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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Arakasius

First Post
I was more referring to the people who keep on bringing up edition wars and business strategy stuff.

On the character generation stuff I do somewhat agree ancestries need work. I find it odd that stuff that should be part of what a being is are being added on later. I do agree in general with moving it away from front loading everything with options, but in this case I think ancestries is something that didn't need that much customization. Let people have 2 feat choices at level 1 so they can reasonably define their ancestry and then at that point opt out of iconic things for elf/dwarf/etc if they want but then after that I'd give no more than 2 ancestry feats over the life of a character.

Not really sure what is wrong with background (fairly minor bonuses), skills or classes though so you'd have to elaborate more on that.
 

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zztong

Explorer
Background are pretty simple. The problem is that when they define "sailor", it may or may not represent what the player envisions as a sailor. Rather than define thousands of backgrounds and scatter them over dozens of future books and supplements, there should be a "Custom Background" option. The Lore skill that comes out of the background is a foggy concept to me. How do I as the DM know what all of the possible Lore skills are? The best I can think of this seems like something designed to integrate with Paizo's APs and is not necessary. The AP could say "anyone with a background in sailing would know..."

On a skill by skill basis, I have modifications I'd like to make. An example would be the Acrobatics skill. I think all of that belongs in the Athletics skill, and that anything involving "tumbling" should be a skill feat. Signature skills need to go. They're too constraining for character conceptions. I don't care for skill bonuses advancing with levels. Spending points was better, though I don't mind the idea of gating certain skill features behind "trained" or "master." I think "mastery" would make for a nice skill feat.

Classes are really frustrating and I don't know how well I can convey what I feel. An example, perhaps. I was telling a friend that I didn't think the Ranger class actually involved being a Ranger. Having made two of them, the only thing that reminded me of being a Ranger was that I was able to be trained in the Nature skill. The Ranger did not seem like a specialist in a known territory. Instead, a Ranger appears to be either a specialist in pick one: two-weapon fighting, crossbow, animal companion, or traps. Repeat that pattern over all of the classes (I've made at least one of everything) and only the Wizard seems sane. Thus, I come away with the feeling that the Dev's have predetermined the handful of viable concepts for each class. Even multiclassing doesn't appear to break you free of those limited concepts.

Sure, you can craft and roleplay a personality. Nothing stops that. You can have fun with the game's action system and have a good fight. But I don't come away with the idea that I can make any concept of an infinite combination of possibilities. I don't think I can even remake most of my PF1 character concepts.
 

1. Screening is a +1 to AC. Hardly crippling for any offensive character. (compared to the +4 it was in PF1)
Plus the -2 volley penalty for using a longbow within 50 feet. Longbows in Pathfinder 2 are only effective without penalty between 51-100 feet.
So in a game where you're always going to be fighting people +/- 3 levels of you and need a 10+ to hit, a -3 penalty to most attacks is steep and will always put you behind the curve. It's a 30% reduction of accuracy.

2. In responds to suffer that's why I said hyperbole. If you want to play a martial character in 5e then you "suffer" immediately if you're not a fighter, because action surge, more attacks and more ability score improvements blow anything else out of the water. But classes like Barbarian and Paladin can do fine because they have other class features that make up for that. Just because a PF2 fighter has a couple more to hit than you (and likely less damage because of not having rage or Paladin weapon buffs) isn't going to make Paladins and Barbarians unplayable. And of course Paladins and Barbarians have special abilities that do things a fighter can't.
I'm not going to respond to this. Because, as you say later:
I was more referring to the people who keep on bringing up edition wars and business strategy stuff.
5th Edition discussion doesn't belong here. It's largely irrelevant to the discussion.

It's also whataboutism. Pointing out the flaws in 5e (and debatable ones at that) doesn't make the flaws in Pathfinder 2 forgivable or negate its problems.

3. On class feats mostly being actions you're exactly right and that's my point. PF1 was all about take your one style of attack and then take power attack/weapon focus/furious focus/etc to pump as many static bonuses out of it as possible. And a class like fighter did have "mostly" exclusive access to weapon specialization and greater weapon focus.
Which is kinda the catch. It's designing the fighter like a caster. Instead of letting players focus on one or two signature thing, it's giving them lots and lots of options they may not want. It's giving players who might just want to hit things a bunch of martial "spells" and a large hand size of options.

The fighter feats are nearly entirely action economy and giving things to do in battle. They're not pumping up hit (point blank shot is, but they've already said they're likely doing away with volley) so the difference between a fighter double shotting and a paladin archer just taking two shots isn't enough to make Paladin suboptimal or broken. Yes the fighter has a higher average to hit and will crit more, but likely the Paladin will have considerably higher damage mod between Blade of Justice and Righteous Ally. I just don't think its enough to make one unviable and I'll take note of that in the game I DM since we do have a Paladin.
The point is that the game is purposely designed for "balance" over "play". It wants you to play the expected characters that fit into the boxes designed by the game designers and how they conceptualise the classes and ancestries. Playing against type is harder, as is making variant characters.

And while the archer ranger build might be viable at low levels, at high levels the character will get feat after feat that doesn't benefit them and that they do not want. They'll have to pick from options that do not appeal to them and offer no benefit. It's the game telling you that you're playing it wrong. Or to "buy splatbook X" where the paladin gets an archery build with two new feats and six reprints.

4. Casters have never needed to burn feats to progress their spells, metamagic is a fine bonus but hardly required.. Basically most PF1 power melee builds were classes like Cleric or Druid or Summoner coming in with their 3/4 BAB and taking all the martial feats which combined with their powerful spell list made up the attack bonus. I don't think losing scaling hurts them that much either considering they get more of the power of the spell straight up (compare fireball at level 5 in PF1 vs PF2) as well as getting to cast spells in higher levels for the heightened benefits. Similarly a single class DC for all spells make it that lower level spells continue to be useful while in PF1 low level spells by high level were either utility of worthless. I think casters will continue to be strong and gishes are better than ever, even if you don't multiclass into another class.
I think they'll be fine. They seem much more in line with other classes.

But the point is that having general combat feats and having the wizard take one instead of a caster feat is NOT going to move them from "fine" to "broken".

5. If they want to give double slice (or something similar) to rogue than that is cool. I just don't think its needed for martial feats to be in a general pool for everyone to take unless they're extremely basic things.
Agreed.
I just think the baseline feats that let you get adequate at archery, two-weapon fighting, using a shield, and other fighting styles need to be generic. There's lots of room for other generic combat feats. Like Quick Draw, Blind-Fighting, or maybe even Shield Bash.


The whole point of roleplaying games like Pathfinder is being able to build the characters you want. Pathfinder's whole selling point over 5e is increased customization and options. But the game is applying shackles and needless limitations to that customisation, which is defeating the primary selling point of the game. Instead of freeform creation, it's presenting classes with a bunch of established feat chains built around a single theme, which is a little too like the subclass design of 5e. Having the freedom not to take a subclass' feature isn't really a viable option if the other options don't work with your build. That's not a meaningful choice, that's a choice between optimal and in-optimal... which is the exact opposite of what is being asked for.
That's a huge freakin' design flaw.
 

CapnZapp

Legend
I'm afraid I don't understand the cries for freeform creation.

Any classed system only remains so as long as there are restrictions to customization and options.

I am not excusing Paizo's cluttery limitations, but I do expect the devs to set limits on each class, that you simply cannot overcome (unless you multiclass).

Otherwise classes would lack identity and you'd be better off playing a skill- or archetype-based game with no strict classes.

So if the criticism really means "I can't play the build I like" then sorry, those limitations are supposed to strengthen class identity: choose another.

If it's more "this build feels like Paladin-y (or whatever class), it should be possible" that's fair, though.

Not sure which it is...
 

houser2112

Explorer
I'm afraid I don't understand the cries for freeform creation.

Any classed system only remains so as long as there are restrictions to customization and options.

I am not excusing Paizo's cluttery limitations, but I do expect the devs to set limits on each class, that you simply cannot overcome (unless you multiclass).

Otherwise classes would lack identity and you'd be better off playing a skill- or archetype-based game with no strict classes.

So if the criticism really means "I can't play the build I like" then sorry, those limitations are supposed to strengthen class identity: choose another.

If it's more "this build feels like Paladin-y (or whatever class), it should be possible" that's fair, though.

Not sure which it is...

Well, PF2 isn't being marketed as a brand new system. The fact that they're sticking a "2" on the end of "Pathfinder" suggests that it should resemble Pathfinder. When the product they're putting out as a sequel does not feature even remotely the same level of customization as its predecessor, I think people have a right to complain. I'm not talking about volume of options; of course the first book (let alone a playtest document) isn't going to have everything. I'm talking about what it seems that they're trying to do with the class design, and that design is antithetical to the design philiosophy of 3.x.

You may or may not like that design, and that's ok, but forgive me if I find your "I'm afraid I don't understand the cries for freeform creation" just a bit disingenuous.
 

mellored

Legend
Plus the -2 volley penalty for using a longbow within 50 feet. Longbows in Pathfinder 2 are only effective without penalty between 51-100 feet.
So in a game where you're always going to be fighting people +/- 3 levels of you and need a 10+ to hit, a -3 penalty to most attacks is steep and will always put you behind the curve. It's a 30% reduction of accuracy.
What's wrong with fighters being better at bows than other classes?

And why you can just use a shortbow?


I much perfer shortbow and longbow. Rather than weakbow and strongbow like every other edition.


Though, "volley" is a rather clunky and unintuitive mechanic. So perhaps something like...

Longbow: 1d6, range 100'
Shorbow: 1d8, range 40'

Much simplier, no extra mechanic, and still provides a nice trade-off.
 

Arakasius

First Post
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.

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. In 3.0-PF1 it was very easy for a caster class to take the martial's toys (because the pure class features of martials were so limited and were generally just static hit/damage bonuses) but impossible for the martials to do the same. And for 9th level spell casters (especially the 3/4 BAB ones) they all pretty much could make better optimized melee characters than the martials. Which was all part of LFQW. So here in PF2 they've gone and yes for now made martials caster like (with a protection over their class options to the same level that casters have over their spells) to protect their identity.

A wizard right now with no fighter feats just by taking a couple generalist feats (or ancestry feats) for armor/weapon access can make a very good gish without taking multiclassing. Since there is no 1/2 or 3/4 BAB anymore there is even more of a point to protecting the martial's toys. They've made it right now that regardless of your class you can make your class good at physical attacking just by allocating your abilities there. So the question then is why are casters allowed to protect their turf (and have a class identity) but martials are not? I can see some basic things being moved into the general pool but move to much and its just every previous edition over again. What are martials allowed to get to call their own? PF1 tried doing it with hit/dmg static bonuses and that didn't work. I suspect in the end some basic combat feats move to general but 80% of what are class specific feats for combat maneuvers/options still remain class specific with a significant cost to opting in to. (aka archetyping)
 

What's wrong with fighters being better at bows than other classes?
I don't mind the idea of a fighter who specialises in the longbow being the best there is with the longbow. That's just fine actually.
I don't like the idea that to make the fighter the best with the longbow, everyone else has to be incompetent with the longbow and unable to use it effectively.

That's bad design. If you want to make the fighter, actually make them better. Don't just stack penalties onto everyone and have them negated for the fighter.
 

mellored

Legend
They've said for longbows they are considering removing the volley feat and then give agile to shortbow.
That works.

What are martials allowed to get to call their own? PF1 tried doing it with hit/dmg static bonuses and that didn't work. I suspect in the end some basic combat feats move to general but 80% of what are class specific feats for combat maneuvers/options still remain class specific with a significant cost to opting in to. (aka archetyping)
I kinda want to make fighters the only martial class. With all the weapon and armor feats and abilites. No sharing, all under the fighter.

Then move rangers, rogues, paladins, monk, and barbarians into an archetype. Though something you can choose at level 1.
 

mellored

Legend
I don't mind the idea of a fighter who specialises in the longbow being the best there is with the longbow. That's just fine actually.
I don't like the idea that to make the fighter the best with the longbow, everyone else has to be incompetent with the longbow and unable to use it effectively.

That's bad design. If you want to make the fighter, actually make them better. Don't just stack penalties onto everyone and have them negated for the fighter.
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.
 

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