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General Tabletop Discussion
*Pathfinder & Starfinder
Healing issues, and multiclassing in 2e?
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<blockquote data-quote="Staffan" data-source="post: 9039088" data-attributes="member: 907"><p>That's one of the things I see as something of a weak point in PF2. Character creation is, for a D&D descendant, very flexible while at the same time making it hard to make a character that's useless in combat unless you're really trying. But there isn't anywhere near the same "safety net" out of combat, particularly not with the way DCs increase with level. So it's fairly easy to have a party that just utterly fails at some non-combat challenges.</p><p></p><p>I think the game would work a lot smoother if higher-level DCs were calibrated to give an OK chance (maybe success on 9+) to a Trained character with a 12 or 14 in the relevant stat, and then had those specializing in something absolutely crushing those types of challenges, rather than set the DCs so specialists have a very slowly increasing chance of success and punishing those who don't specialize by making that type of thing impossible.</p><p></p><p>As an example, let's say you have a 7th level character with Dex 14 and Trained Thievery. Assuming regular gear, they will have a Thievery bonus of +11. A typical level 7 trap has a Disable DC of 27, so the character needs to roll a 16+ to succeed. Oh wait, no they don't, because <strong>you don't even get to try</strong> unless you're an Expert. And I mean sure, you can retry, but it's still to the point where you wonder why you even bothered investing a rank in Thievery.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9039088, member: 907"] That's one of the things I see as something of a weak point in PF2. Character creation is, for a D&D descendant, very flexible while at the same time making it hard to make a character that's useless in combat unless you're really trying. But there isn't anywhere near the same "safety net" out of combat, particularly not with the way DCs increase with level. So it's fairly easy to have a party that just utterly fails at some non-combat challenges. I think the game would work a lot smoother if higher-level DCs were calibrated to give an OK chance (maybe success on 9+) to a Trained character with a 12 or 14 in the relevant stat, and then had those specializing in something absolutely crushing those types of challenges, rather than set the DCs so specialists have a very slowly increasing chance of success and punishing those who don't specialize by making that type of thing impossible. As an example, let's say you have a 7th level character with Dex 14 and Trained Thievery. Assuming regular gear, they will have a Thievery bonus of +11. A typical level 7 trap has a Disable DC of 27, so the character needs to roll a 16+ to succeed. Oh wait, no they don't, because [B]you don't even get to try[/B] unless you're an Expert. And I mean sure, you can retry, but it's still to the point where you wonder why you even bothered investing a rank in Thievery. [/QUOTE]
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Healing issues, and multiclassing in 2e?
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