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It’s LAUNCH DAY For The Pathfinder 2 Playtest!
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<blockquote data-quote="mellored" data-source="post: 7755345" data-attributes="member: 6801209"><p>My initial, unplayed, impressions.</p><p></p><p></p><p><strong>What I Like:</strong></p><p></p><p>Balance between classes, and across levels. No quadratic wizards and fighter's get nice things (mirror shield FTW). </p><p></p><p>(Mostly) New options instead of +number. It's just more interesting to gain a new way to attack or move, than just +Cha to fire damage.</p><p></p><p>Evokers have more fireballs, not better fireballs. Ties to the above, but extra spells support casting fireballs, without encouraging casting ONLY fireballs. Or only having a "best" invoker build.</p><p></p><p>Class/Skill/Ancestor feat spit. Rounds out the game, and makes sure every character has a few dimensions.</p><p></p><p>MAD attributes. Picking 4 attributes really helps the oddball build and multi-classing. Monk/Wizard is now a realistic possibility. Reducing the bonus to +1 after 18, and the flexible stat for races are nice touches as well. I'd still rather just scrap attributes all together, but this isn't bad.</p><p></p><p>4 possible outcomes: nice to more than just a binary success/failure.</p><p></p><p>Proficiency range: -2 to +3 is a good range. Especially since +3 is very rare.</p><p></p><p></p><p></p><p><strong>What I don't like:</strong></p><p></p><p>+level scaling. While I like that everyone get's better at everything, I still want an army of low-level creatures to be able to be a threat to a high-level fighter. Reducing it to +half level would be much better.</p><p></p><p>The book's organization. This book has definition all over the place. For instance, "bomb" alchemical items should say "no cost" right in the description, just like a bunch of other items do. Instead, you need to look up the "bomb" definition to figure it out. Sure, this is the playtest with parts moving all around, but it really needs a good editor to clean and steamline the book for the final presentation.</p><p></p><p>TAC. Just seems unnecessary with all the other stats available. Why not just a Reflex save?</p><p></p><p>Resonance and item with per day use limits. Don't double dip on things to keep track of. Pick one or the other.</p><p></p><p>I worry about alchemist needing to use RP means they can't use magic items. (I do like the alchemist overall design and decision points though). Not sure if this is an actual problem in play.</p><p></p><p></p><p></p><p>All in all, this may be my favorite version.</p></blockquote><p></p>
[QUOTE="mellored, post: 7755345, member: 6801209"] My initial, unplayed, impressions. [B]What I Like:[/B] Balance between classes, and across levels. No quadratic wizards and fighter's get nice things (mirror shield FTW). (Mostly) New options instead of +number. It's just more interesting to gain a new way to attack or move, than just +Cha to fire damage. Evokers have more fireballs, not better fireballs. Ties to the above, but extra spells support casting fireballs, without encouraging casting ONLY fireballs. Or only having a "best" invoker build. Class/Skill/Ancestor feat spit. Rounds out the game, and makes sure every character has a few dimensions. MAD attributes. Picking 4 attributes really helps the oddball build and multi-classing. Monk/Wizard is now a realistic possibility. Reducing the bonus to +1 after 18, and the flexible stat for races are nice touches as well. I'd still rather just scrap attributes all together, but this isn't bad. 4 possible outcomes: nice to more than just a binary success/failure. Proficiency range: -2 to +3 is a good range. Especially since +3 is very rare. [B]What I don't like:[/B] +level scaling. While I like that everyone get's better at everything, I still want an army of low-level creatures to be able to be a threat to a high-level fighter. Reducing it to +half level would be much better. The book's organization. This book has definition all over the place. For instance, "bomb" alchemical items should say "no cost" right in the description, just like a bunch of other items do. Instead, you need to look up the "bomb" definition to figure it out. Sure, this is the playtest with parts moving all around, but it really needs a good editor to clean and steamline the book for the final presentation. TAC. Just seems unnecessary with all the other stats available. Why not just a Reflex save? Resonance and item with per day use limits. Don't double dip on things to keep track of. Pick one or the other. I worry about alchemist needing to use RP means they can't use magic items. (I do like the alchemist overall design and decision points though). Not sure if this is an actual problem in play. All in all, this may be my favorite version. [/QUOTE]
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It’s LAUNCH DAY For The Pathfinder 2 Playtest!
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