Battlecry! Playtest Debriefing

Tuesday, July 16, 2024

Now that the dust of battle has cleared and all your survey responses are in, we can examine the intel you’ve given us to help refine and perfect the commander and guardian classes. We appreciate all your feedback, and while we’re still sifting through the more detailed notes, we can give you some quick insights into some ways we’ll be moving forward.

First, Michael Sayre will talk about the commander, and then Jason Keeley will fill us in on the guardian.


The Commander

Michael Sayre here, talking about where we might be headed with the commander class post-playtest.

One of the big things we saw in the playtest feedback was that by and large, people were really happy with the class as it stands. When we see numbers like this, one of the takeaways is that we want to focus on polishing what we’ve got rather than taking apart something that people are already really enjoying.

With that in mind, there’s a few things I think we’re highly likely to be doing going forward.

  • Tactics: A big thing we want to do, obviously, is adding a bunch more tactics, especially in the expert, master, and legendary tiers. For the playtest, we had two tactics to choose from at each of these tiers, and we’re looking to increase that number significantly. With more tactics to choose from, we have room to expand the number of tactics the commander can have in their folio, and we can look at giving them a slight bump to the number of tactics they can have prepared. In addition to modifying the number of tactics available (both while building your commander and while playing them), we’re looking at some adjustments to the tactics themselves. In particular, making the master tactics all function on a once-per-10-minutes frequency and the legendary tactics all function at a once-per-day frequency can help make deciding when and how to deploy the various tactics in your folio a bigger part of your strategies across the day, without raising the cognitive load of play too high.
  • Traits: The use of “banner” as both a class item and as a trait was sowing a bit of confusion, so we’re looking at replacing the banner trait with a “brandish” trait to make it a bit clearer that those abilities require you to have your banner held in hand and able to be waved about.
  • Feats: We’re not anticipating a lot of changes here, but we’re looking at some opportunities to polish and expand some of the functionality presented in the commander’s feats. One of the possible changes we’re considering is swapping out the commander’s mount for a more versatile “mascot” pet and adding in a class-specific capstone feat for said mascot.

We know that folks really loved this class during the playtest, so hopefully this opportunity to polish and elevate it further makes it even more satisfying when the final iteration rolls out with the release of Battlecry! next year!

In the shadow of a mountain range, Amiri and Harsk lead an army of soldiers to war. Art by Jorge Jacinto.

In the shadow of a mountain range, Amiri and Harsk lead an army of soldiers to war. Art by Jorge Jacinto.


The Guardian

The majority of you felt that the concept of the guardian was worth exploring but needed a little more polish to really sing. We couldn’t agree more. Some of the class’s main features might be able to interact with one another more cleanly, and we might be able to present them in a way that shows that the guardian’s abilities are a set of tools that each have their particular uses. We’re considering some larger overhauls to ensure that the guardian is fun and exciting to play.

  • Intercept Strike: Many of you responded that needing to be adjacent to an ally to protect them could sometimes be difficult to engineer. We’re thinking about adding some mobility to this core reaction, allowing to the guardian to move a little bit before getting the in the way of the blow; after all, who doesn’t want to fling themselves at the frail wizard as an archer’s arrow flies toward their heart, dramatically screaming “Nooooo!”?
  • Taunt: We wanted to test an extreme version of this ability so we could get your opinions, and we got them! In the current version, the bonus the target gets to attack the guardian essentially negates the advantage of their increased armor proficiency; for the less extreme revision, we’re considering focusing the ability on the penalty it confers to attacking the guardian’s allies. Whether or not this final version operates off of a saving throw or something else depends a lot on the specific implementation, so we’ll be reviewing some possible directions.
  • Armor Specialization and Resistances: The concept of armor specialization might seem to fit the guardian very well, but that game element was designed to mesh with the abilities of other classes. After playtesting and going through the feedback, we feel it could be a little confusing that the resistance granted through Intercept Strike was different than the armor specialization resistance, so we’re looking at giving the guardian their own generalized resistances that apply in multiple situations!
  • Feats: With the changes noted above (and some others we’re working on), some of the guardian’s feats will need a bit of reworking and recontextualizing to cohesively fit together in the final version. And, yes, I know Hampering Sweeps is too good for this world! But I’m hoping the idea of it will live on...

Of course, there will be other tweaks that we’ll make to the class as it goes through its post-playtest revisions. We’re sure that the final guardian will be fun and exciting to play for all of you who want to portray a character who goes to great lengths to protect their allies in a fight!

Jason Keeley (he/him)
Senior Designer

Michael Sayre (he/him) )
Design Manager

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Hamitup wrote:
I really don't want to see all legendary tactics be once-per-day tactics. I get that they could be made stronger, but it removes the element of choice from the option. In the playtest you could choose between a 1/day save or consistent encounter offence. With this change all the legendary tactics would become something you try to save for as long as possible each day. Plus, I feel offensive tactics are easy to justify not using in a dire situation if you are planning to save it for the boss.

The trade off of high level Tactics being 1/day is that they don't make early tactics obsolete. Allowing them to do stuff that basic tactics can't, even if limited, has more design freedom than having to cook up stuff that won't make old stuff meaningless and the new one not too niche (nothing worse than picking something important for your class and not being able to use it at least 1 per session).

I would be down for limited use Master and Legendary Tactics, if they go balls to the wall with their possibilities. There are a lot of famous large scale tactics and strategies that Paizo can draw inspiration from to make some battlefield-altering stuff.


Generally good news!

I love the idea of the guardian and am excited to see what avenues they explore to breath life into it, and the extra scrutiny taunt is getting.

I am of the opinion that the guardian doesn't need more damage but then again, I think it should be stunning, sickening, and generally handing out conditions with its class DC as its way to apply offensive pressure. Something like a crushing grab feature where you disable opponents and deal Ability damage with it. But if Taunt gets brought up to a valuable level (ideally with a less polarizing name/theme) I could live with that.


SoulBaker wrote:

Generally good news!

I love the idea of the guardian and am excited to see what avenues they explore to breath life into it, and the extra scrutiny taunt is getting.

I am of the opinion that the guardian doesn't need more damage but then again, I think it should be stunning, sickening, and generally handing out conditions with its class DC as its way to apply offensive pressure. Something like a crushing grab feature where you disable opponents and deal Ability damage with it. But if Taunt gets brought up to a valuable level (ideally with a less polarizing name/theme) I could live with that.

That's how I'm hoping to play my potential guardian, a lot like a monk, but swapping out a monk's mobility for sheer tankiness, but still focused on battlefield maneuvers that make it real hard to move past me to my allies.


Blake's Tiger wrote:
Shinigami02 wrote:
Blake's Tiger wrote:
I didn't remember to get this into the survey, but hopefully other people mention it: free actions without triggers wait until the character's turn to activate under baseline rules; if the Commander granted free actions are meant to trigger on the Commander's action, then they need reference to the Commander's action being the trigger. And if not, that needs to be more clear in the class/feature description.
Given it's not their own thing giving them the Free Action, but someone else actively giving them the ability to take the Free Action, that probably innately counts as the Trigger. Which to be fair has Precedent going all the way back to the original PF2e CRB, with Liberator Champions' Liberating Step. Unless you'd argue that doesn't let the ally Step when it goes off, and instead they have to wait for their turn, in which case... I think you're the minority opinion on that one.

I assumed the Commander's action served as a trigger for the granted free actions until a GM during the playtest pointed out the rule on free actions. Player Core pg. 15

However, they're writing an entire book with the new class in it. We shouldn't have to rely on assumption and referring to pre-remaster class features that don't work well without ignoring a printed rule when they can just slip into the Tactics rules text a line to the effect of, "Free actions granted by a tactic can be used even when it's not your turn."

Under the Tactic class ability, and in "Preparing and Changing Tactics" the text said "These are combat techniques and coordinated maneuvers

you can instruct your allies in, enabling them to respond
to your signals in combat." And "When you drill, you can
instruct a total number of allies equal to 2 plus your
Intelligence modifier, enabling these allies to respond
to your tactics in combat; these allies are referred to as
your squadmates"

Enabling them to respond looks like rules text that enables your squad-mates to take advantage of the granted reactions or free actions based on the specific tactic used. Is there something I am missing?


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SoulBaker wrote:

Under the Tactic class ability, and in "Preparing and Changing Tactics" the text said "These are combat techniques and coordinated maneuvers

you can instruct your allies in, enabling them to respond
to your signals in combat." And "When you drill, you can
instruct a total number of allies equal to 2 plus your
Intelligence modifier, enabling these allies to respond
to your tactics in combat; these allies are referred to as
your squadmates"

Enabling them to respond looks like rules text that enables your squad-mates to take advantage of the granted reactions or free actions based on the specific tactic used. Is there something I am missing?

First, there's no problem with the granted Reactions. The rules for Reactions explicitly state they happen immediately (and there's no text stating if they lack a trigger they occur during your turn like Free Actions have).

What you're doing is reading the text in a way that supports how you (and I) believe the feature should work.

What you're missing is that the text you quoted makes no mention of timing to override the rules text of Free Actions. "Enabling these allies to respond to your tactics in combat" does not grant "immediate" response or response "outside your turn."

And I have experienced at least one GM who reads it such that the Free Actions must wait. Where there is one, there are more, and they are technically correct. So, again, why not throw a few extra words in there to remove ambiguity?


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I'm really looking forward to the revamped Guardian. The core theme is such a compelling one that I know a lot of players will likely enjoy, we just need to see it deliver on the theme a little better. And with the the way Paizo has historically generally nailed releases after the playtest feedback, I'm really looking forward to this release.


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Frosti2009 wrote:

I recently ran a solo AP / playtest of a campaign I gm'd 2 years ago. The Guardian basically solo'd the final boss of Age of Ashes with the slight support of a caster keeping the boss on the ground. Obviously it was thanks to hampering sweeps that the boss never left the ground again, but guardian is imo on of the craziest classes you ever printed.

The class is overpowered but not with their core abilities. Taunt is a super hero already, but only if you use it on range. It's perfect for time where you tank the boss and then taunt everything running to the backline on 120ft. Just stop taunting the moment the enemy is around you. Intercept strike was in my testing completely useless besides 1 or 2 crits throughout the campaign, which is alright for a free ability.

The class chassis itself with the feats turns it into on of the best classes ever printed.

That's the whole problem: the class overperformed if you relied on a grossly overpowered feat and on something that is frankly silly in a 120' range taunt (effectively another overpowered feat).

Using taunt in melee was an awful idea in general as lowering your AC was a bad idea when things can hit you, vs hitting your friend and then getting resistence to eat that damage with Intercept Strike. Intercept Strike had its own issues in that it doesn't use your AC and while it took the damage it didn't take other effects, so your friend still gets grabbed somehow.

This stuff is all fixable, like having Intercept Strike make you the target of the attack outright instead of your ally (which would make your high AC matter), but if you just rely on the overpowered feats it gives a very distorted view of where the class is. The core chassis was in rough shape.


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I found the playtest experience completely underwhelming.

Given I thought the “core chassis” of the Guardian both off-type and poorly implemented, and with the lack of real-time feedback from the devs to ameliorate or even address what *I* and clearly lots of others who took the time to post similar concerns; coupled with the glaring omissions in the underbaked survey (essentially, in the rather slim Guardian survey, focused on Taunt and little else) I don’t have any faith that the Guardian will actually get the work it deserved or needs.

I wondered about the relevance/usefulness of various opinions, for a bit of guidance on what the devs were looking for early on, and Michael replied that the devs didn’t want to affect *how* we playtested, or *what* kind of feedback they would get - “true” data as opposed to “forced” data. I don’t think that tension does actually prevent the devs from early “guidance” as to things they don’t think are a concern, or if they want us to stress test certain things - if leaving certain things out (or outlandish!) is the point, then at least make that clear so we don’t spend thousands of posts opining about things that aren’t really being considered.

How many posts did Michael or Jason make during the playtest period in the playtest forum? And if they were prevented from making more because of “reasons” (busy with other assignments/things, didn’t see anything particularly egregious to clear up, or given guidance *not to*) I’d personally like to know what those reasons are, much as that might be incredibly entitled.

I basically was left with the feeling that nothing I (and a whole passel of other posters) was/were saying was important, and that the survey was so hopelessly skewed (by the small number of things *actually* being asked about)that my concerns were likely equally unimportant.

None of which is, to me the most important thing: that, to me, the Guardian needed serious attention before the playtest period was over, so that we could then, you know, playtest the revision. My group was split on whether Threat Techniques were a choice each round, or chosen in stone at 1st level. We had no way to judge whether intercepting a Grab stopped whatever riders were attached, or the damage, or just the damage but not the Grab. I just felt…abandoned and bereft of agency, when what I really wanted to do (apart from endlessly opine and rail) was to provide useful feedback.

By the time I got to the Open Survey I just….stopped. I had no desire, after the survey, to go on. If the entire Guardian Forum hadn’t made a range of pain points abundantly clear, then I couldn’t see the point. And that is entirely on me.


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OceanshieldwolPF 2.5 wrote:
None of which is, to me the most important thing: that, to me, the Guardian needed serious attention before the playtest period was over, so that we could then, you know, playtest the revision.

But the whole purpose of playtesting is to aid the designers/developers, and not the testers.

That's why you are testing after all -- you are not gaining a privilege as so much as doing a service.

And the service is really useful! You are solving internal debates. You have no way of knowing what these look like, the context, the research, etc. that motivated them...

But [be]we have to assume that what is tested stems from these controversies.[/b] Otherwise, what's there to test? If the design was fully polished, we'd be doing editing/errata hunting instead.

I hope you get that your spontaneous gut feeling, unguided, is much more powerful to solve these dilemmas than any conversation you could have with Paizo's team. When the product is out on the shelves, that's mostly how it's going to feel.


Pathfinder Lost Omens, Rulebook Subscriber
OceanshieldwolPF 2.5 wrote:

I found the playtest experience completely underwhelming.

Given I thought the “core chassis” of the Guardian both off-type and poorly implemented, and with the lack of real-time feedback from the devs to ameliorate or even address what *I* and clearly lots of others who took the time to post similar concerns; coupled with the glaring omissions in the underbaked survey (essentially, in the rather slim Guardian survey, focused on Taunt and little else) I don’t have any faith that the Guardian will actually get the work it deserved or needs.

I wondered about the relevance/usefulness of various opinions, for a bit of guidance on what the devs were looking for early on, and Michael replied that the devs didn’t want to affect *how* we playtested, or *what* kind of feedback they would get - “true” data as opposed to “forced” data. I don’t think that tension does actually prevent the devs from early “guidance” as to things they don’t think are a concern, or if they want us to stress test certain things - if leaving certain things out (or outlandish!) is the point, then at least make that clear so we don’t spend thousands of posts opining about things that aren’t really being considered.

How many posts did Michael or Jason make during the playtest period in the playtest forum? And if they were prevented from making more because of “reasons” (busy with other assignments/things, didn’t see anything particularly egregious to clear up, or given guidance *not to*) I’d personally like to know what those reasons are, much as that might be incredibly entitled.

I basically was left with the feeling that nothing I (and a whole passel of other posters) was/were saying was important, and that the survey was so hopelessly skewed (by the small number of things *actually* being asked about)that my concerns were likely...

I'm not as worried about the process or outcome. i think they will do a fine job with the class.

In this post they noted a few areas they are looking at for changes. Each was where many of us identified areas of concern and in need of clarity. By leaving us to our own interpretations they now know what to further clarify on release and have had the opportunity to see perspectives on what they put out in the playtest they never would have if they did intervene.
All of the participants have given them tons of inspiration as well. They will make good use of what makes sense for the design they have in mind. And I am sure will get an earful from folks here no matter what ends up being the final class.


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OceanshieldwolPF 2.5 wrote:
I found the playtest experience completely underwhelming.

I mean, the Guardian was a class I expected to love since my #1 ask since the original PF2 CRB playtest was "let me play a Champion that isn't tied to deific worship". But expecting to love the Guardian probably set me up for a disappointment because I genuinely did not enjoy playing the class at all. Taunt specifically just doesn't do anything for me, and that seems to be the essential nature of the class. I liked Hampering Sweeps, but apparently that can't exist in the final release.

I guess my hope is for a class archetype to let me play a Rivethun Champion, or an Animist Champion, or a Sangpotshi Champion, or a Pantheist Champion instead.

But unlike other playtests, this one made me sad.

Liberty's Edge

OceanshieldwolPF 2.5 wrote:

I found the playtest experience completely underwhelming.

Given I thought the “core chassis” of the Guardian both off-type and poorly implemented, and with the lack of real-time feedback from the devs to ameliorate or even address what *I* and clearly lots of others who took the time to post similar concerns; coupled with the glaring omissions in the underbaked survey (essentially, in the rather slim Guardian survey, focused on Taunt and little else) I don’t have any faith that the Guardian will actually get the work it deserved or needs.

I wondered about the relevance/usefulness of various opinions, for a bit of guidance on what the devs were looking for early on, and Michael replied that the devs didn’t want to affect *how* we playtested, or *what* kind of feedback they would get - “true” data as opposed to “forced” data. I don’t think that tension does actually prevent the devs from early “guidance” as to things they don’t think are a concern, or if they want us to stress test certain things - if leaving certain things out (or outlandish!) is the point, then at least make that clear so we don’t spend thousands of posts opining about things that aren’t really being considered.

How many posts did Michael or Jason make during the playtest period in the playtest forum? And if they were prevented from making more because of “reasons” (busy with other assignments/things, didn’t see anything particularly egregious to clear up, or given guidance *not to*) I’d personally like to know what those reasons are, much as that might be incredibly entitled.

I basically was left with the feeling that nothing I (and a whole passel of other posters) was/were saying was important, and that the survey was so hopelessly skewed (by the small number of things *actually* being asked about)that my concerns were likely...

TBH I believe what you describe is pretty much the usual MO for playtests.


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I can't imagine Hampering Sweeps is totally going away--it's maybe the part of the class that most universally actually let them do what they're supposed to do--but it definitely needs a nerf. As much as I loved the idea of playing a guardian sprite and getting a no-save Immobilize by flying into their squares yelling "HEY!! LISTEN!!"

oh god i already made this joke on this exact thread throw me in a river


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I did not get the chance to participate in the surveys due to… well, life issues.

I hated the Guardian’s slower weapon proficiency progression when compared to the other martial classes and it never quite felt right during play at 5th level. Come on, my battle-hardened Tanky Guy is only as good with his martial weapon as an Alchemist with the same weapon and a general feat; worse even than an investigator’s weapon progression? Bogus! Well, I guess he’s comparable to a Warpriest, at least… but, still! :)

Taunt was a little awkward, too.

But, what if Taunt was less about just giving a penalty to enemy attack rolls via a Will save and/or essentially negating the Guardian’s AC advantage and more about giving the Guardian a Status bonus to striking enemies that have not attacked or otherwise targeted the Guardian yet over the course of the previous round? Maybe even give the Guardian a movement bonus when approaching one of these enemies that dares to ignore the Guardian, but only if they can end that movement to be within weapon’s reach of the enemy? The Guardian can be about diverting enemy attention just as much as about protecting allies. I bet the enemy will pay more attention to him once they realize he’s coming for them with a bonus to hit, if they don’t.

Also, we need a “He’s Mine!” Feat for the Guardian that can make us think of scenes like the one in Highlander where the Kurgan stalks Connor MacLeod across the battlefield.


guardian really is the most boring class on paper

they really need something fancy like deflect catapult shot with shield


I really don't know if any developer will read or even respond to what I'm going to post, what I'm sure of is that obviously and as expected, there will be a lot of hate from the community here, normal, but screw it lol, anyway, regarding the Guardian specifically, I think reading the FFXIV TTRPG tank can help a lot, in it I feel the true tank intention, personally I found it infinitely better than Pathfinder.


LordeAlvenaharr wrote:
I really don't know if any developer will read or even respond to what I'm going to post, what I'm sure of is that obviously and as expected, there will be a lot of hate from the community here, normal, but screw it lol, anyway, regarding the Guardian specifically, I think reading the FFXIV TTRPG tank can help a lot, in it I feel the true tank intention, personally I found it infinitely better than Pathfinder.

FFXIV tanks effortlessly get everything to attack them because their abilities generate so much threat that just hitting anything with an AoE sticks everything to you... and FFXIV Warriors in particular are tanking while also acting as the main healer in all the light party (4 player) content in the game, which is rather annoying if you're the healer in that group.

I really don't think they should be used as an example for TTRPGs.

Scarab Sages

Pathfinder Adventure, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Unfortunately from what I have gathered about the FFXIV tabletop rpg is that they are making the mmo into a tabletop rpg instead of the tttrpg being inspired by the mmo. Somethings don't translate well when you try to make the mechanics of a video game into a ttrpg since making an aggro system in a ttrpg can be tricky. See D&D 4th edition that took inspiration from video games at that time to try to reach a wider audience. So I would personally try to avoid that problem with the Guardian.

I have seen it else well suggested that Taunt could give a condition to the target. Maybe the target takes a penalty to their attacks and DCs if they don't target the Guardian. Something like that maybe?


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The more a TTRPG is like an MMO the less I'm probably going to like it. Let each medium speak to its strengths. Like a tank in PF2 does not need a draw aggro mechanic because positioning is so important. Taunt would be unnecessary if hampering sweeps were available.


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Incidentally, if y'all want to check out "Final Fantasy but a tabletop game", check out Beacon. It's a fantastic and incredibly unique ttrpg that embraces its role as 90% combat simulator. One of the core rules is, "If the rules say you can do it, make it make sense. If the rules say you can't, make that make sense." There's no effort at all towards simulation, and it's almost kind of freeing. It's a game that knows exactly what it wants to be.

It's a completely different kind of game from PF2, of course. Like, I might say that GURPS is more similar to PF2 than Beacon is to either of them. But it goes to show how versatile TTRPGs actually are!


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PossibleCabbage wrote:
The more a TTRPG is like an MMO the less I'm probably going to like it. Let each medium speak to its strengths. Like a tank in PF2 does not need a draw aggro mechanic because positioning is so important. Taunt would be unnecessary if hampering sweeps were available.

The roleplay part of TTRPG doesn't meet well the aggro mechanics of MMORPGs. That said the same couldn't said about outher JRPGs solution to same problem. FFIII, FFV knights have cover ability that allows a char to intercept enemy strikes using its own defensive power like commander's Defensive Swap does. This works pretty well in TTRPGs.

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