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Crazy that we still have no official update on this.


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pauljathome wrote:
Hey, it was YOUR example ;-)

I still wouldn't replace a cleric with a druid.

Quote:

But the Druid could easily replace the sorcerer.

There are advantages to having no squishy in the party with some extra meee oomph, advantages that at be least compensate for the slightly reduced blasting power.

What happens beyond 10th level, or if your table uses free archetype, both things that happen at real tables and need to be accounted for.

Quote:
I also think it is basically wrong to evaluate all classes by whether or not they are absolutely top notch. In almost all campaigns there is room to be slightly sub optimal. The goal is to have fun, not muscle your way through every encounter as quickly as possible.

When talking about balance, the only thing that matters is whether the class reach the expected level of power at all levels it plays at and if it fulfils its class fantasy. Currently, the druid can only manage that at some levels, if played in a very specific way, and if free archetype isn't used.


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pauljathome wrote:

You're seriously underestimating the power of flexibility. Let's take that group at low level (10 at most)

If the cleric is a warpriest then the group could really use a blaster. The druid is a little worse blaster than a sorcerer but not by much in any one encounter although with less staying power (although not much given its focus spells). So I'm going to compare druid to primal sorcerer for this group.

It's better hit points and defences matter. The fact that it is comfortable on the front lines helping to give a flank matters. The fact that it can trivially solve some problems by having flight or scent on demand matters.The fact that it can trivially get a speed of 50 and go engage the mage in the enemies back in melee matters.

At lowish levels I think the druid is at least on par with the sorcerer in that particular group.

Now, at higher levels many of those Druidic advantages decrease and the sorcerer becomes the better choice. If you're playing Free Archetype that will also help the sorcerer more than the druid.

If we're looking to build an optimal party, I'm not even sure a Cleric makes the cut and certainly not as a Warpriest. I know the topic is open for debate, but something like a Fighter, Rogue, Oracle, Bard, Sorcerer party is likely among the strongest you can build. In such a party, who does the Druid replace to make it better?

My take on balance is that we should attempt to raise all classes to parity with the best classes in their role. There is no reason why any melee martial need be less useful than the Fighter. Nor any blaster worse than the Sorcerer, etc. In this light, the Druid has room for buffs without much risk of becoming too powerful.


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Ryangwy wrote:
I mean... it does compare fairly well to their niches, actually? You probably replace the cleric with the druid if you are in a campaign with few undead/unholies and more things with elemental weaknesses so you aren't twiddling your thumb where there's nobody to heal (Outlaws of Alkenstar comes to mind). The ability to off-tank compared to a sorcerer would also matter if your primary DPS is ranged for whatever reason or enemies themselves are ranged or have a lot of movement options (again, see Outlaws of Alkenstar). I understand they taper off at higher levels but they get good focus spells very early on and can accumulate them cheaply. They may taper off at higher levels but I'd actually argue that at 1-4 when slotted spells for damage sucks a druid beats the sorcerer and oracle and still has time to give everyone rank 2 tailwind.

I think that when you have to start calling out narrow level ranges and specific party builds to make the case for a class, that class likely needs some help. I think the druid is a step below the top-tier classes, but well above the worst classes in the game.

I know people will likely quibble, but my list of top classes would be:

Fighter, Champion, Rogue, Oracle, Sorcerer, Bard, maybe Cleric

The bottom classes are:

Inventor, Investigator, Wizard, Psychic, Gunslinger, maybe Ranger and Swashbuckler

Everything else is in the middle with at least some room for improvement.


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Is anybody still thinking Animist is OP? Everything I've seen post-release is basically people saying that it's strong, but not stronger than the best classes. It's not a crime to be better than the worst classes in the game.


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Ryangwy wrote:
Well, yes. That's why letting the druid do limited casting when they cast untamed form will be of the biggest help to untamed fullcaster druids, not adding more stats. That lets them leverage what their actual strength is and not leave them in a quantum state where the sum total can be too powerful but also most people will run it badly.

If you're allowing limited casting, that just sounds like a martial character with a caster dedication. Why would we want that when we already have it?

Quote:
Note that the druid is a 'specialist' as a caster already - they're basically as good as a cleric at healing in any single combat, though they deplete heals faster, they get access to the best blasting spells, though not the status bonus sorcerers get, they still get access to the really good buff spells like, I have to reiterate, haste and slow. They can just cast 2nd rank tailwinds out of every slot too, and have the cheapest baked in access to mounts for free moves. The issue is that untamed pushes them into an area they aren't a specialist in, in the same way say, scroll thaumaturgy does for thaumaturges, which doesn't really stop them from being perfectly competent in their role any more than spending an entire turning casting a single scroll spell does for thaums but if a thaum refuses to do anything other than cast scroll spells they suck too; giving thaums full casting is not a solution to that.)

The issue is, what does the Druid do when the party has a Cleric and a Sorcerer already? It doesn't compare well to either class in their niche and doesn't really have a niche of its own. It feels very much like a 3.x/PF1 bard, where it's a good fit once every other role has been filled, but never something a party would want instead of a more optimal setup.


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Ryangwy wrote:

I feel like I need to reiterate that giving the druids buffs to lift up their later level performance, where their early game chassis advantage over casters not named 'animist' or 'oracle' (gag) fade away, is fine. Smoothing over some pain points for shapeshifting is great. Making a class archetype or even a flat out shifter class is great.

The problem is that this keeps, somehow, returning to making the druid shapeshifted to be pegged to the higher end of martial play without accounting for their spell slots. Because you can't separate the spell slots from the druid! The druid is a perfectly good buffer, can cast heal spells and has a selection of great focus spells. Even if the primal list is constructed in a way to make casting 1 action spells into untamed being not great, that doesn't shake the fact the druid can, at any time, unshapeshift and cast heal. Or cast Haste 6 then shapeshift. Or... well. It's why I think letting the druid cast a spell in conjunction with shapeshifting is a better solution than giving them numerical buffs to shapeshift forms, because then you eat up those spell slots to do so and account for them.

And also because the other usecase for untamed, being a cantrip that gets around spell resistance, is a very good option at low levels. I mean, even non-druids tote around shapeshift spells for a reason.

So the 'perpetually shapeshifted' class needs to not be a fullcaster druid while having a full martial chassis plus benefits, and the fullcaster druid could use some touch up to make shapeshifting work better with the buffs on the primal list that really should go well with it as well as fill out that nasty remaining gap, but please don't conflate them. Putting both goals as the same class... I won't say will never happen, because PF2eR has been playing a lot looser with balance than I'd like, but I won't enjoy it.

For the druid to shift and then unshift in the same combat, they're wasting more than a full turn of actions. A druid who wants to transform spends one turn with their thumb up their butt, and then gets to be slightly more effective than an animal companion until the end of combat, unless they want to waste more actions changing back. The flexibility is almost theoretical because any combat where transforming isn't a waste of resources is either so trivial you could have just cast cantrips the entire time or a specialised puzzle that the GM handed to you, so your ability could feel useful.

The fundamental issue with flexibility at a cost is that any time you could shine as a generalist, the specialist in the group should be stepping up instead. A class that only shines when the party is badly built or when something goes wrong, and your best option is down for the count, is pretty clearly a poor option.

This doesn't mean you shouldn't play a druid if you like the class theme and understand that some of the class fantasy is mechanically iffy; it just means that the class doesn't actually support its entire class fantasy very well.


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pauljathome wrote:
gesalt wrote:
Not just fighter and rogue. You'd need to drag down just about every martial class that isn't investigator or inventor. Fighter and rogue might be the best, but swashbuckler remains among the worst.

It continues to absolutely amaze me how much peoples opinions on classes vary.

Its due to a combination of people evaluating different things differently, GMs handling things differently, different party compositions, different house rules (Free Archetype can change some builds significantly, for example), people playing at different levels, what the group considers the baseline for power, what encounters the group runs into, etc etc etc etc.

But it sure makes it impossible for Paizo to please everybody. And, in the face of the wildly varying opinions people have Paizo actually does a pretty darn good job of keeping most things sort of balanced.

At this point in the game there are probably only a few things that nearly everybody thinks are overpowered (Phantasmal Doorknob, Exemplar Archetype, Synesthesia all spring to mind) and only a few things that nearly everybody thinks are underpowered (inventor and investigator as examples).

To take the druid as an example, I think that there is near universal agreement that the druid (wild shaping or not) is at least a decent class at least at the lower levels (10 or less) where most of the game occurs for most campaigns.

If the bar for balanced is anything besides performing on par with the best class in that category, then you're missing the point. People use Fighter as the baseline martial because it is both straightforward and strong. Rogue is the baseline skill class for the same reason. Casters are slightly more contested, but Cleric, Sorcerer, Bard, and Oracle (R) are clearly at the top with everything else somewhere below them. Kineticist seems more and more like a mistake as it tends to be weaker than most other classes, lacks a defined role, and doesn't play well with anything outside of its own class feats.

You balance to that line, not at some arbitrary mid-point below it.

You also balance at all levels, not just at levels 1 - 10, where balance is relatively easy. Not just for the optimum playstyle for that class. If you commit to making your game balanced, you should go all the way.


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Ryangwy wrote:
Gortle wrote:


It is illogical to balance out of combat utility versus in combat.

Yes every class should be aimed at around the same power.

Then you'd be better off knocking down the fighter and rogue rather than trying to drag all... how many classes up to their standard?

Besides, untamed druid, which has the fallback of being a 3 slot primal caster with full access to the spelllist, isn't just purely out-of-combat versatility. The versatility is very real in-combat too. Awkward, but real. Just putting heals in those slots is already good. That's always the tension, a very real one. Spellcasters can't be balanced around people not casting spells, because 'cast three top rank slots of good spells' is always the most effective thing to do in an encounter. Unless it's an encounter with lesser deaths, I guess.

Nobody likes nerfs. The outrage that would happen if you hit Fighter, Rogue, Bard, and Oracle would be crazy.

Meanwhile, buffs for Invesigator, Inventor, Wizard, and Psychic would be cheered. So it's obvious which path should be taken to rock the fewest boats.


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pauljathome wrote:

No, it IS a balance issue. It really and truly is.

Lets say you make some MAJOR surgery to the druid class with the goal that, when it spends ALL of its spells, it is good as a martial in combat. You are a game design superstar and achieve this wonderfully.

But spending ALL of its spells so that it as good as a martial is fundamentally just creating a martial shifter class (which I think everybody on this thread agrees would be a great thing)

So, you instead design it so that the druid has options. Spend all spells, be as good as a martial, spend no spells and be something like where the druid is now, spend some and be somewhere in between.

That is too strong, although possibly not game breakingly so. On whatever granularity you're allowing (PFS session, game, encounter, round) you make your decision as to whether you're a spell chucker or a melee combatant or some mix of the two.

That means that you're a spell chucker when that is advantageous, a melee when that is the best thing.

I play PFS so I'll use an example of how this is problematic.

If I sit down at a table with martials and no healer and/or no blaster then I play my druid as a spell chucker. If the table has a cleric and a sorcerer then I play it as a martial. Even if the granularity is at the character day or PFS session level then I get to choose between 2 characters.

Versatility IS power. Its not as obvious as doing an extra 12 points of damage or being +2 to hit but it IS power. A lot of versatility translates to a lot of power.

The best example of this in the current game is probably the kineticist. It is very easy to create a versatile kineticist. They can melee, they can use ranged combat, they have some AoE damage, they have some control, they can tank, they can heal. It is even possible to do ALL of these on the same character at level 1.

They are significantly behind characters dedicated to any one of the above, somewhat behind more general characters who can do 1 or 2 of the above. But that reduction in power...

This power is greatly diminished for those who play with a set party and know how to work together. If you know your group has a Fighter, Rogue, Cleric, and Bard already, then your versatility as a Druid doesn't add much of anything. When a class only feels good in a low synergy group or in easy encounters, which is the PFS experience, that suggests that said class is underbaked.


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Squiggit wrote:
Funnythinker wrote:


It’s also important to remember that, despite the criticism some players have for 3.5, Pathfinder 1e was built on that foundation—and PF1 was generally more popular than PF2e. A major reason for that popularity was the wider range of playstyles it supported.

?

PF1 was notorious for how poorly it supported a huge variety of playstyles, even ones that it pretended were legitimate options. PF1 was very popular, but definitively not for this reason.

PF1 supported a wide variety of play styles if the game was being played at the correct tier. As you rise up the tiers, fewer and fewer playstyles are supported. In absolute terms, both PF1 and D&D3.x had more options than PF2; it just took a lot of work by each group and GM to balance those options and then figure out which encounters worked with your group's builds.


Karys wrote:
Bust-R-Up wrote:
Karys wrote:
Because Paizo is too busy making a better game than them
If that's the case, it must be something they haven't released yet. The current one has a lot of rough edges, a poor errata cycle, and leaves many of the more unique classes waiting years, if they're lucky, between getting any new rule support.
And yet, still a better game

What game do you assume I'm comparing it to?


WatersLethe wrote:

If I were an under-paid nerd working in the TTRPG space the very last thing I would want to be doing is writing blog posts justifying everything I and my team design in an attempt to mollify the very same people who will be the first to jump in an argue with me about the justifications.

I'd much rather spend my time working on game design making content I and our customers are excited about.

The fact that we do get as much communication, livestreams, and blogs as we do is pretty sweet. They already read and respond to our community concerns better than basically any other company, and go far out of their way to do robust playtest for new content. I'm not sure how much value add there is to have them also babysitting us on the forums and in even more blog posts as well.

If this ask is so onerous, why can every other company in this space except for Paizo manage it?


Gortle wrote:
Bust-R-Up wrote:
If community engagement is so hard, why does every other company in the space do it better than Paizo?

That is too harsh. Paizo are better than all the larger gaming companies.

They do make an effort.

GW and WotC both give more and better feedback, though D&D under Hasbro has suffered greatly from restrictions placed on the developers from on high. Smaller companies like R Talsorian Games and CGL also do better on less than half of Paizo's budget.


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Easl wrote:
Well then, your volunteer internship awaits. Looking forward to you getting hired, learning the ropes, and knocking out professional rules development blog posts every week. Since it's not that hard, should we expect the first one by...1 April? Your day job shouldn't be an issue since, as you say, what you're asking for is not that hard.

If Paizo wants to give me access to their developers, design notes, and minutes from relevant meetings, I'd have no issue banging out a blog post for them. That said, why should any of us have to be the ones who take up that responsibility when I've already shown that the level of communication I'm asking for is industry standard from both larger and smaller companies? I'm saying that open communication isn't hard because everybody else in the space is able to do it.


Tridus wrote:
<snip>

If community engagement is so hard, why does every other company in the space do it better than Paizo? It's not that hard to write a blog post. Let us know what you're working on, how you feel about the state of PF2R, what's working, and what you wish had been published differently. The usual stuff that's expected within this space and that's delivered by almost everybody aside from Paizo.


BigHatMarisa wrote:
Bust-R-Up wrote:
...Why has this most recent errata still made rules errors, i.e. By RAW DaS still can't benefit from hero points because it isn't a skill check, so what was the point in removing the luck trait from it?

For the record, the Fortune trait on Devise a Strategem DID matter, and the removal of it from the action altogether does actually have impact.

Player Core pg. 401; "Fortune" wrote:
A fortune effect beneficially alters how you roll your dice. You can never have more than one fortune effect alter a single roll. If multiple fortune effects would apply, you have to pick which to use...

(emphasis mine).

As Devise a Strategem WAS an action that "altered your roll" (by either replacing it with a set number in Attack Stratagem's case or giving it a flat bonus in Skill Stratagem's case), you could not use Hero Points for either case because there was a Fortune effect already applied to it. It never mattered that the roll it altered was made later in the round and not immediately as part of the action. Fortune effects can be placed on actions that have delayed effects and work as written.

Now that the fortune trait was slid into only the Attack Stratagem portion, you can actually use Hero Points on Skill Stratagem rolls RAW.

That is such a narrow change as to feel like a troll, and I'd be willing to bet that RAI was to allow for DaS to be rereolled with a hero point. It's too bad that we're stuck guessing at what's RAI when RAW runs into a snag.


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Roadlocator wrote:
If I may summarize, interaction is a privilege, not a right

It's also a wonderful tool for community building. There's a reason why most gaming companies have weekly developer blogs, YouTube channels, and a social media presence. If you look two posts above, I show that two companies smaller than Paizo both manage a better level of audience engagement.


Easl wrote:

Paizo revenue 2024: $12 million (though it doubled in 2025!). Paizo workforce: 125 people.

WoTC revenue 2024: $1.1 billion. Workforce: between 1,000-5,000, exact number not reported.

Of course D&D has the ability to offer blogs, streams, etc. that smaller companies cannot.

If this is such an expense, why can smaller companies manage it?

https://rtalsoriangames.com/#
https://www.zoominfo.com/c/r-talsorian-games-inc/479287123

https://www.youtube.com/@catalyst-game-labs/videos
https://www.konaequity.com/company/catalyst-game-labs-4388801284/

Paizo is over twice as large as the largest of these entities and seems unwilling to even match their community outreach, much less exceed them, as we would expect the second-largest TTRPG brand on the planet to do.

Quote:
Doing that costs them a much smaller fraction of their labor and operating budget. You're basically complaining about how the corner store doesn't have WalMart's services.

It doesn't seem to stop the mom and pops from stealing Paizo's lunch money. Also, there's a reason why Walmart, Amazon, 7/11, etc. plough other smaller companies under. Why go to Mom'n'Pops, where you pay extra, have a limited selection, and they don't take Amex or Discover, when you can go to a place that better serves your needs?

Quote:
High-level balance issues do matter, of course. There are many loyal players who play those levels. None of that negates the point, however, that the majority of play isn't going to involve flaming shock cold silver weapon vs. immune to A resist B C weak D E, so a rules change that mostly impacts such complicated situations isn't going to impact the majority of play. And the situation becomes even less dire when you step out of the white room and remember that GMs have the ability to tweak encounters if they don't like the way the revised resistance works.

Your example suggests that you don't know why the old ruling was broken. It wasn't broken because you could hit with multiple different elements at once; it was broken because you could stack half a dozen of the same element on a weapon, force an enemy to be weak to that element, and absolutely destroy them with that extra damage.


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For the record, I think this change is pretty minor, and I wouldn't mind it nearly as much if it didn't show us that, behind the scenes, the current dev team doesn't have any more of a clue how things work than we do. If we got more frequent and in-depth insights from the team, similar to how Mark Rosewater and Gavin Verhey talk to the community about MtG, design goals, what has worked and what hasn't, what's coming soon, etc. I'd be more willing to accept changes that match that shared vision. Instead, we're left in the dark, and then we get an awful ruling, backpedalling, and then a ruling that introduces a balance change, all in short order.

To top it all off, this is after the team missed an errata period that they set for themselves. I don't think it's unfair to say that this doesn't feel like the work of a well-oiled machine. It feels like an understaffed team that has too much work and not enough time to make a quality product.


KlampK wrote:
I don't think the retracted clarification did fundamentally break the game. I do not deny that there may have been some abilities/spells designed under the "community" rule that could break the game.

Allowing one character to deal hundreds of damage per strike by triggering weaknesses that the party itself is able to create fundamentally breaks damage math, and telling players "just don't do that" goes against the entire ethos of PF2. If you can't see that, I'm not sure we have anything further to talk about.


Nezuyo wrote:

Anyways, congratulations, the rules now basically work in the way Foundry has been doing it, though Paizo clearly thinks that means Resist All needed to be reigned in/changed to Resist Any.

And the harshness of all your posts on the topic shows why the Paizo team doesn't really interact with people anymore, I feel for them.

I'd be less harsh if the devs gave us anything in terms of insight into these changes. It's not hard to write a quick blog post talking about the changes, letting us know why they made them, why other issues aren't being addressed, and teasing what's coming next. People hate them, but look at how WotC handles things with heads of departments engaging with the community all the time. That is the expectation, and Paizo is failing to meet that.


Nezuyo wrote:
Bust-R-Up wrote:
Nezuyo wrote:

While I actually like this interpretation of IWR rules for being nicely consistent, in that Weaknesses/Resistances only apply once, no exceptions, on principle, I do somewhat agree.

#BringBackSpellSchools
That "tantrum" was because the new ruling fundamentally broke the game and clashed with how nearly everybody had interpreted the limited rules/rulings we had to work with. The feedback given after that ruling dropped could be boiled down to, "WTF, why didn't they just have it work like it always did on Foundry, but properly spelt out?"

Bruv, I think you quote responded to the wrong thing, had me confused what you were talking about for a second.

Anyways, congratulations, the rules now basically work in the way Foundry has been doing it, though Paizo clearly thinks that means Resist All needed to be reigned in/changed to Resist Any.

And the harshness of all your posts on the topic shows why the Paizo team doesn't really interact with people anymore, I feel for them.

Yup, my bad will edit that post.


KlampK wrote:

It may have been easiest but we do not know if it was best. The community threw such a tantrum at the first clarification that we don't know how that would have turned out.

I suspect the "Best" thing would have been halfway between the first clarification and how foundry was doing it.

Quote:

That "tantrum" was because the new ruling fundamentally broke the game and clashed with how nearly everybody had interpreted the limited rules/rulings we had to work with. The feedback given after that ruling dropped could be boiled down to, "WTF, why didn't they just have it work like it always did on Foundry, but properly spelt out?"


Squiggit wrote:
HolyFlamingo! wrote:


Regardless of who's in charge, though, changes to fundamental mechanics should probably wait for the next edition, imho.

lmao that's so dumb though. Like if something isn't working right change it.

If there's an aspect of the change you don't like that's fair game but the idea that errata is somehow inherently bad is something I can't even wrap my head around.

Errata = balance patch, especially when the way people were already playing wasn't breaking anything.


HenshinFanatic wrote:
Bust-R-Up wrote:
Except this new version isn't good and breaks several old monster designs as well as harming existing player-facing options that haven't been adjusted in reaction to this change.
No, it isn't ideal. That's nowhere close to the same as "bad". Home games I run will be using my houserule, but the new official stance is perfectly serviceable in Society play. Just because you don't like it, doesn't make it bad.

There's no way that the design team didn't know that most of us were using the Foundry implementation; the best and easiest thing to do was to codify that. If they felt that might be unbalanced or otherwise less than ideal, they could print a sidebar that gives an optional rule for resist all as it currently works.


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Easl wrote:

Culturally I think we're stuck with it. So many tabletop players second-game as videogame rpgers and MMO players that push-updates are the expected norm now. Look across the boards here, you'll see regular comments to the effect of "well now that Paizo has made this change, they should go back and change every past publication to address it. For free. Should be easy!" That's coming from video game expectations, IMO. No pen and paper publisher can do that. Yet, it's the expectation of many players.

On the plus side, Paizo having an active change/update culture says to me that they plan on supporting PF2E for years to come, that this is the game they want people to play. To me, that's good.

If you're going to have a living game, it doesn't make sense to pick and choose what bits you're willing to fix and which bits you aren't. You either fix things, or you don't. Half-fixing things while also breaking other things is a poor way of approaching a living set of rules. The lack of communication as to the whys of these changes is also a big problem.


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HolyFlamingo! wrote:

> we're seeing it demonstrated that they have no idea how their own game works.

The people making the rules changes aren't the same as the people who wrote them in the first place. There has been a lot of turnover in the past few years.

Regardless of who's in charge, though, changes to fundamental mechanics should probably wait for the next edition, imho.

If Paizo is going to lean into treating PF2's rules as a living document, and for the record, I very much support this, they should do it right. A living game requires developer feedback; we need to know what they're looking to change and why. The current faceless, silent development team is not a good fit for a team that also makes rules changes via errata.


Tridus wrote:
The first stab at it was bad, yeah. But they listened to that and changed it, and the new version is good. That's the process working.

Except this new version isn't good and breaks several old monster designs as well as harming existing player-facing options that haven't been adjusted in reaction to this change. This is very similar to how changes to Shield Strapping have broken things that are unlikely to ever be fixed via errata.

If they're taking feedback, my feedback is that any errata should be accompanied by fixes to any rules broken by it.

[qupte]I don't know what prompted this change, but the new folks in charge apparently feel its too powerful with how the rest of the rules changed. That has nothing to do with not understanding it.

I'd have more faith if this new team could be bothered to communicate with us. The old team is beloved because they bothered to interact with us.

Quote:
You can see this with pre-master shields, where they aren't durable enough to work as written.

The fact that the remaster specifically added runes to account for this says the opposite your assertion: they understood the problem and addressed it.

Quote:
Are you seriously surprised that as they've gotten more experience with the system, AP design has gotten more consistent? Because that's literally how everything works.

Kingmaker says hello.

Quote:
It's a big, complex game, with an overly tight production schedule due to market reality. Mistakes will get made. The fact that stuff is being addressed is a good thing, not a bad thing, and the fact that everything you're using as examples is so old is really undermining whatever point you're trying to make.

If you want new examples, what happened with the Mythic rules? Why did Rogue get buffed in the remaster while Wizard is still in a terrible place? Why doesn't the new Commander class properly interact with the Kineticist? Why has this most recent errata still made rules errors, i.e. By RAW DaS still can't benefit from hero points because it isn't a skill check, so what was the point in removing the luck trait from it?

This doesn't point to a team with a great internal idea of how the system works. It points to a team that has less understanding of the game than the community.


Tridus wrote:

Since they stated explicitly that they were changing it, they know pretty clearly how it works.

It's a surprising change since Resist all has worked this way since the original CRB and was the one case that was perfectly clear.

But it's got nothing to do with them not understanding it. It's them making a decision to change the balance on those abilities significantly. Of course, this also applies to enemies: Incorporeal enemies won't resist every damage type on a strike now either.

If they knew, why did it take years and a remaster for them to clarify it, only to find out that the first clarification broke the game entirely when we called them out on it? The only sensible option is that they didn't know how damage worked. They may have had an idea of how they thought it worked, but they clearly hadn't ever tested whether their assumptions actually worked.

You can see this with pre-master shields, where they aren't durable enough to work as written. You can see this with early AP design. The release version of the alchemist, before even the day one errata, the release witch, etc. This is a company that, at best, guesses at how its game works while having no idea what is going on at real tables.


Easl wrote:

I expect playtesting dealt with common situations, like flaming rune vs. fire resistance. Not "fully loaded" cases like silver+holy+flaming+fire spell enchantment on sword + precision damage + fire kineticist stance vs. resist all+hardness+slashing immune+holy weakness+fire resistance+elemental betrayal hex + etc.

There is certainly value in a rules set that is 'set complete' in terms of addressing every possible hypothetical scenario in a way that remains fun and fair. But is it necessary that every edge case be dealt with effectivelly? Maybe not. To use this thread as an example, 99% of actual table play will not suffer at all from the 'new issue' of Dragonscale Amulet now being much more powerful than Resist All, because Dragonscale Amulet is a rare, campaign-specific L15 item. It can only come up in a game if you're playing that AP or if the GM actively, consciously decides to have it in their game.

We have hundreds of pages of rules for this game. I think it's fair to ask that these rules be written unambiguously, if not in the main rulebooks, then in a separate technical document that can be looked up to resolve specific cases. You can play MtG 95% correctly without ever looking at the full comprehensive rules, but if you ever have a question, those rules are there and, if correctly applied, work 100% without ambiguity. This is what I want for PF2R.


Karys wrote:
The way I see it, the first clarification was how they envisioned it in the first place, as it worked exactly how I read the rules since release. So the wildly different versions feels more because of how bad a reaction everyone had to being told it played differently than they thought, not because the developers don't know their game.

If we were sitting here in the first year of PF2's initial release, I might buy that. Here, years and a full remastering of the system later... Yeah, I just don't buy that. If they always knew why not errata it at any point before now?


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Ascalaphus wrote:

Sometimes Paizo just can't win.

First you have people complaining they've been for too long for a clarification on instances of damage.

Then you get the people complaining that it's now been so long, you shouldn't clarify it anymore.

The issue is: Why doesn't Paizo know how their own game works, such that we have now had two wildly different versions of how damage works after two full releases of the game that never even attempted to explain how it works? Did the team ever have a clear vision for how instances of damage are supposed to interact with resistances/weaknesses?


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KlampK wrote:

I think it was, at least internally, and everyone knew what it was so noone wrote it down. Then people either forgot, or were brought in and didn't "know" so worked off their own definition.

Then they wrote down what it was but there were things that were broken under that definition, causing everyone to freak out and here we are.

I find that to be problematic. It might just be a me thing, but the people working on an RPG should probably know how it works. Instances of damage and how they interact with damage modifiers (weakness, resistance, etc.) should have been clearly defined from the start of PF2, yet here we are years into the remaster, and we're seeing it demonstrated that they have no idea how their own game works.

This is just another look into how Paizo works, showing that everything is always working under a serious time and manpower crunch and that the technical debt of working this way is now piling up on the current team.


Easl wrote:
Bust-R-Up wrote:
This change suggests that Paizo had no idea how damage worked in their own game and is now just winging it after their first attempt at errata was so poorly received.
They had an idea how they wanted it to work. But after the last errata they are clearly trying to find a new way, and maybe this change is setting us up for that new way. [shrug] But...I don't think your example supports "no idea", because it's such a rare edge case it's not something any game designer would create a general rule to cover.

What an instance of damage is, and exactly how hardness, weakness, and resistance work in a system featuring such, should have been hammered out during early combat testing. This isn't some edge case; it's fundamental to how dealing damage works.


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This change suggests that Paizo had no idea how damage worked in their own game and is now just winging it after their first attempt at errata was so poorly received.


Rather than quibble about adding damage versus extra damage, each triggering event should act as follows:

1) Combine all damage types into polls by type.

2) Apply immunities, then resistances, then weaknesses to each pool of damage.

3) Combine this damage into a single pool of damage.

4) Apply any effects that apply to the entire attack (i.e. holy from sanctified strikes).

5) Apply any applicable resistances and weaknesses to the damage.

6) Subtract damage from the HP pool of the creature or object being attacked.

This is the easiest way to deal with instances of damage without needing to rewrite how anything works.


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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.


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Tridus wrote:
Bust-R-Up 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.

This is official errata, which means it is the PFS rule as well unless PFS issues a ruling stating otherwise. And for PFS to outright undo an errata would be wild.

I don't know what Foundry is going to do given how much pushback there is to this. Maybe they'll add the new version but leave the old version there as well. I know foundry devs have been asking Paizo for clarifications as that's where some of the updates have been coming from. so they're at least looking at the new rules.

I sure hope they don't remove the old implementation because going back to doing all this manually would be a real hassle.

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.


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Tridus wrote:

Yup. This really isn't good for the health of the game. It buffs folks with a lot of system mastery massively and makes weakness game-warping powerful instead of just the good thing to try to land that it was before.

I mean, they gave us the answer we asked for, but the answer is really not a good idea.

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:
Tridus wrote:

Yeah the instance of damage errata feels like a tragic case of "be careful what you wish for."

We're considering ignoring it entirely at my table because of how much it can warp the game.

Tbh, I prefer a ruling I can disagree with rather than not a ruling at all.

As I said (I think in a different thread) I think it's much easier for us playing in different tables to have something and then houserule it differently if the group doesn't like it rather than having nothing and having to guess/remember each table how is running an unclear rule.

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.


Given the recent errata and its issues. I'm starting to feel less charitable than I was after the Psychic demaster.


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Paizo just needs to revert this errata. This level of burst damage trivialises encounters far more than Starlit Span IW builds ever did.


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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.


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Unicore wrote:
Bust-R-Up wrote:


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.

Being frustrated by broken promises and the way things feel on a personal level is totally legitimate feedback to give Paizo. They tell us this all the time and it is not the customer’s job to be patient or understanding of the complex issues that drive business decisions away from their preferred outcomes.

From my perspective though, Paizo isn’t selling “functional RPG rules,” because they are actually giving that part away for free. I totally understand feeling like the game is the thing you are buying when you buy a Pathfinder 2nd edition Rulebook, from a player-side perspective, but by nature of the ORC license, the mechanics are free to anyone to use, develop further, and even to repackage and resell. That puts errata into a difficult space to budget around, because it is quite literally an unlimited money sink attached to the actual product that Paizo sells to keep the lights on. The company therefore has to be pretty careful not to over budget resources to a product that customers see as an essential part of the pathfinder experience, but is almost entirely just marketing and customer service.

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.


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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.


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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.


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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:

It does not matter whether or not there is a point to talking about unamped. The point is, folks are looking at unamped, and unamped's math checks out, so you need to stress that it's where amped is concerned that the nerf is too far. If you keep leaving that out, people will not get the full message. You cannot explain yourself if the other person lacks the context you do, until you give them that context. If you are frustrated wondering why people don't seem to take to your points, that is why.

Also, bare in mind, some players actually will use the unamped versions of spells because they are at will, not 2-3 times per encounter strings seperated by 10-minute rests, or they might be using other amps, like warp space, or because they simply are out of focus points, and haven't had a chance to rest. You can question whether they are tactically sound for using such amps, but different players play differently.

The math and conversation about scaling only makes sense if we're talking about the amped version.

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