I had a Drifter Gunslinger for a Battlecry playtest game and had just about a perfect pf2 turn 1) Retch to get rid of Sickened 2) Crit with Pistol (exactly, only because i got rid of Sickened), apply Frightened 1 on a crit from a rune 3) Crit with Kukri (exactly, only because of Frightened + no Sickened), apply bleed on a crit from a rune I've only GM'd PF2 before so this was my first time as a player too. Perfection
8:37 Investigator is only class where you can feel like Green Arrow with trick arrows abound since if you know your attack with hit, you can use a rhino shot on the attack to do something else. Also new viewer and I am glad to see new PF2 videos.
This was technically a Pathfinder 1st Edition game, but my players once adopted a Skeleton Bard that they lovingly nicknamed "Richard Simmons." That Skeleton Bard swung SO MANY FIGHTS in the party's favor, & as a result, the victorious cry, "Plus One from Richard Simmons" became an anthem in that campaign! So, yeah, that "+1 that matters" is exactly what Bard Players live for!
@RebelThenKing If I'm being entirely honest, I don't remember. There were some time loop shenanigans & the skeleton kept showing back up & trying to help the party - and somewhere along the way, they just decided to keep it & name it.
I'm afraid that I disagree with some of these. But sadly, I cannot judge everything based on combat, as it feels bad to exclude Role-Playing from the Role-Playing Game. So I would like to judge them based on what feels good or what doesn't. And so I would rate them as follows: (Note these opinions are simplified.) The Alchemist, is more of an item conjurer then a craftsman. (6 out of 10) The Barbarian, is tanky and hit good. (10 out of 10) The Bard, feels great when he successfully negotiates his way out of a sticky situation. (9 out of 10) The Champion, is good, tanky but lacks a non-religious influence option. (8 out of 10) The Cleric, is an excellent support, is surprisingly customizable, but kind of doesn't need a high spellcasting modifier. (9 out of 10) The Druid, is a good support, has good offense, and greatly increases Role-Playing possibilities. (10 out of 10) The Fighter, fights good, hits better, and has a few too many different strike options. (9 out of 10) The Gunslinger, hits very well but lacks access to all legendary range weapon proficiencies. (8 out of 10) The Inventor, only has Mad Scientist flavor and invalidates any character choice near the end game. (6 out of 10) The Investigator, is great for getting hints on puzzles but spoils the plot. (7 out of 10) The Kineticist, I'm not familiar enough. (? out of 10) The Magus, is extra flexible, hits hard, but is a little gimmicky. (8 out of 10)
2:30 D12s are the weakest part of that equation. D8s vs D12s, Can both roll 1s and 2s. Yes the d12 can roll higher, and statistically should average higher, but in game rolls rarely follow a statistical model. We know that 1s happen. And worst of all, 1s can happen inside critical hit rolls. So any buffs to the minimum damage are far superior to a slightly higher potential max roll. FWIW Just my 2 cents
11:41
The ranged magus can enjoy spending a few less move actions, and therefore complete that back2back spellstrike more often.
Played a pistolero gunslinger. Hitting bosses with the pistol twirl + paired shot combo never ceased to amaze.
I had a Drifter Gunslinger for a Battlecry playtest game and had just about a perfect pf2 turn
1) Retch to get rid of Sickened
2) Crit with Pistol (exactly, only because i got rid of Sickened), apply Frightened 1 on a crit from a rune
3) Crit with Kukri (exactly, only because of Frightened + no Sickened), apply bleed on a crit from a rune
I've only GM'd PF2 before so this was my first time as a player too. Perfection
8:37 Investigator is only class where you can feel like Green Arrow with trick arrows abound since if you know your attack with hit, you can use a rhino shot on the attack to do something else.
Also new viewer and I am glad to see new PF2 videos.
This was technically a Pathfinder 1st Edition game, but my players once adopted a Skeleton Bard that they lovingly nicknamed "Richard Simmons."
That Skeleton Bard swung SO MANY FIGHTS in the party's favor, & as a result, the victorious cry, "Plus One from Richard Simmons" became an anthem in that campaign!
So, yeah, that "+1 that matters" is exactly what Bard Players live for!
I'm afraid to ask where the nickname came from 🤣
@RebelThenKing If I'm being entirely honest, I don't remember. There were some time loop shenanigans & the skeleton kept showing back up & trying to help the party - and somewhere along the way, they just decided to keep it & name it.
Man your takes are fricking fun and easy to digest!
Fantastic dude! Love hearing your takes/experiences on things!
5:49
Fishing deep to find a highlight for Druids...
Ouch...
3:00
The one time you don't have the anthem up,
And an ally misses by 1
Crot fails a save by 1
Great video!
Great video! I'm excited for part 2!
great video series idea
Thanks! Part 2 is coming out in about a week, so stay tuned.
I'm afraid that I disagree with some of these.
But sadly, I cannot judge everything based on combat, as it feels bad to exclude Role-Playing from the Role-Playing Game.
So I would like to judge them based on what feels good or what doesn't.
And so I would rate them as follows: (Note these opinions are simplified.)
The Alchemist, is more of an item conjurer then a craftsman. (6 out of 10)
The Barbarian, is tanky and hit good. (10 out of 10)
The Bard, feels great when he successfully negotiates his way out of a sticky situation. (9 out of 10)
The Champion, is good, tanky but lacks a non-religious influence option. (8 out of 10)
The Cleric, is an excellent support, is surprisingly customizable, but kind of doesn't need a high spellcasting modifier. (9 out of 10)
The Druid, is a good support, has good offense, and greatly increases Role-Playing possibilities. (10 out of 10)
The Fighter, fights good, hits better, and has a few too many different strike options. (9 out of 10)
The Gunslinger, hits very well but lacks access to all legendary range weapon proficiencies. (8 out of 10)
The Inventor, only has Mad Scientist flavor and invalidates any character choice near the end game. (6 out of 10)
The Investigator, is great for getting hints on puzzles but spoils the plot. (7 out of 10)
The Kineticist, I'm not familiar enough. (? out of 10)
The Magus, is extra flexible, hits hard, but is a little gimmicky. (8 out of 10)
2:30
D12s are the weakest part of that equation.
D8s vs D12s,
Can both roll 1s and 2s.
Yes the d12 can roll higher, and statistically should average higher, but in game rolls rarely follow a statistical model.
We know that 1s happen. And worst of all, 1s can happen inside critical hit rolls.
So any buffs to the minimum damage are far superior to a slightly higher potential max roll.
FWIW
Just my 2 cents