Like basically everyone else mentioned, combat is less about "role" and more about "outcomes." I explain it with a mnemonic called "the 3 p's."
Example Encounter 1: Swarmed by Mooks
Example Encounter 2: A single powerful monster
If Monks can do it, you can do it too!
What if Paizo embraced the whole idea of "imbalance" instead of shunning it?
I must confess, I didn't get a good look at death/dying until last night. I really like the Wounded(X) condition! It looks like it puts a super-cool importance on mundane healing.
I get where you're coming from.With Monsters having (on average) more HP than PCs, and by extension, a bigger buffer of "almost-max" HP, I could see that being brutal too.
I'm not sure if I agree with you here.I don't know a lot of character concepts that hinge on healing.
Outside of martyr builds, (who really care about healing options, because healing increases both their distance from Unconscious and their expendable resources, it's like if Wizards gained more spell slots every time they got healed.) I don't know if anybody really interacts with the system besides providing healing options.
Joey Cote wrote:
This.I feel like one of the big differences between Pathfinder and DnD is that Golarion is a lot grittier than the Forgotten Realms. This, combined with mundane healing actually being good, creates a really interesting world, where even those with magic power still rely on more "mundane" solutions to some of their problems.
I'd draw the line at weapons. I don't want my Wizards needing magic crossbows to contribute, but I'm fine with armor being the way most people in the world protect themselves.
We should brainstorm ways to solve this.
Reward characters for having higher HP.
Give everyone ways to sacrifice HP:
Bake healing into the characters themselves:
If I remember right, there was a ton of conversation about why everyone picked CLW over all of the other cure spells. The answer I thought made the most sense was one of action economy:
Hmm. In past editions, the +4 Str -2 to all mental stats is a little problematic. It's just a little hard to look at that and call your non-Orc martial optimized.
I just on a thread that was 16 pages of "casters are super-nerfed, especially the ones that want to do damage"There were people that said that casters needed the nerf, that it was the direction the game needed to go. There were people that said that it went way too far, and that it was making the game worse for them.
But you're the first people who I've heard say that casters are super powerful in this edition.
I'm not disagreeing with you, casters in PF1 were super powerful, and it makes sense that they'd be powerful here, too.
Is there any evidence, or any anecdotes, of casters doing really ridiculous damage?
Hmm. Now that I'm thinking about it, PF2 could be a fantastic rules system for running Spheres of Power. It has scaling already built into the core class mechanics, and the class feats look a LOT like the sphere talents. Maybe that's the direction the magic should go. It was pretty popular in 1e, and now that Pathfinder is completely breaking away from DnD; we could convert pretty cleanly.
I'd love to see a guide for the Ancient Lore Keeper!
The combo that I heard there was that you abuse the really vague definition of "enemy," so that you can tote around a box of rats, shake them up so that they get angry, and then kick the Ki out of them.
Yeah, Hungry Ghost Monk, or something like that (Don't have my APG on me)If I remember right, you get Ki points back when you kill enemies, but there might be something about regaining health, too. You have to use Core Monk with it, but it's still the best option.
I remember hearing some noise about a third-party "Vampire" class at one point, too.
If your GM lets you variant multiclass (from Unchained), I would suggest you grab Oracle. Life Oracle is a really fantastic healer, and might be worth your time over Channel Energy.
The Range Limit (30 feet for the Un!Rogue), lack of a stat-to-damage (Un!Rogue's Finesse training only works for melee weapons), lack of feat/weapon support, and lack of full-attack options make this really tough to pull off. Plus, you take a pretty painful penalty to Stealth checks.
This is a really good point... And I'm totally including Paladins in my next game.