Jorifah

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Claxon wrote:
Allowing things to stack just means you're players are going to add that level of analysis to their calculations.

We are not concerned over this, the goal is not to make them not do calculations in there head.

Claxon wrote:
And it's generally going to favor the players making things easier for them and harder for you (because enemies will have less opportunities to apply these buffs or debuffs that would stack).

I can't imagine having an issue with making this a bit more work for myself.

Claxon wrote:
If bigger numbers are what you're player are ultimately after (and personally it's something I have wanted with PF2 to be the default) adding 1 to 2 levels to the PCs and leaving enemies unchanged can simulate the effect without having to alter the rules and make a lot of corner cases about what does and doesn't stack.

The goal is not bigger numbers. The goal is swingier combat with a bit more suprise and seeing more crits, as well as allowing players a bit more control over the numbers in exchange for that. The fact that a lot of crits result in more damage is not a goal but simply a side result.

Claxon wrote:
Alternatively you could also change written combats and break enemies up. Instead of 1 enemy that the party predicts is 4 levels above them, supply two enemies with the weak template (or multiple instances of weak template to make the CR work out). That way it's less predictable because enemies wont match exactly what's in the books.

They understand what an encounter design is. I have no desire to throw weaker creatures at them. Me throwing two enemies with a template as a replacement severe encounter boss fight will not throw their math off at all.

I appriciate the suggestions as well as warnings but your concerns in this regard are not things I haven't thought off prior to this decision.

Bigdaddyjug wrote:


I'd recommend, instead of changing the entire system, maybe for every encounter, have a table with random templates you can apply to each creature to change its base stats. This will throw off your players' calculations in the same way as changing how buffs and debuffs work.

You could have positive templates and negative templates, as well as templates that have a give and take.

It would not throw them off for long if at all. They recognize the CR of a fight not because of whatever creature they see, but because they see how many enemies there are and are able to figure out from the context of where we are (middle of a dungeon in say the food storage isn't going to be the a severe encounter with 4 enemies in it).

From there they make very good estimates of what the creatures in the fight CR will be.

Though I do get where you're coming from with the comparison on how that might mean the debuff change would throw them off either. Though that has other goals as well.

breithauptclan wrote:
One, this might be better in the Homebrew subforum.

Thank you, I wasn't entirely sure where it should be posted. Advice at the time seemed best.

breithauptclan wrote:
Here in Advice you are likely to get a lot of pushback against changing the rules this drastically.

I am somewhat suprised by that but that is good to know.

breithauptclan wrote:
Two, you can certainly try it out and see how it changes things. Revert the game back if you find that it doesn't behave how you want or expect.

We are no strangers to going back to the drawing board haha. If it doesn't work out then it doesn't work out but anything is worth trying atleast once.

breithauptclan wrote:
With that in mind, make sure that this change applies to both sides of the GM screen. Enemies should be taking advantage of this too - and they normally don't as-written. Individual monsters don't typically have abilities that don't stack.

As I've said they certainly will make use of it. I am not against altering a monster's ability or reworking something to make use of a new rule.

breithauptclan wrote:
If you are instead wanting to make the game easier for the players so that your enemies get crit more often, you could just use something like the Weak template - making that Balor into a Weak Balor will change the dynamics of the battle quite drastically.

The goal is not to make it easier for them. If they crit more enemies might have extra resistances or just a bit more raw health. If a spell's crit fail leads to them loosing too many actions some may be quickened already or perhaps it will take all their actions as to get a remotely good chance of them crit failing that save must've taken multiple turns of debuffing. I have some experience already with monster design so at worst it will be a challenge to help me get better incase I end up having to make my own monster for some reason or whatever.

I don't really want to use templates unless I see a narratively driven reason to send a weak-template Pit fiend, Balor or whatever enemy at a party.

breithauptclan wrote:
Three, Frightened, Clumsy, and Drained do stack. There are some overlap status penalties that won't stack - but there are other components of those conditions that do still all have effect.

Yes the effects can "stack" in the sense that they can be under the effect of both. But Frightened 3 and Clumsy 4 doesn't mean you have a -7 to reflex saves. It's still a -4. That is the specific change I am talking about here.

breithauptclan wrote:
Four, make sure that you are varying up your encounters a bit.

I do do this. Hazards, terrain, barriers, high ground. I put a lot of effort into encounter designs. I personally loathe using a single monster more then once, twice at most. But the party will always make decisions based on the math. They make take into account terrain in the sense of how they can get to the location in which the math will be executed but they will always make the decision based on the math all the same.

I don't fault them for this, I like this aspect of them and even if I didn't I couldn't make them not do it any more then I could make them not think. So altering the game becomes the easier solution.

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I appriciate all the suggestions and I will be sure to keep them in mind. I'd like to thank you all for your time.

Ultimately maybe no plan will survive in the execution of said plan but I think even if it crashes and burns and I TPK them or they waltz over my encounters that we will have a laugh. And it can just as well work out for the better.


At my table, me(GM) and my players are going to allow bonuses and penalties that currently do not stack to begin stacking and I am looking for advice from anyone who has maybe done something like that already for certain outliers and some things that might suprise me when doing so.

For background information on the reason we are doing so. My players have decades of experience with tabletop games and are very mathmatical in their approach to tabletop games.
They don't minmax to break the games we play. They don't suprise me with numbers I can't plan for and warn me of things like that when they theory craft.
We have taken a great liking to 2e for it's action economy, the crit on a + or - 10 system and also because it's been very refreshing.
However my players as I've said are very mathmatical in their approach, they will just for the fun of it go through statistical analysis of whatever random effect or thing they wish to inflict upon an enemy in their theory crafting to see if it's possible to do on average.
Because of 2e's tight math and their habit of this. Without meta gaming they will very quickly in any encounter figure out the success chance of any attack they do.

The tight math has made some fights... predictable for them. They don't need to know what a Balor is, what it's level is or anything about it because they understand that if they are level 16 and there is a single big enemy that it will probably be an APL+4 severe encounter. And they will in their heads calculate the success chance for what numbers it's good saves, average saves and bad saves are on average. From there a recall knowledge check to figure those out will mean their entire combat strategy is already planned out.

Now while I understand this style of play is not for everyone, we all enjoy this style of play and since we have no desire to leave 2e, we would rather make changes like this.

I am considering allowing status penalties like Frightened and Clumsy or Drained to stack while also letting a short list of status bonuses (mainly to damaging effects) stack with eachother to make them reconsider what they want to do even if they know the statistical success rate they have by making the rate of a crit happening now be something they are more willing to add into their decision making

While I will be altering several spells and effects to not be too quick to end an encounter. I'll also be giving certain types of encounters a slight increase in their numbers before they are being debuffed as well as giving enemies the same benefits to stack debuffs on the players.

The goal being to give them more room to consider strategies to make attempts even at whatever the creatures highest save because their chances will be good with enough debuffs, as well as allow for enemies to feel the effects of getting crit or crit failure more often, something I and my players currently feel might as well only be a standard 5% right now.

We will do this no matter what but I hope that some advice here will make our experience as good as it can be.


AestheticDialectic wrote:
Well amps to me seem like what the class is designed around to the extent that Unleash Psyche exists to benefit amping. I'm not sure why you see Unleash Psyche as a separate class features from amps when it benefits amps. What is being unleashed are your psychic amplifications to your psychic abilities (cantrips in this case)

While unleashing your psyche does give you three free amps over the 4 turns you have your psyche unleashed (or 5 if you take a feat for more rounds of unleahs psyche)

This is to me more so just making them interact on a surface level. Your do not require Unleash Psyche to Amp and you can just as easely forgo Amps during your Unleash Psyche in favor of regular spells.

They are two different class features that I don't think interplay well with eachother currently. They don't really augment one another beyond making the Amps not cost focus points.

I agree with you that it's currently Amps are the focus point of Psychic but I personally think Unleash Psyche should be as I think it is a better system for Psychic.

I personally don't really see what you mean with

AestheticDialectic wrote:
What is being unleashed are your psychic amplifications to your psychic abilities (cantrips in this case)

I don't think thats the case since, in unleash psyche its self is not mentioning your amps or cantrips and influences your regular spells all the same.

Though if you eleborate on what you mean I'd love to try and understand you better.


The playtest shows many reasons to play a psychic, from their choices in casting stat being smarts and emotions to the choices of being Telepath, Telekinetic or clairvoyant. All of these have great appeal. But in the middle of play outside of character creation and leveling up you have two different augments unique to psychic.

Amps for your cantrips and Unleash Psyche.

Between these two I think Unleash Psyche is far more fitting to the class's tropes and appeal then Amps.

Amps are very cool, but I think they are better to be saved for a different future class more build around cantrips then Psychic. This is for a couple of reasons. Cantrips are currently still in my opinion somewhat rooted in an age of design where 2e needed to exist and not neccesarly to have individual aspects experimented on. But now it's out it's very much time for that, but with an idea like Amps I'd much rather see it be it's own completely fleshed out unique base for a class then somewhat used to fill a whole that may or may not be there.

Amps being a fundamental platform to build an entirely new class off of with a spell list akin to that of magus and summoner, I think would be brilliant. It would really allow for the designers to push the idea of "cantrips" to their creative limits.

I also don't see Amps being that much specifically a Psychic's thing.

Unleash Psyche on the other hand is absolutely brilliant, a sort of rage state for a caster is incredibly fitting for a Psychic, amplifying their spells by pushing their mind past it's limit. I'd love to see this be the focus of the class rather then just a half that could in the worst case scenario be mildly undercooked.

One thing I'd love to see would be the a unique augment that the base Unleash Psyche applies to spells related to your Conscious mind.

Telepaths Unleash Psyche allowing them to really full fill the fantasy of the Yu-gi-oh mind crush.

Telekinetics ripping their environment fully apart in near uncontrolled telekinetic shoves.

Clairvoyants pushing their awareness to a point where they might be manipulating fate.

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Tl;Dr Save amps for a wholely new class and focus on pushing unleash psyche to the creative limits.

If you believe that amps are a fitting addition to psyche I'd love to hear it if you think I'm wrong. I'd much rather be given a new lens to view amps through.