Tommy Hilfiger Women's Women's Short Sleeve Logo Zip Blusa Piccola Avorio

Brand:Tommy Hilfiger

2.9/5

86.78

Questo top da donna di Tommy Hilfiger è una camicetta a maniche corte con zip con logo sul davanti

Perfetto per ogni occasione: indossa Tommy Hilfiger al lavoro, in viaggio, per una serata fuori o semplicemente come parte del tuo abbigliamento quotidiano. Abbinamento universale: vesti su o giù, indipendentemente dalla stagione; indossalo come una camicia o abbinalo a jeans, pantaloncini o leggings in primavera, estate e autunno, o anche a pantaloni della tuta durante l'inverno. plissettatura su spalle e schiena. Tiretto con logo TH. lunghezza alta-bassa. Solo lavaggio a secco. Chiusura con cerniera. Importato. 62% poliestere, 38% riciclato.
color Ivory
Department Womens
Item model number H17TY70T
Manufacturer Tommy Hilfiger
size Small

2.9

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Scritto da: Mr. Paul D. Pfeiffer
A sceptic who like alot of what I see.
It is important to distinguish this from 1st edition. I am only comparing it to the 1st edition core rule book. It would not be fair to compare it to the whole of 1st edition and all it's books or to D&D editions like some other reviewers have done.. I started playing in 1979-1980 and I have played ever since and with many systems: Every D&D edition, Pathfinder 1st, Merp, Gurps, Star wars, DC and Marvel RPGs, LOTRs, Role Master, and several home brews. I took a break for about a couple years and then got recruited to do some work for an rpg company. Now I just DM with my family. Overall the book is very well done. The format is best I have viewed. Easily beating D&D 1st-5th edition players handbooks and Pathfinder 1st edition core rule book when it comes to formating. It is easy to read and it is easy to find stuff. I did not flip back and forth much like in other books. The art work is larger very good with a few minor problems which I will address later. Also, this book is heavy. The cover is slightly less thick than 1st editions. Check out videos on how to open a book like this or any large book the first time. It will save on binding wear. Seriously it is true. The character sheet is among the best I have seen. And I have used many over the years. You can get it from Paizo or free as a pdf download. I have not played with these rules... so keep that in mind. I am heavily tainted by 3.5/PF and the original D&D. I still have problems shaking the original concepts. You get three actions a round: Attack, move, cast spell that takes one action or move whole bunch or attack 3 times or you figure it out. There are feats which can alter this...I think I read that right. Race or ancestry has improved over 1st edition. They have good descriptions and many options. The ancestry is more important in this edition than in other games. You get ancestry feats every 4 levels. With more books the options will explode. Your race gives you 6-10 Hitpoints starting. I like almost everything to do with ancestry. Backgrounds are now official. In 1st edition they are there but not as important or mandatory. Now they are both and give you ability boosts, skills, and a feat. With more books the options will explode. Some have complained there are not enough(there are 35). But I think they got most of the basic ones. I think if you have an idea which doesn't fit a good GM will help you create one. Attack bonuses. Some say they are not there...oops. They missed it. You do not get an automatic attack bonus per level for every kind of attack. Only if you are trained (2+your level), expert(4+your level),Master(6+your level),Legend(8+your level) in that particular weapon/attack. Example: a 20th level wizard picks up a sword which he is not trained in and gets no bonus vs a 20th level fighter who has legendary training in sword gets +28 plus other bonuses. These concepts of untrained-Legend carry through to other things, like skills, as well. I like the uniformity. It makes things easier. The classes are more well organized: with class feats and skills. You get 6-12 hitpoint per level. No rolling. When you start your hit points are race+class+con bonus. So you start of with more HPs and over time will have more as well. Each class has what I would call a subtype. Bards for example have 3 muses to choose from while rogues start with a racket( thief style). Wizards still have schools and can get arcane bond and a familiar at the same time. Familiars seem to have more importance but I just haven't studied them enough yet. Rangers lose spells but I think they seem more Rangery...more powers that focus the Ranger on his role. Champions are the new paladin. Champions are for LG, NG, CG characters. The Alignment for Champion changes your focus/powers a bit. Druids have 4 orders to choose from and every class has something like this. Each class has it's own feats and access to general feats. With more books the options will explode. Spells: There are spells 1-10 level, focus spells based off of points, and rituals. Most spells fit into four types of magic: arcane(wizard), primal(druid), divine(cleric), and occult(bard). With the sorcerer dipping into all depending on her blood line. Bloodlines for sorcerer are even more important and ever present. Each bloodline give you powers, feats and spells... all level dependent. The 10th level spells are only for 19th-20th level character and are reserved for the most awesome spells like wish, timestop and so on. The DC is the same for all your spells. In 3.5/PF1 the DC changed depending on the spell and level. Champion(paladin) and Ranger lose spell casting.... Champion has something like it with focus spells which are based off of focus points. Monks have focus spells as well and all major spell casters have these focus point spells in addition to their more traditional allotment. While rogues can pick up a minor magic feat in order to cast a couple cantrips. Cantrips automatically get better as you go up in level. So for example: acid splash at 1st level does 1d6 damage+ and at 9th level does 4d6 damage+ All spells can be heightened to do more but a heightened spell takes up a higher level slot. Also, you can cast multiple spells(some) based on how many actions you have. Magic missile only takes one action so you can cast 3 of them if you wish a turn. Nice. Spells have a built in table to tell you what happens on criticals and successes and failures. Some spells do less damage as compared to 1st edition... I don't know how this balances out. My guess is it is more balanced. Meaning high level characters are not godlike, just better than lower levels. Rituals are a different kind of spell casting and are cool. You need more than one person to cast these, a butt-load of time, and money/components. Example: You want to raise dead or resurrect in old D&D/PF just cast it and poof there they are a few seconds later. Now it takes a day to do and you might fail. Also, learning new spells is not automatic, you have to make a skill check. Equipment like armor and weapons have traits now. Traits allow for special things to happen: like disarms, shove, finesse, reach, deadly and so on. Each trait can be triggered in conjunction with some skill/feat/critical/race. These trait can change conditions on the battlefield. Shields and armor can absorb damage as well as provide AC. But it will get damaged/destroyed if used this way. Bulk vs pounds. Bulk simplifies your carrying capacity. No more pounds in 2nd edition. No expert+1, master work +2, legendary +3 gear yet...it was in the playtest. I liked it and now use it. I expect it to show up later. This world's coinage is based off of SILVER... Finally. Carrying around 2000 gold pieces always seemed to far fetched. In medieval times 2000 gps would reek havoc on a small towns economy. Silver is a vast improvement over Gold. Being more realistic(so are orcs and dragons). A few minor quibbles: Padded should be called gambeson (it should be better)and the long sword should be called an arming(one handed) sword. A long sword(hold over from 1st edition) is a two handed sword. I own some swords and this isn't to hard to argue. My long sword is larger than my bastard( which is half way between long and arming). Hero points: use them or lose them. You get 1 per session. You might earn more through various means. It could save your life. You can't store these. Perception: is not a skill. It seems that it is either merged or related to initiative. Nice. It is its own thing now. Skills: There are less...Yeah.... they are more detailed....yeah. And more guidance for the GM... Yippy!!! Some actions can be approached from different skills. Skill seem more important but that is just my impression. It is my impression that high level characters aren't as overpowered as they used to be. They have more Hit point but don't deal out as much damage. Classes also are more balanced vs each other... I think. It is harder t
Scritto da: virtuadept
Easy to Learn, Yet Amazing Depth
The new Pathfinder Core Rulebook 2nd Edition (PF2) is a bold step for creator Paizo. They made their bones catering to a market segment that abhors change, namely the D&D 3.5 crowd. Pathfinder 1E was essentially a slightly tweaked and at the time it came out in 2008, simplified version of the massive behemoth that had become D&D 3.5. Many called it "d20 3.75" since it was a step up from 3.5 but not the completely new and scary D&D 4th Edition that Wizards had just put out. 4th Edition was a RADICAL shift away from the core concepts of D&D, so much so that many long time fans felt betrayed and upset that Wizards was now catering to a "MMO Crowd" of RPG gamer that was more into fantasy combat simulation than it was role-playing. And so Paizo comes to the rescue on their shiny Pathfinder horse, ready to cater to the folks that still loved the D&D of Yore, or at least the D20 variety of it that started with 3.0e. But now Paizo is taking a major leap! They are pretty much forced to do something... their fan base is dwindling thanks to the incredible popularity of D&D 5e, which hearkens back to the good old days of 3.5, but does just enough modernization and tweaking to keep it simple for folks that like a less complicated game. Quite simply, D&D 5th edition is easily the best edition of the most popular role-playing game that has ever been published, or at least so most of its many, many fans like to think. So the modern RPG gamer wants a game simple enough to jump right in with little to no rule-memorization needed, but complex enough that 5 years from now you'll still be discovering more and unique ways to play, and not just from a massive onslaught of "splat books." And so this is the audience that Paizo seeks to woo back into their fold, without losing their core "change averse" crowd, keeping their focus on delivering great story-content for their fantasy world of Golarion, now rebranded as "Age of Lost Omens". And to a large extend, PF2 does EXACTLY that. It's pretty simple to pick up. Not quite as simple as D&D 5e, but certainly easier than PF1 core, and much easier than PF1 that exists today with all the massive splat-madness. But it's also SO deliciously layered to allow some really amazing and creative builds just in the core classes and races. As for combat, the 3 action turn is simply GENIUS. They have vastly improved the way combat works (even compared to 5e which is not shabby), they have vastly improved the character build and improvement structure so that no two class XYZ characters in the same campaign should ever look the same. They have vastly improved the way multi-class characters work. I'm not yet sure it's not still broken (it is severely broken IMHO since it was first invented all the way back to 1e), but it looks far more balanced than prior editions with its crazy "level dipping" madness. Then you have the spells, all greatly simplified but also vastly improved with options to scale and upgrade in various ways. Feats, oh my goodness! So, so many feats! And now you get feats all the time! A great amount of development time and game balance has gone into the SKILLS section of PF2. This is one of the strongest aspects of the game, IMHO, and far better than what 5e offers today. Paizo has explicitly declared what can and some of what can NOT be done with each of the skills at EACH of the levels of competency (trained, expert, master, etc. ). Planning out what skills you take and how to advance them as well as what associated skill feats go with it can greatly change what your character is capable of doing both in and out of combat. And on top of all of this, you have a pretty good DM-oriented section with a great encounter building and experience awarding system, some cool magic/treasure sections, and very brief synopsis of the whole "Age of Lost Omens" setting. If there is anything to complain about, it's that Core is perhaps too much book! I'm kind of wondering if maybe Paizo shouldn't have just gone ahead with the Player's, DM's, and Monster book format (we're already moving monsters to a 2nd core book and DM info is now split into Core + a Game Mastery book). However, I suppose it is nice having the bare minimum needed to run the game in one core book (as long as stats are provided for creatures in the various published adventures, which I believe they are). So the big question, is PF2 worth investing in for gamers who already play D&D 5e? I think that partly depends on two things, your own budget, and how much you are actually enjoying 5th edition. I think PF2 is a more nuanced, balanced, and ultimately more detailed RPG with greater depth now than 5e is likely to ever have, and so if you are the type of player that wants a "crunch heavy" system or the type of DM that wants clear and precise guidance on more of the kinds of things that come up while at the table, then PF2 might be worth a look for you, assuming you're willing to put in the financial and time investment. If you're happy with the depth and complexity of 5e, and especially if you are a new player to fantasy RPG gaming, you may not want to dive in just YET, but you should keep an eye on this line of products because I have a feeling it's going to get really, really great in the near future. Final verdict, this is a fantastic rulebook for the experienced RPG gamer that wants a detailed, crunch-heavy D20-based system that is both familiar to games of the past and true to the RPG roots, as well as different and improved enough that it's not just a tweak on 1e, it's a significant improvement and worthy of a "2" in the name. If you're in that audience, do not hesitate to jump in, this is going to be a fun ride. And if you're totally new to RPG gaming, well, this system is not terribly difficult to learn, and especially if you like what you hear of the Golarion setting, it's worth the effort to learn. But it's also going to be significantly more difficult to master this than 5e, so take that as you will. For gamers looking for a challenge, this is it. For gamers wanting a simple easy ride of nostalgia + PC-dominance over pretty much all obstacles, 5e is still where it's at. I for one am getting a bit tired of the easy-simple-ride that 5e is about and look forward to a challenging complex offering that PF2 so far seems to deliver on.

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