Thank you for making this video! I am new to Pathfinder and I recently started playing through a campaign with friends who are also new to Pathfinder 2e. Your quick descriptions of the game's mechanics are very helpful!
Finally a video that explains the pathfinder 2e combat rules and that lasts less than an hour, thank you! Just one thing though, you said we have 3 action and 1 reaction per turn, did you forgot to explain what a reaction is?
Uh oh, correction! If you are trying to Long Jump, you stride and roll athletics, with the DC equal to the distance jumped. If you’re crossing a gap, you need to jump 5 feet further than the gap is wide in order to safely land, so a DC 10 long jump is only crossing a 5 ft gap by jumping 10 feet. The default Leap action allows you to jump… 10 feet, or 15 if your speed is 30 or more. Essentially, if you’re crossing a 5ft gap, you cross it in a single action, No roll required!
Ahahaha yeah that's true! However the DC can be adjusted based on the situation, so maybe it was a 10 ft. gap, but the wind was blowing with you so the DC was reduced by 5. Yeah...let's say that...
Consider also:GM doesn't care about the specific leaping rules, and just assigns a DC based on how they feel it would be or on the simple/level based dcs tables
@@ProbablyEzra Of course, but it’s important to explain the rules accurately when, well, discussing the rules! And I’m not saying that this is a big deal, just thought I’d mention it
Dude, I just picked up the Pathfinder books and I'm running my first one shot within a day of getting it. I may have been over excited but this video has helped immensely with prep
Your videos are a godsend, went through all of them to get a grasp on the system and they're amazing. however, and I may be in the minority here, but I think I like the older video a bit more. the simple white background makes it easier to follow the rest of the graphics and text you use (less visually "busy" if you will). and second, I know its an edit with stuff added, so this one has just a couple spots where there natural conversation "cadence" is slightly cut in order to squeeze the new info into the 7 min limit, but its making a bit harder to follow into your next thing, at least for me. its like if without the pause between sentences (even if its a super small pause) but in the cases where its too tightly cut into your next sentence i have trouble switching gears into your new thing being explained. not sure if this helps, i only give my opinion for positive condt4uctive feedback, and it kinda seems almost everyone liked the upgrade so it might just be me. thanks again for the great vids!
Reactions are actions you can take when a certain trigger is met, for example you might be able you hit a monster that strides away from you. You can take a reaction even if it isn't your turn, provided that the trigger happens. If you take a reaction, you can't take another one until the start of your next turn
The most commonly used Reaction is Reactive Strike, which Martial Characters typically get. Other commonly used ones are the Champion’s reaction, which is based on their subclass. The only reaction that all characters have is Grab an Edge, where if you fall past a ledge you can grab onto it to stop from falling.
Modifier penalties for wanting to attack more than once is just...dumb imo. If you are playing some flavor of a fighter/warrior, a part of the flavor is often to be so skilled that you can strike your opponents swiftly multiple times. Combats drag on enough as is, I want things dead quickly.
Have you ever swung a longsword 3 times in 6 seconds against a resisting opponent? Unless you're very good at swinging a long sword swings two and 3 are unlikely to be as clean as the first. A warrior with a great attack modifier has a better chance of success against this natural disadvantage. What you're looking for is in the rules.
Coming from a 5e player trying to convert, 5e combat just isn't very mechanically satisfying. There's plenty of Tactical depth, but no mechanical complexity, which imo makes pathfinder seem infinitely more interesting to me. Course I could be completely wrong, I haven't actually played a game yet.
I disagree. If you are spending all your actions to just attack, you are taking a risk for the potential for higher damage. However, there are tons of other actions that you can take that would greatly help in combat. The idea behind MAP is to encourage being more creative and strategic with your actions. Move, step, aid, grab, trip, take cover, raise shield, use a spell, and shove, are all just a few different things you can do on your turn that isn't attack. But if you truly just want to attack, and nothing else at all, play a ranger with the flurry hunters edge and use an agile weapon. Flurry lowers your MAP, and an agile weapon (doesn't have to be ranged) further reduces it. This little combo at level 20 makes your MAP a -1 for a second attack (instead of a -5) and -2 for a third attack (instead of -10).