Something regarding the "breath weapon kite" strategy, the PF2 dragons cannot fully take advantage of their insane flying speed. Since a Fly action (or Stride or Climb or whatever) cannot be interrupted, and because Breath Weapon is two actions, you have to either start or end your turn within breathing distance of the party, since you cannot both fly in and fly away. But Will is right in observing that 50 feet is still a long way away.
If the dragon can't use the breath weapon again for 1d4 rounds, the party does get at least one round immediately after the dragon breathes where it can't use it (up to 4 rounds if they're lucky). That's a step up from the dragon potentially using it every round, imo. Loved to hear yall's take on stuff, and the short examples and stories about your own characters and games provides nice context as to how you got to your view and opinion on some of the mechanics and such.
Raising the scores don’t chang the math at all espessily int and char as they don’t effect will saves. The designer even said to never chang the level of a creatcher in you not changing all of it numbers becuse ever level add 1.4-1.5 to every thing buy avrage.
4:04 as acrobatics is the skill that dictates how well a creature flys, especially when flying through strong winds, it’s just as criminal to not give level appropriate training a flying dragon as is forgetting to give ogres points in athletics.
I would indeed have my Fighter jump up and knock the dragon right out of the air with Sudden Leap and Felling Strike, and if I knew I was going to fight a dragon ahead of time and didn't have both of those feats I could use the Fighter's Combat Flexibility to temporarily gain it. If I had neither I could get Felling Strike and use it with a longbow.
One thing - due to the way Pathfinder 2e works, this is not actually a huge threat for a level 14 party. A single even-level monster would be considered a low-threat boss. A level 14 fighter, for example, also is probably +29 to hit, has 36 or more AC, and does similar or even more damage per strike. And that's before accounting for the fact that they have friends and buffs! Generally a tough boss will be one at +2 or more over the party level, with +4 being extreme difficulty.
42:50 Following the monster creation rules in the Game Mastery Guide, the ability modifiers are already factored in. You don't have to tweak DCs after adding +1 Int/Cha. The difficulty should lie in the spell list.
Man, gonna miss y'all. But I wish y'all well. I do kind of feel like maybe the newness for you all or a couple of you guys of Pathfinder 2 is creeping in. Especially when I hear the criticism on 5E, but then I hear the nearly the same thing get a pass with Pathfinder. This episode was more obvious than others. And I am not a hater of Pathfinder. I think their Gamemastery Guide is hands down one of the best DMGs out there. I routinely use Pathfinder versions of creatures in my D&D game. So I really like it. But I digress. Good luck with all your upcoming projects. Y'all will be missed.
26:00 The Earth Bind spell is rank/level 3 and forces a Fort Save or the enemy has to land. There is also the Earthbinding rune you can attach to weapons. It's a level 5 rune, so mages and fighters should get access to the ability at around the same time.
@@MonstersMulticlass That or casting fly to give chase. Like you said, 50 damage on a breath weapon means the dragon will lose the damage race unless they close into melee.
Something regarding the "breath weapon kite" strategy, the PF2 dragons cannot fully take advantage of their insane flying speed. Since a Fly action (or Stride or Climb or whatever) cannot be interrupted, and because Breath Weapon is two actions, you have to either start or end your turn within breathing distance of the party, since you cannot both fly in and fly away. But Will is right in observing that 50 feet is still a long way away.
If the dragon can't use the breath weapon again for 1d4 rounds, the party does get at least one round immediately after the dragon breathes where it can't use it (up to 4 rounds if they're lucky). That's a step up from the dragon potentially using it every round, imo.
Loved to hear yall's take on stuff, and the short examples and stories about your own characters and games provides nice context as to how you got to your view and opinion on some of the mechanics and such.
Raising the scores don’t chang the math at all espessily int and char as they don’t effect will saves. The designer even said to never chang the level of a creatcher in you not changing all of it numbers becuse ever level add 1.4-1.5 to every thing buy avrage.
Very good to know! Thank you
You got the details of basic saves correct:
crit success - zero damage
success - half damage
fail - full/normal damage
crit fail - double damage
First comment!
4:04 as acrobatics is the skill that dictates how well a creature flys, especially when flying through strong winds, it’s just as criminal to not give level appropriate training a flying dragon as is forgetting to give ogres points in athletics.
Yeah I think we got to that conclusion in time lol
I would indeed have my Fighter jump up and knock the dragon right out of the air with Sudden Leap and Felling Strike, and if I knew I was going to fight a dragon ahead of time and didn't have both of those feats I could use the Fighter's Combat Flexibility to temporarily gain it. If I had neither I could get Felling Strike and use it with a longbow.
One thing - due to the way Pathfinder 2e works, this is not actually a huge threat for a level 14 party. A single even-level monster would be considered a low-threat boss. A level 14 fighter, for example, also is probably +29 to hit, has 36 or more AC, and does similar or even more damage per strike. And that's before accounting for the fact that they have friends and buffs! Generally a tough boss will be one at +2 or more over the party level, with +4 being extreme difficulty.
Love and will miss you all of you
42:50 Following the monster creation rules in the Game Mastery Guide, the ability modifiers are already factored in. You don't have to tweak DCs after adding +1 Int/Cha. The difficulty should lie in the spell list.
Makes sense! Thank you
Man, gonna miss y'all. But I wish y'all well. I do kind of feel like maybe the newness for you all or a couple of you guys of Pathfinder 2 is creeping in. Especially when I hear the criticism on 5E, but then I hear the nearly the same thing get a pass with Pathfinder. This episode was more obvious than others. And I am not a hater of Pathfinder. I think their Gamemastery Guide is hands down one of the best DMGs out there. I routinely use Pathfinder versions of creatures in my D&D game. So I really like it. But I digress. Good luck with all your upcoming projects. Y'all will be missed.
Our last episode has us talk a lot about edition fatigue. So... You're likely not wrong
26:00 The Earth Bind spell is rank/level 3 and forces a Fort Save or the enemy has to land. There is also the Earthbinding rune you can attach to weapons. It's a level 5 rune, so mages and fighters should get access to the ability at around the same time.
So I'm guessing a lot of the fight is trying to get that fort save down low enough to ground the dragon.
That sounds awesome
@@MonstersMulticlass That or casting fly to give chase. Like you said, 50 damage on a breath weapon means the dragon will lose the damage race unless they close into melee.
Melee characters can also get the Extending rune, which is amazing!
Go red or go home. 😎