
Bulk: Instead of using weight as the unit of measurement for carrying capacity, you now use bulk. For example, your sense of smell makes you pretty sure your roommate exists and needs a shower, but you can't tell where he is nor do you want to get closer. Vague: These senses allow you to make something Undetected at best. For example, your hearing allows you to locate where that funky whirring sound is coming from, but not what it's coming from. Imprecise: These senses allow you to make something Hidden at best, but not Observed. For example, your eyes are observing this text. Precise: Essentially, these senses allow you to make something Observed by you. Senses fall into 3 different categories: Precise, Imprecise, and Vague. This is the answer you're currently looking at and up-voting. This is the remote that fell into the couch that you can't find. Hidden: You know the space the thing is in, but you don't know where exactly it is in that space. This is the set of car keys that you set down somewhere in the room, but don't remember where. Undetected: If something is undetected by you, you know it exists in your general area, but you don't know where. Unnoticed: If something is unnoticed by you, you have no idea it is present. There are 4 different stages of detection: Unnoticed, Undetected, Hidden, Observed. Perception: No longer a skill, it now also encompasses the various senses of a creature and how detected a thing is. Reactions can by used at anytime the trigger for them are met. Actions can be used on your turn, some abilities take a single action, while others may take more. Action Economy: In encounter mode (see above), you gain 3 actions and a reaction each round. The smallest unit of time frame in this mode is 1 day, and should there be dangers or other things happening, Encounter or Exploration mode should be used instead. Downtime: This is the mode used for crafting, earning money, treating diseases, etc. This is typically spent in 10 minute increments for a round of actions. Exploration: This is the mode used for wandering dungeons or the dark forest, where there may be dangers lurking, but none are immediate. Not much has changed aside from the action economy in relation. Encounter: This is the mode of the gameplay that combat takes place in, and is thus the most structured one. There are various abilities that may work differently (or not at all) depending on the mode.
Modes of Play: Events in the game are now divided into 3 different modes of play, to represent the difference in situations, stakes, and their time scales.A natural 20 on the die roll moves you up one degree of success, and a natural 1 moves you down 1 degree of success. If you roll 10 or more below the DC of a check, you critically fail. If you roll 10 or more above the DC of a check, you critically succeed on that check. Critical System: You now have 4 degrees of success on a check: Critical Failure, Failure, Success, Critical Success.Instead of selecting a class level, you instead take an archetype dedication feat in place of a class feat (see below) and gain the ability to take other archetype feats with that dedication feat as a prerequisite. Multiclassing: Multiclassing is now completely different.Additionally, almost everything has a trait these traits extend from category markers, to affecting how a spell works. Keywords and Traits: Almost everything has a keyword, these keywords have specific definitions for what they mean, and how they apply.
For trained and above, you receive a modifier of your level + 2,4,6, and 8, respectively, depending on your degree of proficiency. If you are untrained in a thing, you have a proficiency modifier of +0. Proficiency: Instead of just being proficient or non-proficient with something (or trained or untrained as was the case of skills), you now have varying degrees of proficiency: Untrained, Trained, Expert, Master, and Legendary.When you do so, you subtract that 1000 XP and need to gain 1000 XP to level up again. New XP System: Instead of having a table for the various XP needed to have and gain a level, you always require 1000 XP to go up a level.Additionally, you receive 4 additional ability boosts at level 5, and then again at levels 10, 15, and 20 these boosts are applied to 4 different stats.
Pathfinder vs totalfinder series#
Instead you receive various ability boosts (a +2 for a stat = 18) from differing aspects of your character that you decide upon over a series of steps. Stat Generation: Pathfinder Second Edition (PF2e) has moved away from the methods of the past wherein you generated stats using a point buy or rolled them.