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No they dont..and I was wondering the same.
If you look at exotic on another character...i.e. valerie. You will see martial in green at the bottom of the description..so yes you need it. I took dual weild instead..its more useful than exotic so early I now have +6 +6 attack from dex bonus and my guy is leaving behind ribcages after a sneak attack
Agreed. The filters are wonky in general too. And what the game thinks is good bad or neutral is highly subjective and pointless...if you wanted to follow those builds then you may as well have used autolevel.
Funny hearing people talk about game balance when they don't actually play right/as intended then a game like this comes out and you see.
You have no idea what the base game is like clearly, so don't criticize the people who actually know what they're talking about.
If you were trying to be funny though, good job.
It isnt..as I said...look at valerie who starts with exotic and you see martial in green at the bottom.
But there are plenty of indescrepancies between the game and pathfinder rules. For example rogues are meant to be able to use all bows up to compound and they can't and shortswords in the game are slashing when they should be piercing.
https://www.d20pfsrd.com/equipment/weapons/#simple-light
Yep..and that's how it SHOULD be..since exotic for a rogue is not worth 2 feats. Also, as in previous crpgs like nwn, the size rule on offhand has no effect in this game - only the weight class.
So just LOL @ "No people just don't play actual DnD/Pathfinder properly. They probably play with crap Dms that let them take that as a lvl 1 rogue but you need to have martial weapon prof first....always been that way.
Funny hearing people talk about game balance when they don't actually play right/as intended then a game like this comes out and you see."
This is what happens when people get confused between 5th edition and 3.5 and games come out as a mish mash of both. Although I have to admit that in general they have done a great job anyway.
*edit* I have a few problems with how weapons work in D&D in general..since most swords (with the exception of rapiers and epees) are, in reality, used for both slashing AND piercing and some of the heavier ones should also have an amount of bludgeoning. But then that would be a total mess in terms of differentiation. Also that size rule that never works in computer games anyway..makes very little sense given that it's much harder to get in close with a smaller weapon much less if you have a larger one in your other hand. So smaller weapons should just provide more attacks rather than be easier to hit with as they are faster to move. And dodge evasion and deflection should be applied more to larger weapons than just accumulating a general AC bonus. To put it another way smaller weapons should have a +roll against those skills by comparison.
This would create a rock paper scissors dynamic because a lumbering brute with a greatsword and full plate is almost never going to hit an athletic person in light clothing and (discounting that small blades were actually used to fit through gaps in armor) a tiny pig sticker isn't going to put a dent in such a brute.