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==Miscellaneous== *'''FEATS. FEATS EVERYWHERE.''' Indeed, Paizo decided that the only way to customize things (including all skills not granted by class) is by making everything into a feat. ** They are at least split across separate categories, earned at different rates (which are clearly marked on each class' progression chart) so you no longer have feats competing with ''every other feat in the bloody game'' this time around. *Opposed rolls are now almost non-existent in the system, now being rolled against a static DC based on a skill or save. It works out the same way as 5e's Passive Perception (so as though they rolled a 10 on the check). *Skills have been overhauled into a proficiency system akin to [[Dark Heresy]], where being untrained gives no bonus but the various degrees of training lead to increasing bonuses. Similarly, there are also certain uses for each skill that can only be performed by someone trained in it. **The only ostensibly new skill is Lore, which covers knowledge of particular niches that wouldn't fit any other skill. **Combat Maneuvers have similarly been folded into skills rather than needing another number to figure out and are rolled against one of the target's Save DCs (the relevant save's modifier +10). **Everyone is now trained in Perception to some extent. Just as well, because this is now the default roll for Initiative (While some situations might let you use other skill) and everyone was already maxing out this skill to begin with. **DCs for all checks have four conditions: Success, Failure, Critical Success (Beating the DC by 10+, giving an extra benefit) and Critical Failure (Failing the DC by 10+, causing extra bad things to happen). ***Natural 1s and 20s don't inherently do anything of their own, other than downgrade/upgrade your level of success by 1. So if your modifier alone is high enough to get a success no matter what you roll, a natural 1 will downgrade that into a failure. ***While all rolls have these four states, not every roll has conditions for all four (ie; by default, a crit-failed attack roll is the same as a normal fail, but some reactions are triggered by being the target of a crit-failed attack). **Basically everything you're trained or better at doing scales with Level+a bonus, both skills and other things (like weapons, saves, and AC). *Spells have been drastically reduced to being only four lists: Arcane (Wizards), Divine (Clerics), Primal (Druids), and Occult (Bards, because...we don't want another Arcane caster?), with Sorcerers gaining access to any one of these four, depending on their Bloodline. **No more will a maxed casting stat influence how much you cast per day. **Spells no longer have numerations, instead merely just having their effects scale by level. Prepared casters can heighten a spell just by preparing it in a higher-level slot at the start of the day, while spontaneous ones need to learn the spell at whatever levels they want to cast it at (though they do have a class feature, Signature Spell, that lets them heighten some of their spells while only knowing them at one level). **10th level spells now exist. This is generally restricted to the real game-breakers (Time Stop, Wish, Gate) and without a certain feat for the casters at level 20, you can only use one a day. **Cantrips use the same heightening, but still don't cost spell slots and automatically heighten. The wording is a bit finnicky at first, but it basically amounts to them being heightened to the same level as what a full caster's highest spell slot would be at that level (ie; when your wizard's highest level spell slot is 3rd, their cantrips are heightened to 3rd as well). ***To clear up some confusion people have had - they are no longer "0-level spells", they are now "1st level cantrips". *The Combat System has been redone into a three-action system akin to the proposed system in ''Pathfinder Unchained''. Everything has now been broken down into taking actions (Moves, Attacks, Spell Components/Metamagic), with Free Actions being a 'whenever' deal and one Reaction per turn (Unless you have certain feats to override this). **Similar to 4E, your actions now focus a lot on various keywords. However, the concise formatting clearly labeling what you roll to hit and how much damage an attack does is not present. **A step further from SF, Touch AC and CMD are no more. The latter was replaced by saving throws against combat maneuvers, while the former no longer had a use. Spells (which normally hit Touch) instead go for Spell Attack rolls like 5E. Flat-Footed, meanwhile, just inflicts a flat -2 to AC. *Weapons have crit effects like Starfinder, but these crits only work for those with weapon specialization (which is a class feature for martial classes). **Shields, for some idiotic reason, require spending an action to raise and confer their AC bonus. A certain feat also provides a degree of damage reduction before transferring the rest to the shield and, by extension, you. **Finesse Weapons let you use Dexterity to hit from the outset. No more feat tax on this front. *[[Wat|Take 10/Take 20 does not exist. You can blow a feat that lets you do it but worse with ''one'' skill]]. [[Fail|So now everyone has to be uber competent at their job or have a chance to fail catastrophically]].(Except now its usable in combat so enjoy autopassing all your combat tricks and stabilize checks) *Magic Items involve investing into them, similar to how 5E has items work. However, your magic item limit is set at the more lenient 10. **Magic Weapons and Armor now have two base improvements. For weapons, these are the one for a bonus to hit, the other is to roll another die for damage. For armor, this is a bonus to AC and a bonus to saves. **The numerical bonus to the chief function also serves as a hard limit to how many properties you can add to a suit of armor. While it's good that now you don't need to worry about Vorpal hogging up an entire sword, the limit you have is exceedingly small. *Character generation and progression has been strengthened by a degree, even discounting the obscene feat overload. Between classes and backgrounds giving stat boosts, the general philosophy of adding +2 for everything, and each race offering a free floating stat boost, you'll find it considerably easier to put together at least a halfway competent character. *Easy to overlook but AC is now considered a kind of DC. Which means any status effect that says it reduces the target's DCs (ie; the Frightened Condition) also reduce their AC. So a sorcerer who's invested skill increases into Intimidate can use it to soften the enemy up either before their own attacks or make them an easier target for their allies.
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