The PFS OP rules are just "take it to an NPC who waived the labor charge" because people needed a solution. In practice, the answer is: There's no good reason to gate this from your players in any way because it's a fundamental part of system math, so just let them do it as needed.
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# ¿ Sep 20, 2022 05:52 |
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Epi Lepi posted:That was my impression thank you. Honestly, crafting (and downtime) rules feel like they should have been an entirely separate game system off in the GMG or something as an optional rule, because codified downtime for my players always feels like an underwhelming slog that only certain characters get any meaningful benefit from (and they NEED it) and everyone else is just like "idk I guess I roll a skillcheck for a couple of silver pieces or something). There are very specific types of campaigns where downtime is a thing and it's honestly never been a good addition to the official mods or a thing I just throw at players normally.
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# ¿ Sep 20, 2022 17:36 |
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Harold Fjord posted:I like down time in age of ashes Yeah, but should that compete against class features like crafting alchemy items or scribing spells?
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# ¿ Sep 20, 2022 18:00 |
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Weird Uncle Dave posted:Why does Organized Play feel like it's so hostile to new players? I'm just looking for a local game, but their own event list is very thin and basically impossible to search by geography. Or they recommend several other web sites, none of which are much better in either regard. PFS OP is still rooted in 20-year-old ideals and cargo cults. And it was literally years behind the PF2 release. I like PFS in concept, but somehow they managed to be worse than AL in serving the OP community for PF2, and that's real dumb. As far as story, none of it matters, the blurbs at the beginning of the adventure boxtext will tell you the bits you need to know. As far as "what can you use", basically 99% of first-party stuff. Hopping in with a level 1 character built using official sources will Just Work almost certainly, and you can figure the rest out after you get started. I haven't done it for PFS, but AL was very much a "just hop into one of the big discords and join a level 1 game and get your feet wet", but I do know that presents hurdles in PFS because of the antiquated design.
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# ¿ Sep 21, 2022 05:08 |
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The Slack Lagoon posted:I'm GMing a Pf2e game, and one of the challenges I'm having is that each creature has multiple actions that synergizes with each other and they're always different from one creature to the next and it's a bit annoying. Is running monsters in pathfinder just... more involved? I seems to take a lot more effort to run the pf2e encounters than it does 5e encounters. Yes, PF2 is designed to be more crunchy than 5E, so encounter design is more complicated. Once you get familiar with the tags, though, it gets a lot more intuitive.
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# ¿ Sep 23, 2022 20:07 |
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I was surprised tonight to find out the module we are using has multiple chases but no implementation for chase points.
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# ¿ Oct 17, 2022 03:57 |
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Rythian posted:Except the Aid action which felt surprisingly vague. Felt like 5e with having to make rulings based on their suggestions of what they thought would count as Aid. Only thing that stood out to me compared to all the other actions in and out of combat. I don't know if you've seen the additional guidance in the Gamemastery Guide, but it's somewhat helpful: It's up to you whether someone's preparation is enough to let them Aid an ally. The preparation should be specific to the task at hand. Helping someone hold a lockpick steady might be enough preparation to Aid an attempt to Pick a Lock, but just saying you're going to “encourage” them likely wouldn't. Second, the character who is attempting to Aid needs to be in a proper position to help, and able to convey any necessary information. Helping a character Climb a wall is pretty tough if the character a PC wishes to Aid is nowhere near them. Similarly, a character usually needs to be next to their ally or a foe to Aid the ally in attacking the foe. You'll also need to determine how long the preparation takes. Typically, a single action is sufficient to help with a task that's completed in a single round, but to help someone perform a long-term task, like research, the character has to help until the task is finished. That said, a lot of the time, Aid doesn't help. It's a Circumstance bonus, and if they're already getting a Circumstance bonus from another source, the Aid may not do anything at all.
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# ¿ Oct 17, 2022 06:26 |
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Harold Fjord posted:There's a rule about not stacking circumstance bonuses right? I couldn't find it when I was trying to tell our gunslinger about it It's not specific to circumstance bonuses. In each bonus class (Circumstance/Item/Status), you use the highest bonus and penalty of each type, and disregard the rest. They are also bounded -4 to +4. So, there's always a manageable number of individual bonuses/penalties applied to any roll.
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# ¿ Oct 17, 2022 15:53 |
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Rythian posted:Yeah, I think I might just set a base rule of "make the same skill check/attack roll against the same DC/AC or 20, whichever is lower." (I think the DC 20 is a bit high early on, considering they have to spend action and reaction for just a +1). Yeah. The Core Rulebook says "20, but feel free to mod easier/harder", so I'd start with a 16 at level 1 and just crank it by 1 per level until it hits 20 at level 5 and just leave it there forever with exceptions for especially novel edge cases.
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# ¿ Oct 17, 2022 15:55 |
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hyphz posted:You do really want to modify that DC 20 later on unless you are prepared for Aid to become a universal bonus once a character is high level and has Assurance. Doesn't seem like a problem to me.
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# ¿ Oct 17, 2022 16:11 |
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Froghammer posted:So if I'm an occult caster (like, say, a Bard) who takes Psychic Dedication at 2 and Basic Thoughtform at 4 to get Psi Burst, it would key off my Psychic class DC and not my Bard class DC, correct? Chevy Slyme posted:Spells don’t key off your class DC, they key specifically off of your DC in the relevant spellcasting tradition, which, in the case of a Bard/Psychic is occult for both, so you’ll use whatever the Bard’s proficiency is. Psychic feats are a little broken and honestly need an errata to the class specifying to use your Occult Spell DC for all of them. So, I can see why it would be confusing. However, neither psychics not bards (natively or multiclass) have Class DCs. They only have spell DCs, which is what you should use in this case, despite Psi Burst not being a spell. HOWEVER!!! Psi Burst is not usable from Psychic multiclass because it is a Psyche ability requiring you to Unleash Psyche which only base Psychics, not multiclass, have access to.
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# ¿ Oct 22, 2022 17:14 |
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Cyouni posted:Assuming they failed both saves, they are slowed 1 for 1 minute, and slowed 1 for 1 minute. I'm not sure where you are going with this, but: "When you’re affected by the same thing multiple times, only one instance applies, using the higher level of the effects, or the newer effect if the two are the same level. For example, if you were using mage armor and then cast it again, you’d still benefit from only one casting of that spell. Casting a spell again on the same target might get you a better duration or effect if it were cast at a higher level the second time, but otherwise doing so gives you no advantage." So, 2 copies of slow just resets the duration. This is relevant in case someone was trying to dispel it from you, for instance. There aren't 2 copies to dispel, only the stronger one.
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# ¿ Nov 22, 2022 00:47 |
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This is beyond just conditions, though.
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# ¿ Nov 22, 2022 01:13 |
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5-Headed Snake God posted:So I've been playing in a Blood Lords campaign for the last few months. Great campaign, super cool. But gently caress the player's guide for recommending undead bloodline for a sorcerer. Harm has been great to have (our entire party has negative healing), but when 80% of the enemies are undead and positive energy is super illegal, I've had a real lack of options in most encounters. Even with some of the house rules my GM has used to throw me a bone, it feels like it was mostly a trap option. The divine spell list isn't big on DD, no matter the scenario, but you've got all of these by level 3 (In addition to your innate Chill Touch) to at least have some options: • Daze (Mental) • Haunting Hymn (Sonic) • Admonishing Ray (Bludgeoning) • Animate Dead (Varies) • Concordant Choir (Sonic) • Summon Lesser Servitor (Varies) • Inner Radiance Torrent (Force) • Sound Burst (Sonic) • Spiritual Weapon (Force)
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# ¿ Dec 30, 2022 00:15 |
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Cyouni posted:Nah, this is definitely not true, especially if you're targeting the right save - my favourite example will still always be guaranteed trip on the level 7 elephant as a level 7 master. You can guarantee success quite a bit through smart Assurance use, and if you can't you were probably not hitting with a -10 anyways. Only if you Enlarge yourself first (which is likely metagaming).
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# ¿ Jan 3, 2023 01:26 |
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Harold Fjord posted:There's a halfliing feat for that In 2e?
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# ¿ Jan 3, 2023 01:39 |
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Roadie posted:...how is that supposed to be metagaming? If you were burning limited resources like spell slots to turn on Assurance trips, it would likely be because you were looking up monster stats (because why else would you be taking the 15% chance of success).
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# ¿ Jan 3, 2023 08:58 |
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Idk I just don't think it's as big a deal as you guys are making it that the one specific 18/16/14/12/8/8 statline doesn't exist anymore.
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# ¿ Jan 4, 2023 23:34 |
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Epi Lepi posted:Like I would rather die than have 2 8's but it completely invalidates the build my partner is playing right now and that's kind of bullshit. "Completely invalidates" or "has 1-4 less HP"?
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# ¿ Jan 4, 2023 23:51 |
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I mean, they may have also found that the vast majority of players using flaws were using them so that they could use an ancestry they wanted for a concept/theme, but that had an existing flaw, which always felt lovely. 90%+ of people I saw take flaws did it for this, and this solution is hella better so v0v.
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# ¿ Jan 5, 2023 07:55 |
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Boba Pearl posted:My memory is fuzzy, but it has a pretty good character creator as well or something? Do you think I could run it like DND Beyond at the table, where they set up a character and it tells them what dice to roll? (I already have a webhost.) Character creation in Foundry is Not Good while not being Actively bad. Unfortunately, there is no good solution anymore since pathbuilder isn't actively updating and herolabs is poop. So, uh, I guess just make them as much as possible in pathbuilder, manually rekey it into foundry, and double check it all.
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# ¿ Jan 13, 2023 20:13 |
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Chevy Slyme posted:?????? Apparently, it's just the Foundry importer that stopped updating. I got bad info from my in-house tech support.
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# ¿ Jan 13, 2023 20:20 |
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Epi Lepi posted:Speaking of this, I couldn't actually find a changelog to see what the difference between 1.2 and 2.0 is. Can someone give me a link or a summary if the link has spoilers. New features: Journal structure and content significantly overhauled to support V10 journals Added support for granular content selection on subsequent imports. After the initial import in which all content is used, users will be able to select which document types they would like to reimport. This is to facilitate updating to newer versions of the module. Please note that the module can only ever be designed to be used as a whole, and so partial imports might result in unexpected behaviour. New Content: Added some journal content from the original run, specifically character biographies for {redacted} Added an effect item for {redacted} action which offers automation for token changes and some mechanical adjustments Added a new token for {redacted} which the {redacted} effect automatically swaps him to Fixes and tweaks: Restored the missing {redacted} macro. Oops! Narchy came out of retirement to make some minor adjustments to the map files for certain scenes including the labels on the Otari map, the bridges in the {redacted}, the {redacted}, the {redacted}, and the {redacted}. Where necessary the tiles and wall data have been changed accordingly, but those who do not reimport the scenes may need to make those adjustments themselves Every floor of the dungeon has had a QA pass on things like door lock status thanks to impressively thorough user feedback A certain character from floor 9 is no longer a "thicc king" and has been restored to his correct Small size, finally
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# ¿ Jan 19, 2023 06:11 |
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Saxophone posted:Alright, so I have a definite uptick in Pathfinder interest. One of the things D&D 5e killed me with though is how sloggy combat would get and also there didn’t often seem to be interesting choices. Kwolok posted:Hello pathfinder thread. Following the drama that has become the future of dnd 5e, I am looking for alternatives. I am hardly a seasoned TTRPG guy, but I have hosted a handful of 5e games and played in even more. I do really enjoy it, largely for the free-form aspects and hte "make poo poo up on the fly as the DM" mindset that allows for some good imrpov and quality campaigns. If you have not read them, I highly suggest checking out these posts for a general overview of the system, and a sample combat, to get an idea of what you can expect:
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# ¿ Jan 24, 2023 05:18 |
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The Slack Lagoon posted:Is precision damage doubled on crits? e.g. a Hunter's Edge: Precision Ranger - would you double the d8 damage on a crit? Yes. The only things you never double are things that only get added on a crit, like from a deadly weapon.
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# ¿ Jan 28, 2023 18:53 |
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Failboattootoot posted:Anyone have any good recs for how best to approximate a Reaper from FF14? A melee dps job that fights with a scythe, has made a pact with a demon for power and the being they made a pact with shows up in some of their attacks (I don't really expect to have this pet). Lots of spooky dark magic. Speaking in old 3.5 terms it would probably be something like a melee warlock as the closest approximation but I don't have enough familiarity with pf2e to know what all the options are. Warpriest cleric with scythe favored weapon
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# ¿ Feb 5, 2023 19:45 |
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Facebook Aunt posted:In a way it makes sense. Imagine you slay a dragon and wind up with 5,000 gp worth of dragon hide. You could sell it for 2,500 gp to a merchant, or use it and put the full 5,000 of value toward crafting your dragon hide armor. That's where the financial saving in crafting it yourself comes from. "You can take it to a vendor and get the full 5k towards the cost of armor.". Problem solved. Delete crafting.
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# ¿ Feb 5, 2023 20:32 |
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It entirely depends on what the problem is.
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# ¿ Feb 5, 2023 21:01 |
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The problem with making crafting A Thing is the same issue with Wizards and their spell books: it gives 1 player and the GM a private minigame to dance through while everyone else just plays on their phones or whatever. Codified downtime with specified tasks is really one of the things that only works in specific campaigns, for specific groups. Otherwise, you wind up with one player doing their required homework, one player smashing the Advance Plot task, and the rest going "I guess I'll Earn Income. Mother may I?". Which is all kinds crap and not worth the hassle.
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# ¿ Feb 6, 2023 15:21 |
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Lamuella posted:That raises an interesting question: what are the benefits, if any, of XP levelling? My first long campaign we did XP at first and everyone hated it. It was fiddly and people would forget their score and level up late, and we wouldn't all level up at once. Because of this the GM switched to Milestone and it just felt... right. We grew with the story. I'm sure there are benefits to XP I'm not thinking about and would be happy to hear them. XP caters to people rooted in 80's nostalgia.
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# ¿ Feb 8, 2023 00:18 |
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5E OP eventually got rid of XP in the form of milestones where you got checkpoints for each hour of an adventure (which generally came in 1, 2, and 4 hour blocks for non-fullbook adventures), and that worked out just fine, so if you want a feeling of discrete progress, just do that instead of maths.
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# ¿ Feb 8, 2023 16:59 |
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Chevy Slyme posted:The new salvaging rules are a pretty good step that is getting overlooked here I think. Tl;dr, if you want to salvage an existing magic item, you can get 75% of its value towards crafting something new, rather than 50% sell price. If you don’t use the whole salvage value, it’s lost, so you need to keep that in mind, but it goes a long way, IMO, towards “crafting is about making sure you can get the specific gear you want, rather than getting more gear.” I'm that I've ever sold a magic item.
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# ¿ Feb 12, 2023 16:01 |
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They got you on the calculation, but I'd highly recommend considering milestone leveling over tracking XP rewards.
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# ¿ Feb 13, 2023 01:07 |
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# ¿ May 15, 2024 07:26 |
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LaSquida posted:Hey folks. I'm about to start a Pathfinder 2e game that's going to be running through Abomination vaults and I'm very excited. Kind of... But there are some ways to mitigate that. Specifically, there's Doubling Rings, which copy your main-hand magic weapon stats to your off-hand, so if you just want to cycle through 1-handed weapons in you off-hand, there's no problem with that at all.
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# ¿ Feb 13, 2023 15:36 |