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Nodachi and Falcata. Specifically, Falcata is a d8 Fatal d12 1 handed sword.
Advanced weapons shouldn't be just a die bump over regular weapons. Also, Nodachi. It has the opposite problem, way underpowered. It is a d8 Deadly D12. That is not as good as a d10. And Brace, while interesting, is not that good. To put it in perspective, a simple Guisarme, D10, Reach, Trip, is a flat out better weapon, doing more damage, and an arguably better trait, and it is only martial. I would LOVE to see a d10 reach martial sword. Just for fun. A d10 Reach Sweep Zweihander would be great. I would also like to see a thrown sword, just so fighters using sword have something to throw. Side note, aren't daggers just tiny sword? hah
Pathfinder Rulebook Subscriber
Starfinder 2e seems to have copied the elemental property damage rune system from pathfinder 2e. Except there are 4 max runes now. Please don’t. The rune ecosystem in 2e is not healthy. Property damage runes tend to crowd out everything else, since more damage is always good. Particularly on low damage die weapons. A 1d6 weapon, a property damage rune is as good or better than a striking rune! Every weapon doesn’t need to do 5 types of damage. And let the other types of runes shine! Please done duplicate this system. You can just add more levels of striking runes to keep balance leveled. Or limit property damage runes to 1 max, or one you upgrade, or whatever.
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I think the Alchemist Archetype lvl 6 feat Voluminous Vials is in need of errata. The dedication, at lvl 2, gives you 4 versatile vials. A lvl 6 feat (which you can retake at 12th and 18th) gives you 1... more... I suspect this was written when the alchemist archetype had a way of regaining versatile vials during the day. But since it doesn't, I think it is in error now.
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AestheticDialectic wrote:
Starlit span has always been the best magus. And with psychic now, their weak focus spells aren't even a weakness anymore, as they can just spam psychic focus spells. Getting rid of AoO on spellstrike and making cascade much easier would only benefit melee magus.
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Easl wrote:
I don't think you understand the issue people are having. It isn't that the spell is in your spellbook. It is that you have a low level slot you HAVE To prepare one of those "dead" spells in. Low level slots aren't your power hitters later, but they are valuable utility. There are a lot of low level spells that are useful to have all game. Unfortunately, with the curriculum, specialists have a slot they can't put any of those "useful all game" spells in. Instead they have a slot they can only prep a spell that is literally useless later. Hence, a dead slot.
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Blave wrote:
Can confirm, one of the first things I checked. I was REALLY hoping INT would get at least a little love in the remaster so it isn't a dump stat, but alas. Also wizard feats were not improved, with the exception of Silent and conceal spell being rolled into one feat. Oh and Scroll Savant (now scroll adept) no longer requires expert crafting. Honestly, just MC and skip 90% of wizard feats. The Witch MC is crazy overpowered now (they buffed it, starts with 2 familiar abilities instead of 1) so take that or Psychic. Witch also has a really powerful level one potion ability you can poach with MC easily. And since spell proficiency is just one stat now, you can get spells from other schools at full proficiency.
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The scaling is all over the place and it is bizaare. Let us take Armor Proficiency. It now scales to expert at lvl 13 now, yay! Good improvement, nice for casters. For martials, it gives them scaling heavy armor.... except for lvl 11-12 and 19-20 for most classes, when they get their proficiency bumps early. Why on earth? Just make it scale. It is clunky, akward, and makes zero sense to have it scale except for a few levels. Weapon proficiency is equally strange. A lvl 1 ancestry feat will give you scaling martial/advanced proficiency AND crit spec. A general feat will give you caster scaling only. A lvl 12 class feat with fighter archetype gives you expert? It makes no sense that these things co-exist.
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Page 403 of Player Core, under Spell Attack Modifiers If you have the ability to cast spells, you’ll have a proficiency rank for your spell attack modifier, so you’ll always add a proficiency bonus. Like your attribute modifier, this proficiency rank may vary from one spell to another if you have spells from multiple sources. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty. The bolded line is no longer correct. Spell proficiency rank doesn’t vary anymore since the remaster consolidated it into one proficiency.
Pathfinder Rulebook Subscriber
The witch archetype now gives a familiar with 2 abilities for the dedication, in addition to the cantrip and skills. It goes up to 3 abilities with basic lesson. None of the other caster archetypes got a boost. I find this super confusing as witch was already considered an amazing archetype that many considered to obsolete wizard archetype. Now they boost it but leave the other caster archetypes alone? The others should give 3 cantrips to let them keep up.
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The new raise emblem ability is much better than spellguard shield. It is better than sparkling targes class ability. Spellguard only works on spells targeting you, no AoE spells, no spell like effects. This new ability works on everything. Every spell, every save, even against trip and grapple. It is really really good.
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Calliope5431 wrote:
Bond conservation isn't that good. It takes an action for each usage, basically turning you into a turret. Then it just gives you an extra use of your bond at -2 tour spell level. So in your above example, if the one spell you used from that spell level was tongues, that is the ONLY spell you can use drain bonded item with.So all that work to get an extra -2 spell of limited selection is.... not great?
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Wizards should't have to take spell blending for get sufficient power. And while sorcerers have a lot more options with their upper spells, tons really with signature spells. Also, you can't really equate bond conservation to full value, making that actually work is super tricky and not that awesome. Scrolls cost extra actions to use. Also, by blending away your lower slots, you give up some versatility. That being said, spell blending is the most powerful wizard thesis.
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MadamReshi wrote:
Nope. I mean it would be better than a sorcerer if they could cast any spell, but still worse than a bard or cleric I think.
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Unicore wrote:
With respect, having a bad spell slot per level is pretty awful. Might as well be a witch then, or a bard. This is REALLY going to push people into spell blending.
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Deriven Firelion wrote:
Ignition was nerfed early on when it matters. Used to be 1d4+4 (6.5) on a hit for a full caster. Now 2d4 (4)
Pathfinder Rulebook Subscriber
Air Kinet has a couple abilities, lightning dash and aeriel boomerang, that don't say they can be fired "up to" a distance, just say the whole way. Lightning dash in particular can be frustrating this way. HOWEVER!!! Lines terminate when you hit a wall/floor. Just aim your lightning dash slightly down, or your boomerang at the space the enemy is in, and it will end where you want it to.
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The issue really is that spell attacks are bad and can’t compete with save effects that do half damage on a fail. My hope is that spell attacks are universally buffed to compete. Probably have to kill or nerf true strike to balance that, but that is fine. Maybe half damage on a spell attack fail? Glancing blow with a fire bolt still going to sting!
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Kobold Catgirl wrote:
Well, a properly built sorcerer has a LOT of tricks. 4 spells per level known, signature spells, better and earlier focus spells than a wizard, stealing spells from other traditions.. you get my point. It isn't just the slots, they have a LOT of power. Also, lets compare feats lol. Split slot - Level 6 - Prepare two spells in a slot -1 from your top slot. Not awful you think. Arcane Evolution - Add a spell to your repetoire. Top level is fine. Cast it from any slot that level! OR add a signature spell. And get a skill! Lvl 4? Giving wizards what I suggested (Or something similar) wouldn't make them OP in the slightest.
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Kobold Catgirl wrote: Yeah, I can house rule a whole game by myself, and make up the players, too, but it sure is nice to have something cool to work with that's worth paying money for. I think that is an entirely unfair example, as I suspect you know. There are some classes with more flavor/lore built into them than others. While it does have advantages, the disadvantage is is locks you in a bit more. Some prefer one type, some the other. Clearly I prefer more malleable or open lore, while you prefer if pre-written and more defined. Neither is wrong it is just preference, and I was presenting mine.
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Closest comments I could find about bonus slots and curiculum. Sounds like they are not really changing but not 100% clear. Question - Hmm, you may not answer, but is the way wizards casting spells changing at all? As in will there be options more similar to spont casting? Will they keep their “fourth slot” as one that is exclusive to their spell schools? Michael Sayer - Rather than answer your question directly, I will say that we covered the vast majority of significant changes in Player Core 1 and GM Core during today's panel. Question - Do the new spell schools function mechanically the same as the old schools Like if evocation gives you a list of spells you can do certain things with (your “forth” spell slot of each level for example,) does Civic Wizard do the same just with a different list of spells, if that makes sense? James Case - yep! it's called your curriculum. the school of civic wizardry gives you stuff related to construction/infrastructure and the kind of scry/mobility you might use to run a city, like *wall of stone* or *control water*. Think "what would the fire department / civil engineers / etc need, if they had a wizard on staff"
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Kobold Catgirl wrote: I don't think the list will be that small. That would be a rather amateurish mistake for a company of Paizo's caliber to make. My guess would be that either the list will be much longer, or the schools will work differently than they used to so a shorter list won't be a problem. Most likely the former. The number I saw tossed around was 18-27 spells. So somewhere between 2-3 spells a level (technically less if you count cantrips)
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Here is kind of the core of my concern, pardon me if I am a broken record. Currently, say you are a lvl 9 Conjuration wizard, and are prepping you Spell rank 5 bonus slot. Here are the spells you could put in it, not counting heighen options.
Now if you are a civics wizard.
It massively cuts down on the options you have for that already annoyingly restrictive bonus slot.
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Unicore wrote:
You know, I could have sworn there was a response to a question in that chat about no major mechanical changes that hadn't been discussed, but I can't find it. Either I imagined it or it got deleted. So yes, the whole 3+1 bonus spell thing may not be as set in stone as I thought. Hopefully!
Pathfinder Rulebook Subscriber
Yeah, I am actually getting more concerned. Devs indicated they covered the major mechanical changes in wizard, and kind of said bonus spells still work on schools. So if I have a school with 18 spells, I get what, 2 choices of bonus spell per spell level? And odds are a bunch of the spells are "thematic" as in not that good. That seems like a big nerf to me. However, still reserving judgement, but not loving that. To be clear, I have no issues with the idea of the new schools, but it seems like a heavy nerf to the bonus slot, which was already weird as sorcerers get four actual slots.
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We don't really know about mechanical differences, they have been pretty vague on that. Are wizards even keeping the "bonus slot per level from their specialty" thing? Wouldn't be surpised if it changed as that came right out of DND, and they just became 4 slot casters. Who knows. But my main issue is how the spells are defined. If it is a discrete list for each school, that is going to be a SUPER LONG list, if not, it is kind of a nerf from existing things. Also, it makes it hard to update for new spells. If it is a short list it offers way less flexibility than we have now. I doubt it is trait based, as I think they said they got rid of the traits except illusion? Plus if it is trait based it is basically the old evocation-transmutation etc by a different name. Almost sounds like spell lists are making a comeback.
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My concern is the “curriculum” being discrete lists is they can’t adapt to new spells coming out. That and I am hopeful to see some mechanical changes. I would LOVE an Arcanist thesis. Flex casting but no signature spells maybe. Probably weaker than spell blending but would love it.
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Kobold Catgirl wrote: I don't agree on Int being bad, but we already had, like, 2.5 threads about it. Hah, true. Kobold Catgirl wrote: Anyways, the designers have made it very clear that they don't like substitution mechanics and implement them as little as possible. Sorry, fellow scarred witch doctor "bruiser witch" fans. ;) Yeah, I think we could use a bit more limited stat sub in Bulwark type ways (capped, not as good as the main stat, etc) so that some of the more MAD classes have a few more options. But it would have to be tightly controlled.
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I actually think some stats could be tweaked for sure (like int just being bad as you never get better than trained) but wholesale replacing one stat's main function with another is iffy. Limited stat replacements like bulwark? Those I like, but it isn't the same thing.
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Dex isn't punished. The thing is, dex is NOT really designed to be a primary melee stat in this game. It is ranged. The cases were dex is intended to be used for melee tend to have explicit class support (swashbuckler, thief rogue etc.) Lots of people want a dex melee fighter thematically, but the game isn't really designed for that.
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Old_Man_Robot wrote:
You aren't wrong, but bards should lose a slot too then. How about just make wizards a 5 slot class, witches four slot, and call it a day lol.
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Deriven Firelion wrote:
Yup. It also tends to help casters more in long dungeons, where they need the help the most. One fight in a day, you have a lot of spells prepped. Towards the end of a dungeon, without flex or spontaneous casting your options have dwindled greatly.
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YuriP wrote: My problem with non-flexible prepared casters is that the prepared casting was never look liked a better option than spontaneous and with PC1 having no other spontaneous option than Bards it will be like the only option available to new players that don't know about AoN or that don't have older versions with sorcerers. Huh. Never thought about this, but it is an excellent choice. Yeah it is funny how in previous editions spontaneous casters had slower spell progression to balance it out, but now they don't.
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Captain Morgan wrote:
Well, the weird part about psychic is that while they start out with the advantage of regenerating 2 focus points at once, they lose that advantage at lvl 12, to other classes that get it too, as they get 3 focus points per regen the same time as everyone else.
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To address the above point, flexible casting just feels good. It is easy to use, intuitive, and more fun to play. It is basically what people from 5e expect too which helps. But paying a slot per spell level is painful, and a feat. That is why I think it keeps coming up that this should be the default. Now, I hear the complaints/concerns that this makes it better than spontaneous. Two points there. First, you can tweak flexible and spontaneous to make it work. Second, a class shouldn’t be denied cool thing a just because some other class looks worse. Take bard. Even if wizards had free flex casting and 4 regular slow, bard is still better for raw power. Sorcerers could be given something else, every spell signature, d8 hp, more focus, whatever. It wouldn’t be hard to do. I realize this will likely never happen in this edition, I think we all do. But it would be an awesome change.
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bugleyman wrote: I doubt it will ever happen, but I would have greatly preferred if the Wizard (really, all prepared casters) had just worked like a flexible spellcaster out-of-the-box. In my opinion flexible casting just models fiction so much better, and in my experience doesn't really have much of a downside. This would be my dream. And I absolutely guarantee it would help 5e people to come onboard. Of those ones I have introduced to the game, they all love the combat changes but tend to recoil from the older type of vancian casting. It is a real sticking point. And no one wants to lose slots from flex casting. It will never happen hah, but this would be the perfect time to do it. Bard is the best class in the game, they can keep spontaneous even if it isn’t quite as good in comparison now. And just give the spont casters in the core 2 books something extra to balance em out.
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I also think focus points should be an auto recharge after 10 minutes or whatever like the sorcerer does. Honestly I have never been in a game where the specific details of focus point recharging was enforced, although I am sure they exist. It also frees up page space for describing it for every single class! |