Sometimes I wonder if a +1 is really going to make any difference for casters, or if it will just end up being one of those endless shifting goalposts situations. Where like, we start with +1 to hit, then it becomes wanting +1 to DCs, then the demand for a striking equivalent, and then a greater potency version, etc etc, while casters still feel as if they were behind their non-caster brethren. I don't know if its just fatigue for this topic or what, but I feel like at this point, the only thing that will make people feel satisfied is something massively game-changing for casters. Something crazy like removing incap from like, 1/2 the spells in the game or something like that. I don't know anyone who complains about casters are is like "a small boost to attack spell accuracy solves my complaints", it's always about just feel and vibes of not being stronger, so it feels like this only stops being a recurring issue when casters get broken again by removing their save or suck limiters.
Darksol the Painbringer wrote:
What's wrong with that? What makes that an issue?
Old_Man_Robot wrote:
You bring up an interesting point that I think I can agree with. I do not have problems with Wizard in it's current iteration, but I can see what you're getting at where a reward for complexity/system mastery could be made to be easier to obtain on the wizard by giving it a few more mechanics to reward that effort. Not so much power but perhaps in flexibility. The common idea of giving Spell Substitution and Spell Blending as class features instead of thesis's could, for example, give you those aforementioned safety nets as well as give it a horizontal increase to its power via flexibility. Controversial as it may sound, I enjoy the school colleges. But I also love flavorful options, even if they're weak, and like working with my GM's to achieve that flavor. Perhaps a focus on further refining the schools with more spell options at the different ranks could be nice, or give each school its own version of Spell Blending where they can sacrifice a school spell slot to cast unique spells to the wizards. A kind of psudo-focus spell on top of other focus spells and pools.
Darksol the Painbringer wrote:
Because people want different things in order to enjoy the game? Some people enjoy really simplistic and straight forward gameplay, while others enjoy having more complexity to juggle while playing. That's not really been an unknown in TTRPGs, and as part of the whole "We're going to make the classes balanced and not have the tier system for class power" thing that everyone loves in PF 2e, that necessitates that all the classes have close to the same power levels as one another? "Why have complicated classes" is the same question as someone asking "why have uncomplicated classes". It comes down to a purely preferential choice. Sometimes I really like playing a barbarian who attacks twice in their turn and doesn't need to think of anything beyond that. Other times I prefer to have to strategize my spell selections as a druid to try and gauge what we'll be facing that day. It's fun, and some people need that simplicity or that complexity in order to find a class fun. And if being stronger is what makes you feel good while playing, it's literally right there for you in the more simplistic classes. PF 2e caters to a wide array of playstyles, without punishing you for choosing a playstyle the game devs decided was incorrect, IE martials vs casters from PF 1e and how the more complex you went, the objectively stronger you got.
You can't make the class with more complicated parts more powerful just by virtue of being complicated. That doesn't work in this genre of game because it makes that option, by default, the best option while also creating an artificial gate from normal players enjoying it. You cannot, in you tabletop game, balance this game as if it were a fighting game, where the answer is "Well yeah the more complicated character does way more damage when you master it. Game mastery is the point of the game." We tried that approach in 3.5 and PF 1e, and it led to way more problems than it solved.
SuperBidi wrote:
I don't understand that mentality. I can prepare a ton of useful spells in those slots even if I'm combat focused. Stuff like Command, Enfeeble, Grease, Fear, they're all spells that are useful even at higher levels. And it's better to sometimes just have those on deck instead of carrying 10 staffs and 20 scrolls and needing to constantly waste actions pulling out and dropping items on the floor constantly, at least imo.
I like the idea but yeah, it is basically lifting from other classes homework in order to solve the issue. Perhaps some of the ideas the community has given could be good. Maybe giving them a choice at first level for spell substitution or spell blending in the same way that cleric picks warpriest or cloistered, as well as keeping Arcane Thesis as a separate way to further tailor your wizard and reworking those options. That alongside expanding the amount of spells a school grants could help smooth over some of the pain points people have complained about with wizard.
Old_Man_Robot wrote:
How exactly am I supposed to not jump to that conclusion, when the entire premise of the post i am replying to is "other systems wizards are better so PF 2e should be like them."
R3st8 wrote: I've seen a lot of discussions about whether the wizard class is balanced or in need of fixing. Honestly, after checking out other systems, I've noticed that their wizards are all spectacular. Then I look at the 2e wizard and wonder: is this seriously the best we can do? We can do better than this! Fingers crossed that the new rune archetype improves things a bit, because this shouldn’t be the best the 2e wizard can ever be. Pathfinder 2e shouldn't need to break it's system just because other systems cannot make a balanced Wizard and let it break their games. Wizards/mages break every system I've played it, from DnD to Shadowrun to World of Darkness, 13th Age, Pathfinder 1e. They always are unbalanced and force the entire game to bottleneck around them and their playstyle, and force the gameplay to center entirely around what those players want to play. I applaud 2e for not doing this and actually forcing wizard players to play as part of a team and being just another class you can pick, instead of the best option that gets to force the GM to play around their BS or have nothing matter mechanically.
SuperBidi wrote:
Neat idea. I think I might try this out as a wizard and see how I like it. Play a war wizard focus on being a walking WMD.
One has to also consider GMing style and preferences when it comes to the difficulty. As I've experienced myself being that kinda braindead GM, you can fill an encounter with enough XP to be 140 with just a horde or PL-2 enemies, and end up not really challenging the party thanks to just not playing the enemies strengths well. However, compared to 5e, there is less guesswork involved. The less enemies there are, the stronger the enemies the players face will be. The numbers put the scales set to what they will likely be, even with the GM style. I'd say from experience rather than needing to make the Players feel like they're in danger even if they aren't, you instead put the players in danger because they have the tools to fix it. Healing spells, battle medicine, heal for large numbers. Which means a PC can be hit for a crit that deals 2/3rds of their hp, and a casting of heal or soothe can help get them up enough to survive another hit, alongside ways to keep the enemy from just attacking 3 times in a row and garunteeing killing a PC unless they're very stupid or extremely unlucky. And at that point, nobody is really mad that it happens. It just becomes a funny moment for the table to joke about post-fight. Versus having to fret about entering that death spiral in 5e because healing is absolutely anemic and once a pc goes down, it's going to be a never ending loop of them going down, getting revived, standing up, and getting downed again, to turn the encounter into an absolute stressful slog and war of attrition.
I can't help but wonder if what people would want is like, wave casting but with like 3 or 4 slots over just the 2. Because I can't image just having like, 15 spells in total like how Kinetcisit works, or just having cantrips and the psyhics amp feature is really satisfying to most casters. Maybe this is my own bias with casters but I like spellslots. I like being able to punch above and bending the rules that spellslots allow. Feels like trading that for just spamming damage spell is trading the bounty of the ocean of a lagoon of cheap tricks. I've gotten tons of usage out of my lower slots being for utility options or evergreen spells vs the big heavy hitters of my higher level spellslots, and cantrips do decent enough that I don't feel outpaced by my fellow players. I've never had more than like, 3 encounters in a game and I don't see myself wanting any more than 3. I don't see the so called value of "You can cast all the time" when that kind of game would be absolutely boring and soul crushing to play through for me. I just do not see this as a selling point and I do not get why this is the be all and end all measurement for if a caster is good or bad.
Teridax wrote:
What's the point of being unbound by attrition? Like, realistically, how many encounters between long resting are you actually want to play in a session that casters need to lose their ability to nova or provide stronger utility in exchange for like, what? Being able to run 10 encounters in a row? Is that honestly what people even want when playing this game? More Combat?
Trip.H wrote:
This doesn't seem to solve anything. You're just taking the so called problem of "I have only these high level slots and then i'm worthless" and turning into "I only have 3 spells I can cast and then im worthless".
A lot of the sustainability thing makes me also curious on how people run PF 2e. Because depending on how a person runs it, you can have running out of slots be a constant problem or not a problem at all. Like for example, a lot of my game usually involves like, a singular fight that entire session, and very rarely do we do dungeons where it's fight after fight after fight. And in those, spell resources are rarely an issue because that's the style of game being run. There's no minimum "Run this many encounters a game to make a balanced experience" at least not one that i've seen, so it feels like if people are noticing players struggling with resource management no matter how much they try to optimize their castings, maybe just cut down the amount of encounters?
I like the theory I've seen circulating that Gorum was a false deity, and that discovery made him fair game for Achaekek to take him down. Perhaps Grandmother Spider or Norgerber let Achaekek know that bit of information, but it wasn't known amongst the wider gods, and thus sparks a massive war off that misunderstanding. Or perhaps Gorum does something that makes him lose what one might call the divine spark, or is subjugated to some form of powerful magic that makes it so? I'm going to have to buy so many AP's to find out, because I wanna read it with my own eyes.
Im not going to say the name of a PF 1e class I want, but more the concept I want. I want a character who channels primal magic into themselves in order to empower themselves in combat. Barbarian doesn't quite hit this and summoner is a different vibe. Basically I want more a Champion with like the heaviest or hardest Druid dedication to them, but as a bespoke class with primal magic baked right in.
The Raven Black wrote:
I agree that they want to create a singular ecosystem for all of DnD, roll20 and foundry and the like are most likely seen as competition, and even dndbeyond was seen as competition even after they bought it. But what I think really sparked the OGL and its wording specifically on royalties and all future profits was CritRole, and I can pinpoint the exact moment they got it in their heads to change the OGL. That being when Critical Role got to put the Legend of Vox Machina on Amazon. Not even in terms of like, a rivalry to their streaming or anything financially damaging. Just the fact they released a major commercially popular product using their IP, and there wasn't a single thing they could do to weasel their way into that Amazon deal. I genuinely believe that was the moment WOTC decided to shoot themselves in the foot, a moment of just petty jealously that another company could use the game they own and make a successful property with it, and now do the kind of things DnD was aiming to try and do in becoming a multimedia brand.
Sanityfaerie wrote:
It's critical role. What you're basically missing is that WOTC is seething that critical role has as good of brand recognition as DnD does, along with all the other homebrew companies. They've been on amicable terms but this was new management seeing the old managements decision to let Crit Role still operate without paying royalties and license fees and absolutely fuming about it.
I'm someone who might be considered a grognard by age, long in the tooth as it were. I've seen the entire systems where 3e exploded, 4e became a thing, pathfinder blew up, and then 5e took over everything. I've seen a ton of different systems go through edition changes and I have seen entire systems and settings razed to the ground to make way for a new thing. I'm going to give you a bit of advice that I think you need to learn to embrace. The system you love will never die as long as you're willing to play it, but nothing is meant to last. Pathfinder 1e had it's time, it lasted long, and then it's time passed. That is the reality and nothing is changing that, and no throwback will happen to recapture that if it has not already happened. Hell, 2e will have it's time in the sun now, but even 2e will one day be left to slowly shrink. But, you will find a lot of people willing to keep it alive, to put in the work to do so. There are people even now who think 1st or 2nd edition dnd was the best and keep it going within their own community. People who actively still work to keep 4th edition games running. Speaking of, 40k for example is currently in it's 10th edition but you can find small pockets of people willing to play 4th edition and aren't interested in newer rules. Warhammer fantasy was destroyed and ended for Age of Sigmar but people still play fantasy. Shadowrun is in its 6th ed but there are still dedicated die hards playing 3rd or 4th ed or 5th ed. Heck I'm pretty sure you can find a few people who even still play Chain mail. You love pafhfinder 1e. Do not think your option is limited to what paizo is doing. You can find people out there who still want to play pathfinder 1e, and explore the decades of offical and 3rd party content to make new build horizons to discover. Just do not expect it to ever come back beyond that, and you will do fine.
I would be incredibly concerned if Paizo announced PF 3e now, after slating all of their big releases, their remaster, and everything else they've done. It is inevitably that PF 3e will someday arrive. Hell, as some pointed out, its possible it'll be in the next few years at 2029. However, while I could see the Developers making some changes to the games balance, perhaps loosening the math slightly, or perhaps not at all. What I can I say I cannot see is them returning to the PF 1e dark days of "I'm just your class but better" era of class design. I remember the days when Rogue got all of its features poached by other archetypes cannibalizing it, fueled by the need to always be making more options, than it had to be given a complete overhaul in Unchained. Archetypes where the fighter could just give up some features and be a better gunslinger than the gunslinger class. Hell, when casters could replicate some of their martial counterparts with just a wave of their hand and a proper spell cast, while still having their entire arsenal of spells to rely on. Nobody on the team looks back to those times and goes "Yeah, this was when pathfinder was great." and that's just an immutable truth. As others have said, what you want is accomplished via variant rules. They are kept variant for a reason, and there is where they should remain.
Captain Morgan wrote: I'm curious what this class will do that the Marshall archetype doesn't, but I haven't played the battle lord or whatever Michael Sayre called his 3rd party class. But Path of War rocked so I'm optimistic. Wait did he actually cite the Warlord from Path of War as a inspiration? I wasn't able to catch the stream when it happened.
SuperBidi wrote:
To be completely fair though, this was going to be the natural course of the exercise. It's what "you" would be like as a deity, which means people are going to look at their own values, their beliefs, and their drives, passions, flaws, etc and make them into a deity. Which means, if you're here engaging with pathfinder and the myriad of changes that have come about, you're likely not going to be the kind of person whose edicts and anathemas are gonna read like the biggest and loudest self report ever. If the question was "You get to make the next Starstone god", the answers would be radically different because people would be looking at interesting characters to elevate, not their actual selves. Like, I myself tried to look at my positive and negative traits. I'm tolerant of others and often am used as a person to give advice to others when asked, because I feel it's my duty to help others with that. I'm also very much someone who pursues entertainment and fun to my own detriment, I wouldn't have issues with time management and weight if that weren't the case. Stuff like nationalism, cultural supremacy, and the like just never came up because they aren't important to me, and in fact tend to annoy me enough to get me into a foul mood when I see people spouting about it. The only reason I didn't include family and stuff is like, if I were to include all aspects of myself as a deity there'd be like 15 domains and 10s of edicts and anathemas. And when trying to fit into the confines of what Paizo does when printing a god, and sticking to that format as part of this mental exercise, you tend to prioritize what you care about the most. Which is what makes it fun in the first place, imo.
Crouza, The Ruinous Revelry Areas of Concern: Pursuits of happiness, seeking joy in difficult situations, taking pleasure in others misfortune, tearing down those who oppose you. Edicts: Find joy and fulfillment in living and help others do the same, help people to express themselves, fight those who would oppress others, make mockery of those who stand in your way. Anathema: Dwell on topics of sadness or pain, Allow an insult to go unanswered, Stop another from pursuing fun unless it is harmful to others, Dismiss someone's expression of themselves. Sanctification: Holy or Unholy Domains: Introspection, Dreams, Freedom, Destruction, Zeal, Indulgence Divine Font: Harm Spells: 1st: Liberating Command, 2nd: Enhance Victuals, 3rd; Firework Blast Divine Skill: Diplomacy Favored Weapon: Machete I am not that good of a person, I wish I was better but I know who I am, and I know that as a god it would take my best and worst tendencies and only make them worse. I myself have been known to pursue those things that make me happy to the determent of other things in my life, be it staying up a little too late playing games, scheduling too many pathfinder games in my life, eating a little too much, or spending more than I should have on dice and minis. Additionally, my own post history should show I am more than willing to fight others and die on hills in internet spats, especially if its to stand up or defend things I like, and make passive aggressive quips at those I don't like. Combining all of this into a divine being would not make a good god. It'd make a god who can have good aspects, but taken to the extreme with nothing to ground me back own to reality. And the fact I know all of this about myself I feel would be incorporate as well, hence the desire to be true to who you are and be genuine, even if who you are is a genuine piece of shit. This was a fun mental exercise, thank you for posting this prompt.
To me it's not even a debate, the character that killed the bandit did an evil act, full stop. Because if you've already managed to subdue the enemy enough to where all they can do is lay there and answer questions, the encounter is over. The threat this person poses is done, and it doesn't seem like there's any kind of pressing time limit. You should have killed them when you were fighting if you didn't want to be evil, instead of ending the fight and then killing them anyway.
A DM of ours did this for 2 players when they had to make new characters, they started 1 level lower than us and cause we did milestone, after they completed an adventure with us, they'd level up. It was surprisingly okay, but I definitely do not recommend it. It caused way more issues than it was worth, and those tended due to a combination of poor tactics and lower level ended up going down more often than the rest of us.
siegfriedliner wrote:
You realize they aren't getting rid of combat, right? You still roll dice and resolve issues via those dice rolls. You people talk like Paizo staff came here and say "Violence is bad. No more combat in any APs" like a bunch of weirdos hyperbolizing when the Ogre's don't *check notes* sexually assault people as a joke. Yeah real "endeavors to be art" there, making a reference to The Hills Have Eyes and Deliverance. The reason I harp on this specifically is I'm sick and tired of stuff like this being used as some kind of rallying cry to "fighting against censorship" that grips certain fandom communities. You for example use a ton of flowery language to frame this as a great loss of art and creativity and "Sanding down the edges" but what we're talking about is Ogre's violating people against their will and engaging in non-consensual sex. You still face unspeakable darkness, you still face off against world ending evil, you still face off against monstrous people. The difference being is that Paizo is endeavoring to not just go for an easy shock value shlock for their players. Like f%+!ing Christ, they literally just got done releasing an entire horror themed AP and you're like "Mass Market censorship has killed the dark themes of pathfinder". If the only dark themes that matter to you are SA and Slavery, that speaks more to you than it does to the setting at hand.
CorvusMask wrote:
20 years ago you could casually just call other people slurs and that was seen as peak comedy. That was the entire joke as well, someone did something stupid and you called them R****d, or someone did something slightly effeminate and got called a F****t. SA against a woman was not a monstrous trait that should only be tackled seriously but a joke to play up for laughs about how a character was "Just a bit of a touchy guy" with a laugh-track to accompany it. For me, I do not get the mindset of someone who wants to return to those times. As someone who was both the out-group receiving the negative behavior, and as someone who committed those vile acts on others, it was a horrid time that is better off remaining dead and gone. As for Ogres, I don't want to open up an AP and read "The Orge r**es the female NPC" as a plot point. There is nothing about it that services the plot than to make the Ogres seem more reviled. And if you're encountering Orgres they're already likely looking to kill and eat you, or possibly kill you by eating you. That's already vile enough for the PC's to want to fight them, without adding an element of sexual violence into the mix serve as meaningless edgy flavoring.
The Gleeful Grognard wrote:
You know sometimes, even when something is free, people willingly give their money to the maker of that product as a way of thanking them for the product that they get to enjoy. There are also those who enjoy the lore and stories those books have inside of them, the expanded descriptions that the Apps/Nethys do not post, and the art inside said books. I want them to organize their book better than Dark Archieve, but the way you describe the process of getting this content makes it sound so...utilitarian.
I love the idea of changing directions of some monsters to be closer to their mythological counterparts, even if I do love the more pop culture versions of them. I also enjoy the transparency. Funnily enough, the Mummy's abilities remind me of the 1999 mummy for some reason. I think it's the taking away abilities from creatures and sharing pain just for some reason strikes a familiar cord with me on it.
On the topic at hand, it is a little disheartening to see how long it's taking to implement the content. I've given to the patreon because they honestly deserve it, but it's starting to cause issues. I've had players who are used to using nethys citing the outdated rules for things, and it's definitely caused some confusion in our foundry game. "What the hell is Courageous March" type moments where they don't realize it's just the new term for Inspire Courage. Sometimes I think the ambition to make a toggle may have simply been too much compared to creating a new tab for the Remaster. I can see why they might be hesitant to do that though, as its a ton of repeated content if they do. I really hope the manage to make a breakthrough and this doesn't end up becoming a major delay for the site.
exequiel759 wrote:
I enjoy the way they format their content over both Nethys and Pathbuilder. That and the ability to get the PDF's when I want to from Paizo is also an added security to me should something happen to nexus. The normal PDF's feel a bit cramped for me compared to Nexus. I enjoy having links like Nethys does but formatted in a way more similar to the PDF, with the accompanying imagery and descriptive text not normally in Nethys. The only real reason I use Pathbuilder 2e is because the mobile option is hands down the best way to play at my IRL games. If I am playing at my computer, I'm likely going to end up playing with Nexus because the layout for the sheet is more appealing to me, and I have the capital to give it while being happy knowing that the money I pay also goes to Paizo.
Ravien999 wrote:
Interesting. I'm the opposite if I'm completely honest. To me it's like imitation meat. I'd rather eat the beans, tofu, or veggies prepared in a nice way that makes them taste good, then to see them pressed, contorted, and mashed into a "close enough approximation" of something else. I don't like being sold 1 thing being making it look like it's something else that I actually like. Much the same way, if I want something that looks like the physical sheet, I'd rather just use the physical sheet for the full experience. The lead smears from erasing and rewriting my ammo and hp. The feeling of the paper, the actual look of it changes depending on the light you have available. Comparable, digital paper copies just don't feel good to me. If it's digital, I want the interface to be a good digital interface that takes advantage of what makes digital interfaces good. Sleek design, collapsible tabs, easy navigation, links that can jump you to other sections or open up book entries, etc.
I will say that a full on rework of Fury would be greatly appreciated, as it does feel like it's lackluster compared to the other instincts. Perhaps make it's gimmick getting damage resistances earlier, or higher than other barbarians, in exchange for the lower damage. Would be nice to have something beyond Animal Instinct for those defensive barbarians. Also the proposal for making rage just give Clumsy 1 is intriguing. Making it something that's likely to stack with other sources of -1 but also making it lower your saves could have some pretty interesting gameplay implications.
I don't think people really think things through when they ask paizo to get rid of the drawback to rage. The entire balancing point of giving you such large static damage bonuses and allowing you to use them the entire fight is because of that -1. Without that, Rage damage and potentially Barbarian HP is going to be reduced. Or, Rage is potentially going to become an on/off state for the barbarian that is lost after 1 attack, and then has to be regained in combat. This brings a non-penalty rage in line with other abilities like Finishers, Spellstrike, and Unleash Psyche. Unleash Psyche is actually probably a good indicator of how Rage would be balanced, get a big bonus that lasts a fixed number of rounds, and then gain a negative condition that lasts a number of rounds. Personally, I'd prefer rage remain as is. It's a risk/reward that works for the simplistic mechanic it is, and there's no reason to take apart a fence that's serving its job just fine as is.
PossibleCabbage wrote:
Hasbro would never, except for early 2023, when they tried exactly that to leverage their market dominance over the TTRPG space. I never say that people would "never" do something once they've already proven they would.
I want to just say that I love expanding ancestries to include more details about them. I enjoy learning about their cultures, beliefs, and expectations because I love to play my characters either leaning into or going against those as the basis of my rping. Just more details are always appreciated and I personally think the strategy of making sure there are more ancestries in every release is a good way to approach the volume that existed in SF 1e.
PossibleCabbage wrote:
There's also another fact to consider. 5e changed their terminology from "race" to "species". So yeah, can't have that in the ORC.
That's so much extra bookkeeping and so much more homogenization for extremely little return. For myself, I already have a somewhat hard time remembering all the feats I've taken. Now I'm going to be adding 25 to 50 feats that I need to write down on my sheet, just because my character has a couple of proficencies in skills. Playing a Rogue or Investigator with your rules would be an absolute pain because now every decision is going to need to be looked at thinking of every possible skill feat in the entire game and how it applies, all because some people didn't like this extra step in customizing their character. IF you had this house rule at a table, I would legit request the ability to opt out of it. No thank you, I have enough choice paralysis leveling up than to have to deal with this horse shit.
Calliope5431 wrote:
I was going to say, is it any different from the 2 room adventuring days that you'd get in pathfinder 1e where once your healer hits their limit for the day, you pack it up and try again tomorrow, even if it means the dungeon turns into like 7 in game days despite it being 1 session of time.
Sanityfaerie wrote:
Casters get easier, built in focus points. It means you can use lay on hands more often, and regain more of your focus spells. The new remaster rules for refocusing means casters get slightly better benefits from focus spells. Granted however, Monk does get the same benefit. So yeah, it's good for all classes. I just wish there were more healing focus spells to make Blessed One/Champion not be so frequently picked.
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