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*Pathfinder & Starfinder
What Are The Changes In Pathfinder Remastered?
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<blockquote data-quote="Kichwas" data-source="post: 9036862" data-attributes="member: 891"><p>There are variables of what each side can stack beyond the base numbers.</p><p></p><p>But my match wasn't for a 20 needed to hit. But a 20 needed to "only" miss. Because one thing a 20 does is always make the result one step better.</p><p></p><p>So if you need to roll a 29 to hit something - then you actually have a 5% chance of hitting it... because rolling a 20 means you only failed by 9, a miss, which the 'natural 20' makes a hit.</p><p>- That is what means that when we come up with these "impossible" scenarios, they are just "very unlikely", and that then gets moved around with tactics.</p><p></p><p>In PF2E - tactics play a massive role precisely because things are NOT made to be 'bags of hit points', but are instead 'bags of POTENTIAL modifiers'. Smart tactics turn those modifiers on for your side and/or off for the other side.</p><p></p><p>Base PCs at a 19 level difference still have 5% odds per hit for the weaker side assuming each side does nothing but stand there and take turns... that chance moves up or down as you change the abilities of each opponent. And there even are tricks a level 1 can use to auto do a small amount of damage which means that enough level 1s can swarm things.</p><p></p><p>But that's looking at the extremes - ONLY because people were dissing PF2E's lack of bounded accuracy by chasing the extremes rather than looking at normal encounter design. And they were doing that, I would argue - because normal encounter design is so obviously in PF2E's favor with its tightly working CR system.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9036862, member: 891"] There are variables of what each side can stack beyond the base numbers. But my match wasn't for a 20 needed to hit. But a 20 needed to "only" miss. Because one thing a 20 does is always make the result one step better. So if you need to roll a 29 to hit something - then you actually have a 5% chance of hitting it... because rolling a 20 means you only failed by 9, a miss, which the 'natural 20' makes a hit. - That is what means that when we come up with these "impossible" scenarios, they are just "very unlikely", and that then gets moved around with tactics. In PF2E - tactics play a massive role precisely because things are NOT made to be 'bags of hit points', but are instead 'bags of POTENTIAL modifiers'. Smart tactics turn those modifiers on for your side and/or off for the other side. Base PCs at a 19 level difference still have 5% odds per hit for the weaker side assuming each side does nothing but stand there and take turns... that chance moves up or down as you change the abilities of each opponent. And there even are tricks a level 1 can use to auto do a small amount of damage which means that enough level 1s can swarm things. But that's looking at the extremes - ONLY because people were dissing PF2E's lack of bounded accuracy by chasing the extremes rather than looking at normal encounter design. And they were doing that, I would argue - because normal encounter design is so obviously in PF2E's favor with its tightly working CR system. [/QUOTE]
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