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SwingRipper
United States
Приєднався 17 лип 2012
I make Pathfinder2e guides!
SF2e Playtest - What I Would Change
In this video I review a lot of my initial opinions on the game system, figure out which things I would like to see changed, and propose changes to them if I believe that I have a good idea
You are free to disagree with me in the comments below, this is my opinion from the playtesting I did
Chapters to be done eventually
SF2e Playtest Download link (with survey): paizo.com/starfinderplaytestpaizo.com/starfinderplaytest
Join the Grapple Based community on discord: discord.gg/D9VEj36Nyd
If you can spare the money, $5 to get 24 hours early access to new videos, a few neat emoji, and priority comments:
ua-cam.com/channels/Va0s6NYZ5wmgjiV0ORvTrg.htmljoin
You are free to disagree with me in the comments below, this is my opinion from the playtesting I did
Chapters to be done eventually
SF2e Playtest Download link (with survey): paizo.com/starfinderplaytestpaizo.com/starfinderplaytest
Join the Grapple Based community on discord: discord.gg/D9VEj36Nyd
If you can spare the money, $5 to get 24 hours early access to new videos, a few neat emoji, and priority comments:
ua-cam.com/channels/Va0s6NYZ5wmgjiV0ORvTrg.htmljoin
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Відео
How to Make a GREAT Party in PF2e
Переглядів 4,9 тис.Місяць тому
This guide goes over the 4 sections I think about the game and will mention why you want each of those things. For a normal party I recommend trying to cover each bullet point I show to some degree. No one character can fully fill every bullet point by themselves, something will always need to be covered by someone else. This is really a video for my fellow "fill" players who try to cover every...
How to Make the BEST HEALERs In PF2e - Full Build Guide
Переглядів 6 тис.2 місяці тому
Here is my guide on how to make a strong healer in Pathfinder2e. This video will go over the major things people use to heal, as well as three example builds that use various healing abilities to fill the "healer" niche in various ways. I mostly draw the line between out-of-combat and in-combat healing, but you can also look at factors like consistency, burst output potential, range, availabili...
Fixing PF2e's Weirdest Variant Rule - Proficiency Without Level
Переглядів 3,4 тис.2 місяці тому
This video explores what the PWoL variant rule is and the fix for it known as Flatfinder. This variant rule makes it so you don't add level to anything including AC, Skills, Attack Rolls, etc thus flattening the math out. This leads to a lot of consequences I get into throughout the main video Link to Flatfinder homebrewery.naturalcrit.com/share/Dn-97Ro82ibq Reddit thread for Flatfinder homebre...
PFS Class Tier List for Pathfinder 2e
Переглядів 8 тис.2 місяці тому
My tier list rating each class and its potential in a drop in play game. This list is driven by my personal opinion and basically every class can be -1 whole tier. All classes CAN BE VIABLE, some are just easier to fit into a party and will require less team support. The more a class relies on its teammates the lower it will rank on this tier list. My cleric guide - ua-cam.com/video/bHQyY68lvRM...
Divine Spells - How the Worst List Became Strong in PF2e
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This guide goes over the phases of the divine spell list and discusses how the divine list gained more power as the game aged. When the game began, divine was RIGHTLY identified as the weakest list, but that label is no longer true. Chapters 0:00 - Intro / AoN Guide 1:16 - Game at Release 8:18 - Secrets of Magic 10:45 - Just Before Remaster 13:34 - Remaster Join the Grapple Based community on d...
Best UTILITY Spells - Magic as Worldbuilding in PF2e
Переглядів 3,2 тис.3 місяці тому
Come along for the journey of the ways spells can impact the game! This guide will focus on which spells can impact the world the most rather than which spells can win a combat. I believe that magic can do more than Fireball, Fear, Slow and that PF2e's rules can have interesting worldbuilding implications if you follow the mechanics to logical conclusions CHAPTERS Intro - 0:00 Magic Mailbag - 0...
PF2e Speedrun World Record - Dawnsbury Days Hard in 22:25
Переглядів 7443 місяці тому
Here you can see me beat the Pathfinder2e CRPG Dawnsbury Days as fast as I can. This time can go down even further, but I am not sure if I will run this category until the game gets its next big patch which will include things like mauls and cold iron weaponry. Join the Grapple Based community on discord: discord.gg/D9VEj36Nyd If you can spare the money, $5 to get 24 hours early access to new v...
How Starfinder Enforces Powercreep (for casters)
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How Starfinder Enforces Powercreep (for casters)
"Unbeatable Party" Combat Demo Wrapup
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"Unbeatable Party" Combat Demo Wrapup
Stop Optimizing for Damage in Pathfinder 2e
Переглядів 7 тис.4 місяці тому
Stop Optimizing for Damage in Pathfinder 2e
A Way to Reflavor EVERY CLASS in Pathfinder 2e
Переглядів 3,5 тис.4 місяці тому
A Way to Reflavor EVERY CLASS in Pathfinder 2e
Player Core 2's New Maneuver Will Change... Some Things I Guess
Переглядів 6 тис.4 місяці тому
Player Core 2's New Maneuver Will Change... Some Things I Guess
We Need to Talk About Whirling Throw
Переглядів 3,2 тис.4 місяці тому
We Need to Talk About Whirling Throw
Player Core 2 Archetypes - Buffs & Nerfs
Переглядів 11 тис.4 місяці тому
Player Core 2 Archetypes - Buffs & Nerfs
What to Play as a New Player in Pathfinder 2e (Updated for Player Core 2)
Переглядів 21 тис.4 місяці тому
What to Play as a New Player in Pathfinder 2e (Updated for Player Core 2)
Free Archetype ISN'T THAT GREAT (comment response)
Переглядів 4,1 тис.4 місяці тому
Free Archetype ISN'T THAT GREAT (comment response)
Free Archetype has ISSUES. We Need to Talk.
Переглядів 7 тис.4 місяці тому
Free Archetype has ISSUES. We Need to Talk.
How Encounters Work in PF2e - Balance Your Pathfinder 2e Combats!
Переглядів 3,3 тис.4 місяці тому
How Encounters Work in PF2e - Balance Your Pathfinder 2e Combats!
The PF2e Party that Can NEVER LOSE - FULL BUILD GUIDE
Переглядів 12 тис.4 місяці тому
The PF2e Party that Can NEVER LOSE - FULL BUILD GUIDE
EVERYTHING to GM Pathfinder 2e - Beginner Guide
Переглядів 6 тис.4 місяці тому
EVERYTHING to GM Pathfinder 2e - Beginner Guide
What Weapon to Use in Pathfinder 2e
Переглядів 9 тис.5 місяців тому
What Weapon to Use in Pathfinder 2e
DPR is OVERRATED - Value of Damage in PF2e
Переглядів 6 тис.5 місяців тому
DPR is OVERRATED - Value of Damage in PF2e
@SwingRipper I am curious if, with PC2 out, Redemption cause is still the plan here, or if you'd lean towards Justice (damage mitigation and free attack) or Obedience (either action economy swing or free damage)
I think for the damage thing, I think that's a small issue nested within a lot of PF2E, that by attempting to futureproof and fine tune balancing, it sometimes prevents things from being or even feeling good. For example, Propulsive as a thing. The difference of a low +0 versus a late game +5 is 2 damage without any change to accuracy. That's soooo tiny that it makes it have some feelsbad and makes investment just not that fun even if *technically* it's fine.
Dont agree with the list at all
Ok
Another good teleport spell is nature's pathway it can only teleport one person but it's pretty solid spell for primal spellcasters
Legendary survivalist lets you do meme starts. By that I mean living on the sun or in the vacuum of space (If you have a bottle of air or don't need to breathe.) so things get funny then. Also if you have legendary survivalist and legendary sneak, you can sneak into the bone yard, ignore its downsides, and become immortal by removing your name from pharasma's book like what sun wukong did. And this is pretty strong immortality since it lets you live through disintegrate.
In my Kingmaker 2e campaign I used protector tree to make a Fey forest in my downtime
A good class for summoning monsters is the witch just makes sure you pick up cackle by using this feat you do not need to use a action to maintain it which means you are free to cast more spells and you can use your summon at the same time
More of these please
As a PF player, I actually disagreed with the idea that PF math tells a better story. Even without level scaling, a big monster is likely to have resistances, defensive spells, devastating AoOs in a large radius, or a combination thereof that can stop a level 1 fighter from hitting it. And even if the dice are really on the player's side and he gets a lucky crit in, I don't see how that hurts the story. It'll still only take 10% of the HP off at best, after which the bug monster can obliterate the puny human who dared hurt him. In fact, that can help the story: Just as the player wants vengance on that dragon that burned his village, the arrogant dragon will be furious that some lowely bug dared scratch him, and even more so when he finds put that warrior he left for dead is still alive. You can get a nice nemesis-relation going, rather than a "But for me it was Tuesday" villain who has no emotion towards the player. On the other hand, level to hit hinders some other kinds of stories. The Orcish tribes who have banded together in a great horde to raid the kingdom. The evil empire whose vast conscript army has the conquered lands u der their oppressive thumb. The necromancer cabal who has been going around battlefields and graveyards raising an unending tide of zombies. Or any other story where the prime theat is a large number of weaker enemies. This sort of story works mechanically at low levels, when the protagonists struggle to deal with the minions. But by the time the party is high level enough to challenge the Warboss, Emperor or Necromancers, their minions have completely ceased to be a threat. Mechanically, they could park themselves in front of the enemy army and grind it to pieces in a boring but risk-free slog fest. You can introduce Oblivion style "bandits with endgame armor" levels scaling of the minions, but it doesn't make much logical sense. It makes for a much better story mechanically if it's never an option to defeat the whole army with 4 guys. That way you have to infiltrate the leader's lair, fighting through their higher level bodyguards to cut off the snake's head. Now the logical thing for the characters to do is also the more fun thing for the players.
Sentinel Horns + Confabulators = Unlimited Communication? It's been a while since I noticed the potential interaction, and I don't think I ever actually deep dived to see it if would work. I just recall thinking it would be a handy pairing if you were going to need to split the party.
I think that is too cheesy of an interaction, but I think you can make an argument for morse code or a binary text encoding system as you can send "on" or "off" charges, so if both sides follow a protocol you should be able to transmit any data (albeit at a rate of 1.6667e-7 Mbps). Using modern encoding (ASCII), you have 7 bits per character, but as this is a custom encoding method like what happened for Morse Code, you can simplify down to 5 bits per character as long as you are fine with a smaller set of special symbols en.wikipedia.org/wiki/Morse_code Just having repeatable binary communication over near infinite distances is very powerful Lets say you can send a character every 5 rounds (as we are assuming 5 bit encoding...) This leads to 20 characters every 10 min exploration round and both users are able to talk on the line simultaneously With some other tricks such as combine "C" and "K" (or whatever other in universe trick you come up with) you can get more room for special symbols such as "REPEAT", "TERMINATING COMMUNICATION", "RESPONSE REQUESTED", "WE RAN OUT OF PICKLES", "UNDERSTOOD", and other common responses
Heal is bonkers, a top level heal can nullify even a critical hit from a level+4 enemy most of the time. I tell my player to prepare a top level heal because no spell can be stronger than heal but he doesn't listen
Does create water do anything to a fire elemental?
I could have sworn I saw fire elementals have downsides when water getss splashed on them, but it seems like I was just misremembering
I've finally got around to playing a Battle Oracle and...it's actually a lot more fun than I expected. It's a lot more involved than the old Oracle and being a melee Oracle, you also have the fun of maneuvers (Athletics) with Remastered Divine spells and some fun ancestries/heritages. I don't think people need to *love* the RM Oracle, but I really think that RM Oracle feels a lot more fun as a class and not just as a chassis.
I was gonna ask a shield question in the Discord, but decided to ask it here, For The Algo: Using your example at 4:41, what happens if 2nd attack for 9 damage comes at you NEXT round and you shield block? Is the Hardness still there until the shield gets to the broken threshold? So, 9-5 hardness = 4 damage to you and to your shield and your shield now has 12 HP? So it's like Damage Resistance 5 until you hit your shield's BT? I think that's how it works, but I figured I should ask. I'm thinking the alternative would be if your shield takes more damage than it's hardness, it's "gone" so all the damage goes through to the shield.
If the shield is broken you can't use it at all so you would be completely unable to shield block or raise shield
I know I am late but: Investigator may not pick the feat to use Devise a Stratagem with Athletic for a simple tactic: - start the turn you use devise a stratagem - you roll low like a 1 - you decide to not strike, but to use athletic with your normal str, since you don't have a feat you can now roll to trip/grab. Sure the feat is even better when you roll a 20 because you can decide to disarm and you know that you will remove the weapon from the enemy, so it's a 50/50 for me. I would probably pick it on Dex inventor to make use of manouver I would not use
Yea I think that feat is best as a tool that expands the toolbelt rather than a keypiece of a Wrestler Good point
I still feel weird about the Operative having Expert at level 1, because it just feels like an insane balance overlap with Fighter. I completely agree with you on giving guns flat bonuses for an exclusively starfinder game. I think that would fix a lot of the numbers issues
I think its fine to have a third accuracy martial, no one complains about Thaumaturge being another conditional damage boost even though that is far more common
I think it's pretty neat that multiple community members have independently proposed half dex to damage on guns.
I think its a very "obvious" way of solving the problem so it makes sense others will also come up with it
"Eh, that Goblin isn't that bad. It would make for an interesting encounter. Maybe throw one in a group o-DID YOU JUST SAY LEVEL -1?!?!"
"Witchwarper: A Wizard who hit the gym." - @SwingRipper 2024 🤣
Am I wrong? Lol
I get where you're coming from with the envoy key skill being Cha, but I also don't know what other key skill would really make sense. Int could work, but i feel it then drifts too close to commander. Maybe wisdom, but that has the issue it improves your perception and I dont recall if envoy has rouge perception progression, but i think it does, so you would end up with high initiatve, and I would argue envoy should go after the other buffers but before the martials.
If it is left unchanged I think it should pick key from any mental stat and be able to lean into any skills
That is an interesting idea and does make some sense
nice video, do you know mark seifters video on playtests? ua-cam.com/video/S6l9wSkT1c4/v-deo.html it gives useful meta knowledge about the paizo playtest environment!
Yup, was a great vid!
Wow, it's so nice hearing meaningful deep dives into the SF2E experience! Thanks for making this video- I REALLY love SF2E, but feel like there's not a lot of meaningful discussion about it online. I really enjoyed the parts of the video where you talked about the big picture of how guns feel and they change up the game. I feel like people have only been approaching the game as a PF2E supplement, and not the core pitch of "how entirely different is this game once you change all assumptions about its combat". I've always had trouble getting into PF2E, but something about Sf2E's combat and cover system clicks for me more. The books emphasize long ranges, verticality, hazards, and cover as defining combat, and the more I designed my encounters around those strengths the more fun I have. I think your idea for making the power of the system be more gear-based than class-based is nice and intuitive. I agree that damage is VERY swingy at low levels, and it feels like classes are expected to pick up the slack for that. However, when players want to play SF2E and PF2E stuff together, I think i think it's a lot more intuitive to tell people "you can interchange classes as you like, but SF2E guns are much more powerful and you should only have them in a SF2E context". People are going to want to play with entire classes more than specific weapons. I think you have a fair point that Bombard Soldiers get two features which feel so meaningful and impactful, that they should maybe be incorporated into the core class chassis. I have a hard time justifying picking things other than Bombard, and I dont even need to guess that it's Bombard + Stellar Cannon. I actually AM one of those people that felt like Soldiers were on the weaker side when it came to damage and accuracy, but then again...they should be, compared to Operatives and Solarians. (I'm starting to think that a lot of bad Soldier experiences are because It Came From The Vast has you fight enemies in a really tiny room with enemies resistant to common Soldier damage). I think the bombard ability to suppress on a failed save could easily become a core class feature to communicate to players "it's more important that you debuff than it is that your numbers are big". Even tho they're really minor parts of the video, I was kinda shocked to hear you say that Mystics need their vitality network to be simpler and that Operatives need more flexibility in the action economy. I think those are already achieved, actually! The way your player described dumping the entirety of the vitality network at once was NOT my experience playing a Mystic, where I really enjoyed the raw flexibility of being able to heal EXACTLY as much as I needed to, compared to typical spellcasting. The fact that its just a raw number made it SO much easier to keep track of, especially for later feats that have Transfer Costs like "half the prevented damage" or "twice as much as you healed". Similarly, I find that the Operative is actually the most flexible action economy class in the game. While the class immediately presents you with the core inflexibility of aim + fire, I think its' easy to miss that the rest of the class really leans into compressing the action economy to make up for it. This is also why the Operative is a great tutorial class- high flat damage, but it teaches you all about the effectiveness of action compression. At level 2, it's entirely possible to take 6 actions in one turn! (Reload + free Stride, Stride + free Aim, Strike + free Take Cover). Thanks for the in-depth video that has meaningful things to say about SF2E! I hope you cover the game more in the future.
The thing with Operative is "what skill action is superior to firing again when Aim is up and I have Fighter accuracy" + "Which skill action competes with Aim when I am going to be attacking this turn" that makes many turns very similar... If the answer is "a full invested demoralize and not much else" that's not particularly interesting imo. Their action compression can also feed into this issue because an enemy forcing them to move also lets them reload to just set up their stuff again I also think that the mystic note may have just been that one player, but I think its a note that should be passed on that that kind of player exists so I tried to propose something that makes it easier for that player while keeping core identity. I don't feel super strongly on it, I just wanted the idea to float around and be seriously considered What was your thoughts on witchwarper?
@@SwingRipper I think I got lucky with my Operative player, because they're my fiance and have almost no experience with TTRPGs. Instead of just using the predefined skill actions, they were able to take advantage of the Operative action compression and try lots of fun improvisation and skill checks based on the environment. I was really afraid of turns being repetitive with aim + fire as well, but I found that the reality of gameplay prevented any two turns from being alike. I have a game with two witchwarpers coming up, but during my one game with one the player used his quantum field..exactly 0 times. If i'm being honest, I think everything wrong about the quantum field is that it's not being taken seriously enough as "the fun thing about playing a Witchwarper". It's your Get 'Em, your Aim, your Suppressing Fire, your Solar Weapon, your Mystic Bond! The Quantum Field is signaled heavily as a fundamental, core class feature, a linchpin of the class fantasy and an ability of near equal importance to spellcasting. I can't speak for how it plays yet, but I can definitely say that it stands out in imparting information and expectations to players. When you read through the class, you see multiple traits and sections breaking down how your quantum field works, how you need it up to cast certain spells, and how to apply modifications to your zone. The anchors are presented with much less pomp and circumstance, and are all given situational abilities that reduce already existing problems. They are explicitly minor in comparison to your quantum field. I think this is very strong! It's a very evocative image to not just be “guy influenced by otherworldly events”, but to bring those otherworldly events to people's front yards! It makes you wonder if you're the type of character who's actively opening this portal, or if you're haunted and chased by the this phenomenon happening to you…it's very solid roleplay material. Additionally, the pitch of a “make a zone” class is very fun and enticing! Not only does it teach the player what the class is about, but it also taps into the same fun of classes with a highly customizable core mechanic- such as Summoners or even some Kineticists. Will I make my zone focus on debuffs like speed penalties, or make it a consistent damage zone? Will I make it a place that enemies can't go into, a place where I want enemies to go into, or a place that I want allies to go into? I think this customization is one of the big draws of the pf2e/sf2e system This is all good, fun stuff! I feel like I can completely identify what they're TRYING to do, and what they WANT to do. I just honestly think that they need to double down on the idea that it's supposed to be not just EASIER to use, but actively FUN to use too! I want to shop for fun options for my Quantum Field the same way I shop for fun ways to customize an Eidolon. I want to be able to choose between my field helping allies, hurting enemies, or being bad for EVERYONE. I want to be able to reliably move my field, use it in combat, and keep enemies in it. I don't want the power budget of my class to be in spellcasting, because I feel as if the playtest book made it VERY explicit what the draw and fantasy of the class is. I feel as if the Anomaly paradox's focus spell, "Warp Terrain", is the only class feature at Level 1 that really does what I expect and want from a Quantum Field. Radiant Zone, Danger Zone, and Twisted Dark Zone feel like slam-dunk home run class feats in how fun they are and how meaningful they make your quantum field feel.
I absolutely agree witchwarper has some of the coolest thematics, I just wanted to see if your experience had their auras be useful / fun... To me it was one of the coolest flavor things in the game but then a complete whiff mechanically I feel like its a waste to make witchwarper so focused on normal caster stuff when it is being sold as something that warps reality! I just want to see its special abilities get tuned WAY up and I want its slot quantity to fall so it can have even cooler special abilities
@@SwingRipper Yeah, I'm in agreement. I think that I understand that Paizo probably wants its two core rulebook casters to be simpler, consistent full-slot casters. They also want casters to have reasonable armor and weapon proficiency, since SF2E's ranged meta means it's easier and more expected for everyone to be able to safely participate in a fight. However....they're just too fun. Spellcasting really is not as fun as saying "whenever I get hit, I can teleport to my quantum field, so I need to tactically place it to keep me out of trouble". Spellcasting isn't as fun as saying "I'm a Vesk Witchwarper who opens portals to wartorn futures that my people will bring to the galaxy, and I create dystopian battlefields that act as difficult terrain and hurt enemies". Spellcasting isn't as fun as mystics having a large pool of numbers that they can turn into healing- but also turn into boosts to saves, stat buffs, and even "cloud storage " for items. We've come a long way from PF2E launching with entire casters who's only power budgets were "can cast spells". If I'm being honest, I don't care much about hypothetical power creep of pf vs sf, I care about SF2E being a fun and solid standalone game that learned from the mistakes of PF2E.
W take
Is the vitality network regaining hp every turn necessary. i think thats the complicated thing. keep the fully regain on a refocus and not do the whole every turn thing and it will be less complicated. give them feats to spend an action to regain half or something so they have an option to replenish but its not something to track every turn.
That is what keeps it being a unique class feature, Mystic's identity is in the regenning pool Edit: if you don't want the regenming pool but want additional healing, Cleric is down the hall and to the left. I think that its vitality network is on the same caliber as healing font from a cleric
re: the charges concept for the Vitality Network, aren't you just describing some sort of nerfed Heal font? I actually like the way the Vitality Network the way it is, but then again I don't mind tracking it
Nope as you would still be able to burn a whole host of charges at once, still recover charges midday So it has higher burst and sustained healing, but heal font is more versatile (can damage undead) and can be used at highest potency more times in the same fight
I will have to think on this and listen to your explanation again I guess. My kneejerk response is that that's both less flexible and more complicated than just spending and recharging HPs in the cloud and so I hate it but maybe I can figure out some way I could see it working
"I heal them for 15, bringing me down to 11 points remaining... At the start of my next turn Ill regain 6 and go up to 17 out of my 26 maximum" "I spend 2 of my 3 charges to heal them for 14 (2*7)... Ill regain one of those charges next turn going back up to 2 charges" This is a fairly reasonable thing that can happen at level 5... The arithmetic of the above one is a bit much imo I also think this builds in an easy way for the amount of healing you "get back" to scale with level
19:12 just to bookmark the spot we're talking about for any onlookers It's not the math that gave me pause. I'm fine with math. It's that the only thing that's simpler in your scenario is getting 1 charge back per turn. I find it simpler to track a flat number which only changes each level, just like my PC's own HPs; and a flat recharge per turn which only changes when my PC's proficiency in their connection skill raises But that's secondary to my assertion that your charges are less flexible. You only talked about the Transfer Vitality use of the vitality network. You didn't mention any of the feats with the transfer trait. Are they supposed to just go away, or are we supposed to make the suboptimal decision to spend a whole charge to use each one? No self-respecting munchkin is going to be happy to see it changed to that. Their costs vary, but nearly all of them cost less than a single charge worth of HPs in your proposal. That's one of the elements of the mystic I found exciting: Paizo should be able to fine-tune mystic's class features and feats by giving them a bit of transfer cost to balance their power budget. I would not want to see a mechanic with so much flexibility and potential be abandoned I do agree that mystic has a bit much already to also get 4 slots
They just cost 1 charge to use, abilities can be tuned one way or another in order to make them worth that charge Yea this way can limit design space, but the mystic abilities that cost charges to use also felt *not worth* the healing loss to me right now, but that could have been due to the fact I was playing mid levels and did not use any higher level feats
11:11 the thrown trait says, "You can throw this weapon as a ranged attack; it is a ranged weapon when thrown." A melee weapon with the thrown trait doesn't count as a ranged weapon until it is actually thrown. I would not count it for requirements such as "You're wielding a gun" because to be wielding something it must be ready to use, not already in flight. But I would count it for abilities like the operative skirmisher's exploit with wording such as "Your ranged Strikes with one-handed ranged weapons" It's a weird space and I hope they tighten their definition of "gun" better before release, and use "gun" more consistently in class features and feats when they intend them to be used with one; such as the above skirmisher's exploit, which feels like it's trying to describe the pistols they supposedly favor. There are also several "you're wielding a gun" feats that call for a ranged strike but DON'T specify it must be with that gun lol But yes, a "cyber-shuriken" being a gun would absolutely track according to their definition
My experience with Soldier is as an Action Hero using a Machine Gun. They use automatic weapons to: 1. Choose the primary target in their cone. 2. Suppress on any strike, not just primary target. And overall, the Errata 3 change to Primary Target is disappointing. You lost the ability to choose a target who succeeded to strike and still have a chance to Suppress, while the Bombard still exists and Suppresses on a success. Now, your ability to choose a primary target is only about sniping a low HP creature. I've been through a handful of combats as this character from levels 1 to 3, and not only does it feel rare to get that proper failure against your auto-fire, but even more rare for that -1 to hit to affect a degree of success. I've been playing a support focused Cloistered Cleric from levels 2 to 10, and Bless still often goes an entire combat without affecting things. Suffice to say, it's hard to say it feels anything but weak, rolling a 2 on 1d8, and creatures with 15+ HP take 1 damage, and also you blew through most of your magazine (which was 1 sp per bullet before errata), and then Suppression didn't really affect the combat afterward. I felt my most useful role was absorbing damage so that the Operative could do giga crits, and the Mystic could heal me (and he did micromanage his Vitality, that network is what made him the most powerful character in our 3-person party).
Yea, I felt like the soldier I played with was using the Area Fire weapon Stellar Cannon which was doing d10s of damage in a large burst, always applying suppression, etc etc Thats mostly why I said bomber was overtuned in my review I think the machine gun and other cone weapons have so much power budget in picking between strike and area, but that also means they don't have the hyper synergy you can find off of something like Stellar Cannon with an area of effect you can place to easily hit a few choice enemies I think that deviating from that "core soldier" does make you pretty weak I think my suggestions rein in the power of bomber and should makle the general soldier better by making area weapons more usable by everyone, but I could very well be missing something
@@SwingRipper Playing as Action Hero felt like I was allowed to conserve on ammo in some fights by striking instead of doing area fire, or as consolation for when I needed to use my actions for other support roles like drawing med patches (though the 2-handed gun made shoves and items and the like a nightmare). Which, 'conserving ammo' does not feel like an Action Hero. I think ammo expenditure in general is kinda high, though at first I thought it was higher for auto-fire, until I realized area weapons are "no-strike, so have high expends for their default Areas, except you use that same expend on the primary target that gets to strike anyway", so it's all just massive ammo expenditure.
I forgot a few key aspects of the pre and post errata Primary Target to talk about. Primary Target used to Suppress on a successful strike, which is the same effect as a regular Strike from Action Hero, but now it only upgrades a success against your save to a failure; that's the mechanism. That's why it feels so tepid as a baseline now, because you're picking a target that you... hope would have been the one that succeeded so it would fail instead (and therefore take more damage, and also be Suppressed). But since you're doing it before the area is resolved, you might waste that on a creature who was low HP, you hit, and then it critically failed and died of overkill to your area. It makes Action Hero slightly better in that regard, as now it's ONLY because you have that subclass that your successful strike could still Suppress that target who might go on to critically succeeded against your auto-fire. But in so doing, it makes multi-targets weaker, as you can't choose prime targets and consistently debuff multiple creatures every round, and makes ST a decent bit stronger (as bosses who succeed will fail instead, avoiding halving your area damage). EDIT: And for the record, my group parsed out that Primary Target had zero MAP interaction. You did your area damage, you did your strike, now future strikes are at -5. So the changes I saw were purely to the order of operations and the outcome effects.
So my problem with the guardian is that, if I want to be able to consistently lower my enemies attacks by 2 against my allies, I’ll just play a redeemer champion. If they attack my ally they become enfeebled 2 or stupefied 2( meaning the vast majority of attacks and damage rolls will be at -2) and that reduces damage by 2+level, and I don’t take a penalty to armor class.
I've always been Star-curious. Thanks for the breakdown!
I think it generally promises to be a good time! I just hope that my few bigger issues get some changes (As it is right now it will scratch the itch of space pathfinder, but I wish that it made me excited to play mechanically instead of just thematic excited yknow) I also think the things I complain about here will be a non-issue for many others and I think its fine for games to have different audiences under the same umbrella
I had a feeling you'd change your opinion on solarian after playing/ seeing it played.
I still think that it is undertuned compared to Fighter and it still needs the same changes I suggested with solar flare, its special abilities ARE cool tho and do affect fights greatly, I just don't think its enough to hang the whole class on
@@SwingRipper fair
where is writen when your target is prone he drop his weapons?
I was referring to getting knocked out Which both knocks you prone and has you drop everything
@SwingRipper right, thank you for answer
Errata wave 3 came out between me recording and uploading soooo here are my general thoughts on major changes Operative has expert in Will to start, Sniper can ignore unwieldy... Seems like good changes, hair trigger was also changed to require you to aim and only works against aimed at foe (very good change). Generally this has Operative better fit the mold of PF2 martial classes Solarian has better class DC scaling, Black Hole / Supernova don't cycle, there are two-handed trait solar weapons... This is a nice QoL buff, but I still have concerns with its ranged attack being too weak and gimping "Balance" Solarians Primary Target did NOT involve attacking with MAP (new errata says to make the strike before the area blast, older wording was a bit less clear on the MAP interaction), so Soldier is even better than I thought in this video... I don't understand how people are finding that class weak, its damage output was extremely significant in everything except boss fights where it innately giving circumstance penalty on attack rolls can be a pretty big deal. I think my point stands about no one else will really want to use Area weaponry as the damage is "low" with a small area of effect for the actions needed to spend... It feels like the entire weapon category exists to let Soldier be the only ones to use them and that's odd to me The core of the video is still accurate so it is staying up
I dont get it yet. if the first small number means the shield is broken and you can not use it, how is it better to take the next attack on the chin, if you can not use it anymore? how does the shield get destroyed at all if it becomes useless after broken?
Lets say your shield has 40 total hp and a BT of 20 If your shield takes 50 damage at once it completely shatters and is destroyed Should you shield block the 50? No
@@SwingRipper so were talking one hit with an excess of damage that would not only break, but completely destroy the shield? and not the shield being used after it was broken?
Human. Fighter. Longsword and shield. Parents are dead. Yup, it’s gaming time.
Love how he says “I wanna start this video with…” 13 minutes into the video! 🤣🤣🤣
Im just tipping into PF. Barbarian was my fav in Dnd and it looks like it will be here too. Love the energy!
I wish we had more concrete examples in the video rather than general advice but that's still really nice to have, thanks!
Hello, for the cleric build, how do you obtain the damage d8 for the +1 striking fist (2d8 + 4) ?
You get a d6 via deadly simplicity from being warpriest, not sure where the d8 is from in your question?
@@SwingRipper on pathbuilder with weapons but you corrected the error
All multiclass archetypes for classes printed in PC1 are included in PC1. Champion is not simply due to the fact that Champion was printed in PC2 so their Multiclass Archetype is also there.
Can you do a video on how to be a DM? I have never done it before and I committed to it already 😂
Its already on the channel ;) "Everything you need to know to GM", its a very basic guide
A question about prepared spellcasting. I've been letting players in my Strength of Thousands campaign change their uncast spellslots in an hour, similar to the time spend preparing spells in the morning. It seemed reasonable, since the adventure style often tells players during the day what they'll be doing the rest of that day. Is it legal though? Or, more importantly, is it unbalanced?
There is also the flexible spellcaster archetype that perpared spellcasters can grab. You get 1 less spell per spellrank, but in return you can act as a spontaneous caster with all his spells being signature spells, but you can change your spell repetoir every day. It may be a nice options for newer players as you need to do less planning every morning and less planning of your character build with hard to change spell repetoirs, at the cost of 33% fewer spells per day and one class feat.
I can see the spellcasters beung useful, but wouldn't a lot of constructs, and to a lesser extend undead, run into the tank paradox? If you have a minion that is immune or resistant to most attacks, but cannot accurately attack anything, why would the enemy bother attacking them? Without reactions, they cannot stop the enemy walking past them.
My main complain with free archetype is that if every character have all or most of the skills, then none are special.
I think you glossed over wands a little bit quickly. Having what is essentially a free cast of a spell without using spell slots can be amazing. If I'm playing a primal or divine caster, I will always craft or buy a wand of the highest level heal I can use. If I'm playing an arcane caster, it's often something like command, enfeeble, or mending. For occult, sanctuary and protection are ones I always get.
Gotta love how the same company that's like "You don't need a seperate class for Samurai," is like ". . .but guardian."
Guardian is a class fantasy focused on protecting others Explain to me how the class fantasy of Samurai is different from that of a fighter with a katana. - "Master of the blade" (cool bonus accuracy) - "But techniques or stances to let you cut through enemies for slight errors" (thats still fighter) -"But historical accuracy has dirty fighting" (Combat Grab) Idk, doesn't seem very different to me Fighter is a class balanced around offense primarily... Guardian is promising to be a martial class for those who want to protect their allies, no if ands or buts. Did the playtest deliver? No, not really... But it has a different thematic edge.
The xp threat reduction explanation on undo buttons seems a touch convoluted. Is it not both easier to look at it as actions? Party of 4 has 12 actions Say two enemies (one boss level one threat level), has 6. If they hit someone twice and you heal the damage with 2 actions. You traded 1/5 your parties actions for 1/3 of the opponents.
Yes but its more nuanced than that, if the enemies are the last 2 survivors of a 12 man attacking band they were not posing a threat so healing is just wasting resources
Could you make a video of your foundry modules that you use? I saw a video earlier of how greed is good and I loved it, just wanted to know what modules you recommend
Its been a while since I used Foundry to run PF2e seriously, but I like a bunch of generic mods like portrait hover I'd poke around in pf2e discords for foundry advice (Foundry videos also get outdated in like 6months time where I try to be evergreen)
Glad you're including PFS perspectives in this. 👍🏾
Flurry of manuvers is a thing.
Barbarian is a classic Wrassler class, use that Monk and Fighter as examples, why use Rogue.