A small correction: conditions like enfeebled or clumsy that don't have a default duration DO end when the stage of the condition ends. Things like drained stay around because they have a default duration (reduced by 1 when you long rest)
The iconic Owlbear, what can it do? 5e: Multiattack PF2e: Gnaw (attempts to disembowel the creature they have grabbed, sickening them), Bloodcurdling Screech (frighten creatures), Screeching Advance (move twice, and screech the entire time, and still have one action left over) Learning this was one of the many "I need to play this game" moments I had early on.
Thank god you covered afflictions. i couldn’t find the rules anywhere for them, but it makes sense the degrade or upgrade based on success or failure. TYSM!
This was a very nice video. c: Happy to listen and watch. I always had a difficult time understanding how to use monster's abilities that were stapled to their attacks. I treated it as a free 'it happens' where if they land the hit, you're grappled! It didn't feel very good and I know why now.
I’ve always found it hard to keep track of the stapled abilities myself! Turns out they reworked the mechanics concerning Grab, Push, and Knockdown. They use to be a free thing that happened in hit but were changed to be an additional action. The benefit to the heros is the action cost and potential to fail, the drawback is now they can Crit!
@@reddiamondduo8963 It was always an extra action until improved grab/knockdown. The change was that it automatically succeeded before. Now they have to roll to succeed with no penalty to or from the attempt. Yes, it means they can critically succeed now, but also have a chance to fail.
This is an amazing video I plan to use to introduce others to the fun of pathfinder, do you plan to do some videos on common monster abilities and common ways to prepare for them? "Getting swallowed in 7 minutes or less" would definitely get some clicks XD
Only for the ones that are attached to a regular Strike! But yes, it is fun. Pre-remaster, they didn't even roll, they just automatically grabbed/knockdown/pushed, which was even more fun.
I love these because I about to run my first PF2e game and there are so many systems I get but I always feel like I get them better once I see one of these.
So with a monster grab ability, does it roll with their full bonus, or use the MAP of the attack that triggered it? Like if it attacks at +5, misses, attacks again with +0 (-5), and hits, does it roll athletics at no penalty, or the -5 (same as the attack that hit)?
I don't understand the Monster Ability that you comment in minute 5:00. Maneuvers per se don't count as an attack, do all Monster Ability count as an attack unless is specify otherwise?
Shove, Trip and Grapple all have the Attack trait and therefore are affected by and increase the multi attack penalty. For example, if you were to try to trip an enemy, then hold them and finally stab them with your dagger, you'd do the following: Trip with no penalty, then Grapple with a -5, and finally Strike with a -8 (because of agile).
@@KingSejongTheGreatOfKorea You are absolutely right, my fault, when I searched for it I confused it with a trait of a weapon and extrapolated it to all the maneuvers. Thank God I asked.
@@ellloret No problem. It can be a bit confusing at first because you're not rolling an attack when using the maneuvers. Always glad to be able to help
Knockdown, Push and Grab automatically succeed without another check being made. The creature just has to spend the action. Edit: As pointed out below, this only applies to the pre-remaster rules. In the updates form, monsters have to roll as described in the video.
That's how it worked pre-remaster, but now all the monster maneuvers require a roll. I believe the reason was that a lot of player abilities that gave bonuses against being grappled and tripped couldn't apply since monsters automatically succeeded, so now the monsters always have to roll.
@@ItMeChis Ah, you're right. I'm still playing with the premaster rules and it isn't marked as legacy content on AoN, presumably because it is no longer a creature ability but has become an action.
Yeah I did consider mentioning both versions, since I think it was one of the more controversial Remaster changes. But I thought it might confuse things more
@ Agreed, it is easier to understand like this. Perhaps a footnote would be a good solution if something similar comes up in a future video! Great video nonetheless!
A small correction: conditions like enfeebled or clumsy that don't have a default duration DO end when the stage of the condition ends. Things like drained stay around because they have a default duration (reduced by 1 when you long rest)
Good catch- not sure how I didn't get that. It also explains a problem I had 2 years ago with Goblin Pox. Thanks!
@@KingOogaTonTon gotta love that typical moment when you learn a new spell and think back to a previous session and think "OOOOOOOOOOHHH"
The iconic Owlbear, what can it do?
5e: Multiattack
PF2e: Gnaw (attempts to disembowel the creature they have grabbed, sickening them), Bloodcurdling Screech (frighten creatures), Screeching Advance (move twice, and screech the entire time, and still have one action left over)
Learning this was one of the many "I need to play this game" moments I had early on.
The owl bear was definitely an "oh shit, I NEED to inflict this on my players."
I love the new bleeps and bloops - keep them please!
Thanks for the feedback, good to know!
i love the audio in this one especially
Good to know, thanks!
Thank god you covered afflictions. i couldn’t find the rules anywhere for them, but it makes sense the degrade or upgrade based on success or failure. TYSM!
I love all King Oogatonton videos!
@6:04 KingOoga's gracious math... 13=32!
If you truly believe, 13 DOES equal 32!
@@KingOogaTonTon In base-31 math it does!
This was a very nice video. c:
Happy to listen and watch.
I always had a difficult time understanding how to use monster's abilities that were stapled to their attacks.
I treated it as a free 'it happens' where if they land the hit, you're grappled! It didn't feel very good and I know why now.
I’ve always found it hard to keep track of the stapled abilities myself! Turns out they reworked the mechanics concerning Grab, Push, and Knockdown. They use to be a free thing that happened in hit but were changed to be an additional action. The benefit to the heros is the action cost and potential to fail, the drawback is now they can Crit!
@@reddiamondduo8963 It was always an extra action until improved grab/knockdown. The change was that it automatically succeeded before. Now they have to roll to succeed with no penalty to or from the attempt. Yes, it means they can critically succeed now, but also have a chance to fail.
This is an amazing video I plan to use to introduce others to the fun of pathfinder, do you plan to do some videos on common monster abilities and common ways to prepare for them?
"Getting swallowed in 7 minutes or less" would definitely get some clicks XD
I have a One shot to run tomorrow so i needed this for the big baddy😊, cheers bro.
This is good. I want to try GMing since I can't find games.
It's fun, you should give it a go!
@@KingOogaTonTon thanks for the encouragement
I never realized
the monster's skill actions didn't get MAP. This makes things so, so much more fun
Only for the ones that are attached to a regular Strike! But yes, it is fun. Pre-remaster, they didn't even roll, they just automatically grabbed/knockdown/pushed, which was even more fun.
Thank you SO much for explaining afflictions! I have been struggling with them but this was perfectly outlined!
Babe wake up, new KingOogaTonTon video is up
I love these because I about to run my first PF2e game and there are so many systems I get but I always feel like I get them better once I see one of these.
This is always so good ! Thank you for that ❤
Great video, keep up the good work!
Love your content..so helpful as a PF2E gm!
Awesome video. So clear and so fun!
Excellent explanations - THANKS!!
Monsters in Pf2e are really good
Seeing swarm triggered some kind of video game Kingmaker PTSD and those rats... THOSE RATS...
God damn that was efficient.
So with a monster grab ability, does it roll with their full bonus, or use the MAP of the attack that triggered it?
Like if it attacks at +5, misses, attacks again with +0 (-5), and hits, does it roll athletics at no penalty, or the -5 (same as the attack that hit)?
It would be at no penalty >:)
Any chance you do a Bard? Im starting at the class on path builder and I'm not seeing what I "do" all game as I lvl.
Thanks, now if only I can remember how poisons work while playing
💖
I don't understand the Monster Ability that you comment in minute 5:00. Maneuvers per se don't count as an attack, do all Monster Ability count as an attack unless is specify otherwise?
Shove, Trip and Grapple all have the Attack trait and therefore are affected by and increase the multi attack penalty.
For example, if you were to try to trip an enemy, then hold them and finally stab them with your dagger, you'd do the following: Trip with no penalty, then Grapple with a -5, and finally Strike with a -8 (because of agile).
@@KingSejongTheGreatOfKorea You are absolutely right, my fault, when I searched for it I confused it with a trait of a weapon and extrapolated it to all the maneuvers. Thank God I asked.
@@ellloret No problem. It can be a bit confusing at first because you're not rolling an attack when using the maneuvers.
Always glad to be able to help
I will eventually make a new version of this video, but in the meantime the video MORE Advanced Combat talks about it if it helps!
You could probably do an entire video on afflictions alone...
That's actually what this video started as, specifically for Counteracting rules. But I'm still figuring out how to organize everything.
Knockdown, Push and Grab automatically succeed without another check being made. The creature just has to spend the action.
Edit: As pointed out below, this only applies to the pre-remaster rules. In the updates form, monsters have to roll as described in the video.
That's how it worked pre-remaster, but now all the monster maneuvers require a roll. I believe the reason was that a lot of player abilities that gave bonuses against being grappled and tripped couldn't apply since monsters automatically succeeded, so now the monsters always have to roll.
@@ItMeChis Ah, you're right. I'm still playing with the premaster rules and it isn't marked as legacy content on AoN, presumably because it is no longer a creature ability but has become an action.
Yeah I did consider mentioning both versions, since I think it was one of the more controversial Remaster changes. But I thought it might confuse things more
@ Agreed, it is easier to understand like this. Perhaps a footnote would be a good solution if something similar comes up in a future video!
Great video nonetheless!
@@KingOogaTonTon Where can i find that rule (the monster ability/effect thing)? i cant find it