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Pathfinder 2: Crits, Skills, Scaling, & Proficiencies!
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<blockquote data-quote="Arakasius" data-source="post: 7739835" data-attributes="member: 6944960"><p>1. Natural 20 and natural 1 are always crits/fumbles, regardless of spread. This has been confirmed in the LPs.</p><p></p><p>2. I don't think the +/- 10 rule adds that much complexity, I assume most people here when they play the player tells them what they rolled. "My roll with mods is 25". You as the DM with that number in front of you can very easily state whether that is a hit or a crit without much problem. Now sure that does tell you that the opponents AC is 15 or less, where in the old system that means the AC was 25 or less, but I think that is well worth it for adding criticals/fumbles to part of the whole game. All high mods got you in PF1 was never failing. And this happened for both skill specialists as well as most full BAB melee classes. An optimized Barbarian/Fighter for example can pretty much never miss other than a nat 1, similar to a skilled up rogue. Was that fun to play? Not really, but now that high to hit could give you crits which open things up.</p><p></p><p>3. The biggest simplification to combat math will be from conditions and buffs. We've seen some clarification on simplification of the first with how they're doing flat footed now, but how they treat the second will be really big to dealing with it. In 5e they did it with the concentration requirement for buff spells, but too often in PF1 battles got really hard to calculate bonuses when you had to work out how Bard Song, Prayer, Bless, Haste and whatever self buffs you had stacked to change your +hit/damage. I hope they do something to scale that down a bit.</p></blockquote><p></p>
[QUOTE="Arakasius, post: 7739835, member: 6944960"] 1. Natural 20 and natural 1 are always crits/fumbles, regardless of spread. This has been confirmed in the LPs. 2. I don't think the +/- 10 rule adds that much complexity, I assume most people here when they play the player tells them what they rolled. "My roll with mods is 25". You as the DM with that number in front of you can very easily state whether that is a hit or a crit without much problem. Now sure that does tell you that the opponents AC is 15 or less, where in the old system that means the AC was 25 or less, but I think that is well worth it for adding criticals/fumbles to part of the whole game. All high mods got you in PF1 was never failing. And this happened for both skill specialists as well as most full BAB melee classes. An optimized Barbarian/Fighter for example can pretty much never miss other than a nat 1, similar to a skilled up rogue. Was that fun to play? Not really, but now that high to hit could give you crits which open things up. 3. The biggest simplification to combat math will be from conditions and buffs. We've seen some clarification on simplification of the first with how they're doing flat footed now, but how they treat the second will be really big to dealing with it. In 5e they did it with the concentration requirement for buff spells, but too often in PF1 battles got really hard to calculate bonuses when you had to work out how Bard Song, Prayer, Bless, Haste and whatever self buffs you had stacked to change your +hit/damage. I hope they do something to scale that down a bit. [/QUOTE]
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