It’s LAUNCH DAY For The Pathfinder 2 Playtest!

Today’s the day! You can now download the Pathfinder 2nd Edition playtest book!
Today’s the day! You can now download the Pathfinder 2nd Edition playtest book!


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Head on over to Paizo.com to download it for free.

Its tinged with a little sadness for those of us who preordered the hard copy, as issues with Amazon means that our copies have been delayed by an indefinite amount.

’’When Paizo was planning this year's Pathfinder Playtest, we expected to exceed our own ability to fulfill orders on a timely basis, so we decided to use Fulfillment by Amazon. Unfortunately, Amazon's reports indicate that most customers will not be receiving their orders by tomorrow's release date. They shipped 3 orders on July 28, 3 more on July 29, and no orders on July 30 or 31. Today, they have shipped almost 10% of the outstanding orders, and they are continuing to ship through the night and into tomorrow. They have so far been unable to tell us when they will complete shipping.”

However, at least the PDFs are still available for free in the meantime.

Adventure chapters are also available alongside the rule book, with the first being available today. They are as follows:

  1. The Lost Star, Aug 7 - Aug 26 (Also available at Gen Con on Aug 2.)
  2. In Pale Mountain’s Shadow, Aug 7 - Sep 9
  3. Affair At Sombrefell Hall, Sep 10 - Sep 23
  4. The Mirrored Moon, Sep 24 - Oct 8
  5. The Heroes Of Undarin, Oct 9 - Oct 21
  6. Red Flags, Oct 22 - Nov 4
  7. When The Stars Go Dark, Nov 5 - Nov 18
 

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They've said for longbows they are considering removing the volley feat and then give agile to shortbow. Which would make shortbow better for iterative attack classes, perhaps being a better choice for a class like Ranger. I can understand that even though the math pretty much works out the entire same between the 2 going the second way is better because it feels nicer to give a bonus to something than to give a penalty to something.
That's nice.
Where did they say that?

Was it a a blog? Twitch? Twitter? A comment to a forum post?
They've done a single official update: http://paizo.com/community/blog/v5748dyo5ll03?Your-First-Adventure It doesn't mention volley.

Not that I don't believe you or am calling you a liar. But without a citation it's just hearsay.
I've been doing the forum game too long to just outright believe "the designers said xxx", because it's too easy for people to read one thing and take away what they want. Or drift into friend-of-a-friend territory.

As for class balancing it has always relied on the premise that for some reason martial feats have rarely been exclusive while spells have always been exclusive.
...
So the question then is why are casters allowed to protect their turf (and have a class identity) but martials are not?
That's not even remotely what I was saying.

I'm totally okay with martials getting exclusive stuff. Asking for generic feats doesn't mean all feats have to become generic. That's a false dichotomy.

Firstly, yes, I want the generic combat feats left generic. Right now there are zero generic combat feats. Generic feats are mostly skill and utility based. And lots of feats are inevitably just going to be reprinted again and again in the classes. We also don't need four or five variants of Double Slice that all do functionally the same thing but are in different classes. That's just bloat and wasted space.
We've literally seen this once before, with 4th Edition powers. You inevitably end up with a dozen feats that all do almost identical things but just have different names.
Just make them generic, print them once, and use the extra space to make something class specific.

Yeah, martials need their own stuff. Heck, I think more than anything fighters need some exclusive class features. I love unique elements in 5e, like Action Surge and Second Wind.
I always argued that fighters should get to choose from weapon/ armour specialisation as a baked-in class feature. Rogues get sneak attack, barbarians get range, rangers get favoured enemy, and fighters can specialise. Fighters should be the best with weaponry. They should get better than anyone else with their favoured weapons, and unlock special talents and techniques with weapons they have. Weapon stunts. And, yes, class feats would be a cool way to do that.

But the way to make a cool and interesting fighter is NOT to take a bunch of generic feats and just make them exclusive to the fighter. That doesn't make the fighter more like a fighter. That just makes the fighter more like everyone else. Making it so the cleric can't make attacks of opportunity as that's a fighter feature doesn't make the fighter cooler. It's generic and unoriginal. It's the epitome of lazy design. Instead, make the fighter's attacks of opportunity matter more and do cooler things!
Plus... the playtest already has rangers, paladins, and rogues sharing feats with the fighter. There's no guarantee that fighters won't slowly lose all their features. What they need is distinct fighter only class features that can be augmented and improved by feats, like the ranger and paladin have.
 

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Everyone get's -2 to hit is the same as fighter's get +2 to hit.

But if you want it written as "bonus" instead of "penalty". That's fine.
Right. It's mathematically the same. The difference is psychological, but that's almost more important.
How we feel the game is played is often more important than the math. It's often much more important that something feels balanced and fair during play and at the table than if it actually is mathematically balanced in a white room simulation.

The Flash is the fastest man alive because he can run at superspeed. Not because he's the only one in sneakers while everyone else has concrete shoes.

This kind of "bonuses not penalties" design comes out of late 3.X design. You can see it in Star Wars Saga and 4th Edition. It predates Pathfinder 1.
Seeing it in Pathfinder 2 feels like if they kept descending AC. After all, -2 AC and THAC0 is mathematically the same as 22 AC and attack bonuses...
 

mellored

Legend
Generic feats are mostly skill and utility based.
That's intentional, and I prefer it that way.
Class feats are for combat. General feats are for utility.

And lots of feats are inevitably just going to be reprinted again and again in the classes. We also don't need four or five variants of Double Slice that all do functionally the same thing but are in different classes. That's just bloat and wasted space.
Agreed. They should just have a feat list like they do with spells. Each class can access certain ones.
But I still want the combat and non-combat feats to be seperated.


Also, "General feat" needs to be renamed. Possibly to "utility feat".
 

That's intentional, and I prefer it that way.
Class feats are for combat. General feats are for utility.

Agreed. They should just have a feat list like they do with spells. Each class can access certain ones.
But I still want the combat and non-combat feats to be seperated.


Also, "General feat" needs to be renamed. Possibly to "utility feat".
I completely agree that you shouldn't be able to pick from combat feats instead of skill feats. I do like that certain levels have utility feats. And these could be expanded to far more interesting things than the skill bonuses and unlocks.
But I'd prefer a general list of combat feats that most classes can gain access. So every few levels they can pick a class feat or a generic combat feat. Generic class feats.
 

Arakasius

First Post
That's nice.
Where did they say that?

Was it a a blog? Twitch? Twitter? A comment to a forum post?
They've done a single official update: http://paizo.com/community/blog/v5748dyo5ll03?Your-First-Adventure It doesn't mention volley.

Not that I don't believe you or am calling you a liar. But without a citation it's just hearsay.
I've been doing the forum game too long to just outright believe "the designers said xxx", because it's too easy for people to read one thing and take away what they want. Or drift into friend-of-a-friend territory.

From Paizo's post gencon twitch stream. I copied some text from the reddit article.

https://www.reddit.com/r/Pathfinder_RPG/comments/96eoiz/paizos_post_gen_con_twitch_stream_upcoming/

A few notes not mentioned in another text comment.

Ancestry: The changes to ancestry have been mainly because during the Advanced Race Guide they noticed not all races were created equally, even the ones that should have been. The feat thing and spreading ancestry abilities out makes things more equal between them.

Also Ancestry: They’ve gotten a lot of feedback about ancestries not working correctly conceptually because of it, and they’re heavily considering giving each character an extra Ancestry Feat specifically for their heritage. They’re looking for more feedback and issues, but they’re looking at it.

The boxing off of certain class feats: partially there were a lot of little mistakes conceptually there too. Like how Rogues have nothing to help them Dual Wield or how Rangers don’t have a lot of Archery support. At the same time Fighters have both, which is fine except it’s hard for others to get those abilities. The main fix for those things seems to be giving them more feat choice that would fix that, not opening up certain feats.

Signature Skills:As for skills, they’re starting to realize that walling off advancement in certain skills to certain classes was perhaps incorrect too. They kinda thought we’d like walking off of Skills so that Rogues would always be good at unlocking doors and Rangers would always be good at tracking.

Fighter Dedication’s benefit in particular for Wizards: They think that putting your Str that high and taking the feat justifies the bonus. But they’re looking for our data about it.

Bows might have some changes coming. Particularly the volley ability being removed from long bow and agile getting added to short bow.



That's not even remotely what I was saying.

I'm totally okay with martials getting exclusive stuff. Asking for generic feats doesn't mean all feats have to become generic. That's a false dichotomy.

Firstly, yes, I want the generic combat feats left generic. Right now there are zero generic combat feats. Generic feats are mostly skill and utility based. And lots of feats are inevitably just going to be reprinted again and again in the classes. We also don't need four or five variants of Double Slice that all do functionally the same thing but are in different classes. That's just bloat and wasted space.
We've literally seen this once before, with 4th Edition powers. You inevitably end up with a dozen feats that all do almost identical things but just have different names.
Just make them generic, print them once, and use the extra space to make something class specific.

Sure I don't mind condensing it, but I still see no reason to put them in a general category available to all. Slap a Martial tag on it and have it that all martial characters can take it, whether it be Fighter/Ranger/Paladin/Barbarian. My issue is with casters taking stuff that defines other classes identities to add on to their terrific package.

Yeah, martials need their own stuff. Heck, I think more than anything fighters need some exclusive class features. I love unique elements in 5e, like Action Surge and Second Wind.
I always argued that fighters should get to choose from weapon/ armour specialisation as a baked-in class feature. Rogues get sneak attack, barbarians get range, rangers get favoured enemy, and fighters can specialise. Fighters should be the best with weaponry. They should get better than anyone else with their favoured weapons, and unlock special talents and techniques with weapons they have. Weapon stunts. And, yes, class feats would be a cool way to do that.

I don't find most of what you listed above compelling. Say for PF1 you had weapon training, rage, smite evil, study target, sneak attack, etc. All it was was a way to boost your hit/damage against a target. Nothing about it is compelling in changing options for your character. What did that was feats, getting things like deadly shot, spring attack, vital strike, whirlwhind, step up, etc. Regardless of what class you decided to make your build on you activated your special button and did it again and again. 3.0-PF1 martial variability is a sham because regardless of class taken its just figuring out where your bonus comes from.

But the way to make a cool and interesting fighter is NOT to take a bunch of generic feats and just make them exclusive to the fighter. That doesn't make the fighter more like a fighter. That just makes the fighter more like everyone else. Making it so the cleric can't make attacks of opportunity as that's a fighter feature doesn't make the fighter cooler. It's generic and unoriginal. It's the epitome of lazy design. Instead, make the fighter's attacks of opportunity matter more and do cooler things!
Plus... the playtest already has rangers, paladins, and rogues sharing feats with the fighter. There's no guarantee that fighters won't slowly lose all their features. What they need is distinct fighter only class features that can be augmented and improved by feats, like the ranger and paladin have.

One removing attacks of opportunities for everyone is a great move. It's one of the things that make PF1 battles painful past level 6. (along with full attacks). 5e did a great thing in killing full attacks and now PF2 is killing the other one in stupid attacks of opportunities that slow the game down. In the 2 sessions I've done this is already one of my favorite changes.

And in regards to your generic fighter features that is what they're going with. Fighters get the majority of the cool attack options that sort of came over from PF1. Barbarians and Rangers get a small amount of those with their rage/animal stuff and Paladins focus more on their ally and buffs and Monks get their stances. Unlike you I think those generic options that were in PF1 that everyone took were the cool features that martial classes should divvy between themselves. If casters want to take those options they should have to pay to. So I'm fine in clearing up some naming in regards to shared feats and just say Double Slice is Fighter/Ranger/Rogue. I'm honestly not sure how much more space there is to make a whole batch of other things to make Martials play different when your default position seems to be to give every feat that allowed for different gameplay to everyone. It's not like PF1 didn't have 10 years of content where they pretty much fully explored avenues people can take for whacking people and making general feats for it. Regardless of making any of them general (and I agree there should be a generic combat feat section of a small handful of choices for everyone to take from) a lot of options that everyone could take in PF1 that defined styles of play for martial characters should be restricted to martials, just like spells are restricted to casters.

TLDR: Martial differences in PF1 were all about bonuses and where you got them from. Almost no class meaningfully played any different with the same feat package. (compare archer Paladin/Ranger/Fighter/Inquisitor/Hunter/Slayer for example, in all you press your buff button and then from then to the end of the fight you do the exact same thing) Feats in PF1 defined the different options classes had to do different things in battle. PF2 has pretty much killed all static hit/damage feats so all the feats left are basically some bonuses on non damage as well as powers you can use and different ways to make actions and to actually do different things in battle. Do I expect a small few to go to a general class feat bucket? Sure, but most should stay where they are.
 
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Jharet

Explorer
Taking out full attacks and attacks of opportunity are only good for players that don't like it. My tables like that level of combat. Otherwise it feels dumbed down for the masses.
 

So… a month or so ago I told myself I wasn't going to get sucked into Pathfinder 2, as it seemed like it was going to be a 3e vs 4e Edition war all over again. Even before the playtest dropped the divisions in the community seemed raw and the mood was tense.

But I'm a dumbass who cannot help but engage. I literally have to block sites via my route to remind myself not to reply and be baited. So when the playtest actually dropped and I read it to do my review, I couldn't help but dive back into the debate head first.
And every single discussion I have had on the subject I've pretty much regretted.

As I said in my review, I loved 3e and Pathfinder and played the hell out of both. And despite being burned by Pathfinder, I almost want to go back for one last campaign to try and get some final use out of my massive stack of books. (I know the campaign too: it'd be Carrion Crown.)
And I have a strong, strong fondness for Paizo as a company. I want to see them succeed.

But I can't deal with another bulls**t edition war.
So here's my final post on the subject of Pathfinder 2. Which kinda ballooned as I started getting my thoughts down.


I burned out *hard* from Pathfinder 1.
A large part of that was the bloat. The optimizers in my table could build characters that could solo encounters. I regularly had two encounters trigger at the same time or denied the party and opportunity to rest between fights. And I slowed advancement, to keep them lower level so the fights would be an appropriate challenge. (By the time my second AP ended, the party was two levels behind where they were supposed to be. And the final boss fight was STILL two encounters mashed together followed immediately by a third.)
But a lot of the rules also grated at me. The magic item Christmas tree where magic items were just another element of character builds and not wondrous treasure. The crazy high math and bonuses that just went up and up for no reason and made it harder to use the monsters I wanted as they were a couple levels too low. And the crazy complexity of characters that meant half my table only partially levelled up, putting off the annoying homework of feats or talents for a couple levels.

The Playtest fixes a lot of problems with Pathfinder. But half the problems it fixed were not problems I had.

What I would like to see the final product do is make a few serious changes.


First, there needs to be more mandated class features. Every class needs a half-dozen baked-in signature features gained and unlocked at higher levels.
Right now most classes just get feats. Which is fine... but makes the classes indistinct: you get so very many feats, the benefits of your class become forgotten. There's few element uniting rangers who go down different paths. They might as well be different classes. Especially as there's so much potential for overlap and classes gaining access to each other's feats. A two-weapon fighter and two-weapon ranger will look a lot alike.
The solution is to give classes more powers at higher levels. Plus… several of these features should be based on exploration and downtime. Non-combat. Flavour powers: what 5e would call "ribbons". Because when you give players the option of taking a utility power or a combat power, almost all will choose the later, so make it a mandatory part: every class should have some utility features, which are currently lacking in a lot of classes.
However, these class features should be role neutral. Right now the fighter and paladin have very tanky features. Characters should have roles in the party, not classes. The fighter should be able to be a brute and focus on DPR or built as the meat shield and protect the party. The player should make that call, not the game system.

Similarly, there needs to be a list of Universal Class Feats. Feats you can take in place of your class feats (but not in place of skill or general feats). The generic feats that fit the wheelhouse of every class. This is where you put stuff like charging, archery feats, two-weapon fighting, and the like. Meanwhile, the more specialized stuff can remain in the classes. The feats that feel like things only that particular class should do, rather than things multiple classes could be good at.
Because people need to be able to make the characters they want. The game shouldn’t tell you that your fighter can’t use a crossbow or your wizard can’t take a long sword. If I want to build an archery based wizard inspired by an arcane archer, that should be doable. (It technically already is, as you can take the multiclassing fighter feat, which offers more benefits to the wizards, but literally zero to the paladin. Multiclassing strongly favours working against type rather than being a Paladin McFighter or Ranger McRogue.)

After all, if classes and class options are remotely balanced between each other, taking another class’ feats shouldn't completely break the game.


As a small addition, add suggested builds. Tracks for people who just want to sit down and play and not engage in character building between games.
Because there are different kinds of players. Not every player is a “caster” player who likes lots of different options with their character and making a dozen different choices each round. And not every player likes to spend an hour going over every potential feat and pre-building their character to level 20. Some players just want to find one trick they like and spam it. Some players want to spend 30 seconds leveling a character at that table and then playing and not thinking about the game between sessions.


Second, cut the level bonus in half. Adding your full level to all checks is just needless. It makes the numbers too high and makes mid-level characters cartoonishly more potent than low level characters.
Right now characters advance like they're in Dragonball Z. Put a couple levels on and the former threat is just flailing at you ineffectually. And you end up with absurdities like the 9th level wizard with 8 Strength being able to out wrestle a level 1 barbarian. Meanwhile, the 9th level barbarian is better than every Olympic athlete.
Adding half level still gives you bonuses. Far more bonuses than 5th Edition. But the numbers are significantly less high and are far less cartoonish.
This means that monsters can be a threat for longer. Instead of monsters five levels lower than you awarding literally 0 experience, you could face those creatures seven or even eight levels later and they still might be partially effective.

And while we're at it, dump the assumption that magical plusses are needed for weapons, armour, and saving throws. Or even delay them a little. +1 at level 10, +2 at level 15, and +3 at level 20. Rather than assuming everyone has +1 to everything by level 5.
And move the increased damage dice from magical plusses to the masterwork type weapons.


And since the game isn't assuming magical items, you can dump the absurd amount of gold being gained. There can be an optional treasure table for those using the 3e magic item Christmas Tree and crafting, but make it optional for the system. Make magic special again, rather than just "feats" with a different name.
(I spent weeks trying multiple different inherent bonus systems trying to kludge a replacement for magic items for PF1. And every attempt broke down after level 10 or so due to the ridiculous amount of gold being handed out.)
This has a wealth of different side effects. You can now give out expensive rewards again, like keeps or ships, without worrying that the party will just sell them and buy a shinier sword. There doesn't need to be a bunch of variant "wealth" systems for managing kingdoms or pirate ships because tracking gold breaks wealth-by-level. And most importantly, players can actually *spend* their money on fun things. Rather than having to invest 80% of their finances in magic items so they can adventure to get more money to invest in magical items so they could adventure...


While tweaking accuracy from magic items… the hit rate is too low. The game is designed for a 10+ to hit. This seems fine on paper, but in play you miss too often. Combat in Pathfinder is slow, and waiting 5 to 10 minutes just to miss feels like a waste. You might only get four turns in an hour long combat, and if you miss half of them, you wasted 30 minutes.

Which segues into feats and features granting bonuses and not negating penalties.
While the math is the same, getting a bonus is just more fun. Negating a penalty just feels like trading a feat to be neutral at a task. Plus, bonuses are just easier to track: they’re on the character sheet. Penalties need to be remembered and just add extra math. Forgetting a bonus is annoying but fine, as it can turn a miss into a hit. Forgetting a penalty and negating a hit is just pure suckage.


It’s also be nice to make the language more natural. Tags can be useful at times, but the extremely technical coder language the book currently has is a massive barrier to entry that punishes people who aren't good at memorizing the dozens of keywords and dozens of conditions. Too much information is stored in keywords, with very little benefit to play.
In theory, this is meant to save space. But in practice it's often not that much longer to use natural language.

Someone on the Paizo boards brought up Furious Focus:
(1 Action), Attack, Fighter, Press
Requirements You are wielding a melee weapon without the agile trait.
Make a Strike. The Strike gains the following failure effect.
Failure This attack does not count toward your multiple attack penalty.

Pointing out how knowledge of the "press" keyword is essential to knowledge of how the power works.

Press Actions with this trait allow you to follow up earlier attacks. An action with the press trait can be used only if you are currently affected by a multiple attack penalty. Some actions with the press trait also grant an effect on a failure. Effects on a failure can be gained only if the action took a –4 multiple attack penalty or worse. The effects that are added on a failure don’t apply on a critical failure.
If your press action succeeds or critically succeeds, but it deals no damage and causes no other effects (typically due to resistance), you can choose to apply the failure effect instead.

They pointed out that it could be rewritten:
(1 Action), Attack, Fighter
All of strikes with a non-agile melee weapon, that suffer at least a -4 penalty from earlier attacks, do not increase your multiple attack for subsequent attacks if they miss, or miss and don't inflict damage, but not if they critically miss. This is incompatible with anything other then basic attacks.


Both are about four lines. They both take up about the same amount of space on a page. But you don't need to memorize as many side rules or reference multiple pages. The power is less of a trap for the uninitiated.


Lastly, healing is broken.
I like slow natural healing personally. And I found cure light wound wands annoying. But I also know you need something to mitigate a bad combat in the middle of an adventure.
CLW wands (aka happy sticks) were a problem, but they they were a symptom of two larger problems: cheap availability of magical items and the aforementioned unpleasantly slow rate of healing. Resonance is a bandage slapped on the problem of the abuse of low level magic, but it doesn't solve the overall cause, nor does it do anything to fix the healing problem.
Instead, “fixing” happy sticks just aggravates the previously fixed problem: that every party needs a cleric. While in Pathfinder 2 you have a couple builds of the sorcerer able to be a healer, the bard lost this option. So the number of healer classes remains the same. However, spells per day were slashed. This leaves the cleric, with its ability to cast heal via channeling remains the only viable option. Mandating that someone has to play the healer feels like a 2008 problem, and just leads to a 5 Minute Workday.


I doubt many fixes for the above problems will happen.
There’s just not enough time.
The book will probably need to go to the prints in about eight months. And the last month (or two) is heavily dedicated to layout. I don’t think there’s enough time to rewrite the book and do internal playtests for errors. They likely don't even have time to change the writing style in the book.
This playtest is all about catching small errors and making tweaks to subsystems. Elements like weapons, dying rules, and the like. They're likely to do small changes like altering the number of starting ancestry feats, but not stuff like making starting ancestries have more static bonuses.
I didn't enjoy the playtest, so I highly doubt I'll like the final product. And continuing to engage and offer feedback for the next four months will just be me banging my head against the wall again and again.

Which makes me a little sad. I'd hoped this game would lure me away from 5e and allow me to strike a balance between the two systems. That it would satisfy my crunch hungry players. But that seems unlikely. And I wanted to have an excuse to throw some money at Paizo for the first time in years. But that seems equally unlikely.
 

Shasarak

Banned
Banned
I do agree with some of Jester Davids thoughts and on the other hand as that was his last thoughts on the matter we may never know which ones.
 

CapnZapp

Legend
Thank you Jester.

I agree to almost everything: preserving class identity is a big one. The soul and heart of D&D lies in having distinct classes.

Generally PF2 appears unimpressive. They seem to have entirely forgotten that most gamers will assume and expect Paizo to have solved all the things 5E solved.

In this regard, PF2 feels like an unhappy throw-back to an earlier era.
 

Arakasius

First Post
Taking out full attacks and attacks of opportunity are only good for players that don't like it. My tables like that level of combat. Otherwise it feels dumbed down for the masses.

I honestly can’t see how one can compare PF1 and 5e and see in both games a game where mobility is encouraged until you get to level 6 and suddenly the best thing for every martial class to do is to just never move. It makes boring static battlefields that are just a slog. No one can move because fear of AoO and because moving cripples your fighting power. I’ve not seen a defense of that level of staticness that holds. It’s just not fun gameplay.
 

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