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Taking20 -"I'm Quitting Pathfinder 2e Because of This Issue"
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<blockquote data-quote="Justice and Rule" data-source="post: 8165144" data-attributes="member: 6778210"><p>If you have Strength 10, melee combat isn't going to be your secondary go-to, though you can if you take certain feats. Again, <strong><em>as said before, </em></strong>Assurance doesn't care about your ability modifier, so if you take that and keep upgrading the skill, it can stand in for all the Athletics Skill Maneuvers instead of raw ability. So you won't cause damage in hand to hand, but you can strategically use Athletics skill maneuvers to help out and make your partners more effective.</p><p></p><p></p><p></p><p>This really isn't true: Feint basically gives you a +2 to hit on your strikes by making the target flatfooted, which puts you in decent territory to hit. And given that the +4 you took away from Strength has to go <em><strong>somewhere</strong></em><strong>, </strong>you can be pretty good at Deception if you put it into Charisma.</p><p></p><p></p><p></p><p>This is such a tortured reading of things. First off, the Ranger is not just a melee class: it has a bunch of options beyond just melee. If you want to be effective in melee, yes, you're going to have problems without a high strength... but if you don't have a high strength, you likely have another high secondary stat that can be of use in combat. Your dismissal of debuffing immediately contradicts what you just said: you said a +1 is a "HUGE boost", and with Intimidation <em>everyone </em>in the party gets it for <em>whatever they want to do. </em>Wizard casts a spell with a Will Save? Gets that bonus. Fighter smacks the dude? Gets a bonus. It even increases their own effective ACs, since the monster takes a penalty to hit until the end of their turn. You can't intimidate the same target again, but given the bonus, you probably won't need to.</p><p></p><p>And hell, Bon Mot can be done over and over again. Buff your wizards with insults that give a -2 Will for a minute!</p><p></p><p></p><p></p><p>His choices aren't bad for the game, they betray a fundamental misunderstanding of how the game <em>works: </em>his build of the character needs more fleshing out, because if you take away 4 points from Strength they have to go <em><strong>somewhere</strong></em> else, and that suddenly changes his options. That's the stupidity here: you can't "half-make" a character, because the whole of what they are tells us what their options are. It's not like 5E, where options are generally so limited in combat that all you have is hitting it. Instead, your other stats actually have a purpose, and Cody just ignores that. That's the dishonesty of it, that he basically limits the field to what 5E can do, rather than letting PF2 actually do what <em>it </em>can do.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8165144, member: 6778210"] If you have Strength 10, melee combat isn't going to be your secondary go-to, though you can if you take certain feats. Again, [B][I]as said before, [/I][/B]Assurance doesn't care about your ability modifier, so if you take that and keep upgrading the skill, it can stand in for all the Athletics Skill Maneuvers instead of raw ability. So you won't cause damage in hand to hand, but you can strategically use Athletics skill maneuvers to help out and make your partners more effective. This really isn't true: Feint basically gives you a +2 to hit on your strikes by making the target flatfooted, which puts you in decent territory to hit. And given that the +4 you took away from Strength has to go [I][B]somewhere[/B][/I][B], [/B]you can be pretty good at Deception if you put it into Charisma. This is such a tortured reading of things. First off, the Ranger is not just a melee class: it has a bunch of options beyond just melee. If you want to be effective in melee, yes, you're going to have problems without a high strength... but if you don't have a high strength, you likely have another high secondary stat that can be of use in combat. Your dismissal of debuffing immediately contradicts what you just said: you said a +1 is a "HUGE boost", and with Intimidation [I]everyone [/I]in the party gets it for [I]whatever they want to do. [/I]Wizard casts a spell with a Will Save? Gets that bonus. Fighter smacks the dude? Gets a bonus. It even increases their own effective ACs, since the monster takes a penalty to hit until the end of their turn. You can't intimidate the same target again, but given the bonus, you probably won't need to. And hell, Bon Mot can be done over and over again. Buff your wizards with insults that give a -2 Will for a minute! His choices aren't bad for the game, they betray a fundamental misunderstanding of how the game [I]works: [/I]his build of the character needs more fleshing out, because if you take away 4 points from Strength they have to go [I][B]somewhere[/B][/I] else, and that suddenly changes his options. That's the stupidity here: you can't "half-make" a character, because the whole of what they are tells us what their options are. It's not like 5E, where options are generally so limited in combat that all you have is hitting it. Instead, your other stats actually have a purpose, and Cody just ignores that. That's the dishonesty of it, that he basically limits the field to what 5E can do, rather than letting PF2 actually do what [I]it [/I]can do. [/QUOTE]
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