Pathfinder: Wrath of the Righteous - Enhanced Edition

Pathfinder: Wrath of the Righteous - Enhanced Edition

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How bad is the rng really?
I just watched a review saying the rg can easily make you lose and force you to try the same fight multiple times because of bad rolls.

To me that sounds horrible, forcing you to save scum or similar and just wasting your time because of something you have no control over.

Is the RNG really as bad as using dice suggests or does the game tone done variance to something more reasonable, e.g. damage of 10d6 being really 10-60 and totally unreliable (like that gimmick weapon in Chrono Trigger no one really used) or is it more reasonable at e.g. 40-60 so bad rng has an impact but not enough to totally screw you over if you have a few bad rolls in a row?

If the RNG is really this bad, is there any way to mitigate this and give the player more agency to be actually in control like mods or something?
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Showing 1-15 of 46 comments
worst than tabletop.
Damage of 10d6 is exactly what it seems.
That is, you will probably never see any 10's or 60's but plenty of 20-40's. The bell curve.

The reloading issue depends on what difficulty you are playing on. I'm familiar with the system and strategy games in general and found Unfair (the highest) to be a real reload-slog. Currently playing on Core with reloads entirely disabled, which is perfectly fine. So far.

A less experienced player would need to play at a lower difficulty to not need to reload often.

Edit: The worst RNG that can happen is an enemy with a scythe smacking your neck for 4x damage. Yeah, that will kill most of your dudes outright. However, there are some ways to protect yourself that every frontliner should invest in.
You can also get instagibbed by spells that kill you if you roll bad. There are protections for that as well.
Also status effects can effectively make you lose a fight. Most (all?) of them have protections as well.
Last edited by Gentlest Giant; 18 Nov @ 9:10pm
Drake77 18 Nov @ 9:05pm 
Fairly bad on my end but I was able to find work arounds. I mean my main was basically a Fighter type with decent to hit boosts and still misses more times than not on even basic enemies. He basically crushes because by that point he damages the enemy while missing. I roll an ungodly amount of 2-6 on a d20 on daring.
Sigvuld 18 Nov @ 9:20pm 
The difficulty is extremely customizable, don't worry about it being unplayable due to RNG or anything like that.
Soul 18 Nov @ 9:57pm 
i'd say earlier on in the campaign is when RNG is rough....

but its all about the numbers and increasing them to to make them more effective... to make RNG less of an issue....

which honestly I see this as being similar to games without "dice" that use percentages instead.... like having to roll a 19 to crit on a 1d20 is basically just another way of saying its a 10% crit chance...

but anyways... on of the things you try to do is find ways to increase your base damage.... lets take a look at snowball spell for instance... its a level 1 spell that at 5th level deals 5d6 damage... and thats it.... right?....

well.... not really... see if you can grab a draconic bloodline matching the element... or using something like an elemental bloodline to match it with the dragon bloodline you have.... you can deal an extra +1 damage per die.... also there is a pair of gloves you can buy in the tavern in Act 1 that give a +1 per die for first level spells and below... which works even if you apply metamagic to those spells making them higher levels.... so thats 5d6 + 10 extra damage so far...

add on some metamagic and you can make the number go up even more.... metamagic bolster would add another +2 per die plus +2 splash damage of the original element of the spell within enemies 5ft of the target.... so adding up so far a 5d6 + 20 damage... plus 20 splash damage of the original element of the spell....

but not done yet.... gaining more levels and once we reach level 10 you can go even further with it... metamagic intensified adds up to 5 more levels of damage to the spell... you can slot it earlier of course but by time you reach level 10 it caps for snowball.... turning that 5d6 into a 10d6.....

so a snowball cast at level 10 with metamagic bolster and metamagic intensified... with a draconic bloodline and gloves of the neophyte from tavern.... and since your want point blank shot and precise shot for firing into melee anyways.... point blank shot gives +1 to damage and attack rolls for enemies within 30 feet which is snowballs range...

that turns a 5d6 which is 5-30 damage.... into a 10d6 + 41 (2 bolster + 1 bloodline + 1 gloves... all add per die damage) + 1 point blank shot.... with extra 20 splash damage from bolster of the original element type... which is 51-101 damage

of course you can also use rods like empower or maximize to deal even higher or maximum damage.... or even take mythic feats like sorcerous reflex to doublecast them on your turn...

of course mentioning snowball because it helps out a lot with RNG.... especially early on in the game.... evocation spells usually require a spell resistance check... snowball however is a conjuration spell.... and doesnt require a spell resistance check.... meaning early on it can be a great go to for damage spells even if you wanna focus on evocation down the line... its able to come online and work great right out the gate with very little investment... only DC it has is a stun which I dont really bother worrying about... just the damage is more important that low level for me...

so having snowball helps for a long while.... like in Act 3 you come across a big fire breathing dragon.... its got like spell resistance 30 and all.... but has like a 3 in touch AC... meaning only way I can miss is rolling a natural 1.....

so RNG is not a problem as you build and develop your characters... so long as your patient and take a look at what you pick up... and even visit the shops to see what they have available....

of course its an other story if your planning on playing on more difficult difficulties.... you really have to know what your doing to make it less of an issue then... but normal is fine...
pete3great 18 Nov @ 10:13pm 
Worse earlier in the game than later.
Drake 18 Nov @ 10:54pm 
I play on core and party tactics in addition proper builds are more important than rng. A lot of control and buffs spells can change the outcome of the battle.
z__frog__z 18 Nov @ 10:59pm 
playing the game with immersive gameplay , no notification , no info on dice roll , no info on dmg .. , .., and i don't feel rng so "bad" , why .
with the immersive gameplay ( no info at all ) , playing like this i was on the same state on JdR , i need to think more in depth on each of my action

for example there's an ennemy with 2D6 life , i check all info , attributs on this ennemy ( those one detailled and not ) , i know i can't expect a killshot even i use a weapon with 2D10 dmg

to have a 100% dmg , i need to check skill to ensure the base 2D6 dmg , but its not the end , i need to check , ensure the 100% hit sucess on the target , defence or other ability of the target :)

i think the rng is "normal" , but what make rng so hard its player usually miss like as on JdR what the process on each action and gettinf better result

and thanks to rng , this why each event won't have over and over the same outcome ^^
Razer 19 Nov @ 1:45am 
RNG is offset by stat checks. So you have your dice rolls plus whatever fixed number added on top. Meaning dice rolls matter less the more hard stats you have. It's more apparent earlier when your stats are lower, but less so the farther you get into the game. If RNG is bothering you then you're simply not strong enough to do the fight. The game throws some pretty powerful enemies your way so if people struggle with RNG then they're playing on a difficulty that is too high for their builds.
at level 1 a crit can just kill the target.
there are buggy enemies that have improved crit at level 3 which is quite funny.

so yes you can get just one shoot in this game happens.

weapon damage is less random so are meta magic spells. there are ways around it. in the early levels damage is utterly random. later in the game the dice damage of a weapon is so little it barely matters while the none random static part is important and very high.

this is a RPG if you would be in total control the game would be an utter failure.
It's RNG, meaning that eve if rolls are bad you're supposed to overcome it. Of course it applies to core ruleset and below. Above, the RNG will be more problematic.
Usually, people that complain about RNG have poor strategic and tactical skills.
there is someone that supposededly mined the 40 gb of data and found no cheating...
I still know that my archers will miss the first attack of the first round of the encounter in almost every new encounter you did not reload. in. (and my archers hit on 2 + on full armor llet alone flatfooted)
I call BS. frankly can't bring myself to replay it cause of this.
Razer 19 Nov @ 2:49am 
Originally posted by provokastoras:
there is someone that supposededly mined the 40 gb of data and found no cheating...
I still know that my archers will miss the first attack of the first round of the encounter in almost every new encounter you did not reload. in. (and my archers hit on 2 + on full armor llet alone flatfooted)
I call BS. frankly can't bring myself to replay it cause of this.
Never experienced such a thing.
play the game then?
Razer 19 Nov @ 3:45am 
Originally posted by provokastoras:
play the game then?
1300 hours
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