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Hero lab online pathfinder playtest forums
Hero lab online pathfinder playtest forums







hero lab online pathfinder playtest forums
  1. #Hero lab online pathfinder playtest forums how to#
  2. #Hero lab online pathfinder playtest forums pdf#
  3. #Hero lab online pathfinder playtest forums update#

I think we concluded he did, but I don't really remember the details. For instance, last night we spent 5 minutes trying to figure out if a Druid needed to concentrate on his Flaming Sphere spell when he didn't intend to move it. Its also really easy to get lost in parsing the nuance of the spell descriptions and the new action sequence. Its really easy to assume you know how it works because of past experience with PF1. Its quite possible that we should be running out of Resonance and just don't know it. I don't think our table, including me, knows all of the things that should cost resonance. Resonance hasn't been a problem, but that may partly be because few of the players are paying attention to it. I'm ready to ditch it, but I don't like the notion of doing PF2 characters on paper either. Hero Lab Online is not up to the same quality as the regular (native) Hero Lab. And that's beyond the bugs that keep messing up your current hit points.

#Hero lab online pathfinder playtest forums how to#

We use Hero Lab, and there's plenty of confusion about how to make it do things for PF2. Usually its the wording of a class feature. There have been a number of times we've had confusion related to special abilities and second attacks. We just couldn't hit the Manticore and when we did, we weren't doing a lot of damage. The way they played out was basically that our Ranger was helplessly backed into the ring ropes and mercilessly pummeled until the rest of the party finally killed the critter, which took many, many rounds. And, I'm talking about the updated version that just came out. Getting the table up-to-speed on how they worked and to a point where folks could make smart choices took about 30 minutes. We didn't need the dying rules until our 4th session (which is in the 2nd adventure). Modifiers can quickly turn an adequate AC into a poor one and an inadequate AC into a death sentence. You can intentionally make a bad character (or a new player can do it by accident) by giving the character a low AC, which sets them up for more critical hits. His AC and HP will be in the same ballpark as everyone else. He won't do lots of damage, but he'll contribute. The reality is there are good and bad characters, but the range is closer together. The corollary is that players can't make a good one either. There's a certain truth to folks who say players can't make a bad character. I get that if you're sneaking up on an opponent that you might roll your stealth for initiative, but does their reaction initiative really depend on what they were doing and how good they were at it? I mean, be careful sneaking up on a master chef who is cooking, because he's going to react quickly. I suspect the DM is just messing this up. For instance, at last nights game my last action had been to examine something and I ended up rolling my "Social" skill for initiative. We're always being surprised and I'm always rolling initiative using some seemingly irrational skill. I find the new initiative rolls to be frustrating. There's been confusion related to what a Lore skill is and how the DM should involve it. (Or fails, as the case may be.) We've had lots of transitional confusion related to the new skills list.

hero lab online pathfinder playtest forums

We had confusion about "take 10" and how its replacement works. We had confusion about what rolling a "20" means. I'm trying to think of the sticking points we've had with the rules, in case that helps. Be ready for some by-the-rules tragedies, that you have to retroactively house-rule to keep things on track. This, of course, doesn't lead to playtesting the rules. If your DM focuses on having a good game then they're also likely to end up throwing out rules or house-ruling things. Well consider bringing one for your local rules lawyer too. People talk about bringing a snack for your DM to get a Hero Point.

#Hero lab online pathfinder playtest forums update#

The emergence of Update PDFs drags this out even longer.

hero lab online pathfinder playtest forums

The glossary helps and is perhaps the best place to start a search, but it won't answer all of the questions.ĭuring play, we regularly have to stop and conduct 10-15 minutes of research in the rule book.

#Hero lab online pathfinder playtest forums pdf#

The PDF offers some search abilities, but searching on "Spell Roll" will turn up something like 195 hits. It will be longer if you're all sharing a book and none of the players have looked at the rules in advance. If so, and its the first session, we spent most of it making characters, roughly 2-3 hours.









Hero lab online pathfinder playtest forums