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PF2: Second Attempt Post Mortem
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<blockquote data-quote="Staffan" data-source="post: 8396065" data-attributes="member: 907"><p>There's a bit of both, to be honest. The treadmill is definitely there, but it's not everywhere. But it <strong>is</strong> there in every actual encounter. You want to Recall Knowledge about those things you're fighting? Better hope you're specialized in the relevant knowledge skill and/or Lore. You don't want to be killed dead by a trap? Better have a ranger or rogue in the party to spot it, and hope someone's pumped Thievery to the max in order to have even a reasonable chance of success.</p><p></p><p>(Traps are a bit of a special case because they suffer from pushing difficulty classes in two ways. Traps are designed to have higher DCs than the normal level chart, for some reason. Then complex traps count as a same-level creature when building an encounter. But a "standard" encounter against same-level creatures are against <strong>two</strong> foes, so if you're going to have a trap as the thing in an encounter it will be level+2 which means even a hyper-specialist is in big trouble. An 8th level character would max out Thievery at +19 or so (+14 Master, +4 Dex, +1 Item), and a level 10 trap would have a Disable DC of 32.)</p><p></p><p>What's more pernicious in my opinion are character abilities with scaling DCs. For example, if I take the bard feat Lingering Composition, I get the <em>lingering composition</em> focus spell, which lets me extend the duration of a composition cantrip (e.g. <em>inspire courage</em>) from 1 to 3 rounds on a successful Performance check (4 on a crit). Basically, this means that I'll be saving an action per round over the next two rounds. Successful against what DC? Well, "usually a standard-difficulty DC of a level equal to the highest-level target of your composition", or in 90% or more of cases equal to my own level. I find this design... well, infuriating is a bit strong, but strongly annoying. I shouldn't have to roll for my buff spells. If you want to reward boosting Performance, a better design would be something like basing the additional duration on my Performance proficiency.</p><p></p><p>I remember back in the playtest, they wanted a similar thing for Treat Wounds, but there we managed to make them think better of it.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8396065, member: 907"] There's a bit of both, to be honest. The treadmill is definitely there, but it's not everywhere. But it [B]is[/B] there in every actual encounter. You want to Recall Knowledge about those things you're fighting? Better hope you're specialized in the relevant knowledge skill and/or Lore. You don't want to be killed dead by a trap? Better have a ranger or rogue in the party to spot it, and hope someone's pumped Thievery to the max in order to have even a reasonable chance of success. (Traps are a bit of a special case because they suffer from pushing difficulty classes in two ways. Traps are designed to have higher DCs than the normal level chart, for some reason. Then complex traps count as a same-level creature when building an encounter. But a "standard" encounter against same-level creatures are against [B]two[/B] foes, so if you're going to have a trap as the thing in an encounter it will be level+2 which means even a hyper-specialist is in big trouble. An 8th level character would max out Thievery at +19 or so (+14 Master, +4 Dex, +1 Item), and a level 10 trap would have a Disable DC of 32.) What's more pernicious in my opinion are character abilities with scaling DCs. For example, if I take the bard feat Lingering Composition, I get the [I]lingering composition[/I] focus spell, which lets me extend the duration of a composition cantrip (e.g. [I]inspire courage[/I]) from 1 to 3 rounds on a successful Performance check (4 on a crit). Basically, this means that I'll be saving an action per round over the next two rounds. Successful against what DC? Well, "usually a standard-difficulty DC of a level equal to the highest-level target of your composition", or in 90% or more of cases equal to my own level. I find this design... well, infuriating is a bit strong, but strongly annoying. I shouldn't have to roll for my buff spells. If you want to reward boosting Performance, a better design would be something like basing the additional duration on my Performance proficiency. I remember back in the playtest, they wanted a similar thing for Treat Wounds, but there we managed to make them think better of it. [/QUOTE]
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