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Revised 6E prediction thread
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<blockquote data-quote="kenada" data-source="post: 8191025" data-attributes="member: 70468"><p>[USER=6801252]@The-Magic-Sword[/USER] Does a pretty good job of describing the tactical element, so I’m not going to dig into that too much. I think it’s fair to say that generally your class chassis provides the vertical growth while your feat choices provide horizontal. You’re not really going to be able to stack things to stack things up to give a major advantage compared to working better with your party.</p><p></p><p>Expanding on [USER=6801252]@The-Magic-Sword[/USER] ’s example, you can use Bon Mot to impose a status penalty to a target’s Will saving throw. This can reduce the Will DC for the barbarian’s Demoralize by 2 or 3 (depending on the result), which makes it even easier to impose a status penalty to AC and attacks. A fighter with Snagging Strike can then effectively increase this penalty to AC by making the target flat-footed. On top of this, a cleric with <em>bless</em> or a bard with <em>inspire courage</em> can give you a status bonus to attack. By working together, the party can gain an effective +5 or +6 to attack rolls. In addition to boosting your chance to hit, this also boosts your chance of critting, which doubles the roll rather than rolling twice the dice. And that’s just attack rolls. Bon Mot also helps casters who target Will DCs. If you get it low enough, then characters with Assurance in an appropriate skill succeed automatically regardless of any penalties they have.</p><p></p><p>In PF2, a party that fights together as a team is way more effective than one that doesn’t. Even if some of the actions in that example fail, just having some of them succeed will still be really helpful. It’s the difference between a party that has no problem with moderate- or even higher-threat fights and one that struggles with purportedly easy ones. My players generally didn’t bother to leverage those kinds of synergies, so they struggled with moderate-threat encounters. I did one that was between moderate- and severe-threat, and they TPK’d (which was entirely unnecessary because they could have just walked around it).</p><p></p><p>I can’t speak to the issues with the summoner. I haven’t been following the post-launch playtests Paizo has done very closely. From what I understand, the way it worked was pretty unpopular. I expect there will be changes in the final version published in <em>Secrets of Magic</em>.</p></blockquote><p></p>
[QUOTE="kenada, post: 8191025, member: 70468"] [USER=6801252]@The-Magic-Sword[/USER] Does a pretty good job of describing the tactical element, so I’m not going to dig into that too much. I think it’s fair to say that generally your class chassis provides the vertical growth while your feat choices provide horizontal. You’re not really going to be able to stack things to stack things up to give a major advantage compared to working better with your party. Expanding on [USER=6801252]@The-Magic-Sword[/USER] ’s example, you can use Bon Mot to impose a status penalty to a target’s Will saving throw. This can reduce the Will DC for the barbarian’s Demoralize by 2 or 3 (depending on the result), which makes it even easier to impose a status penalty to AC and attacks. A fighter with Snagging Strike can then effectively increase this penalty to AC by making the target flat-footed. On top of this, a cleric with [I]bless[/I] or a bard with [I]inspire courage[/I] can give you a status bonus to attack. By working together, the party can gain an effective +5 or +6 to attack rolls. In addition to boosting your chance to hit, this also boosts your chance of critting, which doubles the roll rather than rolling twice the dice. And that’s just attack rolls. Bon Mot also helps casters who target Will DCs. If you get it low enough, then characters with Assurance in an appropriate skill succeed automatically regardless of any penalties they have. In PF2, a party that fights together as a team is way more effective than one that doesn’t. Even if some of the actions in that example fail, just having some of them succeed will still be really helpful. It’s the difference between a party that has no problem with moderate- or even higher-threat fights and one that struggles with purportedly easy ones. My players generally didn’t bother to leverage those kinds of synergies, so they struggled with moderate-threat encounters. I did one that was between moderate- and severe-threat, and they TPK’d (which was entirely unnecessary because they could have just walked around it). I can’t speak to the issues with the summoner. I haven’t been following the post-launch playtests Paizo has done very closely. From what I understand, the way it worked was pretty unpopular. I expect there will be changes in the final version published in [I]Secrets of Magic[/I]. [/QUOTE]
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