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Pathfinder 2E: "The Time of the O.R.C. has come."
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There's also avoiding the D&D conventions related to size applying a host of complicated but significant modifiers to a character.
https://paizo.com/community/blog/v5748dyo6sico?ORC-License-The-Final-Version-is-Here
They're class feats, all at least 2nd lvl, so that's 10 feat slots, which means three full dedications, and you could have one additional dedication with one extra feat if you're like that one elf heritage that starts with an archetype feat.
Neat! So you could stack almost 4 full archetypes onto the very bare skeleton of another class
That'd be weird, though, to do that? Right?
No it works fine. Basically you are trading out feats from your class for archetypes for diversity in what you can do. Your base class chassis has the bulk of its power just built in so it won't hurt your overall capability and gives you a wider breath of options. Normally something like this on warriors as they get a crap ton of feats and a pretty basic normal kit so make for a great platform for taking a ton of archetypes options.
Yes this is pretty much why the free archetype option is very popular and seems used in a lot of campaigns. It allows you to have a lot more flavor an interesting characters without really baking in major power boosts. Almost all of it winds up just widening what you are capable in ways that don't break the games power scaling math.
I'll be fine, just give me a minute, a man's got a limit, I can't get a life if my heart's not in it.
There's a pdf giving the first info and taste of things to come at https://downloads.paizo.com/Starfinder_Field_Test_1.pdf
I sort of wish they were just defenses.
Everyone knows 4e wasn't real D&D
At that point you're getting kinda close to "whole new edition" territory rather than the Revised patch they're doing. Saving throws, for better or worse, are a pretty big party of the system mechanically with a lot of stuff that references them, that's a lot of changes to make.
I'll be fine, just give me a minute, a man's got a limit, I can't get a life if my heart's not in it.
Is Starfinder 1e worth dipping into in the meantime? I always got the impression it was much closer to PF1e and 3.5, which I think I'm less interested in just having played enough of those games already.
Starfinder 1E has fantastic lore, and many of the classes feel great (Soldier in particular is really badass), but it very much is a refinement and math correction of 3.x d20-style games. It's almost as complicated as PF1, but the numbers don't stack quite as ridiculously. Like most characters will have BAB and maybe +1 attack bonus from a feat or situational gear with all other bonuses being tactical: envoy buffs/debuffs, flanking, etc. Long-term spell buffs aren't really a thing, so you're never doing a lot of pre-buffing.
My playthrough of Wrath of the Righteous CRPG aside, I'm not really a Pathfinder fan, but I have been playing Starfinder Society almost weekly since 2018, and have 22 characters now. Ask me anything about it.
The Expeditions are already basically standalone Adventure Paths!
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
Backlog Challenge List
I really enjoy it and I imagine a lot of the more lore oriented books will still be totally usable going forward.
I think that they should definitely either update Iron Gods or make a sequel using the merged toolset.
I've wanted a Starfider AP where the PCs were trapped on a backwater world with magic but no tech for a long time. Like a Christoper Stasheff A Wizard In Spite of Himself vibe.
Twitch | Blizzard: Ianator#1479 | 3DS: Ianator - 1779 2336 5317 | FFXIV: Iana Ateliere (NA Sarg)
Backlog Challenge List
Probably from the Horizons of the Vast AP, also known as "Space Kingmaker."
Haven't played that one.
The Animist is a full divine spellcaster who communes with spirits, and can be a conduit for them; they can switch between different apparitions to do different things
The Exemplar is a front-line fighter who has a tiny spark of divinity within them, and are basically folk heroes; they can use that spark of divinity to power up magical items associated with them
The playtest can be found here
I think the cantrip changes make sense so far but waiting to see how it plays out. The cantrips I have seen in the elements unleashed book look solid so far a bit of a nerf at very low levels but a lot easier to balance and more steady scaling so they are not really strong at level 1 and then sort of dropping off in power in comparison as they level. One nice boost though is given the consolidation of the casting attack and DC changes it is a lot easier to use arch type or ancestry granted cantrips are not weirdly under powered so gaining more diversity through those pathways now should feel a lot better.
On the other hand, one feels that Focus spells really needed a buff not just in comparison to cantrips but just like to be worth spending two actions on, so, like, bringing the cantrips down to the Focus spell level only serves to make the wizards' worst turns feel a little worse at the levels where their players already can feel like they're party loads if the GM isn't actively throwing them bones.
Like the game of this I ran I had a player that was a Phoenix Sorcerer and even with me actively putting my hand on the scales to give him encounters specifically tailored to him and nobody else in the party, I could create no situations in which 1d4 damage and 1d4 heal for an average of 2 each, in a tiny cone, was worth it.
If you want to play an Isekai character you can do so and have it be lore friendly, provided they are from the 1910s-20s.
In fact one of the leaders of a nation was Isekai'd herself.
Interact action to grab a new weapon.
That is correct.
There is a feat, I believe in the ranger tree, that allows it to be a single action together.
If you're trying to attack two to three times a round without the team setting up the best chance for success is folly.
Simplest example would be your basic fighter.
Move into combat range. First action. Attack with no MAP. Second action. Stride away or Raise Shield third action.
Tuning a team that can bring an AC down four points before the fighter starts swinging is incredible for the aforementeen success ranges.