Pathfinder Commander Playtest - What's Working and What's Not

  Рет қаралды 795

RebelThenKing

RebelThenKing

Күн бұрын

Today we're looking at all of the recent feedback and actual play on the new commander class that is part of the Pathfinder 2e Battlecry Playtest. We'll go over what's working about this new Intelligence-based martial build, what's not working, and where we think the class needs to go.
A HUGE thanks to other creators who put in the work for actual play and got this conversation started. I couldn't have put this together without you!
LocalDisasterTourGuide / @thelocaldisastertourg... / • The Battlecry! Playtes...
Collective Arcana / @collectivearcana / • Feedback for the Battl...
The Rules Lawyer / @theruleslawyerrpg / • LIVE PLAYTEST of Pathf...
0:00 Intro
1:59 What's Good
4:59 What's Okay
8:37 What's Bad
10:54 My Biggest Piece of Feedback

Пікірлер: 10
@Enshoku_Zaun
@Enshoku_Zaun Ай бұрын
RAW there isn't a rule that says you don't get a reaction before your first turn. The rules say it's up to the GM if you do or not, depending on the situation (which most people interpret to mean "You don't get it if surprised, but do if you're not."). The line afterwards stating you get your 3 regular actions and 1 reaction at the start of your first turn doesn't imply you can't get your reaction beforehand, just that you're guaranteed to get a reaction (refresh) then. The rules could definitely use some more clarification, though. Otherwise this debate wouldn't even be necessary.
@neurolancer81
@neurolancer81 Ай бұрын
Good video, very succinct and to the point. I am undecided on the subclass question. Maybe a banner using Commander vs a mounted commander vs a field medic commander or some such.
@Lockfin
@Lockfin Ай бұрын
There is nothing that says “generally speaking you don’t get a reaction until your first turn”. There is a rule that says your GM *may* choose that you don’t get a reaction until your first turn, as they see fit. The default in a heads up encounter is that you have a reaction the moment you roll initiative
@criminalmatrix6
@criminalmatrix6 Ай бұрын
The thing about the Banner trait is that it can't be "worn". The banner needs to be held or planted for it to work. When you plant the banner, it just makes the effects stem from the banner instead of where you're at. Otherwise if they don't have those traits the banner can be just a worn item (subject to worn item rules, harder to pickpocket and can't be disarmed) The big problem with the banner itself is that they didn't include a recovery state. If it is stolen or destroyed there was no information on how to recover the banner.
@S1leNtRIP
@S1leNtRIP Ай бұрын
Hmmm. Not sure I agree with you on adding subclasses. I really love the Commander vibe. More tactics was an issues I foresaw as well. Hopefully they add more. Also, limiting any tactic that allows a strike to 7th level might be the way to go.
@valvadis2360
@valvadis2360 Ай бұрын
Yeah i don't feel the Commander needs a subclass since their Tactics are already so diverse and the flavor of the class is pretty strong. The Guardion tho, it needs that flavor and identity asap.
@S1leNtRIP
@S1leNtRIP Ай бұрын
@@valvadis2360 so far in our play tests the guardian has been pretty cool and fun. I haven’t felt the need for extra flavor but we will see. Have you played a guardian yet?
@Lockfin
@Lockfin Ай бұрын
Subclasses are a design tool and aren’t the correct tool for everything
@chrishudson9539
@chrishudson9539 Ай бұрын
Good Points
@theonceandfuturething3999
@theonceandfuturething3999 Ай бұрын
Not a fan of the banner, either. Seems like a mechanic for the sake of having a mechanic, when, as you say, action economy already limits what you can do.
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