What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Sunday, September 2, 2018

Pathfinder 2nd Edition, Rulebook Assessment

Image result for pathfinder 2.0


As many people know, Pathfinder has finally gotten around to creating the first revision to their rules.  Pathfinder 2.0 now has a playtest rule set out now, and I’m going to go through the rule book and make my own assessments of what’s there.  To start, I will not be assessing the “overview” of the book too much, rather I’ll only focus my attention on the aspects that deal with character creation from there, though I may backtrack if needed as I get to new chapters/sections.


Image result for pathfinder 2.0Abilities & Generating Scores
The classic six have returned.  To be honest it would have been nice to see a bit of a change up to further differentiate itself from D&D, but when something works you may as well stick with it.
Ability scores start with a base of 10, from there you apply what they are calling Ability Boosts and Flaws.  A boost will typically add up to 2 points to a score, but if a score is at 18 then it can only be increased by 1 point.  And at 1st level the highest starting score you can have is 18.

This isn’t too surprising as D&D 5th Edition even puts a limit on how high your starting Ability Score can be.  What confuses me is if you have 2 points that would go to a single score if it automatically equates to just a +1 to it if your at 18 or higher.  If I were to guess, I’d say yes.  Now Ability Boosts break down into ones that must go to a specific Ability Score, and “Free” points that can go anywhere.

At every 5 levels (5, 10, 15, 20) you gain ability boosts in four different scores, and your free to apply these points to scores that are at 18 or higher.  Just remember that if a score is at 18, it will likely cost you 2 points to up it by just 1 point.

Now Flaws come in as the opposite of a Boost, decreasing a score by 2 points.  These are not common placed, and typically result from a character’s ancestry (discussed soon).

Over all it feels like a refinement of the Point Buy system, and integrates it completely into character creation.  Your character’s Ancestry, Background, and Class are the aspects that add to your starting scores.

But what if your dead set on rolling dice?  Well there’s rules for that still.  Yep you’re not forgotten in there for those groups that prefer the total randomness of dice rolls.  Here the base generation of scores is partly ignored and the classic rolling of 4d6 six times and discarding the lowest die is used.  Of course, the score limit of 18 is still applied.

From there you apply bonuses from your Ancestry, Background, but not one from your chosen class.


Related imageAncestry, A Nice Way of Saying Pick Your Race/Species
The first thing to keep in mind here is to only expect the basic character species, and nothing too exotic.  Here you’ll encounter the Dwarf, Elf, Gnome, Goblin, Halfling, and Human.  Half-breed species are handled in a unique way.  Here you start with a base human, and then select an appropriate “ancestry” feat that you will apply to the character.  Its an interesting method of dealing with it and could allow your to work out a character who is made up of 3 different species…well that is how it initially reads, since this is just a side bar. We’ll see how this plays out once I get around to the human.

Now each species does have a level limit, and as you gain levels you can gain additional Ancestry or Heritage feats.  That is to say; some feats have the Heritage trait and can only be taken at 1st level.
Character species all determine your base HP, grant Ability Boosts/Flaws, Size, Speed, Languages & bonus languages, Traits, and special features like Darkvision.

Dwarf:  Seem pretty light, when you look over their Ancestry feats.  It feels like they should get to pick two of these at the start, but you get just the one.  Dwarf’s start with 2 inherent features. And an ability flaw toward Charisma.  Dwarves start with a base HP of 10.

Elf:  The elf seems pretty straight forward, one inherent feature and an ability flaw toward Constitution.  Compared to the Dwarf they should have one additional feature, but don’t.  Elves start with a base HP of 6.

Gnome:  It’s a bit funny to see that the gnome starts with 8 HP, more than the elf.  Like the elf, they have only 1 feature, and their ability flaw is toward Strength.

Goblin:  Well here is the hallmark of Pathfinder.  Goblins get one feature, 6 HP, and Wisdom as their flaw.

Halfling:  So for the halfling your looking at no features here.  Now its possible that they may be looking to add something later, but the species feels its severely lacking in comparison to the other species on the outset.  Starting HP is 6, flaw is Strength, and no, they don’t get any extra feats.

Human:  And now to see what the Human species has to offer.  Starting HP is 8, no flaws since you can choose 2 boosts to apply freely.  No features are present, and humans only get the one ancestry feat.  Now half-breed species are outlined here, and it looks like there’s no mixing & matching.

Backgrounds
Following the various species or Ancestries, are backgrounds.  These seem to be similar to the backgrounds found in D&D in terms of names. Each background offers 2 ability boosts, with one on a required ability score, and the other being a free boost.  Your character also acquires a skill feat of some sort that pertains to the background, as well as being trained in a similarly appropriate skill.  This feels to be the same as that what we’ve seen in D&D 5th Edition, but with its own spin on things.

Languages
Well nothing really spectacular or different here, just the usual list of languages and what speaks them.  Moving on…


Related imageClasses
Finally, the bread & butter of the game.  What we have here is the usual assortment of classes…but with the exception of the loss of the Warlock class.  Each class has a key ability that you need to be the focus of your ability score building efforts.  Hit points that they gain, proficiencies, a specific skill that their trained in, their saving throws (which are noted as Expert or Trained), a number of skills that they are trained in as well, and finally something called Signature Skills (which seem to be specific skills that can be increased up to certain high levels that others cannot, if I’m reading into this right). 

Additionally each class has specific class feats available to it, and those feats are listed with the class, making it easy to find them instead of searching through a list and then looking at the writeups in a different chapter.  Now please keep in mind that I’m not going to write out every aspect of a class, but I will hit on a few points.

Alchemist
I’ve never played an alchemist in any game.  Now with that in mind, the alchemist is all about bombs and potions.  INT is the main ability score, and HP is 8 + CON.  Perception is at the trained level of the class.

Barbarian
Well this seems to be your normal rage monster.  Barbarians make use of totems and their rage in combat.  The totems here are Animal and Dragon, Fury, Giant, Spirit, and Superstition totems.  Unlike Barbarians in D&D, the ones here need armor, not just a CON modifier to use for your AC.  Key ability is STR of course, HP is 12 + CON, and their Perception skill is at expert.

Bard
Well here’s the class people largely think is annoying and useless.  The Bard is the start of the spell casting classes.  Cantrips here do follow the D&D route of cantrips not using spell slots and can be cast with impunity (so to speak).  Bards has muses that help to influence their performances.  Spell casting makes use of something new (but not really) called spell points.  Key ability is CHA, HP is 8 + Con, Perception is Expert, and I will mention they have 7 signature skills.

Cleric
Our next spell casting class.  Clerics introduce Anathema which is something that a character can do that will cause them to fall out of grace with their deity.  They also get a Channel Energy pool that is used to cast either positive or negative energy spells (this is based off your deity).  The energy in the pool is used to cast either Heal or Harm spells.  Key ability score is WIS, HP is 8 + CON, Perception is trained.  They also have a decent number of skills.

Druid
Pretty much what I’ve been expecting after seeing the Cleric.  They also have an Anathema, and the Druidic Order feature which grants several benefits.  The Orders available are Animal, Leaf, Storm, and Wild.  Key ability score is WIS, HP is 8 + CON, Perception is trained. 

Fighter
Ah the bread and butter of any adventuring group.  The Fighter is fairly straightforward and flexible in how you would expect them to be.  Key ability score is either STR or DEX, HP is 10 + CON, Perception is expert. 

Monk
Now my only problem with monks in all game systems is that you never have the option of being a monk, or a martial artist, or a mystic warrior (ala Street Fighter). Its one of the reasons why I make my own martial artist class.  Well this one moves a bit more in that direction, thankfully.   Key ability score is either STR or DEX, HP is 10 + CON, Perception is trained.

Paladin
One of the classes I don’t typically play (if ever).  Paladins no longer cast spells, instead they just have an array of powers that make use of the new spell point system for their powers.  Paladins are expected to be lawful in the rules, based on how I’m reading things, but it seems that there is room to allow for a Paladin to be any alignment, so long as the GM & the Player can set up some sort of code for them.  Key ability score is either STR, HP is 10 + CON, Perception is trained.

Ranger
The ranger in this game isn’t some fighter & paladin mix but is a hunter & tracker to the core.  Don’t expect some magic, just what you may expect from someone who hunts creatures.  Key ability score is DEX, HP is 10 + CON, Perception is expert.

Rogue
First off, don’t worry, the sneak attack feature that has been classically found in the Rogue class is present.   But what more is there to say? Rogues are still the tricksters and thieves that they are in D&D.  Key ability score is DEX, HP is 8 + CON, Perception is expert, and rogues have the most in the ways of skills than other classes.
  
Sorcerer
And here we are with the next major spell casting class.  Like in previous editions, bloodlines play a part in figuring out spells/powers associated with the bloodline.  And as one would expect, the class feats mostly pertain to enhancing spells.  Key ability score is either CHA, HP is 6 + CON, Perception is trained.

Wizard
The companion to the Sorcerer class.  Wizards appear to be very much the same as well.  You focus on a school of magic and that helps to influence your spells.  Key ability score is INT, HP is 6 + CON, Perception is trained.

I will add that at this time there is nothing present on multiclassing in the class section of the book, but this may be covered later.


Skills
As one can expect there will be a large array of skills by which the character uses to complete tasks.  What is mainly of note here will the how you figure out your “Total Skill Roll Modifier”.

This formula is:
Ability Mod + Prof. Mod + Circumstance Bonus + Conditional Bonus + Item Bonus + Any applicable Penalties (there’s about 4 noted sources present)

Frankly this is a bit much and can due with being simplified like how D&D deals with things.  One irritation I have with he onset of this section is there being no reiterating explanation on the proficiency levels (untrained, trained, expert, master, legendary).  This is only commented on back at the start of the book under Proficiency Modifier.  But this allows me to go back and cover that now in relation to skills.
  • Untrained:  Equal to your Level -2.
  • Trained:  Equal to your Level.
  • Expert:  Equal to your Level +1.
  • Master:  Equal to your Level +2.
  • Legendary:  Equal to your Level +3.

Now each of the noted bonuses is a single static bonus and does not add onto what you have from previous proficiency levels.  Thus, if you have Acrobatics at Expert, at level 4, you would add a +5 bonus to your rolls.  But if for some reason that proficiency went up to Legendary then your roll would be +7.  Now just add in your Ability score modifier, and all the other trimmings and your set for a skill roll.


Feats
What’s a D&D game or in the case of Pathfinder, a D&D derived game, without the appearance of feats.  Feats in this section are set up as Non-Skill Feats, Varying Skill Feats, and Specific Skill Feats (namely they apply to a specific skill like Acrobatics, or Crafting).


Related imageEquipment
This section of course covers all the trappings your would-be hero needs on their adventures.  Currency, coin bulk, pricing and so forth.  Weight in this revised system uses bulk, much like Starfinder.

Your limit in Bulk that your character can carry is equal to 5 + your STR modifier with out penalty.  Carrying more than this will encumber your character, and you are limited to a maximum of 10 + your STR modifier.  And being encumbered means that your speed is reduced by 10ft (to a minimum of 5ft).  Armor check penalties also increase when encumbered.

Combat actions are covered here as well with your weapons, and amazingly enough they do cover using a shield as an improvised weapon.

Attack rolls work about the same.

Multiple Attacks work like this, a second attack is at a -5 penalty, and any subsequent attacks take a -10 penalty.  This doesn’t count toward attacks that you may take that are not on your turn.
Critical hits work about the same, though they also add that if your attack roll exceeds a target’s AC value by 10, it counts as a critical hit as well.


Image result for pathfinder 2.0 wizardSpells
Well where would we be without magic.  One interesting inclusion are certain superscripts after a spells name (H, U, R).  Spells themselves range from cantrips up to powerful level 10 spells.
  • “H” means that the spell has stronger effects when heightened.
  • “U” means that the spell is of an uncommon rarity.
  • “R” means that the spell is rare.

What “U & R” mean for a character is that you character just isn’t going to be allowed to have them unless the GM allows you to have access to the spell.  Thus, spells that could shape the fabric of reality are not just something you get to pick out of the book to know – you very well may have to earn the spell.


Advancement & Options
Well here is the portion that outlines how your character advances.  One big change is that to go up just 1 level you need 1,000 xp.  Anything left over carries over toward the next level.  Obviously, your current level and such will impact how much xp you get from encounters.

So when you go up a level your HP increases by an amount noted for the class (thus a fighter gains 10 + their CON mod per level.  You gain a noted class feature, feats, any new spells, and adjust your proficiency bonus.

An option for character advancement are Archetypes.  Applying an archetype has you spending a class feat(s) on an Archetype feat(s) instead.  One of these is, indeed, a Multiclass archetype.  The other type of archetype are Prestige archetypes.

Animal companions and Familiars are covered here as well.  Deities are here as well and that is it.


Playing the Game
The next section covers aspects of game play.  A reiteration of some rules from earlier are found here in some tables.  No point in hitting on every little thing here, its how the games played, so you’ll want to read the rules yourself.  What’s also helpful are the diagrams for the different shapes of attacks like cones, lines, and the inclusion of aura’s and burst effects.  Making a return are Hero Points.  You can have up to a max of 3 of these and there are three specific uses for these.  These are rewarded by doing heroic deeds or tasks, or when you do something special.  Of course, once a game session ends these points go away.

Personally, I prefer what D&D does with Inspiration.

The main part that is stupid and makes no sense is the rules for “Grid Movement”, moving diagonally will cost you a different amount of movement.  For example, like the use in the book, your first diagonal movement costs you just 5ft, but if you move diagonally again it will cost you 10.  Frankly this doesn’t make sense as the map distance is technically the same.  This rule feels unnecessary and bogs a game down with an unneeded rule.


Game Mastering
The GM section is next up a goes over everything you expect the section to have.


Treasure
Well every adventure needs rewards beyond just getting xp, and this is the section that outlines that.  Not just treasure that can be found, but rules for crafting with special materials are here as well.  A special item of notice with weapons is that if it’s, for example, a +2 Longsword you add a +2 to your attack rolls, but you also that +2 also means that if your attack hits you get to add an additional 2 dice of the weapons damage to what is dealt – thus you roll 3d8.


Following all this is the Appendices and Backmatter (where you will find the character sheet).


Assessment
Over all these are some interesting rules, and they do seem to take some notes from D&D 5th Edition and Starfinder, while at the same time also being different from either system.  Character species/ancestries are too light at the moment and need to be better rounded out.  Character species in other games offer much more from the get go, while these go for an enhancement over time deal, which is ok, but the initial offerings at level one need to be just a bit better.  Also, the species that are missing some stuff need to have all that filled in more.

 I like the idea of how the classes work, allowing players to have more freedom to pick and choose how they want to grow their character for that level.

Movement rules using a map are too complicated.

Over all rules feel too complex in general, still too crunchy.  Frankly one of the things that most people I’ve talked to about Pathfinder hate is how crunchy the rules are.  These rules, while a bit better, do need to be toned down a bit.  Its part of the appeal of the advantage/disadvantage system that D&D uses.  In fact, with Starfinder I’d incorporate that rule in place of some other rules present.

One of the things that I like about D&D 5th Edition is that its simple and quick to pick up and play.  A little complexity is ok, but I feel that Pathfinder 2nd Edition needs just a little more toning down on its complexity.

But, this is why there’s playtesting and reviewing.  The game can only get better if folks put forth their thoughts on matters to help make it better.

Either way I suggest everyone give it a try and let the folks at Paizo know just what works and what needs improving.