Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I mostly play RP centric builds and i mostly play on Core (or core with Deaths Door turned on if I'm feeling lazy.) And there's often got to be some compromises. For example if I'm trying to play a melee Hunter, I'm taking 2 levels of Instinctual Warrior, or 1 level of monk, and 1 level of (insert class that can cast mage armor here) because not doing that is asking for suffering. So I'd end up leveling like IW 2 Hunter 6 Sorcerer 1, Hunter 11. It's not *the best* melee hunter, and it's not *the most* RP friendly hunter, but it's functional, and it won't die the instant something looks at it funny.
Granted it did take some work to get to that point. I had to check what does/doesn't stack, plan out feats and calculate AC and AB in advance (at level 9 and level 20.) There's some effort involved. But the end result is that I can play my RP friendly 1-20 shield-bearer tank and have them not be total garbage. (They're perpetually about 5AC short of where I'd want them to be but protective luck, Last Stand, concealment, and doing a heck of a lot of damage so things die quickly all help deal with that problem)
It's actually not a time limit (as in play time) but a time limit as in in-game time (it's a certain number of days.) Mostly it's punishing inefficency (ie you took too much damage and had to rest too often) not being slow.
Set everyone to range and mop up. Even Seelah should have a MW Cold Iron Javelin to toss around. My MC didn't have much range so they roamed the top of the wall. Only issue I ran into is losing the booze cart due to surprise Minotaur and two Arsonists my first time doing it. No problems the next time since I knew approximately when that would happen and could make sure it was Greased and/or Entangled as well (Achievement unlocked).
I mean, you had literal spreadsheets for STR values at 18-00 through 18-99, very strange stat scaling, etc.
So going from total immunity if you had the wrong weapon to a DR of 5/10 was.... worse?
don't forget mindflayers, green slimes, petrification traps and monsters, etc. There were plenty of "oh you didn't have the right magic item or spell on at this time? loldead" issues.
Eh, I can build two "default" fighters much more differently depending on their stat spread, intelligence is actually potentially valuable for the combat expertise line of feats that open up combat maneuvers. Couldn't ever do that with default fighters in earlier editions.
There was plenty about 2E rules that was worse. I actually think spell resistance/SR is better in 3E than magic resistance in 2E since you get a chance to overcome it, etc. How AC worked in 2E was daft.
All that said, whatever, we're after all once again simply arguing a lot of subjective opinions, but mine is that you can definitely build an interesting CRPG without the Pathfinder style rules, and without going to the past, we have some 5E games doing that right now ... Solasta, and soon to be, BG3.
I get some people love Mathfinder. I will finally probably get to compare the two systems, at least in a CRPG, and 5E looks to be ... quite good. But let's be honest, even Pathfinder 2E, which is the current version, scales back some of the Mathfinder aspects ... even Paizo knew how to improve the system, it's just for ... reasons ... Wrath still uses 1E.
You're fighting against mostly demons, who have damage resistance. There's a mythic version of Improved Unarmed Strike, which causes your unarmed attacks to deal bonus damage equal to half your Mythic Rank.
There's also a mythic ability called Brutality Incarnate, which causes your 'natural attacks' to bypass damage resistance. However, I do not know if this applies to Unarmed Attacks as well? If it doesn't, then the ability seems useless for anyone who doesn't have polymorphing magic.
I think that is a bit unfair. If you play normal or lower difficulty, then the game is quite forgiving. On story difficulty in act 1 even Nenio can one-shooted many enemies with her heavy crossbow. You can run realtime very fast then ;-)
There is no need for min/max.
At core and higher you need to optimize, becauses creatures stats are so high and have so much immunities, that without you will die. So it is up to you, how you play.
Meh: my reaction to playing a 5th edition game. It's dumbed down for sure so maybe some people might enjoy that, I really didn't care for it though. And is 2e actually that or are you going off what other people have said? It'd be pretty dumb of them to take a refined 3.5 and dumb it down for people that can't do a bit of math.
Cheers.
Second Edition Pathfinder has made it possible for the halfbreed heritages (Tiefling, Aasimar, Dhampir, est) to be applied to any race now, instead of it being defaulted to humans.
They also gave players the freedom to make cross breed heritages for ALL ancestries. Which means that (as long as the DM approves it) it is now possible for you to mix and match any race you want.
Some crazy examples:
Gnoll + Lizardfolk
Grippli + Anadi
Goblin + Ratfolk
Goloma + Kobold
That's pretty awesome, more player freedom and character choices is always good; I always wanted to do edgy half-dragon stuff in 3.5 as a teen. I just hope it's not too 5E like. I enjoy some of what they did and some of it makes a lot of sense for the most part but man did they cut down on feats by having you choose between feats or stat increases. Plus I enjoy archetypes the way they're done in Path vs 5e.
PF2 tries really hard to be more about moment-to-moment choices and gives you huge piles of feats to customize your playstyle. Also yes they significantly dial back the 'mathfinder' aspect in favor of making it a game of action economy and feat-selection.
Majority on enemies are demons so they have high damage reduction and spell resistance you have to bypass.
Certain buff spells, items and mythic feats lets you do exactly that.
In very early game you should have access to something like:
- align weapon (good) or other spells that give similar effect
- cold iron weapons
- amulet of mighty fists
- mythic feats (around level 5 i guess)
If you're interested, check out a website called Archives of Nethys. It has all the mechanical rules for Pathfinder both 1st and 2nd edition listed in detail for free, and continues to update itself as more content is released.
Now before you accuse them of copyright infringement, or piracy, you should know the site is fully endorsed by Paizo themselves.
In other words, you only need to buy the books, if you want to learn about the lore and fluff material for Golarion. If you're planning to homebrew your own setting, the mechanical side of things is totally free!
https://2e.aonprd.com/Default.aspx
ALSO adding to the list of differences, Paizo has decided to veer into the realm of allowing players the freedom to be Tiny and Large sized creatures. Something which WotC still haven't had the courage to do.
Honestly, the more I learn about Pathfinder, the more I'm convinced it is a far better game than D&D.
I will be completely honest, I had no idea the stuff is out there for free. Are you 100% sure this is legit and paizo is chill with it? Seems kinda crazy but also awesome if its true. Would save me lots of scaning of my books for new players if that is the case.