I just wanted to say what a great video this is for explaining combat in Pathfinder 2e. Combat for Pathfinder 2e is complicated, but this video shows so many things that I have watched it many times. And each time it's a great reminder of rules, and how things work during Pathfinder combat. I do hope you make another video and try to show more or at least add to what this awesome video already shows the watcher. I am subscribed to your channel and give this my thumbs up! Thank you, Ronald, your understanding of how the combat mechanics work is truly amazing. Sorry this comment is late, but this video is still valid despite the new core rules. IMHO
Thanks! There is a playlist on my channel of all my videos that have Combat Demos. If there are suggestions you have on what I should do more of or change, I'd appreciate it!
Sorry I saw this late. But my main suggestion would be to have either similar videos to this one, or to add things like using difficult terrain, climbing, underwater combat, or aerial combat. Combat can be very complicated and when you show viewers examples of it that helps to show that this system is not as complex as one might think. And yes I have used your collections many times, and still refer to them. It helps me prep my games when I can see a lot of things in a video to keep in mind when I GM. @@TheRulesLawyerRPG
I was originally watching NoNat1 for this kind of stuff but I'm switching to you. Thank you for being down-to-earth and a little more serious in your videos! Very helpful, and fun to watch.
(A lot of good discussion in the live chat, for those who are interested!) CORRECTION(S): -At 21:36, the Darkness spell requires 3 actions. (It had no impact on this fight however) -At 29:35, the Fighter needed to roll Acrobatics to Tumble Through the troll's space. (It was in my script! Just forgot to do it lol) -At 56:36, the Wizard needed to do a DC 5 flat check to target the zombie in dim light. -At 1:01:17, the Wizard casting a spell with a Verbal component would give away his position, moving him from Undetected to Hidden.
So well done, as always, Ronald. I do like How It's Played, but prefer your use of a virtual tabletop with actual rolls to demonstrate rules with many moving parts. Thank you!
Damn Foundry is so nice. And this video too! I agree with some those rules are a bit heavy, but I really think it's far better than the always grey area you have in 5E for example. And TBH, if you're the one using stealth regularly, you should at the very least have a quick reference guide to this so it's not a timesink to recheck every turn what the rules are. As said in the livechat, "remembering rules is a group effort", and "if you discover the error, try to correct it. If not, no one knows." I do tend to agree for a group of newcommers with a newcommer GM that might be a bit of overwhelming, but people do gloss over rules everytime they begins with a crunch TTRPG game anyway (My 3.5 debut group sure as Hells did!), or even after decades sometimes, and noone usually truly cares outside of Reddit or rules forum. Remember, in page 7 of the CRB, the first rule is "this game is yours", and "if any other rule gets in the way of your fun, as long as the group agrees, you can alter or ignore it to fit your story".
Great content, these simulations are very helpful. I will just like to remind that Darkness spell requires 3 actions, so the Necromancer couldn't cast Guidance on his first turn I think :)
Great catch (adding correction). Good thing it wasn't impactful in this fight. Huh, seems like a good choice by the designers as it can be very impactful
46:30 · Path to Its Maker Though the idiom is clear for most, the correct PF2 versions are: · Into the River of Souls · To their meeting with Pharasma · Fast travels to the Boneyard (this used in Rahadoum, in the Kingdom of Man)
I love hearing your cat! Also, I do enjoy these example combats. Aside from making the rules more clear, they're helping me to understand the kind of tactics that PF2 expects you to use. You've probably touched on this before, but I think it would be very helpful to have some content like this to help transition players from 5e casters to PF2 casters (an extremely rough shift).
@@TheRulesLawyerRPG Cool! I look forward to watching it. I would have had a better time starting in PF2 if I had known to have different expectations for the role of a caster than in 5e, how to take advantage of the third action, that I needed to target weak saving throws, that you can't really just pick spells for flavor or theme, how to effectively use a familiar, etc.
Appreciated! I like the well defined rules for this stuff. Makes it easy to be consistent, even if it requires some mental effort. Not too bad if it's shared around the table
Lol, "the necromancer starts his villain speech". Well, that's a free action if you're evil, don'cha know. :-P These are amazing videos, Ron. I really appreciate being able to look up specific mechanics and get an in-game breakdown of how they work.
I think one or two things might've been missed here. In order to start combat Undetected (or Unnoticed), creatures would need either Cover (standard or greater), or concealment, against an enemy. A creature can't be standing fully-lit in plain sight and just declare they want to roll Stealth against a room of enemies who have normal senses and clear line-of-sight to them (not by RAW). At 2:04, the rogue is illuminated by the cleric's Light spell and has no concealment, and he also has no Cover from the enemies, who can see him lit up like a beacon in the dark (at best, he has Light cover due to the other PCs in front of him, but that is not enough to hide him). So the rogue PC could not start this combat Undetected (or Unnoticed) from the enemies. He would need to first either reposition himself behind something to get cover, or move out of the radius of bright light into dim light or darkness. (An aside: I'd also be reluctant to suggest anyone could start battle Unnoticed at all, as the GMG, pg 11, says that a successful stealth check from Avoid Notice makes them Undetected but not Unnoticed at combat start. But I'm guessing much more leeway is given to GMs to determine Unnoticed vs Undetected based on situational circumstances.)
Following along with AoN, if the rogue is higher in the initiative order than the hidden archer, the archer must be considered undetected, and not unnoticed.
The usual problem I realized is when encounter is rolled if Rogue is using Avoid Notice he should be placed in position where he would be behind viable cover if possible. Wont always be possible and higher levels becomes less and less obsolete. I like the idea of using Coin to mark the "party" on map and when initiative is rolled you can place your mini around the coin equal to either Step, Stride or Sneak if you use are using Avoid Notice. Perhaps allowing Step or Sneak in case of Avoiding Notice would be the best? GMG p.11 "Initiative and Stealth" is trying to fix a single specific problem but is written in confusing way. If they wanted to make you be unable to be unnoticed in combat they would have made it its own rule by just stating "You are not able to be unnoticed in combat." But as they didn't and added it as part of another rule the ruling is not to be read as its own rule. The new rule they implemented also is in conflict with other existing rules. The Problem: "So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC?" GMG p.11 Solution: " Well, all the enemies are undetected, but not unnoticed." The rule is written with word "Well" which directly implies what comes after is referring to what was said before it. This out right prevent you from applying the rule to anything else but what was said. A creature who acts before anyone else but who also does not see any enemies makes all enemies undetected but not unnoticed only to themselves and anyone acting there after wont be able to benefit from this rule. The rule just is confusing as they wrote it in this way leaving with more questions. Why Enemies and not Creatures? Why All Enemies? Better wording would be "In case initiative is rolled and you don't see creatures you learn if there are any unnoticed creatures." Neither Seek nor Unnoticed prevents you from randomly starting to seek creatures, you can just say "STOP" and start seeking enemies middle of exploration. You literally can use Seek Creatures as Exploration Activity. The problem is when initiative is rolled can you random chance to seek creatures then, which I would say yeah go ahead. GMG p.11 "Initiative and Stealth" also is in direct conflict with Avoid Notice rules "...as normal for Sneak, regardless of their initiative check results)." The new rule is using initiative check against successful Avoid Notice check which literally states not to do! Also the "Well" is unable to imply the first part of that rule as it would be clarifying it but the rule does not say they become undetected, instead it only states they’re undetected. You only lose unnoticed when you lose undetected and to lose undetected you must become observed or hidden. When creatures uses Avoid Notice and rolls Stealth against Perception DC regardless of other creature's initiative if you succeed you continue being undetected and as you never was observed nor hidden you would also keep being unnoticed. The way GMG p.11 rule is written it is using initiative roll to determinate what ever someone is unnoticed or not which Avoid Notice is stating you can't do, conflict of rules. While also only applying to the creature who acts before anyone else and sees no enemies? Because GMG p.11 "solution" can lead back to the same problem you either make it too strong or don't use it. You can't run Rules as Written using both Avoid Notice and GMG p.11 as they are in conflict and the game would end up looping "they stop being unnoticed but the roll can't effect it but they stop being unnoticed but the roll can't effect it but they stop being unnoticed but the roll can't effect it but......" If you disagree do explain it for me. As I have Dyslexia I would love to get a lesson how it should be read. Stating "nu-uh" is not an argument. I'm just pointing out that the rule that everyone says clarifies the problem of taking turn but there are no enemies does not work properly because how it is written and anything you rule on it is pretty much homebrew or almost useless but story braking.
@@BharathanRajaram The Priestess started the encounter when they started talking becoming Hidden which prevents the rule GMG p.11 which is written in AoN from working. The rule only works on the creature who acts before anyone else and all enemies are unnoticed. Because the Priestess is Hidden and not Unnoticed the rule does not apply here. Not only that but Avoid Notice directly contradicts the rule where you use initiative to remove unnoticed even tough it is to see if the enemies notice you based on their Perception DCs, as normal for Sneak, regardless of their initiative check results! Regardless if you use GMG p.11 rule you are homebrewing as in both cases you either don't use GMG p.11 rule or you chance Avoid Notice ruling.
38:35 · Natural 20 Critical Hit The natural twenty doesn't Critically hit the fighter. The rolled 20 is enough to Succeed at Striking the fighter and... the natural 20 increases the Success to a Critical Success. It is important to differentiate between D&D 5e... ...(the natural 20 & 01 being Critical & Fumble)... ...and PF2... ...(increase Success one level & decrease Success one level). Especially with videos for new users and those designed for viewing players from both systems.
29:46 you can walk through enemies? Or is there some condition or special ability allowing the fighter to do this? Edit: saw your errata. He should have tumbled.
One question I have about hiding and cover is how do you rule attacking from cover. Do you force a character to take an action if they are in cover from a foe in order to “lean” out from that cover so that for doesn’t benefit from the cover the character is directly behind?
@theruleslawyer - I'm using foundry also, I don't have those displays I see you using in the top left there for easier rolls. How do I set this up? Are these add ons? Thanks!
This is super helpful! How did you apply the fire effect to the troll whenever it took fire damage (the animated flames to remind you it shouldn’t regenerate)?
It's probably legal, but it seems wrong to award Sneak Attack while Blinded. Sneak Attack is Precision Damage. How can they be precise if they barely know where they're hitting?
@30:11 when the fighter with 20' movement moved, shouldn't the darkness have made for difficult terrain preventing it from getting to its desired destination?
Is that Drag Ruler you're using to make the first Stride's length blue and have it go yellow beyond that? I was trying to figure out what attribute to tell it to use to automatically match that to a token's speed; what did you use? Or is it just set to 25ft for the most general case?
What do you think of criticals thst do max plus rolled instead of double rolled. Ensuring the crit does more than a normal roll. Always dissapointing to get a crit and roll less than normal damage.
15:35: RAW you're probably doing it right, but personally, I would run it so that the Dwarf can't use his dark vision because he's so close to a light source. I've seen DM's run it that way in older editions of D&D, it's kind of like how your night vision is ruined when someone turns on a light.
@@mrcorbak6793 The Necromancer isn't Sneaking when he gets off the balcony; he's moving half speed because he's Blinded while in darkness. (While Blinded, normal terrain becomes difficult terrain for you.)
I just wanted to say what a great video this is for explaining combat in Pathfinder 2e. Combat for Pathfinder 2e is complicated, but this video shows so many things that I have watched it many times. And each time it's a great reminder of rules, and how things work during Pathfinder combat. I do hope you make another video and try to show more or at least add to what this awesome video already shows the watcher. I am subscribed to your channel and give this my thumbs up! Thank you, Ronald, your understanding of how the combat mechanics work is truly amazing. Sorry this comment is late, but this video is still valid despite the new core rules. IMHO
Thanks! There is a playlist on my channel of all my videos that have Combat Demos. If there are suggestions you have on what I should do more of or change, I'd appreciate it!
Sorry I saw this late. But my main suggestion would be to have either similar videos to this one, or to add things like using difficult terrain, climbing, underwater combat, or aerial combat. Combat can be very complicated and when you show viewers examples of it that helps to show that this system is not as complex as one might think. And yes I have used your collections many times, and still refer to them. It helps me prep my games when I can see a lot of things in a video to keep in mind when I GM. @@TheRulesLawyerRPG
I was originally watching NoNat1 for this kind of stuff but I'm switching to you. Thank you for being down-to-earth and a little more serious in your videos! Very helpful, and fun to watch.
(A lot of good discussion in the live chat, for those who are interested!)
CORRECTION(S):
-At 21:36, the Darkness spell requires 3 actions. (It had no impact on this fight however)
-At 29:35, the Fighter needed to roll Acrobatics to Tumble Through the troll's space. (It was in my script! Just forgot to do it lol)
-At 56:36, the Wizard needed to do a DC 5 flat check to target the zombie in dim light.
-At 1:01:17, the Wizard casting a spell with a Verbal component would give away his position, moving him from Undetected to Hidden.
So well done, as always, Ronald.
I do like How It's Played, but prefer your use of a virtual tabletop with actual rolls to demonstrate rules with many moving parts.
Thank you!
Im curious what u mean? Do you mean a virtual table top where all the minis are rendered in 3D to simulate RL game rather than a top down 2d render?
Damn Foundry is so nice.
And this video too!
I agree with some those rules are a bit heavy, but I really think it's far better than the always grey area you have in 5E for example.
And TBH, if you're the one using stealth regularly, you should at the very least have a quick reference guide to this so it's not a timesink to recheck every turn what the rules are.
As said in the livechat, "remembering rules is a group effort", and "if you discover the error, try to correct it. If not, no one knows."
I do tend to agree for a group of newcommers with a newcommer GM that might be a bit of overwhelming, but people do gloss over rules everytime they begins with a crunch TTRPG game anyway (My 3.5 debut group sure as Hells did!), or even after decades sometimes, and noone usually truly cares outside of Reddit or rules forum.
Remember, in page 7 of the CRB, the first rule is "this game is yours", and "if any other rule gets in the way of your fun, as long as the group agrees, you can alter or ignore it to fit your story".
Great content, these simulations are very helpful. I will just like to remind that Darkness spell requires 3 actions, so the Necromancer couldn't cast Guidance on his first turn I think :)
Great catch (adding correction). Good thing it wasn't impactful in this fight. Huh, seems like a good choice by the designers as it can be very impactful
46:30 · Path to Its Maker
Though the idiom is clear for most, the correct PF2 versions are:
· Into the River of Souls
· To their meeting with Pharasma
· Fast travels to the Boneyard (this used in Rahadoum, in the Kingdom of Man)
I love hearing your cat!
Also, I do enjoy these example combats. Aside from making the rules more clear, they're helping me to understand the kind of tactics that PF2 expects you to use.
You've probably touched on this before, but I think it would be very helpful to have some content like this to help transition players from 5e casters to PF2 casters (an extremely rough shift).
Just today I outlined a video tentatively titled "How to spellcast good" in PF2! Yes, I too think it would be a good idea!
@@TheRulesLawyerRPG Cool! I look forward to watching it. I would have had a better time starting in PF2 if I had known to have different expectations for the role of a caster than in 5e, how to take advantage of the third action, that I needed to target weak saving throws, that you can't really just pick spells for flavor or theme, how to effectively use a familiar, etc.
Such a kinda confusing learning-curve set of rules in PF2E, but this really, really helps! Thnx! 👍
Appreciated! I like the well defined rules for this stuff. Makes it easy to be consistent, even if it requires some mental effort. Not too bad if it's shared around the table
I'm starting to watch your video... Wait. I know this map.
"Let them come. There is still one dwarf yet in Moria who still draws breath !"
Are you behind BBEB? I forgot to add credit in the vid! (Adding it now)
More of these types of videos please! 😊 You make amazing content!
fantastic video, shared it with my friend. We are new to Pathfinder 2e and this has a lot of value for us :)
I really like this kind of video! Please, do more!
This was an extremely convoluted explaination.
Lol, "the necromancer starts his villain speech". Well, that's a free action if you're evil, don'cha know. :-P
These are amazing videos, Ron. I really appreciate being able to look up specific mechanics and get an in-game breakdown of how they work.
I think one or two things might've been missed here. In order to start combat Undetected (or Unnoticed), creatures would need either Cover (standard or greater), or concealment, against an enemy. A creature can't be standing fully-lit in plain sight and just declare they want to roll Stealth against a room of enemies who have normal senses and clear line-of-sight to them (not by RAW). At 2:04, the rogue is illuminated by the cleric's Light spell and has no concealment, and he also has no Cover from the enemies, who can see him lit up like a beacon in the dark (at best, he has Light cover due to the other PCs in front of him, but that is not enough to hide him). So the rogue PC could not start this combat Undetected (or Unnoticed) from the enemies. He would need to first either reposition himself behind something to get cover, or move out of the radius of bright light into dim light or darkness.
(An aside: I'd also be reluctant to suggest anyone could start battle Unnoticed at all, as the GMG, pg 11, says that a successful stealth check from Avoid Notice makes them Undetected but not Unnoticed at combat start. But I'm guessing much more leeway is given to GMs to determine Unnoticed vs Undetected based on situational circumstances.)
Following along with AoN, if the rogue is higher in the initiative order than the hidden archer, the archer must be considered undetected, and not unnoticed.
The usual problem I realized is when encounter is rolled if Rogue is using Avoid Notice he should be placed in position where he would be behind viable cover if possible. Wont always be possible and higher levels becomes less and less obsolete. I like the idea of using Coin to mark the "party" on map and when initiative is rolled you can place your mini around the coin equal to either Step, Stride or Sneak if you use are using Avoid Notice. Perhaps allowing Step or Sneak in case of Avoiding Notice would be the best?
GMG p.11 "Initiative and Stealth" is trying to fix a single specific problem but is written in confusing way. If they wanted to make you be unable to be unnoticed in combat they would have made it its own rule by just stating "You are not able to be unnoticed in combat." But as they didn't and added it as part of another rule the ruling is not to be read as its own rule. The new rule they implemented also is in conflict with other existing rules.
The Problem: "So what do you do if someone rolls better than everyone else on initiative, but all their foes beat their Perception DC?"
GMG p.11 Solution: " Well, all the enemies are undetected, but not unnoticed."
The rule is written with word "Well" which directly implies what comes after is referring to what was said before it. This out right prevent you from applying the rule to anything else but what was said. A creature who acts before anyone else but who also does not see any enemies makes all enemies undetected but not unnoticed only to themselves and anyone acting there after wont be able to benefit from this rule. The rule just is confusing as they wrote it in this way leaving with more questions. Why Enemies and not Creatures? Why All Enemies? Better wording would be "In case initiative is rolled and you don't see creatures you learn if there are any unnoticed creatures." Neither Seek nor Unnoticed prevents you from randomly starting to seek creatures, you can just say "STOP" and start seeking enemies middle of exploration. You literally can use Seek Creatures as Exploration Activity. The problem is when initiative is rolled can you random chance to seek creatures then, which I would say yeah go ahead.
GMG p.11 "Initiative and Stealth" also is in direct conflict with Avoid Notice rules "...as normal for Sneak, regardless of their initiative check results)." The new rule is using initiative check against successful Avoid Notice check which literally states not to do! Also the "Well" is unable to imply the first part of that rule as it would be clarifying it but the rule does not say they become undetected, instead it only states they’re undetected. You only lose unnoticed when you lose undetected and to lose undetected you must become observed or hidden. When creatures uses Avoid Notice and rolls Stealth against Perception DC regardless of other creature's initiative if you succeed you continue being undetected and as you never was observed nor hidden you would also keep being unnoticed. The way GMG p.11 rule is written it is using initiative roll to determinate what ever someone is unnoticed or not which Avoid Notice is stating you can't do, conflict of rules. While also only applying to the creature who acts before anyone else and sees no enemies?
Because GMG p.11 "solution" can lead back to the same problem you either make it too strong or don't use it. You can't run Rules as Written using both Avoid Notice and GMG p.11 as they are in conflict and the game would end up looping "they stop being unnoticed but the roll can't effect it but they stop being unnoticed but the roll can't effect it but they stop being unnoticed but the roll can't effect it but......"
If you disagree do explain it for me. As I have Dyslexia I would love to get a lesson how it should be read. Stating "nu-uh" is not an argument. I'm just pointing out that the rule that everyone says clarifies the problem of taking turn but there are no enemies does not work properly because how it is written and anything you rule on it is pretty much homebrew or almost useless but story braking.
@@BharathanRajaram The Priestess started the encounter when they started talking becoming Hidden which prevents the rule GMG p.11 which is written in AoN from working. The rule only works on the creature who acts before anyone else and all enemies are unnoticed. Because the Priestess is Hidden and not Unnoticed the rule does not apply here. Not only that but Avoid Notice directly contradicts the rule where you use initiative to remove unnoticed even tough it is to see if the enemies notice you based on their Perception DCs, as normal for Sneak, regardless of their initiative check results! Regardless if you use GMG p.11 rule you are homebrewing as in both cases you either don't use GMG p.11 rule or you chance Avoid Notice ruling.
38:35 · Natural 20 Critical Hit
The natural twenty doesn't Critically hit the fighter.
The rolled 20 is enough to Succeed at Striking the fighter and...
the natural 20 increases the Success to a Critical Success.
It is important to differentiate between D&D 5e...
...(the natural 20 & 01 being Critical & Fumble)...
...and PF2...
...(increase Success one level & decrease Success one level).
Especially with videos for new users and those designed for viewing players from both systems.
That was great. But it's still quite a lot to take in. 100% something I will struggle with for quite some time...
You never* interrupt villain's speech! This totally breaks all the immersion of every anime :). Can you attempt a stealth check in bright light?
Haha yes you can if you have cover or concealment for any reason (an obstacle, fog... also if the viewer is blinded or dazzled)
Excellent example video.... Notice you don't use fumbles though... (which may've resulted in a dead elf... and fighter..).
Amazing video! What is the module you use that makes all the tokens appear up top for easy selection?
Thanks! It's Combat Carousel
29:46 you can walk through enemies? Or is there some condition or special ability allowing the fighter to do this?
Edit: saw your errata. He should have tumbled.
1:09:00 would this movement be at 1/4 their speed because they are trying to sneak AND are in darkness that they can’t see through?
One question I have about hiding and cover is how do you rule attacking from cover. Do you force a character to take an action if they are in cover from a foe in order to “lean” out from that cover so that for doesn’t benefit from the cover the character is directly behind?
A DCC RPG review would be great. It's a bit of a clunky system, but a lot of fun.
@theruleslawyer - I'm using foundry also, I don't have those displays I see you using in the top left there for easier rolls. How do I set this up? Are these add ons? Thanks!
This is super helpful! How did you apply the fire effect to the troll whenever it took fire damage (the animated flames to remind you it shouldn’t regenerate)?
What module or setting is giving you the mouse over mini stat block and the simulated dice? Would love to add to my Foundry
Ilsandril's Token Tooltips for the hover-over info
Dice So Nice! for the animated dice
It's probably legal, but it seems wrong to award Sneak Attack while Blinded. Sneak Attack is Precision Damage. How can they be precise if they barely know where they're hitting?
@30:11 when the fighter with 20' movement moved, shouldn't the darkness have made for difficult terrain preventing it from getting to its desired destination?
Is that Drag Ruler you're using to make the first Stride's length blue and have it go yellow beyond that? I was trying to figure out what attribute to tell it to use to automatically match that to a token's speed; what did you use? Or is it just set to 25ft for the most general case?
What addon are you using for that awesome token selection border?
Nevermind! Checked your mod video. It's called Turn Marker.
What do you think of criticals thst do max plus rolled instead of double rolled. Ensuring the crit does more than a normal roll. Always dissapointing to get a crit and roll less than normal damage.
If I use Step while hidden I dont need to roll a Stealth check again or does it count as sneaking too?
How did the fight move through the trolls space? Did i miss something?
Tumble thru action- he missed the roll required.
15:35: RAW you're probably doing it right, but personally, I would run it so that the Dwarf can't use his dark vision because he's so close to a light source. I've seen DM's run it that way in older editions of D&D, it's kind of like how your night vision is ruined when someone turns on a light.
In "SNEAK pt.2" you say that the Necromancer moves at half speed because he can't see in the dark. I can't find the rule on AoN, any pointer ?
Oh I think I got it, it's because if he wants to stay undetected so he has to sneak, not stride.
@@mrcorbak6793 The Necromancer isn't Sneaking when he gets off the balcony; he's moving half speed because he's Blinded while in darkness. (While Blinded, normal terrain becomes difficult terrain for you.)
@@TheRulesLawyerRPG Oooooh makes sens now, thanks :)) !