Pathfinder Second Edition: Difference between revisions

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**Combat Maneuvers have similarly been folded into skills rather than needing another number to figure out. Resisting has also been made into an opposing saving throw roll.
**Combat Maneuvers have similarly been folded into skills rather than needing another number to figure out. Resisting has also been made into an opposing saving throw roll.
**DCs for all checks have four conditions: Success, Failure, Dramatic Success (Beating the DC by 10+, giving an extra benefit) and Dramatic Failure (Failing the DC by 10+, causing extra bad things to happen)
**DCs for all checks have four conditions: Success, Failure, Dramatic Success (Beating the DC by 10+, giving an extra benefit) and Dramatic Failure (Failing the DC by 10+, causing extra bad things to happen)
*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?).
*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?).
*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).
*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.  
**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.  
*[[Wat|Take Ten does not exist. You can blow a feat that lets you do it but worse with ''one'' skill. So now everyone has to be uber competent at their job or have a good chance to fail catastrophically]].


[[Category:Pathfinder]]
[[Category:Pathfinder]]
[[Category:Roleplaying]]
[[Category:Roleplaying]]

Revision as of 07:01, 1 August 2019

Pathfinder Roleplaying Game Second Edition
RPG published by
Paizo
Authors Jason Buhlman
First Publication 2019

Pathfinder Roleplaying Game Second Edition is, as you'd expect, the second version of the 3.X clone that is Pathfinder. That said, however, there is a lot changed here from the original's framework, going for a significantly more feat-centric playstyle. Though this is still a d20 game at its core, the mechanics being a good deal less complicated, and focused on a different direction than what was originally accomplished - as if they were trying to make their own game that shed its old identity .

This has, of course, brought about all sorts of reasonable and eloquent discussion in regards to the identity of Pathfinder itself. Most glaringly, there is the obvious outcry from the loyalists who have now wasted about ten years of their life and several hundreds, if not thousands, of dollar in books upon a single system and are now bemoaning that now Paizo's cutting off all support for it. While this is all true, it's also not something that's forcing people to play this new edition (Though that hasn't stopped neckbeards from screeching before). The second was how much this new system was becoming a lot more tactical in a manner similar to 4E, a system Pathfinder was straying away from and even opposed. Similar to this is the camp that claims this to be a competitor to 5E because things are getting simplified - this isn't very true either because the crunch is still very much involved and more complex than 5E would ever get.

Noted Changes from 1E to 2E (As Gleaned From the Playtest)

The Second Edition Playtest took place between August and December 2018, wherein players had access to a free CRB, Bestiary, and several adventures to play them in (Split between five Pathfinder Society scenarios and Doomsday Dawn, a pseudo-Adventure Path that was more like a clip-show between several unconnected plots.) There's also the option to buy these books as physical merch, but doing so pretty much meant that your brain was nonexistent. All of the feedback was directed towards Paizo's surveys and forums, which could be a good centralizing point - if Paizo knew which comments to sift through in the avalanche of slush, salt, and general idiocy that comes with such a community. To their credit, they did at least release errata in a semi-regular fashion as well as some alternatives.

Needless to say that the playtest was quite contentious. Between a lot of features that people just outright hated, imbalance that took several months before addressing, if at all, and the simple need to adjust to a brand-new system, there was plenty to hate about this system. However, there was also some points that people respected, chiefly the streamlining of skills and the improvements to healing outside of the cleric.

  • Races
    • Goblins are now a default race.
    • Half-Elves and Half-Orcs were briefly racial ancestry feats that humans can take at first level. This was dropped in later stage of the playetest.
      • The 10/24 errata decided to offer all the other races a selection of subraces that gave particular perks based on racial variants. For some, this restored at least one racial feature, but others gained a bit of an environmental theming. This also includes half-elves and half-orcs, whom are now under humans.
    • Each race now adds +2 to two stats, -2 to one stat, and a +2 to any stat you want so long as it wasn't mentioned before. Humans just grab two floating stat boosts.
    • HP is now added between a racial HP value and the Class HP value, which includes Con. Just like Starfinder, but without any stamina to buffer out.
    • Many of the key features of each race has been cut out and moved into ancestry feats that you gain at level 1 and every 4 thereafter. All that remains before factoring in subrace is just their types and whether or not they have darkvision.
  • Classes
    • Alchemists are a core class now. However their pseudo-casting is now replaced with the ability to learn and slap together whatever alchemical items they want by spending their Int-dependent Resonance special resources.
      • The 11/05 errata realized just how crippling using resonance for everything was and instead gave a whole separate pool made just so alchemists can make their things.
      • The 11/05 errata also finally divorces the bombs from the class' progression and gives a choice between four subclasses: bomber, poisoner, medic, and mutagenist. Each gains improvements as the class levels up, including the ability to infinitely produce certain low-level items.
    • Barbarians no longer have a pool of turns per day with which they can rage, but now they can spend it infinitely...for three turns before needing to cool off for a turn. It's...strange to adjust to, and it especially hurts animal totem barbs, who need to rage for their natural attacks.
      • The 11/05 errata made this even weirder by replacing the flat 3 turns with an ongoing save. See, every turn after the first, the barb has to roll an increasingly difficult save to continue raging or run out of fuel instead. This method is contested for the fact that it offers little better for the number of turns to rage (especially when 5E's barbarians could rage for an entire minute without any need to save) while now painting the funny image of all barbarians being asthmatic or running the risk of throwing out their backs with each turn.
        • Well actually it does make sense fluffwise. Barbarians are effectively redlining their bodies through their rage to pull off superhuman feats. As they grow stronger they can handle doing this for longer periods of time.
      • Totems (a popular addition to Barbarians due to adding new and fantastical abilities) are now a default feature, giving various features from hauling fuckoff-huge weapons to turning into an animal, as well as granting a special damage resistance while raging. They also force a taboo that strips any special rage powers if broken, with the exception of the Fury Totem (essentially the vanilla barbarian which instead gives a free extra class feat).
    • Bards get full spell progression.
      • The three main deals of bards (lots of utility in knowledge skills, performance to replace skills, and magical music) into three separate subclasses. The 11/05 errata gated some feats to certain subclasses and adds a feat to enable multi-subclassing.
    • Cleric domains don't grant spells anymore, only powers (which are just spells that require Spell Points to cast). Instead, clerics get extra spells determined by what god they worship (no word on how this'll work with original settings).
      • There are multiple forces that have managed to dethrone the cleric's undisputed rule as healmaster, from the Medicine skill actually being not-shit in healing, healing potions being rather cheap, Alchemists, and errata reducing the uses of channel energy.
    • Druids get subclasses based upon Orders: Canadian Leaf (Casters with Leshys for familiars), Storm (Blaster druids), Wild (Wildshape-focused), and Animal (Pets)
    • Paladins pretty much get three things guaranteed to them: a reaction (giving an ally protection from an attack and striking back), Lay on Hands, and the ability to infuse holy spirits to one thing (weapon, steed, and the newcomer shield). However, the issue with this is that due to how the action economy is, this means that shield-users are trapped every turn between blowing their reactions on their reaction power or using their shields. Forutnately, the 11/05 errata gave a few feats that grant bonus reactions explicitly for reaction powers and shield users (if you decided for some reason to use your divine bond on shields).
      • As of the 11/05 errata, Paladins are no longer forced into being Lawful Good. While the LG types retain the reactive strike power, the Neutral Good and Chaotic Good paladins gain new powers and different laws to enforce (NG can penalize the attack or weaken future ones that turn, CG allows for saves against grappling). Meanwhile, there's nothing known about how they'll do Antipaladins, if at all.
    • Rangers are pretty much gutted. All they really keep is the ability to hunt down targets (replacing the oft-loathed Favored Enemy with something more universal) and their ability to walk through terrain like nobody's business. The only fighting styles they have for them so far are dual-wielding, crossbows, and (as of the 10/26 errata) archery
      • The 11/05 errata enables rangers to do a few things to targeted foes: spam multi-attacks with reduced penalties (the original version), snipe for extra damage, screwing around.
    • Skill ranks have been done away with completely for proficiency ranks that ring more similar to games like Dark Heresy mixed with 5E: Untrained penalizes you for trying a skill, Trained lets you roll with the requisite stat with no penalties, and Expert, Master, and Legendary are bonuses to the roll in question. This proficiency system even spills over to your armor proficiencies, weapon proficiencies (so as to replace BAB), and saves.
      • In a bit of a turn from its sci-fi cousin, Level 3 doesn't automatically grant 1/2 character level to damage with every weapon group they're trained in, but now only certain characters can get a specialization boost that raises the proficiency rank for attacking with a single weapon group as well as gain access to crit effects with them. Casters can raise the proficiency ranks for spellcasting, but that's usually at level 10 on. Barbarians also lack this system, though level 3 gives them access to all special crits and then gain a rank up for weapons at a later level.
      • Because of how mandatory Perception was as a skills, every class now gets some sort of training in it. It's now also the default skill check needed to roll for Initiative. Funnily, Fighters and Rangers (Two of the classes considered most shat upon by 1E) are now ultra-badass at this skill.
      • Each class also has a selection of "Signature Skills", which permit the player to advance their training in a particular skill to even higher levels for bigger feats.
        • As of the 9/10 errata though, Paizo seemed to get the memo about how pigeonholing this was and just scrapped Signature Skills, letting any skill reach the top-level and gave every class a few default-trained skills as compensation.
    • The spell pool is now drastically shrunk down to 4 types: Arcane (Wizards), Divine (Clerics), Primal (Druids), and Occult (Bards, because Paizo really wants to redo Occult Adventures but doesn't want to make a new spell list just for the bard). Sorcerers are the only casters that are wild-cards, their bloodline feature dictating which spell list they can take.
      • As one can notice, Rangers, Alchemists, and Paladins aren't on the list. Rangers and Alchemists make do by making items (Traps for Rangers, Alchemical Items for Alchemists) while Paladins and Monks (and the other casting classes to a lesser degree) utilize a spell point pool and specific feats to gain new powers.
      • Spellcasters no longer get more spells per day by just getting a high casting stat.
      • Spells now have a rarity, which might be an attempt to limit the rarity of certain really powerful spells. On a similar note, some of the known campaign-ending spells (Wish, Time Stop) are now reserved for 10th-level spellcasting, which is available ONLY if you select a single feat at level 20 for the primary casting classes and you might still need to find them thanks to rarity. Expect this to work out like Paranoia's security clearances played straight.
      • Caster Level no longer affects spell strength. Instead, there are now multiple leveled versions of the same spell, meaning that they have to be "learned" at that level if you want to cast a spell at a "heightened" strength (making it sound like diet metamagic, but in reality just gimping spontaneous casters)
      • Spontaneous casters and Prepared Casters have the exact same spells per day progression (Sorcerers get extra bloodline spell slots, but Wizards get school spell slots, so there's no real difference except Sorcerers have a very finite spell repertoire).
  • Similar to SF, backgrounds are now a mandatory feature. Each gives a boost to two stats (one chosen from a set of two, the other to any stat so long as it's not the same stat as before), a skill feat, and training in a related Lore skill (the new name for Profession, though now only tied to Int rather than being multi-stat).
  • Feats are given practically every level now, split between class feats, general feats, ancestry feats (racial), and skill feats. Expect the feat bloat to explode even harder than fuck.
    • Multiclass feats make a return. In addition to the ones that grant features from established classes, there are some archetypes (Gray Maiden, Cavalier, Pirate for the playtest) for new perks. You need to sacrifice class feats to make use of this, and once you multiclass, you need to take at least two other feats from that class' list before you can multiclass elsewhere (with exception to one human ancestry feat).
    • Skill feats at least add some new uses for the skill, mostly because of how feats and actual abilities are built off the same format.
  • Perhaps the most controversial feature made in the playtest so far is Resonance: a pool based off Level+Charisma (except for Alchemists who use Int for this), this allows folks to make items and allows anyone to use any magical items, either triggering a power or just allowing you to use an item's passive perk. The contention is that you need to spend this crap every day, meaning that those loaded with magical items are stuck having to figure out what items they want to use every day and traps Alchemists who want to make stuff into focusing on a particular set of items/elixirs/mutagens.
    • Magic Weapons now add an extra die of damage per + instead of just adding +1, making them a lot more reliable. The properties are now included in runes, which every weapon has an allotted limit to fill.
    • Magic armor now adds their enhancement value to all saves.
      • Weapon and Armor properties are still tied to fixed slots, but now they don't threaten to absorb than one slot because of their power.
    • There was an alternative playtest that tried another method to dealing with Resonance, but it only provided preset characters to work with, and this was generally as derided as the original concept.
  • Another controversial feature is the action economy: Rather than the typical Standard, Move, Swift action with Free actions sprinkled on, you now get three actions, and everything, from moving to casting, takes an action. In fact, multicomponent spells (Somatic, Verbal, Material, etc.) eat an action for every component the spell needs. Even Metamagic eats up an action to cast with it.
    • While not in itself an issue, some of the things tied to it are indeed stupid. Chief among them are shields, which you need to raise every turn to get their fucking AC bonus. You can then spend a reaction to have this shield block a single attack, likely damaging the shield - and shields break pretty easily if they absorb enough damage on top of only absorbing a limited amount of it before just being overwhelmed and landing on you.

Differences between Editions

RacesAncestries

  • Among the typical RPG fare (Humans, Elves, Dwarves, Halflings, Gnomes) are Goblins, Paizo's de-facto mascots for PF.
    • Half-Elves and Half-Orcs are folded as different subraces for humans.
  • Races and classes have static HP values instead of Hit Die.

Classes

  • Alchemist is now a core class alongside the classic 3.X Roster (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin Champion, Ranger, Rogue, Sorcerer, Wizard).
  • Barbarian
    • Rather than the rounds/day nonsense of the past, now Rages last a full minute before needing a cooldown, just like in 5E. However, like last edition, going into a Rage does restrict what actions you can take.
  • PaladinChampion
    • See that thing up there? The rename? That's a big stride that, among other things, allows you to actually introduce Paladins that aren't Lawful Good without needing all the rehashing/archetyping/using another class. Again, a sacred cow is slaughtered, and again, much bile and salt spilled forth from it.
  • Sorcerer
    • Your bloodline now not only focuses on what minor powers you possess, but also which of the four spell lists you can use.
  • Focus is a new-ish resource that lets you use spell-like abilities like Cleric Domain Powers, Ki Powers, and similar affairs. Playtesters might better recognize this as Spell Points.
  • Multiclassing (Labeled as 'Archetyping' for some asinine reasoning) is managed through feats, just like 4E. You have to take one entry feat instead of a class feat and then buy two associated feats before you can access another archetype.

Miscellaneous

  • 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.
    • Combat Maneuvers have similarly been folded into skills rather than needing another number to figure out. Resisting has also been made into an opposing saving throw roll.
    • DCs for all checks have four conditions: Success, Failure, Dramatic Success (Beating the DC by 10+, giving an extra benefit) and Dramatic Failure (Failing the DC by 10+, causing extra bad things to happen)
  • 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?).
  • 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.
  • Take Ten does not exist. You can blow a feat that lets you do it but worse with one skill. So now everyone has to be uber competent at their job or have a good chance to fail catastrophically.