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I played with the mentioned changes tonight in my campaign and by jove they've made the #pathfinder2e Necromancer even cooler and smoother somehow. Thralls not being hard walls anymore is a big hit but with how many more you can get early on that's totally fair. Just... everything is so cool!
*rubs hands together* My Wednesday #starfinder2e game has no idea they are in a parody of the movie Hot Fuzz but set in a magic school.
... then bam. the whole enemy team sees how they can be rushed past. But you can also make them move around. So they will react like they are seeing a weak goon that hits hard, dies fast, and is helping your team. Most won't be able to pull up your class deets. In my games at least.
I will say the thralls can be somewhat of a case by case thing. Because remember: Enemies don't necessarily know how your class works. I would say visually they probably look like something they could shove aside, but they might not know right away they can pass through the space easily or...
So you might get a very brief wall of varying efficacy.
I'm editing the upcoming Pathfinder Feybound book and the First World gazetteer is some of the most fun I've had reading a TTRPG setting in a long time. Huge shout-out to authors K. Tessa Newton and Mikhail Rekun, developer Eleanor Ferron, and lead designer Logan Bonner! tinyurl.com/2j4ckhvp
... that they aren't a full combatant. I'm going to treat this as a Reactive Strike sort of situation in my games. Most intelligent enemies know disciplined warriors can Reactive Strike, and don't know if you can or not so they act like you can. You'll see some enemies test the waters and...