Pathfinder 2nd edition Readthrough: I sink my teeth into the meat of the game. Watch out for bone splinters.
Disclaimer: I was not a fan of the PF 2e dev diaries, or of the play-test. This does not mean I'm going to do nothing but bash this book, and I legitimately hope to be pleasantly surprised, but keep in mind this read-through is likely to be very biased. A fair bit of it is also for comedic purposes. It is by no means a declaration that people should not play PF 2e, that people are wrong for enjoying it, or anything along those lines
Attacks
The one thing you should never screw up. Players or
designers
So, attacks in PF 2e are at their core the same, roll a d20,
attach all applying modifiers, see if it beats, meets, or falls under the
Target's AC. There are some new things in this case. The first is Finesse
weapons, mentioned here that allow you to apply your dexterity to-hit on the
weapon, removing weapon finesse. Bit of playing catch-up to DnD 5e, but nice to
see at least feat tax removed off of the field. Another is that with BAB gone,
you can now do multiple attacks any time, up to three attacks, but you take a
-5 to the first, and a -10 to second. Apparently the fourth attack just
disappeared into the ether. There's also a weapon quality that lessens this
penalty, and I really hope this does not become a trend of a massive weapon
quality list applying various modifiers depending on situation. What is this,
Shadowrun?
Anyway, I need to see better math to fully evaluate this,
and more info on the three action system, but gut feeling is not amazing. Sure,
the chance of getting an extra attack in at 1st level is nice, but at a -5
penalty even regular enemies stand a very good chance of not getting hit. Never
mind any oppositions that's a 1st level fighter in decent armor. Removing the
full-attack option is nice but even then, it seems like HP pools have gone up
while damage values remain the same, and maybe even gone down (bye-bye fourth
base attack), so it's yet to be seen if this actually increases combat
effectiveness or is just there to provide the illusion of it.
Anyway, next up to note as a change is that Move and Attack
as actions have been renamed Stride and Strike....Urgh. Just name them Move and
Attack, no one cares if they have special names attached, at least not fire a
standard fantasy RPG. I'm getting Apocalypse World flashbacks of being given a
character sheet and seeing one of my powers was called "Insano like
Drano".
Anyway, moving on, to spell attack rolls, it now states that
unless you are a casting class, innate spells use Charisma as a to-hit bonus
stat. This was typically Dex before, and while you can choose whatever
arbitrary stat you want, I'm pretty sure this is just more attempts to tie
magic items to the Charisma stat eternally. More reasons to play a Paladin.
Champion. Whatever you want to call it. Oh, and it also applies to the Difficulty
Check, so the Fighter's access to miscellaneous magic equipment just dropped
even more. No idea if it affects CLW wands, if those are even in the game still
with their evil out of combat healing abilities.
Perception
Anyway, we go next to perception, which fittingly has a
picture of some random guy tossing dice and coins into the air. I'm not sure
what the Perception check to notice that is, but I'm going to guess it's pretty
low. Anyway, Perception is still keyed off of Wisdom, just so the random guy
who spent the last decade staring at religious texts in a small chapel in
between the bank and medieval equivalent of McDonalds is better trained at
noticing small details in stressful situations than the trained fighter or the
streetwise thief. Now, this section does mention various things that can give
penalties or bonuses, such as a spyglass or fog and such, but fails to define
what any of those actually are. Hopefully this is actually given later, or I
guess I'm going to need to make my own chart. (Except for the spyglass, which
actually does list it's bonus. +1 to see far objects. The most useful of all
dungeoneering tools). We also get a mention that not all creatures are
Proficient in Perception. This better not mean classes as well or I withdraw my
previous Ragnarok image about Perception.
And then we find out that initiative is now determined by
perception, so now even less classes will want to to invest into the attribute
that helps determine initiative. I sincerely doubt this will make the people
who already take Dex not take Dex, but now the bookish cleric not only sees
better but also reacts faster than most of the party.
Saving Throws
There's not much here that's different. The most is that
sometimes making a saving throw against something costs an action for when the
DM really wants to pull out the effects that will hurt you the most. As long as
it's not a Rust Monster, you're probably a bit safe. Anyway, it gives a basic
saving throw, which apparently is a specific type of saving throw, which I
think is really just for damaging saving throws? I'm not sure if the example is
just the blanket rules for Basic Saving Throws, or if it's just a specific
example. If the former, it's literally just the results for a Fireball except
you avoid all damage if you critically succeed, and you take double damage if
you critically fail. How that interacts with Evasion (If Evasion exists) I don't
know.
Oh, and we also have a sidebar letting us know that
Advantage and Disadvantage from Dungeons and Dragons 5th edition are here,
except we are calling them Fortune and Misfortune for reasons of brand. It
doesn't give any indication of when either of them is supposed to come up at
all, only that they exist and you can't stack Halfling Luck with Fortune
because Hafling Luck is Fortune? Hopefully later in the book something actually
tells me when they are used.
Skill Checks
Basics are largely unchanged except the new proficiency
rules. Also, while it again lists a large number of things that add modifiers
to the check, again no list or table or anything of what these actually are.
And then we note that Total Modifiers should be all added together, we leave
Skill Checks. I expected Skill rules here, but apparently I was mistaken.
Next Up: Special Checks, for when Normal Checks just don't
suffice.
Pages Covered: 5 (Yes I'm slow. On the plus side the APG
will be out by the time this is finished. (Still true six months later) No I don't know how I'm going to fit
the bestiary in here)
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