Ezequielramone
Explorer
Thanks for the info!They announced that the playtest should be out in the last half of Oct. I'm super excited.
Thanks for the info!They announced that the playtest should be out in the last half of Oct. I'm super excited.
That sounds incredibly complicated and annoying. We already have an elegant method for resolving melee combat, including maneuvers and all that, and adding an additional method of modeling the exact same in-game behavior completely devalues the system as any sort of process simulation! Where's the integrity?You start with a basic attack, and depending on they stay adjacent or move away you get branching follow-up options. The later options in each tree are more powerful, and if you have iterative attacks from a high BAB you can start your first attack higher in the tree. Over the course of three attacks you might deal damage, then deal damage and immobilize their weapon, then deal damage and trip them and sunder their weapon and throw the shattered weapon at another enemy.
That sounds incredibly complicated and annoying. We already have an elegant method for resolving melee combat, including maneuvers and all that, and adding an additional method of modeling the exact same in-game behavior completely devalues the system as any sort of process simulation! Where's the integrity?
If this entirely new combat system is supposed to replace the existing system, and the two are not meant to co-exist, then that's another matter entirely. I have nothing against that, then, especially if its popularity drives the game to spin off a new edition. Kind of like Bo9S and 4E.I am under the (perhaps inaccurate) impression that the purpose of Pathfinder Unchained is at least partially to divorce the game from its 15-year-old core mechanics. Good idea or not, this sort of thing is exactly what I expected to see.
I'm hoping the new summoner is good. I banned it from my game after seeing it in action. It is also the class I support the least in all my products.