I feel like PF3 really should have it so that each class is designed with at least 3 built-in subclasses for combat, then 3 picks for exploration, and 3 picks for social encounters. Ideally, there would also be a choice for class-based downtime activities as well. It's really hard to say, "These are the 3 pillars of adventuring", when some classes get nothing that natively interacts with one or even two of these pillars. This would solve the Ranger/Investigator problem and ensure that each class feels complete within itself.
Weakness should check for a trigger such as a successful strike/manoeuvre, damage taken from a spell, or any other instance where damage has been taken. Then all damage that has been dealt is added together by type. Then those damage pools are checked against weakness and resistance. If we want spells that trigger additional damage, we'd need to reword them so they can be triggered to do damage as a reaction or, if we want to be spicy, as a free action. Then, after the triggering action has resolved, they trigger and are resolved. This is the only simple way to handle this.
Tridus wrote:
You mistake my meaning. I'd rather Paizo not make errata at all, so we're stuck going with whatever PFS or Foundry does than release errata that actively makes the game worse. Sometimes, no answer is better than a bad answer.
Tridus wrote:
Even if they revert this swiftly, it shakes my faith in the current team that this ruling ever saw print. It's like the writers don't even play-test their own game.
shroudb wrote:
I'd rather just follow PFS or Foundry implementations of rules than official errata if this is the quality of errata we're going to get.
Teridax wrote: Very glad to see this errata, especially as it answers a lot of long-standing questions and rules issues. Even with regards to the Resentment nerf, I feel like it can hopefully help evaluate the Witch a bit more holistically as a class: right now, when the Witch and their power level gets discussed, it's usually just in the context of the Resentment, by far their strongest subclass. Although there are other strong patrons too, I'd argue that non-Resentment Witches could benefit from a few improvements still. Ideally, this can help lead the community to advocate more for the class, without having to contend with what up until now was a notable outlier. We've advocated for the Wizard and Psychic, and they both ate nerfs. Nothing we say or do will get them to fix casters.
Unicore wrote:
The choice to give away the meat of their system is a choice they have made freely. It doesn't free them from the expectation - that they themselves have created - to provide errata for these rules.
Unicore wrote: The Oracle problem creating another problem does make developers hesitant to rush out errata though. That is how you get the villagers getting out the pitch forks and torches. Imagine if some random developer popped in to give a specific answer to the repertoire issue, not just admitting a problem (which in this case doesn’t need to be pointed out because it is either causing tables problems or it isn’t) only for 2 years later the book to get republished with a different number than what was posted on social media.what if the “obvious answer” actually meant having to change the language in not just the Oracle’s repertoire, but in every spontaneous caster’s repertoire text and it ended up obliterating the layout of books already in print or getting printed? Well now that initial answer can’t be practical official errata anymore, so maybe a less desirable answer becomes better for the company, but now customers are going to be even more upset because the first answer was the one they wanted to hear. The right answer wasn’t knowable to any developer until every aspect of its implementation is considered through the company because the game rules are not paizo’s product. Books and PDFs are that have many other considerations than rules clarity. I couldn't care less about errata causing layout issues for hypothetical reprints, I paid for functional rules, and the company I paid for said rules promised two errata updates per year and have now failed at that. Yes, this was expected as Paizo has never been good at sticking to promises to be better at errata, but that doesn't mean anybody needs to be happy about it.
Now that this thread has some answers, here's my take: I personally lean toward quality being close to the same as it's always been. Paizo has never really been good at communication, errata, editing, etc. The store being worse is new but not surprising, given how much trouble they had changing over to the new store period. I wish Paizo were better at all of these things and less pressed for both time and money. Hasbro needs somebody to keep them honest in the TTRPG space, and Paizo, for better or worse, is the runner-up. Sadly, the thin margins, staff churn, and general financial climate of both the PNW and the US at large seem to be conspiring to make life harder for them.
I know that no company is ever perfect, but Paizo seems to be making more unforced errors than usual after the remaster than they were before it. Even the much-promised rework of their online shop hasn't been without its issues. My question is: Has this change in quality worried you, and if so, how might it affect your purchases going forward?
moosher12 wrote:
The math and conversation about scaling only makes sense if we're talking about the amped version.
thenobledrake wrote:
So what mix of creatures would it take to make the new IW equal to the old one? Then, once you have your list of creatures, of all the combinations possible from all 1st party sources, what percentage of combinations work out to the new IW being equal to or better than the old one?
Bluemagetim wrote:
The spell that was so good before that everybody was complaining about how crazy the psychic was... Wait, that never happened. The only issue was how it interacted with another class via an archetype, and that was nuked like 4 different ways, as if 4 different people worked on this update and none were sure what any of the others were planning.
Unicore wrote:
Unicore, could you step back and state exactly why you feel this change is positive and what you hope to gain by continuing this conversation?
moosher12 wrote:
Are you claiming that bludgeoning resistance is overrepresented across all Paizo-published encounters? If so, what is the distribution of such creatures among those encounters? Also, why aren't we assuming that our caster is switching to another option against resistant foes while using IW against foes where it hits for neutral or better damage? If you have a d6-based cantrip that you can amp against resistant foes and IW for everything else, this change is always a nerf regardless of what the distribution of enemies may be.
The issue with the current lack of quality control is that we're also not getting timely errata, and developers won't answer rules questions on social media (including these forums), so we're stuck with unclear or outright broken rules indefinitely. Add in that Paizo seems to be taking a mostly nerf-heavy approach to balance, and the quality that shone through at the start of PF2's life seems to be rapidly sliding into the rear-view mirror.
Ascalaphus wrote: I think surprisingly the interesting part of stats isn't so much what you choose to do about your main stat. That's pretty much baked in, you're gonna get it high. But what are the other stats you choose to focus on? Is your cleric going to go for community leadership and charisma? Is your sorcerer going to pick up a champion dedication and athletics to grab and trip people? Is your cleric going to focus on dexterity and archery to use your third action? Does your champion of Torag want to Craft and repair their own shield? (And yes, those are all characters I actually play and enjoy, not merely theory.) Secondary stats are solved. If you don't have a primary stat that works with saves, you'll boost the stats that help you make saving throws. Otherwise, you'll either boost Str or Cha because Int is a complete dump stat in this edition. You can choose to deviate, but doing so will make you weaker than you could be. Quote:
Some spells are good and carry classes, but the average spell is bad, and certain categories of spells are vastly better than others due to the way PF2's math works out. Buffs are great. AoE is very strong. Debuffs... that depends on the effect they have when the enemy succeeds. Single target damage... trash for anybody other than Magus. Utility spells are fine, but best as a wand or a scroll. Quote:
Dedications are much like spells, where some are very good, and the rest are all afterthoughts. I'd rather just bring back true multiclassing than spend time messing with classes as feats again.
I know that a lot of the recent time crunch, combined with some staff moving on aren't something the current team can control, but it's tough to see the lack of polish and care in recent releases. The lack of errata and their seeming desire to ignore anything that won't immediately result in sales, combined with a lack of communication from anyone by Maya, only makes things feel worse. I know that Paizo isn't a tech company or a social media company, but the modern consumer expects access to lead developers, frequent fixes to rules/printing issues, and a general level of polish that Paizo hasn't delivered for a few years now. I hope things improve because the hobby is better when everything is running smoothly.
Unicore wrote:
Why are we gating the ability to notice things by class at all? Is this really a niche that needed protecting?
Even if you do spot a hazard, solving or not solving it tends to be equally meaningless. If you fail to solve it, you rest, make a few rolls, and move on. If you do solve it, you spend some time, make a few rolls, and move on. Official material doesn't suggest a living dungeon or any actionable time pressure, so you never come out of a stand-alone hazard down any resources. So long as healing and recovering focus points cost nothing but time, these types of traps cannot be interesting unless they actually take down a PC and keep the party from healing them for long enough that you have a casualty. Even that would often feel more cheap than engaging. Traps would be more interesting if they could pick off hirelings and limit how much loot you can recover, if HP and focus points weren't so easily recovered, or if APs were designed with collapsing encounters and time tracks where x minutes spent resting causes some meaningful change in the dungeon that makes continuing more difficult.
Ryangwy wrote:
Stealing the spotlight by using Amped Guidance to aid the rest of the party seems pretty hard to do. The only broken interaction is with a specific subclass of Magus, not with the dedication or amped spells in general.
ScooterScoots wrote:
However AoE tends to want large clumps of foes for the most efficient damage per spell slot. There's a reason we don't favor human wave tactics against modern weapons and that when such tactics are attempted losses are catastrophic.
AestheticDialectic wrote:
How many actions does it take for them to get a buff up and then start debuffing the enemy compared to the bard? The difference between can do something and is good at doing so is really in the action costs in PF2.
The Raven Black wrote:
This could also work for a "Monster Mash" style one shot where everybody plays as and/or designs a monster and a short adventure is run.
Deriven Firelion wrote:
Nah, I'm good. My point also isn't that PF2 is bad and that I could do it better. It's that asking for the eventual PF3 to be PF2 but with even more feats in even more buckets is going to make the problem worse. The more you force the writers to make, the less time they have to test and proofread it all. This is assuming that Paizo wants to keep their current release schedule and not do Kickstarter campaigns for new books every 6 months to recoup costs or some other crazy thing to justify the added effort.
Ajaxius wrote: [W]eapons are pretty broadly effective based on design, force, and technique. Realism generally sides with, "size doesn't matter." This only applies when those weapons are being wielded by beings of roughly similar size and anatomy in one-on-one conditions. There's a reason combat sports have weight classes. You're not going to put a 4'9" person of slight build up against a 6'5" monster and expect anything like a fair fight.
Deriven Firelion wrote:
I never said PF2 characters don't gain power as they gain levels. I was saying that they gain power and complexity as they level. If you want power without complexity you might need to modify the game to work for that need, likewise if you want complexity without power you would also need to do some work there. This whole thread is about how it would be nice to decouple character power from breadth of ability, and campaign scope. I don't really think we need easy, medium, and hard to play versions of each classes that all reach the same level of power, but there seems to be a desire for that hence the existence of this thread. Quote: Thanks for listing the problem with every game system ever made. Not new problems. What you stated above was even worse in PF1, far, far, far worse. Let me state it plainly then. I don't think Paizo has it in them to make more material than they already do without the quality of that material dropping even more than it already has.
Quote: Do they thought? The underlying mechanics are similar but the fantasy and type of things being done between the two classes are significantly different. Very little I want to accomplish by being a Wizard is redundant with what I want to accomplish as a Bard. Asking me to play a Bard instead of a Wizard does nothing for me if I wanted something similar to the Wizard. If a player at my table wanted to play a caster and liked the Wizard's theme, but didn't like the mechanics and liked the mechanics of the Bard but not the themes my job as GM would be to make that work for them. It's not a system lever, it's a good GM lever. The idea that we need to have a Mage (Basic), Sage (Mid), Wizard (High) progression of classes with the same theme but different levels of mechanical complexity seems like a lot of work for very little gain. Especially when those classes are all supposed to be equally useful in all modes of play with special care taken to ensure balance in combat between those three classes (class options?) and every other class.
You failed to respond to the key part of my argument. PF2 has its worse balance when you compare parts within each module to each other. Spells have must haves and never takes, classes have great feats and duds, skill feats have a handful of useful picks and then everything else. How do you propose to make everything feats, allow people to dial up and down how many feats characters are going to have, and ensure that feats are all equally worth taking? Are we okay with 90% of feats being duds and trusting that we've narrowed the ceiling and floor enough that the game works even if you take 50 bad feats and somebody else takes 500 good ones?
Teridax wrote: That's not really a complexity lever, though, that's just some classes being inherently more complex than others. That is a lever. You can play a Wizard and have to know all the good spells to keep up or play a Bard and get much of the same flexibility that is inherent to spell casters, but have a far higher floor if you don't tune everything optimally. To a player who "wants to cast spells" those classes represent the same thing but take different levels of player effort to get the same in character results. Quote: I don't think that's an inherently bad thing either, though I do mention in this thread that I'd like spells to be rolled into feats and no longer make spell slots the default mode of casting, so that playing a caster doesn't automatically entail having to manage a large collection of spells and limited per-day resources. Feats, however, could make for an excellent complexity lever, so if the party decides they all want super-complex characters, you could just give them 30 feats each to play with, and if they want simple characters, you could give them 5 feats each. The fact that you can dial that sort of value up or down easily is what makes something a lever in balance and design terms. Spells as feats is a very 4e D&D "everything is a power" way of solving what, to many people, isn't even a problem. While I'd prefer a skill check based system where spells apply fatigue to the caster based on the spell's level and where in the 4DOS a spellcasting attempt landed, if nobody else wants it there's no point in making it. As for complexity being tied to feats. D&D 5e 2014 tried that by making feats optional and basically every table ever used feats to the point where 2024 D&D had to add stats to more feats because they realized how bad it felt to get stats or feats every 4 levels. Feats = power, or at least more options to solve issues, so why would players not settle on 30 feats being the standard and anything else being weird of for new players only? Quote: I fail to see why more modularity would entail worse balance, and as a matter of fact I think modularity would make balancing easier by decoupling unrelated systems from one another, such as combat and exploration. The issue is when you create more work for the team, and making everything a discreet sub system that is 100% perfectly optional is more work, quality suffers if you expect the same team to deliver it in the same time and page count. So you either get less content, worse content, or burnt out designers. Paizo can't just double its staff and make the perfect system even if we all wish they could. Quote: Just because some forty year-old RPG system exists that never aimed for balance in the first place doesn't mean modular games are doomed to poor balance, and TTRPGs have evolved enough since that I think the opposite can be stated in confidence, as shown in particular with systems like PbtA that are both extremely easy to customize and generally balanced by default. PF2e itself made itself much better-balanced than 1e in large part by making itself more modular as well, which has made it a lot easier for it to isolate elements of its design cleanly and ensure they remain balanced without getting knocked out of whack by some totally unrelated mechanic. PbtA is a rules light game. Show me a crunchy rules heavy game that does modularity well and maintains balance equally when played with the bare minimum rules and with every rule at once? Yeah, you could make everything feats. Then every level you get an action feat, a defense feat, a skill feat, a movement feat, an exploration feat, ad nauseum. But at what point does enough become enough and how do we ensure that there are 10 good exploration feats and 90 crap ones? For a 2e example, a well built caster is balanced, but spells aren't internally balanced so a new player could pick bad, or overly narrow spells, and have a worse time than if they stuck with haste, fireball, synesthesia, slow, etc. The top end of these systems might mostly come out to balanced, but what about the second and third tiers of junk that are just wasting page count?
The weapon size issue the OP has isn't the real issue. The issue is that the mechanics are disconnected from fluff in a way that prevents some players from fully engaging with the fiction. Size bonuses are just one visible example of this, but skill feats (feats in general), how some feats sound amazing in the fluff and then do nothing at the table, monsters and players being created differently, are all things that might take a player out of the action. PF1 often let you "fix" these troubles by "breaking" sub-optimal options and making a functional build out of them that works at good, but not broken level tables.
Quote: I'd say what I'm discussing is the polar opposite of this: power level is narrative scope, such that it is impossible to discuss a character's power level without also discussing the impact they can have on the world and the story, as well as the scale of adventures suited to them. The proposal for future editions isn't to eliminate power or complexity progression, but to decouple these from one another and give the GM more control over when to apply those: if the players want more complexity, that's a dial the GM ought to easily be able to turn, and if the narrative calls for a change in power level, that's something the GM similarly ought to be able to easily apply on the post. Having multiple levers that can be flipped independently of each other would allow for a lot more flexibility than the single, catch-all, and fairly rigid mechanic that is character level. PF2 already has complexity levers that aren't tied to power and it's one of the most complained about aspects of the system. The fighter adds 1 + 1 and gets damage while the wizard does calculus to get a similar effect. As for decoupling power and scope and adding in complexity as an additional system. That sounds like GURPs which has a lot of drop in sub systems and not a lot of balance. The idea that you can get perfect granularity and tunability and PF2 levels of balance on the time and design budgets that Paizo have simply can't work out. If we get more modular systems, you have to expect that balance will suffer and I'm not sure fans of PF2e are willing to make that trade.
Witch of Miracles wrote:
I stopped lurking just to agree with this. If you look at the PF2 sub-Reddit the idea of homebrew seems to repel people and there are very few meme posts. It's a self selected mechanically focused group of players, these forums are also very self selected to consist mostly of people who don't ruffle the feathers of established posters too much. Outsiders with radically different views don't seem to stick around very long. ----- On topic this idea of power without narrative scope and narrative scope without power is at odds with the core of what D20 fantasy is. Most players enjoy gaining more ability to impact the world as they level and can handle the added mental load that comes with that. For players that don't I'd probably space out ability levels and stat levels so they hit level 20 in terms of skill numbers, HP, to hit, etc., but only have 10 levels worth of feats and abilities to remember. You'd need to scale spells with level as a 5th rank spell splashing against 20th level HP won't work, but in a reworking of this magnitude that shouldn't be outside of your scope. |