The more free hands you have, the more interesting options there are. Nets aren't even magic, but they can do a lot as an opening move. Eternal eruption, even under-leveled, is great for when you're a martial fighting a swarm or ooze. Windlass Bolas is a great tool for abusing Athletics builds at a distance. Utility items can be great with the right planning. Versatile Tinder box is handy for a patient pyro and for various bluffs. Flask of Fellowship, Bottomless Stein, etc. are simple but nice, flavorful tools, Decanter of Endless Water can be a menace, and so on.
Combat also doesn't have to mean getting the other team all down to 0 hp. From recent PFS examples:
Encounter with a un underground room full of cultists with a narrow entrance, and I have Igneogenesis and immediately wall them in, cultists all give up. Room with a few sleeping guards, and I'm a sneaky character with manacles; I cuff them to their beds and skip the combat part entirely. Easy combats are perfect opportunities for a little improv. * I pointed with a finger gun, said "Bang", and cast Needle Darts, and down they went. :3
Something the GM should consider, since they shy away from large numbers of enemies, is to use troops more often than usual. This allows you to have a wider scale of in-story combats without the GM needing to control eight fully separate pieces on the board, allows AOEs to shine, and is less awkward than there always being a swarm enemy.
Magic is generally not about high single target damage, so it's always going to be a bit difficult even with blaster builds. Control is usually going to be a lot more satisfying, especially if you build for spell combos, like any sort of damaging terrain spell you can sustain + any spell that keeps them in the terrain.
I would absolutely love a Book of Serpents, going over the various ophidian ancestries, giving access to sekmin/serpentfolk or a varition thereof, more details about their past and present, and a gaggle of serpent monsters,familiars, companions, and thematic magic, items, and features, particularly some more ways to deal with poison immunity. Serpents have an astonishing amount of mythological and real life lore to work with, and the sekmins were kind of a big deal in the past.
NielsenE wrote:
Proteans have precision resistance.
A method of allowing siloed damage types to still be useful is to allow them to be converted into less-efficient alternatives. A swashbuckler or rogue could convert precision damage into a smaller amount of additional damage, and really you could do the same with elemental energy - have the fire kin bust out the sideaarm as they boost their speed or strength with elemental power.
I've been poking around with my swash build - finally should get to play it on Monday - and noticed that shuriken don't seem to be listed in the guide. With reload 0 they seriously ramp up the efficiency of Flying Blade, as you can now just carry a silly number of shuriken, powered by the bandolier, and use a more impactful rune than Returning. It also lets you play with metals and poison more while keeping your hand free for other things. Swashbuckler makes for quite good "ninja" builds.
There are a handful of glaring issues which made 4E less fun than it was built to be, as much as I love the system, that PF2 mostly avoids:
Narrow concepts like "pyromancer" are often narrow because of a lack of supportive options that allow a concept to be well-rounded in theme. The fire kineticist is a better example of what can be done, but misses things like fire-powered punches, melting terrain and objects, stoking the internal fires for an exhausting burst of energy, etc. which could allow a more varied set of options. This of course eats up page space and makes it harder to differentiate between builds, but the option go full Hunter X Hunter* with a theme is there, in theory. * An anime that made the guy with bubblegum powers one of the main villains because he used it in all kinds of deadly ways.
The masks topic is actually near and dear to me. I have two characters about to start their PFS journey both with masks: An ifrit nagaji swashbuckler and a kholo magus. Swashbuckler can't afford the ifrit smoke vision feat, but can use the goz mask for the same effect. The mask has no DC to worry about AND it scales! I can always use the mask to be a smoke ninja with hypno eyes. Kholo magus has Cha as a dump stat. They're basically a stuttering noble out of combat. In combat, they put on a kitsune mask drop the kimono hiding their bone armor, and start laughing madly. Demon mask would be perfect here to let them be scary despite the dump stat, but only for a few levels
As a player, I'm more than happy to pay the treadmill cost as long as I get to keep doing the thing so I can make doing the thing part of my kit and my story. This also goes for things that don't scale in other ways, like the lifting belt being stuck at +1 athletics - it shouldn't be something that you automatically discard once Sash of Prowess etc. come along because of math and limited slots. Some people may enjoy the episode/comic-style scenario where you bust out a fun gadget during one adventure and it's never seen ever again, but I think it's more typical for people to want to build their characters up into a routine or theme. We have consumables and prescient planner for one-offs already.
Session zero, X-Cards, etc. exist for any actual discomfort issues. GM fiat exists for the annoyance issues. Removing the divine element you could easily have things like warriors codes, personal ethos, etc. Certainly I would be distracted an ineffective if I violated one of my personal anethema, like ignoring the suffering of a friend or treating someone as a stereotype instead of an individual. If I were a terrible person, I would similarly kicking myself for failing to take advantage of someone being in a bad situation, like one if them bleeding heart goody goody suckers. It's all fiction in a world no more real than The Land of Oz or Wonderland, so what ultimately matters is the table experience, but I'm happy to use the rules as written.
All drink, no pay
Clumsy longshanks topple hard
Snatch the treasure, reap the spoils
Burn the doggies, horsies too
Eat a pickle, stab an elf
There's room for developing essentially a punk metal version offshoot of Hellknights through a civil war that rejects devils but still carries some of the feel, but in a defaced way, in the way that tieflings might acknowledge their heritage while rejecting its ethos. They might even do things like Hack Hell to sabotage it, screw with their records, etc. Hellpunks could be a good time while further exploring the topic area. They could even be reforming devils here and there. Plus the art would be amazing.
If one is to fiddle with prep, you can just say that wizards can prepare additional spells per day per slot, but their actual casting per day is the same. Say I prepare the following list: Fireball
I can cast:
but I cannot cast Fireball
or Fireball
Versatility up, power the same, not stepping on Spontaneous, mostly just makes analysis paralysis worse.
The classic D&D-inspired wizard is built around the core of collecting spells so they can have the perfect spell for the given scenario as long as they predict the scenario correctly, unless you want to go so far back that they are literally just fantasy artillery with limited ammo. Any version of a wizard that doesn't have to pick and choose spells every day has no particular reason to be called a wizard over any other name. The fact that divine magic used to top out at 7th level instead of 9th was a partial mitigation between sources to balance out the full list access of divibe casters, but this obviously is no longer the case. Given the variety of casters who can use arcane lists and other lists in the same way, the lists should be balanced with each other, and parity should be with the class. Wizarda should lean into the strengths of arcane a bit, but shouldn't automaticallu be the "correct" class for arcane casting over the witch.
I am of the position that each spell list should be as equal as such things can be, with different strengths and weaknesses, so that they can be treated as equivalent as often as possible. Otherwise, there would need to be special benefits that come with using a lesser source to make up the difference.
There's plenty of room for nuance yet with the Hellknights, but they're clearly starting to falter against the diabolic temptations. This feels *right* given that managing to stay clear of temptation for so many generations makes devils look bad at their jobs. This also opens up room for drama when they discover some pre-Gap information that proves how far they've fallen. Imagine a galaxy-spanning Hellknight civil war! And remember, it's not impossible for fiends to reform...
Kins get plenty of benefit from off-guard and standard bonuses while being able to control the battlefield in absurd ways with little risk. They can create all kinds of control combos and bottlenecks and solve problems in ways that are hard to match. They don't turn into rocket tag but who needs to when you can just seal the enemy in with a barrier and blast them through a murder hole. They can be a *slow* class, but they can turn the battlefield into a tomb.
Mystical ninja have always been around, but the concept was on top of the standard ninja whose skills were more like magic tricks that felt magical in the moment. Apart from the rogue, a swashbuckler that focuses on stealth, deception, and tools fits the bill nicely; the default tumbling covers the gratuitous ninja flips.
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