• orenj ( orenj@lemmy.sdf.org ) 
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    1 year ago

    And yet, human fighter with basic sword and shield feats is still just as satisfying as day 1 :)

    edit: Fuck, can I just gush about fighters in PF2e for a sec? Paizo really nailed the “boring normal” class, just by virtue of having them be slightly more accurate in combat - thereby boosting both crit rate for first swings, and offsetting the multi-attack penalty for followup swings. I’ve never had more fun dropping normal attacks in a ttrpg because each swing was just that much more likely to drop a juicy crit, followed up by a knockdown proc from choosing to be a hammer specialist or a pindown from being a bow specialist, etc. You then have a bunch of action condensers from your feats (which you can actually swap out on a day to day basis if you’re so inclined) to do your cool normal attacks more often in a dynamic combat. And reactive strike at level 1 practically doubles your normal attack output right out of the gate if your cool pancake horfing teammates futz with some magic or wrestling bullshit to knock enemies prone.

    Normal attacks fucking rule.

  • Ziggurat ( Ziggurat@jlai.lu ) 
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    1 year ago

    How easy it is for someone not knowing the game to build or even play a character? It’s great to have thousands of option, except when you join a game, don’t know yet all the option available and find up latter that your build doesn’t work. Is it a risk in pathfinder, or are the options robust enough to neither close path early nor have necessary combo?

    • Much better than 1st edition, less feat trees (more pools or tracks) and those that are there have less dead ends. I feel like there are less feat traps than 5e proportionally but I am still learning the system myself.

    • Kichae ( Kichae@lemmy.ca ) 
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      1 year ago

      It’s really easy so long as you a) start at level 1 or 2 and avoid building out too far ahead, b) build to a character concept rather than try to optimize mechanically, c) avoid options released in adventures. Oh, and d), understand that retraining is actually baked into the rules.

      Adventure character content is less rigorously tested, and mostly amounts to professional homebrew. It’s often super focused on the scenarios presented in the adventute and significantly less applicable in general.

      Focusing on mechanical optimjzation rather than character concept often leads to madness, since feats are generally well placed within the same power bands (there are few stand out or trap options). For a crunvhy game, it’s often best played descriptively.

      Characters become mechanically more complex every level or two, so starting at higher levels can be very overwhelming for new players. Building out a higher level character means choosing a lot of feats, and often the utility of those feats is only really understood through play.

    • Balerion ( Balerion@piefed.blahaj.zone ) OP
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      1 year ago

      I’d say it’s not terrible if you have some experience with TTRPGs and use Pathbuilder (a free character-building site/app). That said, I obsessively research and follow guides while making my characters, so I might not be the best source on vibes-based character creation.

    • orenj ( orenj@lemmy.sdf.org ) 
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      1 year ago

      I miss prestige classes. Actually no I don’t they’re implemented in the form of archetypes (Dragon Disciple’s actually kinda handy for some builds unlike in 1e), I just miss the idea of prestige classes.