Months of playtesting <em>Pathfinder</em>: Somehow, tweaking everything makes it feel more familiar.
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It doesn't help that the default tech level of firearms is terrible, and your free gun is in shoddy condition.No, this was 5-ish years ago? And it was an "Introduction to Pathfinder" type event ran by PFS and going through the first part of one of the core PF modules.
Long before PF2 was dreamed up.
And, yeah, Gunslinger probably does suck but I like steampunk and I loved the art for the class in the book, so I went with it. The "grit" stuff was just dumb.
IMHO 2d10 gives one of the best curves.I miss the way Fantasy Hero (based on the Hero system, AKA Champions) did things back in the 3rd/4th edition of things.
Proper Bell curves of difficulty with 3d6 always seemed more logical to me than the randomness of a single d20
Roll/ Chance
2,20: 1
3,19: 2
4,18: 3
5,17: 4
6,16: 5
7,15: 6
8,14: 7
9,13: 8
10,12: 9
11 : 10
Oh, yeah, the gun basically never worked.
In general, less dice means wilder results, more means more consistent but averaged results.IMHO 2d10 gives one of the best curves.I miss the way Fantasy Hero (based on the Hero system, AKA Champions) did things back in the 3rd/4th edition of things.
Proper Bell curves of difficulty with 3d6 always seemed more logical to me than the randomness of a single d20
1% for 1 or 20, and the curve goes like:Code:Roll/ Chance 2,20: 1 3,19: 2 4,18: 3 5,17: 4 6,16: 5 7,15: 6 8,14: 7 9,13: 8 10,12: 9 11 : 10
1,3,6,10,15,21,28,36,45,55,64,72,79,85,90,94,97,99,100
Although the Hero System had many excellent mechanics, I found the bonus calculations of 1/5th stats left much to be desired.
As far as Pathfinder is concerned, it's success lies with it effectively cloning D&D 3rd+ Edition -- including all the reasons I can't stand it, chief among them the plethora of absolutely ludicrous "Feats." c.f. "Throw Dirt" | "Gouge Eye"
Can't say I even remotely agree with the mechanic of adding a critters level to die rolls. Maybe some fraction of a level, and the higher level of the two in a contested roll might get an additional +1.
Oh, yeah, the gun basically never worked.
The key to playing a Gunslinger is knowing which feats to take and knowing how to conserve grit. That, and knowing that after 5th level, you are better off advancing a different class, like Inquisitor. A gunslinger advances like an archer, and needs to take the ranged feats, as well as Quick Clear to manage misfires.
BTW, the beginning gun is fine for the player. It's only considered broken by the rules is another PC uses it. You only use it for a few levels before switching to a double barrel or paddle foot (four barrel) pistol, and the on to a revolver if allowed by the DM.
On top of "Perception" being more suited as an Ability score (that could be linked with Intelligence and Wisdom) as opposed to some vague 'skill.'I am very excited to try PF2, but I am a bit surprised to learn that Perception is now regularly being used on initiative rolls. It was easily the most over-used skill in PF1, and I had hoped they would try to downplay it's roll, not increase it!
On top of "Perception" being more suited as an Ability score (that could be linked with Intelligence and Wisdom) as opposed to some vague 'skill.'I am very excited to try PF2, but I am a bit surprised to learn that Perception is now regularly being used on initiative rolls. It was easily the most over-used skill in PF1, and I had hoped they would try to downplay it's roll, not increase it!
Something like Chill then...I miss the way Fantasy Hero (based on the Hero system, AKA Champions) did things back in the 3rd/4th edition of things.
Proper Bell curves of difficulty with 3d6 always seemed more logical to me than the randomness of a single d20
My friends and I played the hell out of Fantasy Hero and Danger International. Probably more than AD&D. Loved that system. The only one we liked better was The Call of Cthulhu (before they ventured into D20 territory that is)
Call of Cthulhu has wandered back out of D20 territory. The newest edition is slightly different (it multiplies most stats by 5 instead of having easy skill checks be stat x5 as one example), but it's still close enough that I've run 7th edition adventures with the 5th edition core.
It's just set off on its own on the character sheet under health array, right above the Skills box.On top of "Perception" being more suited as an Ability score (that could be linked with Intelligence and Wisdom) as opposed to some vague 'skill.'I am very excited to try PF2, but I am a bit surprised to learn that Perception is now regularly being used on initiative rolls. It was easily the most over-used skill in PF1, and I had hoped they would try to downplay it's roll, not increase it!
The whole idea of rolling dice with various modifiers against arbitrary difficulty numbers to perform a task is kind of antiquated, isn't it? This leads to the constant situation where you roll a die and still have no idea if you succeeded on the action. You have to have a discussion with the GM to find out the mechanics and what the DC # is. Systems where you can mostly tell if you succeeded based immediately on the die result seem superior for table excitement. I like Savage Worlds.
Technically, Savage Worlds still has a DC in the form of modifiers, which are given up front. So you are almost always trying to reach Target Number 4, but you GM tells you that it's (for instance) a difficult task, so you are rolling at a -4 modifier. By knowing the difficulty up front, the player knows whether they have succeeded or failed immediately after rerolling the dice, without GM confirmation. I guess to compare to D&D, it's more similar to the THAC0 system.The whole idea of rolling dice with various modifiers against arbitrary difficulty numbers to perform a task is kind of antiquated, isn't it? This leads to the constant situation where you roll a die and still have no idea if you succeeded on the action. You have to have a discussion with the GM to find out the mechanics and what the DC # is. Systems where you can mostly tell if you succeeded based immediately on the die result seem superior for table excitement. I like Savage Worlds.
Is there any mechanical rule for what happens on a critical failure? Or is it just "the GM punishes you somehow"? Because that's basically never been fun or balanced, outside of comedy games.
I can understand why people do it: it ensures that players react based on the same knowledge their PCs have. I used to hide mine (though more to hide the time it took to add up all the modifiers in PF1), but I stopped doing it after reading this article by the Angry GM. It’s definitely had a small effect at my table, which is nice. I think it’ll work even better in PF2 where PCs should crit much more often (PF2 has secret checks, but the GM can choose to have the player roll them anyway, which is what I plan to do).The whole idea of rolling dice with various modifiers against arbitrary difficulty numbers to perform a task is kind of antiquated, isn't it? This leads to the constant situation where you roll a die and still have no idea if you succeeded on the action. You have to have a discussion with the GM to find out the mechanics and what the DC # is. Systems where you can mostly tell if you succeeded based immediately on the die result seem superior for table excitement. I like Savage Worlds.
Paizo heavily discounts PDFs in the rule book line, and probably for that reason. Their other lines are also discounted but not quite as heavily (only ~30% off the price of a physical copy).I'm surprised that the prices for the PDF versions are sane. US$15 each for the core book and bestiary is within the realm of sanity while not devaluing the material.
Edit: There's so many traditional publishers, tabletop RPG companies included, who price their ebooks at nearly the same price as paper and then announce ebook sales are terrible. For a lot of people if they can get paper for $50, or a PDF for $40 with no discount even if you buy both at once from their store, they'll buy paper. But $15 for the PDF? That's an easy buy for me.
Though one of the key parts of CoD is that's you're never really the superpowerful legend, either. As a mortal character, there's monsters out there that'll literally eat you for breakfast, and as a monster you're probably just a tiny shark keeping the Great Whites happy.One thing I like in Chronicles of Darkness is it lets you gain a beat for voluntarily turning a regular failure into a critical failure. I probably drove our Storyteller crazy doing that almost every scene. Sure, I got into some bad situations, but the game was much more entertaining that if I’d just tried to play it as safe as possible.
I can understand why people do it: it ensures that players react based on the same knowledge their PCs have. I used to hide mine (though more to hide the time it took to add up all the modifiers in PF1), but I stopped doing it after reading this article by the Angry GM. It’s definitely had a small effect at my table, which is nice. I think it’ll work even better in PF2 where PCs should crit much more often (PF2 has secret checks, but the GM can choose to have the player roll them anyway, which is what I plan to do).The whole idea of rolling dice with various modifiers against arbitrary difficulty numbers to perform a task is kind of antiquated, isn't it? This leads to the constant situation where you roll a die and still have no idea if you succeeded on the action. You have to have a discussion with the GM to find out the mechanics and what the DC # is. Systems where you can mostly tell if you succeeded based immediately on the die result seem superior for table excitement. I like Savage Worlds.
Paizo heavily discounts PDFs in the rule book line, and probably for that reason. Their other lines are also discounted but not quite as heavily (only ~30% off the price of a physical copy).I'm surprised that the prices for the PDF versions are sane. US$15 each for the core book and bestiary is within the realm of sanity while not devaluing the material.
Edit: There's so many traditional publishers, tabletop RPG companies included, who price their ebooks at nearly the same price as paper and then announce ebook sales are terrible. For a lot of people if they can get paper for $50, or a PDF for $40 with no discount even if you buy both at once from their store, they'll buy paper. But $15 for the PDF? That's an easy buy for me.
Not so much at the risk of being a Grammar Nazi as being unashamed of knowing how words work: a hyphen in the middle of "follow-up" is only correct if it's being used as noun: "Pathfinder Second Edition is a follow-up to the original Pathfinder", for example. Since "follow" in the title is a verb, putting a hyphen there is just wrong - it's like writing "I went-up the stairs".How to follow-up Pathfinder?
I miss the way Fantasy Hero (based on the Hero system, AKA Champions) did things back in the 3rd/4th edition of things.
Proper Bell curves of difficulty with 3d6 always seemed more logical to me than the randomness of a single d20
I miss the way Fantasy Hero (based on the Hero system, AKA Champions) did things back in the 3rd/4th edition of things.
Proper Bell curves of difficulty with 3d6 always seemed more logical to me than the randomness of a single d20
I once customized Rolemaster so all rolls first went through a normal-distribution translation. Gave very realistic outcomes, took time and fun out of the game though.
In the end we went with a the straight D100 with all the critical failure and successes, but added player controlled Fate Points they could use to fudge the dices on rare occation. Not realistic, but much better thematically.
Hominid Greyware Mk.12.What systems will this run on?
SCNR
Having a table to modify _every roll_ before looking up that result on the tables... that's truly Peak Rolemaster.
Having a table to modify _every roll_ before looking up that result on the tables... that's truly Peak Rolemaster.
I loved and hated Rolemaster; those charts were amazing, and having every result spelled out in that detail made for some very interesting fights, but, yeah. Good luck surviving character generation
Friend had made his own modified version, which mostly just beefed up character gen so you were more likely to come out of it as a competent person, but it was still brutal. I think we ended up getting frostbite while camping and that set up a cascade failure for the party.
So they removed the fun of instantly knowing you got a crit success or the dread of instantly knowing you got a crit fail to a delayed, “let’s calculate to see if this is a crit success or crit fail”-system? That to me is a critical failure.
Also rolling a natural 20 or 1 being a low probability compared to making it a range and increasing the odds of crit success (or crit failure) takes away again the fun of the occasional burst of damage. Making these events more common will make them boring.
Maybe I’m wrong, but my gut tells me these changes are bad for the game.
They wanted to make the game more simple... but this change just makes things a bit more complicated.
Tried this one?I'm only a novice at Pathfinder so I'm kind of indifferent about the whole thing. But I would fully agree that it's gotten so complicated that just about everyone has to use an app to manage the character sheet. I do think it's a bit BS that if you really want to take advantage of the system you need something like HeroLab (which is extremely expensive to get all the books enabled). Cheaper options like RPGScribe are okay but they aren't as complete.
Is there any mechanical rule for what happens on a critical failure? Or is it just "the GM punishes you somehow"? Because that's basically never been fun or balanced, outside of comedy games.
Your GM sucks then. As much as criticals are fun in both directions, the GM is free to save your ass as much as he/she is free to punish you for a bad roll. The GM should consider the ebb and flow of the combat with every roll and then on-the-fly adapt the results to the situation (without negating the result's spirit) so that the story and adventure lives on.
Letting the dice have tyranny over the play session is asking for the dice to ruin a great night for someone or to trivialize the challenge of a module right sized for the party. In the end, if you're not having fun, it's your GM, not the rules or the dice.
Did they do anything to fix the problem of linear warriors/quadratic wizards that has plagued the system since D&D 3.0?
I was disappointed that original Pathfinder did so little to address that, and if Second Edition still doesn't do anything to prevent the problems where wizards are flat out better than fighters at higher levels (and certain spells making them better melee combatants than fighters!), then this edition is a non-starter for me.
True, but I feel systems should speak to that in some way, else it really is "GM whim" so far as what happens.
But, that would almost require some type of result chart or lengthy list of examples, and probably be just as prone to issues in interpretation.
I'm surprised that the prices for the PDF versions are sane. US$15 each for the core book and bestiary is within the realm of sanity while not devaluing the material.
Edit: There's so many traditional publishers, tabletop RPG companies included, who price their ebooks at nearly the same price as paper and then announce ebook sales are terrible. For a lot of people if they can get paper for $50, or a PDF for $40 with no discount even if you buy both at once from their store, they'll buy paper. But $15 for the PDF? That's an easy buy for me.
I miss the way Fantasy Hero (based on the Hero system, AKA Champions) did things back in the 3rd/4th edition of things.
Proper Bell curves of difficulty with 3d6 always seemed more logical to me than the randomness of a single d20
Natural 1s being critical failure is in fact a popular house rule, not part of the rules-as-written for most games derived from the “d20 system”. According to the published rules, it may be an automatic failure (depending on the exact system and the exact type of d20 roll, eg skill vs attack vs save), but it doesn’t usually attract a penalty beyond lack of success.
Personally, I don’t use critical failure house rules. If a particular system has an official critical failure rule, I’ll use it, but I won’t add extra screwage on top. PCs should have above average competence. Looking awesome 5% of the time is good; but most people don’t particularly enjoy being made to look like a buffoon 5% of the time due entirely to the whim of the dice. (If a player chooses to do something dumb, then sure, it’s comedy time!)
Critical fails are a terrible rule for terrible people. Especially when they get applied to attack rolls, because the nature of combat means that experienced well trained people (who throw more dice) become more likely to crit fail simply by the brute laws of probability.
Another reason why they tend to be pretty unfair is the fundamental asymmetry between PCs and NPCs. Most NPCs, especially opponents, appear in exactly one scene. Those which appear in more than one scene usually appear in exactly one session/story. Only a tiny, tiny handful of NPCs will appear multiple times through a campaign. So it doesn’t really MATTER if an NPC suffers some major harm from a critical failure.
But if a PC loses a hand to the whim of the dice and GM sadism (for example), that’s a major loss to that character, which could last a very long time depending on the setting’s assumptions about healing.
This is the same basic reason that NPC spellcasters often punch above their weight. Since they're (typically) one-encounter characters, they have no reason not to go nova and blow every high-level spell as quickly as possible. PC spellcasters are more likely to have to conserve resources to last over multiple encounters.