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Alaryth's page
521 posts. No reviews. No lists. No wishlists.
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On part I think is intentional. Mythic characters are supposed to be greater-than-live heroes, like Gilgamesh or Hercules. And high level characters are naturally closer to that compared to low level ones. That does not mean that you are wrong; is a bit weird. But (to me) not on a bad way. Of course, I can not really talk until I have the book on the next month.
Are Kitsune rewrited on the book? Are they better than the basic version?
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Its a benefict for the people on GenCon...on a quite elitist way, on my point of view.
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I think all we Euro Paizo fans are on that boat.
I am still waiting for the books to arrive to Barcelona, they are taking forever...
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A 9 year necromantic resurrection of the discussion is quite appropiate talking of those two guys.
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glass wrote: Temperans wrote: So this is actively removing options and choice. Except, if the remix is genuinely backwards compatible (and the signs so far indicate that it will be), the original-flavour Wizard is still right there, ready to be used if required. So this is an extra option layered on top of that, not a replacement.
At worst, you might want to assign the newer spells to appropriate old-schools, but even that is not strictly necessary.
Temperans wrote: Also yeah, what happened with you can tell the same stories and "this will be compatible with the regular core". AFAICT, what happened to it is that it is proceeding nicely! The specialist wizard of basic PF2 can not use the spells of the remaster, as those spells lacks the schools tags to know which one are on the school. You can play a basic wizard with basic spells while the rest of people play Remaster? posibbly, but is quite weird, honestly.

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Lucas Yew wrote: Alaryth wrote: Looking at how people are analyzing the traditional schools, I am beginning to think that the Mage the Ascension sphere division is better. Was it like Energy, Matter, Life, Mind, Soul, Space, Time, and 2 more? As I never played MtA before, the names should be incorrect... Anyway said classification solely based on WHAT(subject) your magic meddles with is at least way more consistent than D&D-ist spell classifications... Sorry for the late reply. I quite like the division on Mage Ascension. The spheres are...
- Matter: Any kind of magic that basically involves matter
- Forces: Any kind of magic that involves energy
- Time: Time manipulation magic, including preparing other magic to activate on specific times.
- Space: Space manipulation magic, including far reaching magic.
- Life: Any kind of magic that manipulates life
- Spirit: Any kind of magic that manipulates spirit stuff.
- Mind: Mind manipulation and mind improving.
- Entropy: Decay and luck
- Cardinal (on spanish, on English it goes by other name...Prime maybe?): manipulation of raw magic energies.
The real fun was that if you have various spheres, you can combine the effects.
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Sad moment. My dear Drow will be missed.
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Looking at how people are analyzing the traditional schools, I am beginning to think that the Mage the Ascension sphere division is better. Anyway, I am not exactly thrilled with this change, I will have to wait and see.
Anyway, is true that outside Wizard and some very specific references, the old schools of magic are not very important even on basic PF2.
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As can be seen on my avatar, I love Drow. While I get the need for the changes, I just hope we can get something similar enough that it can be used to replicate them.
Please?
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Leon Aquilla wrote: >No Alignment
I'm out. Sorry. Don't know what kind of a bait & switch this is, but I'm out.
"Your existing books are still valid" my ass.
The "no alignment" is quite sure something to put distance from D&D material, so no problems with ORC and all that. Quite sure there will be something VERY similar, maybe with some minor to dodge problems.
Even if I am wrong (and I doubt it if this is supposed to be more of a reorganization than anything), the GM Core will cover as a variant rule.
Maybe I should try to explain myself better. With the "Neutral Evil Redeemer" I mean directly a corruptor, someone good to find evilness on everyone and that can use those evil for own profit. That can use exactly the same mechanics as the Redeemer while being fully evil. Of course, a character like that would not call itself Redeemer.
The Neutral Evil current Champion is more a "self-interest" champion.
Anyway, those are just examples of how to use Champions outside their box alignment. The example can totally be why a CG Redeemer of Nocticula, you know, the REDEMPTOR QUEEN, is not legal by RAW.
Edit to expand the answer and trying to be clearer.
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One of my greatest problems with alignment is the Red team vs Blue Team aspect of it. All good are on blue team and all evil is on red team. I would love to do some game of evil religions fighting among one versus other, like you know, should be the norm on places like the Abyss. But no, they only really know to harm the do-gooders that may not show on all the story. I really dislike that.
My main other dislike is the limits on the kind of Champion. Why is there no Neutral Evil Redemeer that has the exact same mechanics, but around temptation instead of redemption? Why all the "I will punish all those who will harm my comrades" Champions must be Lawful Good? A Lawful Evil bodyguard should be quite possible.
But I like the concept of alignment. I NOT want it to be banished from the game, I just want it as a descriptor with few mechanical impacts.
I have read some (not all, sorry) of the post on the threat, and I was thinking...what about using the Focus not to regain spells on your highest level, but highest level-1?
Don't worry, SuperHero, no harm done, just be a bit more careful another time. ^^
I suppose I will need to homebrew the drow. Is hard to put the homebrew on PathBuilder?
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I asked because I found Cavern elf to be quite lacking. There are some heritage with specific feats, but that is not the case on Drow/cavern elf, there would be far less problem with some apropiate feats there. Obviously the most powerful feats on Noble Drow are quite high level feats, at least level 9. I never believed that would be low level.
What kind of feats I would like to see on Drow? Change on the ancestry weapons to better represent drow (things like crossbows or whips), poison, and some more spells on the feats, like darkness.
I find quite obvious that make the feats more powerful but with light sensitivity would not work, that is not how PF2 works.
Thanks to Ediwir for the doc, I will look at it carefully later when I get some time.
Edit: as I wrote on the first post, the idea has nothing to do with Golarion, but with a homebrew setting where I want to use Drow/Dark elfs.
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It has been quite some time since I posted, but I lurk around here sometimes. Anyway, I have an idea for a homebrew campaign setting, but I have a problem; drow, I need them for the setting. I have always loved dark elfs, (little surprise with my avatar), and while love some of the weird ancestries we have now, like the poppets, I need a decent option for Dark elfs.
No, I don't thing Cavern Elf is a good answer. Is just a normal elf with darkvision. I am thinking on two options:
- first is some 3PP. Are out there some good version of Drow/dark elf on some 3PP? Pathibuild integrated would be a very welcomed extra.
-Current 2ed options...not much I know of, but I would love to be surprised. Elf with tiefling maaaaybe could work. I was tempted to look on fletching, but not look quite appropiate.
Some ideas would be very welcome. ^^
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I really like the outsider alignment thing, as someone who was totally in love with Planescape on its day. But there are things on divine classes that I really dislike, specially the "blue team versus red team" part of alignment. Blue (good) is great damaging red (evil) and viceversa, but blue is quite bad damaging other blue. Take any abyss lord that hates other abyss guts, which means all of them. The clerics of those entities are not that good attacking the equivalent people of the other abyss lord. Because they are both on "blue" team. You can say those are very few spells, but some are among the most important ones on divine list, like Divine Lance. That makes no sense to me.
Also, evil religious bodyguards? only "good people" have right to that.
Outside divine spell list and champion? I really like alignment.

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Thanks for the answer. Some of those ideas seems good and I surely will use them. Right now I am thinking something like...
Paladin (PLD): Champion Paladin/Redeemer + Cleric (this one looks one of the easier to adapt)
Warrior (WAR): Barbarian + Sentinel (theme is near perfect, but mechanics are not, too much damage and lacks the absurd self healing)
Gunbreaker (GNB): Gunslinger Drifter / Vanguard + Sentinel (looks good)
Dark Knight (DRK): Champion with custom cause + Cathartic Magic (champion is perfect, but no current cause looks adecuate, should look evil but NOT being evil. Emotion should be Anger, Hatred, Misery or Remorse)
White Mage (WHM): Cloistered cleric + druid (near perfect)
Scholar (SCH):Honestly, no idea. This is one of the XXIV jobs I know less of. Only sure is that needs an useful familiar
Astrologer (AST): Oracle with a mix of Cosmos and Lore mysteries. Not perfect, but can work. No idea of which dedication
Sage (SGE): Looks more like a Starfinder class with those lasers and medicine in-combat healing. What would be the best analitical/"science" healer?
Monk (MNK):Monk, quite easy, even if XXIV monk is more glass cannon
Ninja (NIN): Rogue thief + some elemental sorcerer dedication, more arcane than primal.
Dragoon (DRG):Here I am more thinking on some variation of acrobat Swashbuckler with spears, dedication mauler.
Samurai (SAM): One weapon Fighter, no idea on dedication.
Reaper (RPR): Thaumaturge with Tome or Weapon implement + Summoner dedication (wonky dedication, but seems the more fitting one)
Bard (BRD):Ranger + bard (near perfect match)
Dancer (DNC): Bard + acrobat (not sure here; theme is near perfect, but mechanics are VERY different)
Machinist (MCH): Gunslinger + inventor (near perfect equivalent)
Black Mage (BLM): Evocation wizard + ocultist witch dedication (something caster-y and spooky for dedication)
Summoner (SMN): Summoner + evocation wizard (easy one)
Red mage (RDM): Magus laughing shadow + swashbuckler (should do the trick)
On ancestries...
Hyur - Human
Elezen - Elf, but with no long lifespan, that is for Viera
Miqo'te - Catfolk. Miqo'te Rules, always ^^
Lalafell - halfling, maybe with some dwarf details.
Roegadyn - Orc, with less savagery (not many big options on PF2)
Au Ra, Viera and Hrothgar...not good equivalents, sadly. Should work on them from zero.
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Long time since I posted (even if I still lurk around here reading), but I would like to use Pathfinder 2ed for Final Fantasy XIV setting.
I have clear how to do some things (Lalafell as halflings, Miqo'te as catfolk, bard is ranger with bard multiclass feats, while dancer IS Pathfinder 2 bard), but on other things, specially regarding tanks, I have no idea ow to proceed. Warrior is totally different on both settings, and Gunbreaker seems really different to anything on Pathfinder 2.
I have no problems doing some tweaking to PF2 classes, things like White Mage is cloistered cleric with some elemental ofensive cantrips. I would appreciate any help. ^^
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When I was reading the Inventor with the rest of my group of players, there where no complains about the INT bonus part. The problem was the Unstable characteristics. The player that tried Inventor during the playtest was quite down with that changes. I tried to persuade him that it was basically a high risk Focus mechanic. But he said that you can get until 3 focus points, but only 2 unstable (more or less) and specially, there are way too many feats with unstable for something that basically is only 1-battle. And I had to concede the point, honestly.
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As a total fanboy of Rozen Maiden, I admit I was on a total SQUEEE mode when I first saw them. And an even greater SQUEEEE when I arrived to the Wind Up heritage. Kashira ^^
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As my avatar shows, the ancestry I miss more is Drow, with Samsaran as a far below second interest. Large options would be nice, specially Minotaur.
how is the new Flame druid order? juicy fets for it?
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On my much limited that I would like experience on PF2, uncommon spells are somewhat accessible, but rare are not (not that there are that many rare spells), and specially not Rituals. From what I see, the fact that all relevant to rituals is Uncommon makes them near non existent. More people share that?
A proposal for the low level Chirurgeon; just undo the first errata, and let him play as was written on the very first print, with the level 5 healing consumible.
An while we are on it, you can return the first level extra feat to the Wizard that was an error on the fist print. Low level wizard would appreciate a bit of love, sooo...why not give them what was already printed? XD
I have an idea on how a Magus can work to combine magic and martial capabilities. On my mind it seems good, but it may have problems that I don't see.
The idea is to give Master proficiency on weapons, and Master or Legendary as an Arcane Caster. Then give only 6 levels of spells, like the half casters from 1E. Then give the class, and only this class, some capability to improve the caster DC for Saving Throws and attacks with some martial weapon.
That way, with a +3 weapon, the DC of spells improve on 3, exactly the number that lacks to arrive to same DC of 9 level spells.
I can see problems with Incapacitate spells (I dislike Incapacitate, but is not for here not now). Also not sure how balanced the lack of 7-9 spells can be, but I think with care it can work.
Opinions?
Designing a RPG, specially one as complex as PF (both 1 and 2) is no easy task. Is not just the really high number of rules interactions. I think the most daunting part is the fact that the same set of rules must be played by vastly diferent play groups. Some very tactics, some not. Some highly optimised, some with low optimisation.
That does not mean I like or agree with everything. I still have to read carefully the APG, but the Witch and some other things show that the developers are too much cautious with the pure caster options, they seem (too me at least) to be afraid of losing control of them, to the point that, on my opinion, many of those look bland and not as powerful as the most martial options.
Temperans wrote: I think people are not so much interested in Gunslinger, but in using Firearms.
Which would explain why so many people only want an archetype instead of the full class.
This is also my own position, on fact. For example, an alchemist with guns sounds quite interesting.
I just don't get why people want so much to kill Inquisitor, one of the most interesting and varied classes of PF1. "Just multiclass it" seems a very low substitute. I see it similar to say that Champion can just be done with Fighter with Cleric multiclass. I see Inquisitor with at least as much personality as many CRB classes.
I'm quite surprised to see so much interest on Summoner and Gunslinger, neither looked so popular on PF1. Kineticist and Magus where expected among the most popular ones.
+1 Inquisitor
Kineticist as close second
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Also, funny to say
"It seems you really didn't have full knowledge of the game and just posted an initial feeling, which is fine, but you should really just say that instead of posting this as though it was fact, which most of your points are not"
to a comment writen just a few days after the game was published.
Ok, that is what I get for written too fast; I don't explain mayself correctly. You are right, there are damage bonus to substitute the Striking runes. I was talking about the damage from Property runes like "+1d6 acid" from corrosive. Sorry.
Edit: I suppose the reason is just to not give innate equivalent to some equivalent property runes, and not to others.

dirtypool wrote: Zapp wrote: You are welcome to discuss and critique my specific suggestions. We are welcome to discuss those suggestions and very much more. This thread is allowed to migrate and deviate in any way that the natural discourse flows. You broached a topic, that topic can now be explored in myriad ways.
With the broad topic of "The Gamemastery Guide" this thread can become a conversation about the art in the book, the appropriate methodology for laying out the appendices in a book of this kind, comparisons with the 1e GMG or even the other guys DMG's
All of that is perfectly allowable. You are not a moderator, you do not set rules on how that communication happens on this forum and in this thread. I don't agree with all the antagonism on this thread, but I totally agree with this. The title is just "GameMastery guide", not the negative connotations that the OP want on it. So I will say my first impressions after a VERY quick first glance...
I like the options for dual class and free archetype, very possible those end on my table. I also like the Automatic Bonus Progression, but the fact that the damage from the runes is not included seems a bit problematic. I hoped to see some options to return some power to spells, as this book seems a perfect place for it, but I suppose that would take too much space.
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I certainly like far more specialist casters than generalist, I feel more flavor on them, and currently they not feel much stellar. Maybe is a way for future archetypes or even full classes? Something similar to the True Necromancer or Warmage (not sure that was the correct name) can be an interesting take.
Edit: Also, personal attacks and calls to exclude people from conversation are not cool on my book.
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I am among those that say that the over-nerf is real, but "completely unplayable" seems quite the hyperbole, honestly.
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The system is far from being so unbalanced as the OP says. Is a very good system, with a solid math fundation. However, the OP is not alone on thinking that casters where overnerfed. Quite a good number of people thinks similar, just on a lesser scale. I hope that on the GMG could be some options to return some power to casters. I don't think they are unplayable (that seems an exageration on my experience) but while they can contribute to a team, they feel lackluster to me right now.
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I have never understood why so many people dislike getting more classes and more choices. More options are a good thing. When some see "bloat" I see "a rich quantity of options".
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Totally agree, Witch debuff themes seem quite better representer like compositions similar to bard than with Focus spells.
Paizo announced it will take a bit more time, and it should be online soon, I think this next week.
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I don't really know about that scenario with the barghest, so as an honest question...the players know the detail on the spoiler tag? because if they don't know, it does not make much difference.
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I agree that knowing the ST of the enemies seems too required to use spells. Of course knowing details of the enemy must be a great help, but should not be required to do anything on changeling encounters.
On the other hand, is true that Level+3 encounters should be quite less usual on PF2 than on PF1. That's a good thing, magic has too many cons on those situations.
Edit: on general, the required information to use magic is excessive. Do you think that enemy was level +1? Too bad, it is level +3, you wasted your spell with Incapacitation. You used a spell of the wrong ST? Now you need a little miracle to do anything useful. Do you like thematic casters (enchanters, one-element-focused, necromancers, etc...)? too bad, you need varied spells to be useful on hard situations.
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PF2 is not a perfect system, but it improves clearly many of the issues of PF1, like the lack of basic magic attacks for casters, the wonkiness of the maths on too many situations, the 3 actions new paradigna...all those make PF2 a better game.
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Deadmanwalking wrote: Alaryth wrote: While I get what you mean, targeting the low save, using all possible debuffs and using the higher spell slot, and then get around 40-45%of success, seems to me like is a 55-60% of losing the higher spell slot AND 1-2 turns of preparation. That can hurt. Is clearly a gamble, but Incapacitate robs the reawrd. It's a 45% chance of them just losing. Mostly, this version results in them having serious debuffs even if they succeed. Dominate would leave them Slowed 1, Frightened 1, and Stupefied 2 even if they succeed on the Save vs. Dominate, just as one example. I don't have access to the books right now to consult, but...
Incapacitate makes that this 55-60% miss on the BETTER situation and using the highest slots is a critical success on the ST, not a success. That normally means no effect. That's harsh.
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While I get what you mean, targeting the low save, using all possible debuffs and using the higher spell slot, and then get around 40-45%of success, seems to me like is a 55-60% of losing the higher spell slot AND 1-2 turns of preparation. That can hurt. Is clearly a gamble, but Incapacitate robs the reawrd.
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Deadmanwalking wrote:
When someone does it once, it's cool and a relief. When the same person does it every fight, it becomes a 'Wait, why are we here?' experience for everyone else.
And the latter is very much what happens pretty often in a classic Fighter/Rogue/Cleric/Wizard party with an optimal Wizard in PF1. It would also happen pretty often within a couple of rounds in PF2 if the Incapacitation Trait just ceased to exist.
You see, people like actually contributing to the group's success and having your entire existence basically irrelevant to whether the party wins is not fun in the...
And that is one of the main reasons of the change on the maths of the game, and a good thing. But with the current low chance of landing such a spell on PF2, is really necessary also Incapacitate? Seems like overkill to me.
PossibleCabbage wrote: I mean, "Wait for more books so my character is fun" is something that afflicted a great number of non-wizard classes in the last edition, which nonetheless ended up pretty decent so this is not an unworkable situation.
When designing a new edition, without knowing what those things are, it's probably wisest to err on the side of making the weakest things from the old edition too strong and the strongest things from the old edition too weak. Which is why the CRB rogue and fighter are now excellent and the wizard is a bit underwhelming.
Yeah, I can agree with that. I think they really are are some reality to affirm they are underpowered, but is not something that really worries me.

Lanathar wrote: Alaryth wrote: Rysky wrote: HeHateMe wrote: I couldn't agree more with the OP, I can't stand stuff like the UA options in 5e or the uncommon/rare options in 2e. Either something is a legit option or it isn't, get off the f@#king fence and make a decision. Don't leave it up to the player to work out some kind of deal with their GM to get that option. Every campaign and story is different, so why not leave it up to the Players and GMs to work out a deal? As the rules are, there is no "work out a deal". On a deal both sides participate and have some power on the final result, here all the decision power falls on one side, the DM. I find funny all the talk about having the confidence on the DM to use rarity system well, while players that want uncommon things are presented as whiners. Where is the confidence on the player?
And currently, some characters concepts are so full of uncommon as to barely be playable, like Divination Wizard.
Edit: I find specially problematic the alignment spells case. It seems arbitrary to make some alignment spells the main route to do damage on the Divine casters (looking at Divine lance) and then made so many others uncommon. Either all should be usual spells, or all should be uncommon and take other mechanics as the damage dealing side of Divine spells. The current state made little sense to me. Coming from a forever GM there is no confidence in the player for a very good reason
Players are presented as whiners because, unfortunately, in the majority of cases they are . The complaints about restrictions are nearly always about “their” fun
An example is a player who dug out Blood Money the other day. I said no because it seems quite obscure. He was also already talking about “it’s great there is no downside because I don’t need strength and can easily heal it back anyway”
He, predictably, said “I found it online on the spell list”
I had to tell him it was a spell only known (in published material) by the BBEG of an entire... Some post ago I said that Blood Money is an example of a spell where the rarity system works great.
On the end, I suppose the problem is one of different game style. I strongly disagree with this sentence here:
" the vast majority of players have a supreme sense of entitlement and the person running the game and the story often has to allow this especially..."
for me, the game and the story is about everyone at the table, not the DM. I LOVE when my players surprise me, and I have no problem having to improvise a bit if that is the case.
I do 50/50 play/DM (more DM on PF2 on fact), but we play many other games( 5 Rings, 7 Seas, Vampire Mascarade, Mage Ascension...). Some of those games give on rules that gives the players a high narrative powers, things like "if you interpret that disadvantage, you gain X" or "you can use X points to alter slightly the scene". I really like that, because it makes everyone more involved on the story that is done between everyone on the table.
Finally, I honestly believe that many of those attitude problem will go down if people where "RPG players" and don't divide themselves on "Player" and "DM". DMs playing more and players doing more DM would help much on this kind of discussion.

One of my players (I'm usually the DM on PF2 currently) wants to try how middle level plays, so a new campaign with him as DM is about to begin. The idea is something similar to Dragon Quest video-games, so an evil overlord, many monster, not much intrigue. And many of those games have a wise old man on the character roster, so I decided to do a wise, old, and caring Dwarf Wizard. As a caring and compassionate person, I decided Abjurer.
The process of doing the character was shocking. "An Abjurer wizard that don't approach melee and is on the back of the party protecting his companions" seems quite usual. Let's look at the low level wizard feats...
-I don't want a familiar, I don't see it. That takes out familiar feats.
-I'm an Abjurer, so the others specialist feat are not useful. That takes out all those Universalist spells.
-The campaign will have few social/intrigue parts, so I pass on feats that works there.
- I will be allergic to melee. Countermagic requires a miracle to work (the same exactly spell).
That takes out near all the feats available at low levels; Widen spell and little else. This has been the first time I have seriously considered taking a dedication, not because the character concept, but because I can't find enough interesting feats on the main class¡
On the other hand, while I was surprised for the extremely specific nature of so many Wizard feats, I don't find it a serious problem. With more books there will be more available options.
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