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![]() YuriP wrote:
There are tons of feats like that, and the answer is always "It's useless until it isn't." Rogue for example has Nimble Dodge, which went 12 sessions without ever stopping a hit or crit, and then stopped that "crit by 1" strike from downing me. Likewise, Sly Striker is a very niche feat because you can always flank an enemy, and then we fought an enemy who we couldn't easily make off guard and Sly Striker paid its dues adding extra damage on my strikes. If I am a GM and there is a sorcerer with low hp whose been hitting me with spells vs the guardian in front of me, I don't see why I wouldn't go after the sorcerer to prioritize threat. If a rogue is flanking the guardian and pounding my butt, I'm going to kill the rogue first to cut off that high damage and then focus down the guardian afterwards. Maybe GM's will focus on the Guardian most of the time. But there's going to be those cases where they don't, and that's why you take those feats. You can argue about the GM not doing that, but I find that to be a unfair steelman tbh. Because a GM can be the source of all kinds of problems. It's like "Don't play a caster because the GM can only pick monsters with high saves and low AC's". Or "Don't build for melee because the GM can always use flying enemies or enemies who use ranged attacks and teleports." Like, you're right. Fair point by the technical merit that it can happen. But that's not a fair position to start the discussion at, imo. After all, you can also just as easily make the case of the GM always ignoring your taunts, and suddenly those feats become goated. ![]()
![]() I think Paizo has made the choice of using new classes to explore new mechanical ideas. This is similar to how they used to include new archetypes for existing classes in their previous works. Instead of a class getting a new archetype that completely changes how they played, or fulfilled a new niche for that class, instead they are taking that idea and turning it into its own bespoke class. I don't know how I feel about it, personally. Reducing it down to 1 class and creating more options for existing classes could be fun. But at the same time, I feel like Pathfinder would rather you have 50 classes to pick from, and each class is relatively simple to figure out and play, than to have 30 classes, but each one having an alt mode essentially. ![]()
![]() Xenocrat wrote: Taunt doesn’t have the emotion or mental trait, so it’s not really a taunt at all. You’re not making the mindless zombie mad at you. Maybe I'm just MMO brained but I don't see a problem with Taunt being named Taunt as "universal ability that draws aggro to you". Since that is ubiquitously what that kind of ability is called in games. ![]()
![]() Dragonchess Player wrote:
I completely misread that map. I thought it was that cluster of islands off the saga lands. My bad lol. ![]()
![]() As long as nobody kills any random sheeps or cows than things should be a breeze. Loving Iblydos amd I can't wait to dig in to the city states. The whole region being so far north had me expected it to be cold but it looks like volcanos and geothermal activity are keeping that warmer meditteranian sea feel. ![]()
![]() Justnobodyfqwl wrote:
Narrative Declaration is a gem to watch and i don't care who i need to fist fight in the parking lot to say it. ![]()
![]() I'm not personally surprised, for many of the reasons others have already brought up. But also, you really can't discount the effect of star power when it comes to getting eyes on a product. Critical Role is a massive influence on many people, and it's theater kid style approach to dnd is what set a new standard for how many people approach ttrpgs. Pathfinder doesn't really do that, and that isn't really something it demonstrates. Pathfinder loves the mechanics first, builds and number crunching, abilities defining your character approach to ttrpg playing, and the community for a very long time earlier, and even a sizeable chunk now, play that way. But a lot of the content creators who play dnd and specifically make youtube videos on it, they all rose up on the critical role style of playing ttrpgs. Whether as a show they liked to watch or a game they directly took inspiration from, the influence critical role holds is powerful. So when Critical Role, not WOTC, says they're doing their own TTRPG system, that makes people a lot more willing to put eyes on them than pathfinder, a game they may have 0 emotional attachment to and who feel it plays opposite to their style of imrpov heavy, winging the rules, narrative before mechanics style of play. ![]()
![]() For just getting into ttrpgs without any idea of how they work? Yeah this approach you did was good, in my opinion. It's improve with paper rules and there's a lot of people who need to relearn how to essentially play pretend, so giving them an example to work as a primer that's straight to the point is good. ![]()
![]() Captain Morgan wrote:
Probably not what they meant but you can also opt into the complexity by playing the premaster oracle. For me it reminds me of when gunslinger was first coming out. The write up for the playtest feedback posed an interesting design philosophy, that being that the class could lose its direct power of higher proficency and have that power shifted to feats, or it could keep its direct power but gain less impactful features as a cost. It sticks with me because I can't help but feel that's exactly what happened to oracle. It gained direct forward power in becoming a 4 slot castsr, and so lost power in its quirky features which meant they needed to become less defining for the class compared to the premaster. ![]()
![]() Squiggit wrote:
I've got the opposite take tbh. Her backstory is the kind i've seen from far more level 1 characters than one that's well rounded and reasonable. Also, it's not like other iconics don't have similar deals with them. ![]()
![]() Oscar Isaac as Valeros would be a good match imo. Laurence Fishburne or Ewan Mcgregor as Ezran would probably be matches made in heaven honestly. Now for an off the wall one, Steven Yeun as Korakai. I was very impressed with his voice work, and I think he matches the kind of younger sounding voice I imagine Korakai to have. ![]()
![]() Zoken44 wrote: So guns and Gears got remastered, right? In what ways were those classes affected post remaster? Given we haven't heard much from Paizo regarding remastering the classes, just like with Gunslinger and Inventor, it is likely however much they were changed will be in line with how much the Psychic and Thaumaturge will change. Both Inventor and Gunslinger got some very good quality of life buffs and some fundamental reworks to their class features. I wouldn't be surprised if we see similar changes to the thaumaturge and psychic. ![]()
![]() I'm not gonna sugar coat it. No. Just plain and simply, No. BG3 cost a ton of money and licensing to get a big studio to work on it. I don't think it's an exaggeration to say that at least double Paizo's entire yearly income was spent just on the initial development of BG3. A Pathfinder game works best in the same way pathfinder does, as a indie scene darling that isn't as big as its mainstream peers but does enough to make a good earning and good quality. ![]()
![]() TheTownsend wrote:
I don't think there should be 1 set look for orcs tbh. I think that adds a bit for like, the heritages that the more human orcs and the less human orcs are all orcs. Like, even with me not liking the particular art piece it's literally not as important as the actual body of text said picture is attached to. So for me at least, I don't get why the art is as big a deal as it is in the discussion tbh. Even then my complaints are mostly about clarity of themes. The story itself is good, and I like the Ulka as a orc subverts the expectations of a prime and proper commander for a grizzled veteran warrior instead. ![]()
![]() Alchemist and Witch have been the worst for me, and they're entirely arbitrary reasons. Alchemist I want to love, but every item list they can pick formula's from is dense. Between Bombs, Elixirs, Poisons, Foods, Normal Alchemical Items, etc, it feels like if I made a caster who can draw from all 4 spell lists at once, and it's constantly filling me with choice paralysis and 2nd guesses. Witch is just basic, I'm not a fan of familiars. I just don't really care for the "just a little guy" kinda mechanic. Purely it is a personal preference, but familiars and familair rules just aren't really my cup of tea. ![]()
![]() Spamotron wrote: I think what they were going for is that she protects the helpless against hostile aggressors. But, she knows said aggressors are still people with friends and family of their own who will suffer from their deaths. However I agree the wording is muddled and confusing. That'd be a cool angle to see. The curse of being aware enough to know that every person slain is a tragedy, enemy or ally. ![]()
![]() The story feels a bit like it loses itself at the end, I'm going to fully admit. Ulka's story seems to be one where everyone around Ulka has always been controlling her. From her adoptive family to her mentor figure and death itself, all seem to meddle with her life and she seeks to buck that trend. Her leaving life for that of a mercenary seems to be one of seeking freedom and control. That no matter how bloody or high the cost, she will strive to live her life as she wants, on her terms. Not tradition, not the expectations of other orcs, and not concepts of right and wrong, honor or dishonor, etc. It even seems like she's doing so as a direct challenge to death, to chase it and refuse to passively wait for death to come, but instead force it to confront her in the fires and ashes of war. Maybe the intent of her orders being more viscous was at her men to act more moral. But the way it's written it seems like she orders them to commit atrocities harder and leave more orphaned children in the world, and then wants to protect the weak and defenseless? She also seems to just hate those she's commanding or just doesn't care if they live or die, which seems weird to care about life while being so flippant about the deaths that war brings? I'm just not sure if the intent was for her to be a glaring flawed character whose too blinded by their own pain, goals, and trauma, to see what they're actually doing, or if I'm just misunderstanding the story. Is Ulka supposed to be a flawed and tragic figure or is this a case of misreading what her story is supposed to be and coming to the wrong conclusions? ![]()
![]() 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?
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