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Rysky wrote:
Is your argument that Good gods should never have any flawed elements whatsoever for fear that the portrayal of somebody Good engaging in such behavior would be an endorsement? That seems completely at odds with the entire point of portraying the gods as actual individuals with complete personalities and flaws. Do you believe Evil gods practicing kind behaviors is in fact an accusation that those behaviors are revolting and vile? I don't think anyone would look at Mahathallah's Anathema of "Become too invested in mortal affairs" and believe that it's really Paizo saying that all of Buddhism is actually capital-E-Evil because an Evil god has the same message. In Wrath of the Righteous, the Lawful Good Iomedae kidnaps the party and can torture them to death with 15d6 sonic damage and permanently blind them such that even Wish cannot cure it if they get mad at her assaulting them. Does that mean Paizo approves of torture or kidnapping? No, it means Iomedae is a newly ascended god who behaves more like a mortal than she does an omnipotent cosmic being and is capable of acting impulsively or making errors in judgement. The Erastil argument is silly since it's already been retconned, but there's plenty of times the Good gods behave in flawed ways and I don't think they all need to be retconned out of existence just to avoid this strawman argument that "A being of pure Good having a bad personality is actually a secret endorsement of improper behavior in your playerbase and dogwhistles that you approve of it." That's just as ridiculous as the inverse argument: that it's somehow bad for Evil characters to occasionally show loyalty, kindness, understanding, or empathy. And indeed it precludes the entire fact that ALIGNMENT CAN CHANGE. How can a Good deity ever fall to neutrality or evil if they're never allowed to make mistakes in the first place? ![]()
Golurkcanfly wrote:
How is this any different from the Champion's various Oath feats? They also are taken primarily for flavor but still have a mechanical benefit, and are absolutely something any other class could do. A fighter who wants to be a dragonslayer having access to the Dragonslayer Oath and Wyrmbane Aura would make perfect sense. he still needs to take the Champion archetype to get it. Oaths and Pacts are very similar as far as I'm concerned. They're optional subfeatures of a single class that introduce additional flavor restrictions and roleplaying opportunities. ![]()
I also disagree with the idea that Pacts don't fit well with the Thaumaturge or are a weird attachment. The Thaumaturge is explicitly inspired by stories like the Dresden Files and the web serial Pact. The Thaumaturge's getting access to an Implement, Familiar, and Demesne (with those specific terms) is something directly out of Pact, for example. The Rule of Three also plays an incredibly important part in that series, and it's certainly no coincidence that Thaumaturges can take a class feat evoking that same power. Characters like John Constantine and Harry Dresden owe their soul to a lot of people. Making a deal with the devil in exchange for your soul, then making a Fey bargain to disguise yourself and hide when he comes to collect, and trying to atone by getting in the good graces of Psychopomps is in the same vein as Harry Dresden making deals with demons while he's hounded by his fairy godmother and nearly dying when he unseals the master of necromancy he keeps trapped in a skull in his basement. The *variety* of possible deals, and the fact you can make more than one, with potentially conflicting obligations, is part of the class fantasy. yes, you can ignore the pact mechanic entirely when building your thaumaturge. You can also play a monk without Ki spells. I don't think Ki spells should be made universally available to everyone who wants them, just because every character could conceivably take up martial arts and meditation and start cultivating their body.
I don't think Sour Grapes from the Witch's poor design is enough to take away the Thaumaturge's cool toys. If you want them, you can take them. if you don't want them, you don't have to take them. If you want them, but don't want to play a thaumaturge: congratulations, you're in luck! They're not something like a Fighter's permanent +2 bonus to attacks that can't be obtained with a Multiclass Archetype. If you want a Thaumaturge pact, take a Thaumaturge dedication. Plenty of other classes have optional subfeatures that could conceivably be something everyone else has access to as well, Pacts are not alone in this respect. The nice thing about 2e is that if you want those...you can just take them. ![]()
Lightning Raven wrote:
Archetypes and Multiclass Dedications are already available to everyone. They are, in fact, literally the single most accessible mechanic in the entire game besides General Feats. Everyone gets Class Feats. Everyone can take a Multiclass Dedication. Some races can even take a Multiclass Dedication as an ancestry feat. Something being available with class feats makes it more accessible than virtually any other alternative way to gain pacts. Literally any character in the entire game could get one of these Pacts if they felt like it. How is that not accessible?
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Lightning Raven wrote:
A Thaumaturge can conceivably pick up EVERY pact if he wants to, which fits the "magpie who picks and chooses from every tradition to benefit himself, has an eclectic assortment of favors to call in from every plane" feel. A Witch has only a single patron. It doesn't make sense for a Winter witch to be double-dealing her soul with Devils and Psychopomps, while also upholding Fey custom to disguise herself and evade his supernatural debtors. A Witch would have ONE pact, with their patron, but that's already represented by the very fact that you ARE A WITCH and not just a Wizard. All of your magic power and familiar come from your one singular patron. Now, I could absolutely see a Witch player taking one of the Thaumaturge Pacts and roleplaying it as a restriction from their patron, but that's not what the feats actually are. What you want- more involved witch patrons that have an actual impact on your witch, with flavor and mechanical consequences for different patrons- is simply not in the game. Patrons are left so incredibly vague that you just get a single "theme" to play along with. A witch's Lessons aren't even restricted by Patron, every patron can teach every lesson. That's not the class fantasy I want either, but trying to poach from the Thaumaturge isn't the solution to the Witch's lackluster design. The Thaumaturge Pacts are to represent someone like Constantine or Harry Dresden who each have a dozen supernatural entities with big IOUs for their soul competing to see who gets to drag him back kicking and screaming. The overlapping and potentially conflicting conditions of multiple bargains is key to that fantasy. Obviously you can just ignore them entirely, or just take one and roleplay it as part of your background like the Rare Feybound Background already does, but if these were made into Contracts requiring Investment you wouldn't get to achieve that same fantasy. The Thaumaturge's Pact feats are not a Witch's Patron making demands, even if I agree that flavor is sorely missing from the actual Witch class. With just the three playtest pacts you can already see a very interesting character archetype that's more than the sum of its parts, Similar to a Druid who takes Order Explorer and intentionally accrues multiple Anathema to be bound by. ![]()
Castilliano wrote:
Witches have a lot more problems than that. Only getting a single Hex cantrip, Patron having barely any influence on your character, a mess of weak or useless class feats (the entire nails and hair line...), etc. If a Witch wants to take a pact feat as an archetype they're free to do so. Just as an unarmed Fighter can take the Monk or Martial Artist dedication. I don't think Pacts should be so exclusive that nobody else can take them, but in 2E that sort of exclusivity only applies to base class chassis features. You can archetype into a familiar, animal companion, spellcasting, sneak attacks, Ki spells, etc. Somebody who wants a Pact can already get one if they want it even if they remain as Thaumaturge class feats.
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Contract Magic Items are not guaranteed, class feats are. I think rituals are terribly implemented in general and absolutely don't want more interesting effects being shuffled off into that corner to waste away.
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Lanathar wrote:
If other people want Pacts they can get them through a Thaumaturge multiclass dedication or pact-specific archetype the same way other classes besides Druid and Ranger can get an animal companion, but I don't think they should be taken away from the thaumaturge. The fact that they're cool and other people might want them is not a reason to take them away or make them into general feats, it's a mark of good design- ideally when looking at EVERY class, you'd go "Oh wow, that's really cool, I'd like to play a character who can do that." Some people have suggested making them into general feats or the existing "contract" series of items and I pretty categorically disagree with both of those. Class feats are the most valuable resource you have as a player character, the fact pacts cost class feats to get is what allows them to be strong and powerful and interesting and really deliver on the flavor. A general feat would need to be so watered down as to be pointless, and needing to beg your DM for a specific Contract item is way too Mother May I for my taste compared to simply choosing a pact on level up, the average player is never going to get the former while the latter is a simple matter especially if some are changed to Common. I think they're also the ideal way to introduce focus spells and possibly other spellcasting elements to people who REALLY want the Thaumaturge to have spells, without harming people who don't want that in the base class. The existing playtest pacts already grant the ability to cast some innate spells, after all. ![]()
I said I'd be fine with focus spells. I think tying focus spells to the pacts would be one of the better ways to do it, and doesn't step on the toes of the class's identity as non-magical, since the magic you're drawing on is explicitly not your own but borrowed from the pact (which already allow you to cast spells anyways). Pact of Fey Glamour is very flavorful but underwhelming in actual power, I think instead of "you can cast Illusory Disguise as an innate Primal spell once per day", it would be much better if it granted you access to a Thaumaturge pact focus spell that allowed you to do something similar to illusory disguise. Focus spells in general are one of my favorite parts of 2e, so I'll freely admit I'm biased towards their inclusion, I think the way Monk and Ranger make use of them is a great solution to the usual issues half-casters face ![]()
There's hundreds of monsters with magical abilities that don't rely on spell slots or verbal, somatic, or material components. The thaumaturge's abilities are what would be considered Supernatural or Extraordinary in previous editions. Words have power, patterns like the rule of three have inherent power, and certain connections evoke power. Reducing that occult element to simply slot-based spellcasting like every other class completely defeats the purpose.
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