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  • @HowItsPlayed
    @HowItsPlayed 4 года назад +4

    See here for more great videos on Pathfinder: ruclips.net/p/PLYCDCUfG0xJb5I-wDIezuDkTfbd8k21Km
    Want to help support the channel?
    Get you name listed at the end of my videos by joining my Patreon :
    ▶️ www.patreon.com/HowItsPlayed/
    Thank me with a cup of coffee!
    ▶️ ko-fi.com/HowItsPlayed

  • @stevenwaters591
    @stevenwaters591 11 месяцев назад +3

    This is going to need an update!

  • @xdragoonzero0
    @xdragoonzero0 Год назад +9

    0:38
    For this I usually include anything that players specifically ask to be treated this way. Any foe a player wants alive is automatically more important than most things that they'd fight even if it's Joe Bloe the Bandit.

  • @Andrew-dn3kv
    @Andrew-dn3kv Год назад +2

    Looking at starting 2e soon with a little play test, LOVE your videos keep pointing them out to the group to watch VERY good break down.

  • @quark12000
    @quark12000 4 года назад +7

    Love your channel, which is why I'm a patron. Join folks, you get to vote on what's next!
    Anyway, question: If the recovery check is a flat check, and the minimum the DC can be is 11, how can you roll a critical success?

    • @HowItsPlayed
      @HowItsPlayed 4 года назад +3

      By being real lucky and rolling a natural 20 (or through special circumstances that could lower the DC of the check). And thanks for the plug! :)

    • @quark12000
      @quark12000 4 года назад +1

      @@HowItsPlayed Ah, okay!

    • @yoshiman9521
      @yoshiman9521 4 года назад +1

      @@HowItsPlayed i thought nat 20 wasnt an auto crit any more

    • @HowItsPlayed
      @HowItsPlayed 4 года назад +9

      @@yoshiman9521 It's not an "Auto Crit", but what it does instead is raise the level of success by one step. So, if a 20 is a success on a DC11 flat check, then (because it was a natural 20), its level of success is increased one step to become a Critical Success.

    • @jakubczeczot8500
      @jakubczeczot8500 3 года назад

      @@HowItsPlayed I had the same question, God (which ever you like) Bless comment section! :)

  • @jeremyjlavender
    @jeremyjlavender Год назад

    These videos are a great way to learn the game. Thanks 🙏

  • @robertwarren4734
    @robertwarren4734 4 года назад +2

    7:57 I'm not dead yet!! LOL. Another excellent segment in the series. Thank you.

  • @ostimeg
    @ostimeg 4 года назад +2

    Hello, I have a Q about wounded 1. I've seen in places say that you add wounded every time you drop in Dying. For example, you reach 0 hp and go to Dying 2. A monster hits you again, and you go to Dying 4 (adding the wounded 1 value again).
    I don't think this is correct but can't find anything that cleared it up. I do think wounded was intended as "dying while conscious", so you simply increase the start, and not any further increases to Dying.
    Thanks for your time, and these are all great videos.

    • @HowItsPlayed
      @HowItsPlayed 4 года назад +2

      The wounded condition only adds to Dying when you _gain_ the Dying condition. So if you're already dying, and get hit again, Wounded does not add to that second hit because you're not "gaining" the Dying condition... you already had it.

    • @ostimeg
      @ostimeg 4 года назад +1

      Great to know. Wounded was scary enough!

    • @andykelley6913
      @andykelley6913 3 года назад

      @@HowItsPlayed The Beginner box seems to rule otherwise, stating that you add your wounded value every time you fail the flat check as well. Which I think is very questionable game design.

    • @HowItsPlayed
      @HowItsPlayed 3 года назад

      ​@@andykelley6913 ​ @Andy Kelley Interesting! That's indeed what it says on the back cover, but they omit that part on page 70 where they discuss the rules. And it also has a rule on 70 that says if you critically fail a Recovery Check while having the Wounded Condition, you instantly die. That's definitely different from the Core Rules too!
      My guess is it's an editing error.

    • @andykelley6913
      @andykelley6913 3 года назад

      @@HowItsPlayed So I found this on AoN: "Any time you gain the dying condition or increase it for any reason, add your wounded value to the amount you gain or increase your dying value. The wounded condition ends if you receive HP from Treat Wounds, or if you're restored to full HP and rest for 10 minutes." 2e.aonprd.com/GMScreen.aspx under Death and Dying. This is absurdly lethal. Let's hope that gets errata'd. I don't think Jason Bulmahn even uses this rule in Band of Bravos...

  • @astrid2432
    @astrid2432 Год назад +2

    I have a question: if you have wounded 1, you are dying 2 from it and someone attacks you, will you increase it to dying 3 or to dying 4, because of wounded

  • @lincr.1988
    @lincr.1988 4 года назад +1

    I'm loving your content, can't wait for the next video!
    Please make a video of Spellcasting, I'm new on the d20 system and I'm struggling with this Spell Slots thing with their level, heightening, etc. I still can't get it right :(

    • @HowItsPlayed
      @HowItsPlayed 4 года назад

      Every month the members of my Patreon vote on the topics I cover, and Spellcasting has often been #2, but never quite won the poll. So I imagine it won't be too long before that finally gets the votes and I'll make a video for spellcasting.

    • @lincr.1988
      @lincr.1988 4 года назад

      @@HowItsPlayed Oh no.. really..? :(
      What's the 1st place in the votes?

  • @bigbackman3609
    @bigbackman3609 4 года назад +13

    i am thinking go from 5e to this, and your videos looks fantastic!

    • @HowItsPlayed
      @HowItsPlayed 4 года назад +3

      Thanks! And good luck with the move to PF!

    • @ostimeg
      @ostimeg 4 года назад +1

      I run pf1 and pf2, and I'm loving it. 5e is too light for me, I love crunchy.

    • @Solrex_the_Sun_King
      @Solrex_the_Sun_King Год назад

      If you never ended up making the jump, now would be a great time to do so with the mass exodus from 5e right now

    • @bigbackman3609
      @bigbackman3609 Год назад

      @@Solrex_the_Sun_King actually I didn't do it yet, even though i still wants it. With my experienced party we dont have much time to learn something new, and with my other party we have new members so we choose the noob friendly option. But at least i have implemented some of the mechanics to the 5e.

    • @kevindaniel1337
      @kevindaniel1337 Год назад

      Definitely making the rules more approachable.

  • @shadowpigglet
    @shadowpigglet 3 года назад +2

    I'm not quite understanding being placed in initiative BEFORE the current turn.
    What if I am wounded by an enemy at the very end of the round and all my allies have already had their turns? Do they get another set of actions?
    How does that work ... maybe an example or two would be great.

    • @thijsvandalsen2989
      @thijsvandalsen2989 2 года назад +3

      I was confused by that too, but realized I mixed up turns with rounds. I suspect you made the same mistake? If you have Initiative 5 and you're mortally wounded (dying condition) by a creature on initiative 15, your initiative moves to right before 15 (effectively 14 and losing all ties) and not to initiative 0. During the next round, your ally with initiative 10 can try to heal you etc before you make your recovery check, which he wouldn't be able to if you were still on initiative 5.

  • @yoshiman9521
    @yoshiman9521 4 года назад +4

    RAW says you get -4 to ac perception and reflex saves, and also that you are blinded and flat footed. blinded and flat footed also apply negatives to perception and other things. are those values already included in the -4?

    • @HowItsPlayed
      @HowItsPlayed 4 года назад +6

      This is where the "type" of penalty matters. If two penalties have different types, they stack (or add together). If they have the same type, you apply the highest of the two and ignore the lower.
      So, in this case, Blinded applies a -4 *status* penalty to Perception. And Unconscious also applies a -4 status penalty to Perception. Those have the same type (Status), so they do not add together. An Unconscious character has a -4 penalty to Perception, not -8 (and they automatically critically fail any applications of Perception that rely on sight).
      But, Unconscious also applies a -4 status penalty to AC, and Flat-Footed applies a -2 *circumstance* penalty to AC. These are different types (status and circumstance), so they add together. An Unconscious character suffers a -6 penalty to their AC.
      And Unconscious also applies a -4 status penalty to Reflex Saves.
      So, when you're Unconscious, you suffer a total of -4 to Perception, -4 to Reflex Saves and -6 to AC.
      I don't often include the types of the different bonuses and penalties in these discussions, and need to be more mindful of that in the future.

    • @yoshiman9521
      @yoshiman9521 4 года назад +2

      @@HowItsPlayed thanks a ton for this! i feel pretty confident in my rules knowledge in like 80% of circumstances but all of these little edge cases throw me off sometimes. i knew about the different statuses stacking or not but i missed that one was a status penalty and the other is a circumstance penalty. hopefully this helps someone else out there and thanks a bunch for answering my questions!

  • @GamingMansion
    @GamingMansion 3 года назад +1

    What's the point of the first aid action, if you can simply heal someone (treat wound or heal spell) to get them back to action? I thought you need to remove the dying condition before someone dying can be healed.

    • @HowItsPlayed
      @HowItsPlayed 3 года назад

      The biggest advantage of Administer First Aid is you can use it in Encounter Mode, whereas Treat Wounds cannot.

    • @stevenwaters591
      @stevenwaters591 3 года назад

      Don't forget treat wounds takes 10 minutes. If someone is dying and you take 10 minutes to heal them, they are either dead or stabilized.

  • @petersimon2619
    @petersimon2619 3 месяца назад

    When a dying creature is healed, do you roll a new initiative, keep the initiative that they were moved to when they started dying, or return to their original initiative?

    • @HowItsPlayed
      @HowItsPlayed 3 месяца назад +2

      Keep the initiative. Once they move there, that's their new initiative.

  • @gosubilko
    @gosubilko 2 года назад

    I went back to this page to look for the noise DC to wake up. I swear I learned about it from one of your videos.
    Does anyone know which video was discussed on?

    • @HowItsPlayed
      @HowItsPlayed 2 года назад

      Sure -- I talk about it here: ruclips.net/video/Y3WV3JPerc0/видео.html

  • @johnwhite2412
    @johnwhite2412 2 года назад

    When a character drops to zero hit points and gains the dying condition - what happens to other conditions or afflictions should as poison or being on fire? Dazzled?

    • @leonelegender
      @leonelegender 4 месяца назад

      You keep suffering them which can be proved lethal to persistent damage

  • @navajasrs2402
    @navajasrs2402 Год назад

    "Before the current turn" has always been odd phrasing for me. Sounds like time travel. We're in the current turn. How do you go "before" it?
    Does it mean "Immediately before the END of the current turn?" That would seem to have the ramifications you imply. But if so, why doesn't it say that?

    • @HowItsPlayed
      @HowItsPlayed Год назад

      It just means you change its place in the initiative order. So that the unconscious player's next turn will occur immediately before the current character's next turn. This guarantees one full round will occur before they need to make a death saving throw.

    • @Kuiriel
      @Kuiriel Месяц назад

      I didn't understand this because I unwittingly restricted my thinking to the idea that you could only die during your turn. But of course a mob could take you down at any time outside your turn. So, really, it's like your initiative order changes to right before the moment of whatever killed you.

  • @tkelly5422
    @tkelly5422 Год назад

    Can somebody tell me how you critically succeed at a recovery check given that the DC starts at 11

    • @HowItsPlayed
      @HowItsPlayed Год назад

      Roll a 20.

    • @tkelly5422
      @tkelly5422 Год назад +1

      @@HowItsPlayed I assume thats because the natural 20 shifts the success 1 level? (20-11=9, a regular success)

    • @HowItsPlayed
      @HowItsPlayed Год назад +2

      @@tkelly5422 Indeed! A 20 is a success with DC 11, and since it is a natural 20 the degree of success is increased one step to being a critical success.