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Revised 6E prediction thread
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8190933" data-attributes="member: 6801252"><p>Appreciate the ping.</p><p></p><p>So basically [USER=6790260]@EzekielRaiden[/USER] , pathfinder 2e doesn't flatten the strategic curve. It limits the power growth from character optimization to an extent, and then provides tools for gaining more advantages in the actual fight. Inflicting conditions, applying buffs, positioning, using special techniques that play with action cost for number of strikes, or provide benefits by circumventing the penalty for attacking multiple times, offering repositioning, and other fringe benefits, that can add up to major advantages.</p><p></p><p>The game still rewards system mastery in character building mind you, just not as much as say the first edition of pathfinder-- you get diminishing returns from trying to get direct power increases, so you pick up a lot of utility and versatility. Your barbarian, to name an intuitive example, might have a high intimidate and be able to use it to demoralize in combat to inflict frightened, which lowers the target's ac (which increases both hit chance AND crit chance because the rule that 10 above or below the target number is a critical hit) they can pick feats to support that, including some class unique ones, but its not a crazy delve into other rulebook to make it work, its pretty straightforward. </p><p></p><p>You'd want to do that instead of just attacking, because every attack gets progressively more likely to miss, encouraging you to find a better use for your third action. Some builds can mitigate that with feats to be able to attack with all three effectively (flurry ranger blenders go brrr) but overall this dynamic heavily favors tactical decisions that create advantages for you and the other players to take advantage of, whether you're a high damage build doing the capitalizing, the person doing the setup, or flexing between the two (or doing a little of both.)</p><p></p><p>Attacks of Opportunity are an ability some creatures have, but it isn't ubiquitous, so you can also use those actions to move around, and since you're using the same action resource to move as you are to attack, this forces you and your foes to consider the cost and benefits as ot who has to move when to do what, and what advantages they gain from it. </p><p></p><p>Casters are full vancian, featuring both prepared (I have to decide how many slots to prep fireball in) and spontaneous casting (I learned a fourth level fireball spell, so i can spend any fourth level slot to cast it) so they're as strategically complex as ever, spells with varying actions costs for stronger or 'faster' effects are interesting as well.</p><p></p><p>Finally, out of combat, they have a dedicated exploration mode with all sorts of neat things you can do while crawling through the wilderness/dungeon, giving you a strategic role in your party's marching order.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8190933, member: 6801252"] Appreciate the ping. So basically [USER=6790260]@EzekielRaiden[/USER] , pathfinder 2e doesn't flatten the strategic curve. It limits the power growth from character optimization to an extent, and then provides tools for gaining more advantages in the actual fight. Inflicting conditions, applying buffs, positioning, using special techniques that play with action cost for number of strikes, or provide benefits by circumventing the penalty for attacking multiple times, offering repositioning, and other fringe benefits, that can add up to major advantages. The game still rewards system mastery in character building mind you, just not as much as say the first edition of pathfinder-- you get diminishing returns from trying to get direct power increases, so you pick up a lot of utility and versatility. Your barbarian, to name an intuitive example, might have a high intimidate and be able to use it to demoralize in combat to inflict frightened, which lowers the target's ac (which increases both hit chance AND crit chance because the rule that 10 above or below the target number is a critical hit) they can pick feats to support that, including some class unique ones, but its not a crazy delve into other rulebook to make it work, its pretty straightforward. You'd want to do that instead of just attacking, because every attack gets progressively more likely to miss, encouraging you to find a better use for your third action. Some builds can mitigate that with feats to be able to attack with all three effectively (flurry ranger blenders go brrr) but overall this dynamic heavily favors tactical decisions that create advantages for you and the other players to take advantage of, whether you're a high damage build doing the capitalizing, the person doing the setup, or flexing between the two (or doing a little of both.) Attacks of Opportunity are an ability some creatures have, but it isn't ubiquitous, so you can also use those actions to move around, and since you're using the same action resource to move as you are to attack, this forces you and your foes to consider the cost and benefits as ot who has to move when to do what, and what advantages they gain from it. Casters are full vancian, featuring both prepared (I have to decide how many slots to prep fireball in) and spontaneous casting (I learned a fourth level fireball spell, so i can spend any fourth level slot to cast it) so they're as strategically complex as ever, spells with varying actions costs for stronger or 'faster' effects are interesting as well. Finally, out of combat, they have a dedicated exploration mode with all sorts of neat things you can do while crawling through the wilderness/dungeon, giving you a strategic role in your party's marching order. [/QUOTE]
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