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Pathfinder 2's Proficiency System Explored
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<blockquote data-quote="Arakasius" data-source="post: 7738549" data-attributes="member: 6944960"><p>I do think bonuses will certainly matter more if the balance between Attack and Armor Class is that close. Weapon Focus before was mostly used for feat prerequisites since most classes really didn’t need the bonus when at level ten it was only the difference between hitting on a 2 or a 3. But I don’t think they can do the math as simple as you guys are putting out. The examples we’ve been using is a high dex, leather armor character. Both high dex, breastplate wearers as well as full plate armor with shield is going to push that even higher.</p><p></p><p>So we’d have a few things.</p><p> </p><p>1. The 27 AC for light armor wearer would be more like 29 for breastplate and 30+ for full plate, adding 2 more for using a shield.</p><p>2. At that point the 16 Attack just doesn’t work, even if you restrict equipment bonuses to weapons (which I’m very doubtful they’ll do, you can craft nice weapons but not nice armor wouldn’t work)</p><p>3. The above math makes iterative attacks useless, you’ll never be able to hit on second or third attacks at the -5/10 penalty.</p><p>4. Hit points are now higher, with max on every level as well as ancestry health at level 1. Those changes make characters roughly 50% hardier.</p><p>5. If you combine real high survivability with high health it’s just going to make combat a slog. I don’t see any reason they’ll fall trap to that issue from 4th.</p><p></p><p>Anyway the math just doesn’t work for adding level to AC unless you add a bunch of modifiers to the attack rolls but not the armor. I see no likelihood they’ll rebalance spells by removing defensive buff spells and keeping offensive ones, sure things like flanking will help, but it won’t be enough since under this system you’re going to miss more than you hit. I do hope there is some scaling since current PF1 rules are stupid for scaling past level 6/7. I figure they’ll find some sweetspot of the difference between Attack and AC they want at level 1 and then try to keep that difference mostly the same through higher levels. My rough guess on two characters with equal gear/etc that they’d want to have the player hit on about a 7/8 on their first attack. (Before anything like flanking, which would reduce that by 2)</p></blockquote><p></p>
[QUOTE="Arakasius, post: 7738549, member: 6944960"] I do think bonuses will certainly matter more if the balance between Attack and Armor Class is that close. Weapon Focus before was mostly used for feat prerequisites since most classes really didn’t need the bonus when at level ten it was only the difference between hitting on a 2 or a 3. But I don’t think they can do the math as simple as you guys are putting out. The examples we’ve been using is a high dex, leather armor character. Both high dex, breastplate wearers as well as full plate armor with shield is going to push that even higher. So we’d have a few things. 1. The 27 AC for light armor wearer would be more like 29 for breastplate and 30+ for full plate, adding 2 more for using a shield. 2. At that point the 16 Attack just doesn’t work, even if you restrict equipment bonuses to weapons (which I’m very doubtful they’ll do, you can craft nice weapons but not nice armor wouldn’t work) 3. The above math makes iterative attacks useless, you’ll never be able to hit on second or third attacks at the -5/10 penalty. 4. Hit points are now higher, with max on every level as well as ancestry health at level 1. Those changes make characters roughly 50% hardier. 5. If you combine real high survivability with high health it’s just going to make combat a slog. I don’t see any reason they’ll fall trap to that issue from 4th. Anyway the math just doesn’t work for adding level to AC unless you add a bunch of modifiers to the attack rolls but not the armor. I see no likelihood they’ll rebalance spells by removing defensive buff spells and keeping offensive ones, sure things like flanking will help, but it won’t be enough since under this system you’re going to miss more than you hit. I do hope there is some scaling since current PF1 rules are stupid for scaling past level 6/7. I figure they’ll find some sweetspot of the difference between Attack and AC they want at level 1 and then try to keep that difference mostly the same through higher levels. My rough guess on two characters with equal gear/etc that they’d want to have the player hit on about a 7/8 on their first attack. (Before anything like flanking, which would reduce that by 2) [/QUOTE]
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