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[PF2] Big rules update incoming
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<blockquote data-quote="Arakasius" data-source="post: 7498171" data-attributes="member: 6944960"><p>Some details spoiled here. This should appease some of the people who claimed that no rules updates were coming. I like the clarification on shields, the proficiency for untrained and especially the changes on death/healing. Resonance just being a cap on Christmas tree similar to attunement in 5e is also welcome. Mundane healing will on its own fix the clw issue.</p><p></p><p><a href="http://paizo.com/threads/rzs42aa4?Twitch-921-Preview-of-Rules-Update-13" target="_blank">http://paizo.com/threads/rzs42aa4?Twitch-921-Preview-of-Rules-Update-13</a></p><p></p><p>Summary here for those who don’t want to link.</p><p></p><p><span style="color: #000000"><span style="font-family: inherit"><span style="font-family: inherit">Rogues:</span> instead of just Finesse Striker, you can choose one of three different paths (finesse, brute, </span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><span style="font-family: inherit">Ranger:</span> double slice is dropped for 2 feats: one makes you better with two weapon fighting, one makes you better with ranged (fire twice, if both hit add together)</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><span style="font-family: inherit">Proficiency: untrained is now (lvl - 4)</span>. Also, skill DCs are adjusted, and lowered overall. Net result: as you get better and better you get more and more certain of success. Every skill DC in Doomsday Dawn updated to reflect</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><span style="font-family: inherit">Death and dying:</span> getting much more deadly. New condition, “wounded,” you acquire when you are healed back up from 0 hp. Next time you drop to 0, your wounded value is added on to your dying value. And since you die at dying 4 ... this can mean insta-death if you’re doing too much up-and-down. </span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><span style="font-family: inherit">Mundane Healing:</span> Medicine gets a new function: Treat Wounds. This removes Wounded and also heals damage. Cures (healer’s lvl) * (your con mod) hp. Makes out-of-combat mundane healing very possible, making magical healing more for in-combat, mundane healing for out-of-combat.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><span style="font-family: inherit">Shields:</span> no multiple dents. One dent and then the rest of the damage goes to you.</span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><span style="font-family: inherit">Identifying magic items:</span> doesn’t take as long. I wasn’t clear on how long it will take in new rules, but works with someone else using Medicine to heal everyone. </span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><span style="font-family: inherit">ALL 12 MULTICLASS ARCHETYPES.</span> Goal: you can do this class thing, but you can’t just be a better Barbarian than the Barbarian herself. The 4 we have are rebalanced. Biggest change to Fighter, which a *lot* of folks had been grabbing for armor proficiency. Now it will just step up your armor prof to the next level. (If you want more armor proficiency from archetype, try Paladin ... if you meet those restrictions.) They will keep a close eye on this. This is a <em>separate pdf to put all multiclass together, easier to reference.</em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em>The Monday blog will have more details.</em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em></em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em></em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em><span style="font-family: inherit"><a href="https://www.twitch.tv/videos/313035989?t=56m27s" target="_blank">### RESONANCE ###</a></span> </em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em>*Not* for Monday’s update (1.3), but for future: Working on the update to Resonance. They’ve been meeting every week to talk about it, waiting on data. They’ve been seeing problems in the data. They rethought from “what did we want this to do?” They arrived at a different strategy. It was trying to do too much in one system. </em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em><span style="font-family: inherit">Resonance shifting to <em>just a system to manage permanent magic items, replace slot system. “The moment we tried to tie it to consumable usage and things like that, that’s when we started to have problems.</em></span><em> Because those two things were competing with one another in a way that was unsatisfactory.” So resonance will just fix the slot system, which was a big problem. Worn items resonate with each other and don’t work together if you wear too many. </em></em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em><em></em></em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em><em></em></em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em><em>But something else to manage how you use magic items. “But we don’t want that system to be one that cuts you off from magic.” That wasn’t fun. Looking at ways for characters to focus on magic. Stuff about some default baseline and then, if you focus on things, getting more above-and-beyond benefits. (This is kind of unclear to me.) “I want to stress ... that we’re still in the design phase” on this.</em></em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em><em></em></em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em><em></em></em></span></span></p><p><span style="color: #000000"><span style="font-family: inherit"><em><em></em></em></span></span></p></blockquote><p></p>
[QUOTE="Arakasius, post: 7498171, member: 6944960"] Some details spoiled here. This should appease some of the people who claimed that no rules updates were coming. I like the clarification on shields, the proficiency for untrained and especially the changes on death/healing. Resonance just being a cap on Christmas tree similar to attunement in 5e is also welcome. Mundane healing will on its own fix the clw issue. [URL]http://paizo.com/threads/rzs42aa4?Twitch-921-Preview-of-Rules-Update-13[/URL] Summary here for those who don’t want to link. [COLOR=#000000][FONT='inherit'][FONT='inherit']Rogues:[/FONT] instead of just Finesse Striker, you can choose one of three different paths (finesse, brute, [/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][FONT='inherit']Ranger:[/FONT] double slice is dropped for 2 feats: one makes you better with two weapon fighting, one makes you better with ranged (fire twice, if both hit add together) [/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][FONT='inherit']Proficiency: untrained is now (lvl - 4)[/FONT]. Also, skill DCs are adjusted, and lowered overall. Net result: as you get better and better you get more and more certain of success. Every skill DC in Doomsday Dawn updated to reflect [/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][FONT='inherit']Death and dying:[/FONT] getting much more deadly. New condition, “wounded,” you acquire when you are healed back up from 0 hp. Next time you drop to 0, your wounded value is added on to your dying value. And since you die at dying 4 ... this can mean insta-death if you’re doing too much up-and-down. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][FONT='inherit']Mundane Healing:[/FONT] Medicine gets a new function: Treat Wounds. This removes Wounded and also heals damage. Cures (healer’s lvl) * (your con mod) hp. Makes out-of-combat mundane healing very possible, making magical healing more for in-combat, mundane healing for out-of-combat. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][FONT='inherit']Shields:[/FONT] no multiple dents. One dent and then the rest of the damage goes to you. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][FONT='inherit']Identifying magic items:[/FONT] doesn’t take as long. I wasn’t clear on how long it will take in new rules, but works with someone else using Medicine to heal everyone. [/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][FONT='inherit']ALL 12 MULTICLASS ARCHETYPES.[/FONT] Goal: you can do this class thing, but you can’t just be a better Barbarian than the Barbarian herself. The 4 we have are rebalanced. Biggest change to Fighter, which a *lot* of folks had been grabbing for armor proficiency. Now it will just step up your armor prof to the next level. (If you want more armor proficiency from archetype, try Paladin ... if you meet those restrictions.) They will keep a close eye on this. This is a [I]separate pdf to put all multiclass together, easier to reference.[/I][/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][I]The Monday blog will have more details. [/I][/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][I][FONT='inherit'][URL="https://www.twitch.tv/videos/313035989?t=56m27s"]### RESONANCE ###[/URL][/FONT] *Not* for Monday’s update (1.3), but for future: Working on the update to Resonance. They’ve been meeting every week to talk about it, waiting on data. They’ve been seeing problems in the data. They rethought from “what did we want this to do?” They arrived at a different strategy. It was trying to do too much in one system. [/I][/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][I][FONT='inherit']Resonance shifting to [I]just a system to manage permanent magic items, replace slot system. “The moment we tried to tie it to consumable usage and things like that, that’s when we started to have problems.[/I][/FONT][I] Because those two things were competing with one another in a way that was unsatisfactory.” So resonance will just fix the slot system, which was a big problem. Worn items resonate with each other and don’t work together if you wear too many. [/I][/I][/FONT][/COLOR] [COLOR=#000000][FONT='inherit'][I][I]But something else to manage how you use magic items. “But we don’t want that system to be one that cuts you off from magic.” That wasn’t fun. Looking at ways for characters to focus on magic. Stuff about some default baseline and then, if you focus on things, getting more above-and-beyond benefits. (This is kind of unclear to me.) “I want to stress ... that we’re still in the design phase” on this. [/I][/I][/FONT][/COLOR] [/QUOTE]
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