Deep Dive: Pathfinder Second Edition Core Rulebook Review (Part 7)

I’m skipping over chapter 3 (classes) as I’m not feeling up to investigating those and I’m jumping into chapter 4 (skills).

Basics

Image courtesy of Paizo, Inc
This is pretty standard d20 skill basics. Roll a d20, add your attribute modifier, proficiency bonus, and modifiers. The first page has a nice sidebar that covers the different ways to improve skills – through skill increases (and how to apply them) and skill feats (referencing the chapter on feats).

This is a very clear and concise section laying out what you need to know.

General Skill Actions

These skills are all pretty clear and well laid out, though the high-level description of Earn Income where Lem performs for a bunch of extraplanar creatures in the celestial realm is a bit nuts. It's fine. Nothing actually wrong with it.

Decipher Writing

The sample difficulties of Decipher Writing's tasks is badly laid out. It's not just split between pages, but there's a whole page of a table (laying out all the skills, key abilities, and actions) between the first three examples and the last. That is just not good.

Earn Income

At the end of the Ending or Interrupting Tasks section in the sidebar, the part about rerolling when you start again is written weird. It makes it seem as though rerolling is an option if you had a good roll, but it is not if you had a bad one. I understand that it’s for mechanical reasons so that if you fail you don’t get to just take a break and try for a better result in a day or so. Why not just say “Generally speaking, you can’t try for a better result by pausing to do something else, whether you had a good or bad initial result.”

It would have been nice if “Staging a Performance” could have been on the previous page with the rest of the action, but it’s fine.

Identify Magic

It's calling out the Magical Traditions and Skills section by mentioning page 238. That is correct, but it should say "below" or something to indicate immediately that it's on the same page.

Recall Knowledge

It'd be nice if this could have all been on the same page.

Specific Skill Descriptions

Finally, onto the meat of this chapter. The descriptions (and actions) of all the various skills that are called out in the skill list of the character sheet.

Acrobatics

Under the Acrobatics skill, we have the Balance and Tumble Through as untrained actions and Maneuver in Flight and Squeeze as Trained actions. These are all fine, though I don’t know why Tumble Through is an untrained action when Maneuver in Flight especially since you won’t be able to succeed for very long if you don't become at least Trained in Acrobatics because the Tumble Through DC is based on the enemy's Reflex DC.

Balance

This is just crunchy enough. It could be done on the fly without this action being specifically called out, but Paizo knows its audience and put it in the book to cover their bases. I wish Climb and Swim were done this cleanly.

Tumble Through

It is unclear as to whether Tumble Through triggers reactions based on movement on a success. I assume the reason it is called out in the failure state is that you're not moving, but you tried to. It’d just be nice if the success state called out if it triggered or not as well.

Maneuver in Flight

This is a VERY vague action, but it covers a lot of ground. It should say that these maneuvers never allow you to move farther than your speed. I don’t care that a steep descent is in the examples. A steep descent isn’t the maneuver, arresting your fall before impact (or at your desired altitude) is.

Additionally, it’d be nice if the examples could have been on the same page as the text and having a callout to aerial combat on page 478 would have been nice.

Squeeze

I don’t really like this as an action. Making it a Trained or Expert skill feat seems more in line with the intent, to be honest. Additionally, I feel that fitting into a space barely big enough for your head is probably closer to Legendary than Master, but maybe that's me. I'd also move the Quick Squeeze feat to require Master proficiency and the Squeeze feat.

The other thing I don’t like about this action is that there is not one word dedicated to what your character is wearing while trying to squeeze into a space barely big enough for their shoulders (or head). I kind of feel like it should make a difference if you are wearing armor or not. Or carrying a shield. Etc. Can DM’s make a ruling at the table to deal with this? Yes. But it still seems silly.

All in all, Acrobatics is fine. Removing Squeeze as an action is really the only change I'd make. If I was going to.

Arcana

No issues here except that it would have been nice if the suggestion on setting a DC was a little clearer. For example, “The GM sets the DC for the check based on the spell’s level and rarity; usually treating the spell as if it were one level lower than its actual level.”

Athletics

The standard assortment of actions related to athletics: climbing, grappling, jumping, pushing, and swimming with a bit of tripping, force open (nice call back to bend bars/lift gates), and the trained action of disarm.

Climb

I wish Climb was all on the same page. It speeds it up a tiny bit at the higher Speeds, but if climbing was treated as Greater Difficult Terrain it’d remove the need for Table 4-4: Climb and Swim Distance. Critical Success could increase the distance by 5 feet, failure means you don’t move that round and critical failure is you fall halfway through your climb for that action.

Another option, and one that I’m leaning towards honestly, is to almost completely disassociate your climb speed from your land speed (still maxing out at your land speed) since being able to walk faster doesn’t really translate into being able to climb faster. Being a more skilled climber does. This is really two options in one. The first is to use table 4-4, but each row is tied to your Athletics proficiency. The second is to just keep the base climb speed of 5 feet per action on a success and 10 on a critical success. I prefer the second. No table needed and it already accounts for a more athletic person being able to climb faster on account of being more likely to get critical successes more often. Throw in the quick climber skill feat and you have a very skilled climber.

There’s also the “issue” that characters can climb with a TON of weight and barely have it affect them. My table deals with this by saying that if you are carrying more bulk than your Strength modifier (minimum of 1), then your climb check is treated as one step worse.

That minor change makes it so that you can still climb in full kit, but it’s going to be very hard unless you are very strong or very athletic.

Force Open

Force Open should not have the Attack Trait. It should have Manipulate instead. Other than that, I like Force Open, but at the higher levels, it's almost easier to just break through most items via attacking vice forcing them open because of the way that damage scales.

I’m very much considering making the Striking Runes not apply to damaging inanimate objects so it’s just the weapon’s base damage trying to overcome the item’s hardness and hit points. Shield’s throw a wrench in that idea, but it might be okay for them to be the outlier.

Grapple

It's at least on the same page, but only the name, traits, and requirements are in one column, whilst everything else is in the other. Makes it easy to overlook the entry.

Other than that, Grapple is good. My table adopted a modified bit where if you’ve successfully grabbed or restrained a creature, you only need to spend an action to maintain the grapple (this still modifies your multi-attack penalty) – no roll needed. Many tables will probably hate that, but if it encourages my players to actually use maneuvers (especially since so many monsters have very high numbers for DCs and skills), I’m okay with it.

High Jump, Long Jump, and Leap

The numbers are generally too high, but if they were realistic, jumping is less enticing, especially since the game likes everything to be in 5-foot increments.

Seems that an average vertical leap should be about 1-2 feet, while a High Jump should extend it to about three feet (about the height most professional athletes can jump) and a critical success launching you up to five (world record height or more). Not overly "heroic" numbers though. Also takes into account wearing almost nothing. Start throwing on armor and other equipment and I'm sure that those numbers should be even lower.

Long jumping is a bit closer to human numbers. With Olympic records maxing out at just under 30 feet, having the long jump maximum be equal to your Speed is fine, though it’s a little too easy to max out those numbers. Not really that big of a deal.

The bigger deal is that, from what I’ve seen, those top distances all end up with the jumper landing prone. And they’re not wearing adventuring gear.

Additionally, the Failure and Critical Failure results should be on the same page as the rest of the Long Jumping write up.

I’d love for Paizo to errata the jump numbers to something a bit closer to realistic numbers, but I’m not going to change any of them at my table. It’s not worth the space for a house rule for vertical jump changes and I do not know how to bring the long jump numbers to a spot where they at least nod to reality without breaking other things, or adding a table of DC’s and distances.

What I do instead is make jumping in full adventuring kit harder. This is the same rule as I made for climbing. If you’re carrying more bulk than your Strength modifier (minimum 1), your jump check result is treated as one step worse.

Shove

I like the Shove action. You get the basic effect you were looking for on a success, extra on a critical, and fall prone on a crit failure. Great risk-reward scenario.

The little callout on forced movement is well placed and succinct.

Swim

Much like Climb, I think the distance swum per action could be simplified. Treating it as Difficult Terrain with a Critical Success adding 5 feet of movement would pretty much cover it. Will there be some higher speeds where it allows them to swim just a bit faster? Sure, but that’s honestly a bit of a rarity on an already rare event in most games.

Removing the base swim distance from being based on your land speed is an option here as well (just like for climb). There can be an argument that a faster person can swim faster, but I don’t think that argument holds water (forgive me) for it to matter in a game. Either tying the distance to your Athletics proficiency or just keep the base 10 feet on a success and 15 on a critical success (my personal preference) would work. The Quick Swim skill feat still exists, so even faster swim speeds are still on the table.

There's a weird thing where the failure state for swimming is described in the action description, but not in the Critical Success, Success, and Critical Failure section. Also, I'm not sure what the difference is between a Failure and a Critical Failure in this scenario. There should also be a callout to the aquatic combat to go along with the existing drowning and suffocation callout.

And like climbing and jumping, this action makes no mention of swimming with gear on. It is entirely possible to swim in full adventuring kit, but it is very difficult and exhausting. I bring over the same rule from climbing and jumping to address this. If you are carrying more bulk than your Strength modifier (minimum 1), your swim check result is treated as one step lower.

Trip

Another situation where the title, trait, and requirements are separated from the rest of the text. Other than that, I like the Trip action.

Disarm

Why is Disarm the only maneuver where you don't get what you want on a success? I get that it would make disarming PC's happen WAY too often, but every other maneuver costs your opponent an action. You could make the Critical Success result the Success result (requiring an action to pick it back up) and make the Critical Success have the item drop into an adjacent space (requiring two actions to pick it up), but as I said before, no PC will be able to hold onto their weapons, so it's probably too much.

Instead, making the Success result require the target to spend an action to reaffirm their grip brings the Disarm action more in line with the other maneuvers (by costing the target an action on a success) without making it that everyone will look like they’ve greased their weapons.

Crafting

With Crafting, we get to repair items, craft items, and the ability to identify alchemical items.

Like with many of the things, it’d be nice if the beginning of the Crafting section was with the rest of it on the next page. The art could be shrunk a little to make room for it.

Repair

Repair is fine, though with most shields, you'll never need to be higher than Trained to bring them back to full health. With my house rule for shields, I'll be changing the Success and Critical Success categories to repairing one or two dents respectively.

Craft

Should have a requirements section that says something along the lines of "see below." Since it does have requirements. Or it should at least call out that you need the proper tools.

Other than that, I like how crafting works. It's simple, clean, and universal. Sometimes the base 4 days is a little much, but I don't want a more complicated formula for something that isn't essential to the type of game Pathfinder normally is.

Summary

Figured I’d list out the house rules discussed above for any who want them. I’m only listing out the ones I actually use, so squeeze becoming a skill feat isn’t going to be in here (it’s not a common enough action for me to care about changing it), etc.

  • Jumping, Climbing, & Swimming: If you are carrying more bulk than your Strength modifier (minimum of 1) the result of your Athletics check is treated as one step lower. This limit can be increased by the Hefty Hauler skill feat. This limit is ignored if you have a climb or swim speed for that movement type.
  • Climbing: You can climb a distance of 5 feet per action on a successful check. You can climb an additional 5 feet on a critical success.
  • Swimming: You can swim a distance of 10 feet per action on a successful check. You can swim an additional 5 feet on a critical success.
  • Disarm: On a success, the penalties last until the creature spends an action to firm up their grip vice a free action at the start of their turn. This action does not provoke attacks of opportunity.
  • Grab: If you already have your target grabbed, you can maintain the grapple by spending an action (no roll needed).

Extra: Falling

There's a call out about falling on page 243. Falling has been pretty anemic since the D&D moved away from a d6 or less of hit points per and Pathfinder 2e is no different. It's a little better than before since it's always assuming you are rolling a 5 on a d6 for every 10 feet fallen. The problem is that characters start with so many hit points that it doesn't matter all that much after 3rd level (if not earlier). This is exacerbated by the fact that there are so many options to cut the damage in half or reduce the falling distance by X feet.

Currently, at my table, we do a point of damage per foot fallen over five feet. Additionally, for every full ten points of damage taken, a critical hit card gets drawn.

It's made it so that my players have thought twice before jumping down off of rooftops or down a 10-foot pit. They've taken the time/actions to lower themselves down vice risk taking a crit card and a solid amount of damage. This still falls apart at the upper levels (as a lot of the mundane aspects of the world do in PF2e), but it makes falling a bit more of a threat for longer in the game.

I’m looking forward to trying the Stamina rules from the GameMastery Guide for a short adventure once we finish with Age of Ashes (soon, I hope) and if that works out, then the normal rules will go back into play, but the damage will be applied to both a character’s stamina and their hit points equally. A critical hit card will probably still be drawn.

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I've reached almost 3,000 words, so I'm going to take a break and cover more of the skills later.

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