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Pathfinder 2's Proficiency System Explored
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<blockquote data-quote="Charlaquin" data-source="post: 7738551" data-attributes="member: 6779196"><p>We don’t know any of that, since we haven’t actually seen the armor yet. One thing we do know though is that +2 AC from a shield will only apply if the defender spends one of their actions to get it.</p><p></p><p></p><p>You can absolutely craft nice armor. That’s the difference between, say, half plate and full plate. Or leather and studded leather. Keeping +1/2/3 for Expert/Master/Legend craft to weapons would only serve to give players the ability to upgrade weapons the same way they’ve been able to do with armor for years.</p><p></p><p></p><p>Only against same-level foes. Iterative attacks have always been garbage against same-level foes. They mostly help you clean up trash mobs faster.</p><p></p><p></p><p>I mean, hit point math is already in 4th Edition territory. It’s calculated almost identically.</p><p></p><p></p><p>I’m not convinced that’s true. Adding level to both attack and AC is the same math as not adding level to either when the opponents are of equal level. And not adding level to either works just fine for 5e. Assuming equal level, equally proficient foes with equally upgraded equipment, both will hit on a 10 and crit on a 20. Factor in the natural tendency to focus on upgrading offense over defense, and it’s likely both will hit on somewhere around an 8 and crit on an 18. Seems about right to me.</p><p></p><p></p><p>We’ll see. I think you’re making a lot of assumptions based on how things work in PF1 that might not hold up in PF2. Personally, I’m seeing one of the devs saying, “Proficiencies work the same with weapons and armor” and using that as my baseline assumption. I don’t think you’re wrong that that wouldn’t work with PF1’s math. That tells me the math must be changing.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7738551, member: 6779196"] We don’t know any of that, since we haven’t actually seen the armor yet. One thing we do know though is that +2 AC from a shield will only apply if the defender spends one of their actions to get it. You can absolutely craft nice armor. That’s the difference between, say, half plate and full plate. Or leather and studded leather. Keeping +1/2/3 for Expert/Master/Legend craft to weapons would only serve to give players the ability to upgrade weapons the same way they’ve been able to do with armor for years. Only against same-level foes. Iterative attacks have always been garbage against same-level foes. They mostly help you clean up trash mobs faster. I mean, hit point math is already in 4th Edition territory. It’s calculated almost identically. I’m not convinced that’s true. Adding level to both attack and AC is the same math as not adding level to either when the opponents are of equal level. And not adding level to either works just fine for 5e. Assuming equal level, equally proficient foes with equally upgraded equipment, both will hit on a 10 and crit on a 20. Factor in the natural tendency to focus on upgrading offense over defense, and it’s likely both will hit on somewhere around an 8 and crit on an 18. Seems about right to me. We’ll see. I think you’re making a lot of assumptions based on how things work in PF1 that might not hold up in PF2. Personally, I’m seeing one of the devs saying, “Proficiencies work the same with weapons and armor” and using that as my baseline assumption. I don’t think you’re wrong that that wouldn’t work with PF1’s math. That tells me the math must be changing. [/QUOTE]
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