![]() ![]()
![]() Castilliano wrote:
I'm mostly just trying to say that it'd make more sense for thralls to be able to attack more than once (with the same action cost as summoning a new thrall), both for the sake of verisimilitude and because it would make thralls being able to flank more intuitive. ![]()
![]() One minor thing I'd like to note about necromancer: by default, thralls can't do anything after being summoned, and that feels kind of weird from a narrative standpoint (especially given that they contribute to flanking as if they could attack). In terms of direct combat threat, creatures should basically be treating them like statues. You can probably justify this with something along the lines of, like, "creatures need to keep an eye on the thralls because they don't know whether or not the summoner is going to do some weird magic thing with them", but I think it'd be easier to just have Create Thrall say that, if you Sustain the spell, an existing thrall can Stride and/or Strike. Would make the thralls feel more like actual present creatures instead of just a vague spell effect (and would also help in niche situations where you don't have room to create a new thrall next to a creature for whatever reason, e.g a fight in a tight hallway), but it'd be fine in terms of gameplay balance because it'd be functionally similar to just summoning an entirely new thrall. ![]()
![]() I'm still concerned about guardians having below-average weapon proficiency compared to other martials. While raw damage output obviously isn't the main goal of the class, I feel like a defense-oriented melee class shouldn't be outright discouraged from trying to make Strikes, especially given the class's martial flavor (and especially given that existing defensive classes, namely champions, don't have the same limitation). If you can't use a weapon well then you feel more like a very insistent punching bag rather than a cool protector guy. ![]()
![]() Ryangwy wrote:
The ancestry system cares enough about "playing against type" for the variant attribute boosts (and, more recently, mixed heritages) to be a thing, at least. And I'm not saying "let players do this without requiring them to talk to the GM about it" so much as "have the rules specifically say you *can* ask the GM about it", which would give more leeway to players trying to come up with unusual character concepts while still giving the GM the option of a hard "no, I'm not allowing that". I also don't really think that languages are really more or less potent than each other in a vacuum; while Elven is theoretically "stronger" than halfling (since Elven society is both larger in scope and more likely to have, say, ancient magical artifacts or whatever), in practice whether or not a given language is useful depends on the campaign itself (e.g if the party is trying to track down a famous halfling hero, or if they're exploring some distant continent that elves have never laid foot on, then Elven is a less attractive option). I don't really think minmaxing language selection is something to really be concerned about. ![]()
![]() Ryangwy wrote:
I get the idea you're going for, but I feel like if a player's backstory involves them not growing up among members of their own culture, they'll just... not pick those feats. While a lot of ancestry feats are culture-based, there's just as many that are more based on physiology. This is less a mechanical concern than a "players might pick feats that don't make in-universe sense" concern, and I feel like that's kind of a non-issue since if a player is committed enough to their backstory concept to want to change their starting languages then they're almost certainly going to be paying equally close attention to their feat selection. ![]()
![]() PossibleCabbage wrote:
No, I think it's good that the ancestry statblocks list the default languages an ancestry should know. I just wish that swapping those languages out for something else was something the rules explicitly said you could do with GM permission. It's like how the default attribute boosts for dwarves (+CON, +WIS, -CHA) work well for "dwarf-y" classes like barbarian, cleric, or fighter, but you also have the option to swap them out if you want to play something that wouldn't be common in dwarven society, like a dwarf bard or dwarf wizard. Likewise, I think with languages we should have a similar option. It could be interesting to play a dwarf raised outside of dwarven culture, completely disconnected from their own people to the point of not speaking the same tongue, and exploring how that would affect their outlook on the world. I know that you can generally work out these kinds of changes with the GM on a case-by-case basis, but I wish there was a rule you could specifically point to in this regard, you know? Like how there's guidelines already for custom mixed heritages or long-term disabilities or altering undead player options to provide the full immunities of the Undead trait. ![]()
![]() As in, some quick line of text somewhere saying something like "with the GM's permission, you can switch one or more languages from your ancestry with other languages you have access to." • This would make it easier to play characters with unusual backstories, such as being adopted by members of another culture, raised by wild animals or mythical creatures, or the like.
![]()
![]() Aspel wrote: Also why are people calling it "Lazylord"? Is that just based on the 4e Warlord? The term "lazylord" specifically referred to a 4e warlord (or similar classes in other systems, though I think the term originated with 4e) that does no actual attacking themselves and instead focuses entirely on having their allies do the fighting on their behalf. In the case of PF2e commander, this would be accomplished by avoiding the Strike action in favor of tactics that allow allies to Strike (like Strike Hard! and Ready, Aim, Fire!). I haven't tested the class myself in an actual game, but looking at the playtest itself, it seems like it wouldn't be the worst idea to do this (the main advantage being that you can near-entirely dump STR/DEX in favor of other attributes). It's like playing a warpriest that dumps WIS; you're limiting your offensive options, but you're still effective at supporting your allies. That being said, I do think that it's probably *better* to be mixing in your own Strikes, since all of the "allow an ally to Strike" tactics seem to be two-action activities and that means that on turns where you want to use two actions for something else you won't be doing any damage at all. But I appreciate that the option is there to play a character that focuses on battlefield tactics without necessarily being a combatant themselves. ![]()
![]() Calliope5431 wrote: I'd be shocked if draconic bloodline were the same, although it might be. I wouldn't expect much about the bloodline itself to change (in regards to bloodline skills, granted spells, bloodline spells, or blood magic effect). The Draconic bloodline as it is currently doesn't really conflict with the new dragons (or, at least, the new arcane dragons), and you already needed to pick a specific type of dragon for the bloodline anyway. It's not too much of a stretch to just keep it as it is currently, aside from your tradition matching the tradition of the dragon you chose. On the other hand, Wyrmblessed is already its own separate bloodline with a different tradition, different granted spells, and a different blood magic effect. What *might* happen is we might see different bloodlines for different dragon traditions? I'd prefer this, in my opinion, because that means the specifics of each bloodline can be tweaked to better fit the specific kinds of dragons they're based on. ![]()
![]() By default, a familiar's modifier for most skill checks is just equal to your level. The Skilled familiar ability would increase this to your spellcasting attribute modifier plus your level for one skill of your choice. Partner in Crime doesn't care if the *familiar* is a master at the skill for the auto-critical success, though, it cares if *you're* a master. ![]()
![]() The text for Snagging Strike has always been a bit confusing, and it looks like the reprinted version in Player Core 1 is identical (aside from replacing "flat-footed" with "off-guard"). Here's the text of the feat, as a refresher:
My point of confusion: what does "within the reach of your hand" mean here, exactly? I need to have a hand free to use Snagging Strike itself, of course, but what about afterwards? Is my hand now occupied, or does my target just need to stay within that hand's unarmed reach? Snagging Strike isn't a "real" grapple (i.e, it doesn't impose the Grabbed or Restrained conditions), but is the design intent that I'm keeping the target flat-footed with a loose grip, or just that my initial attack involved a quick pull on the arm or something and they're just off-balance until they take a few steps away from me? I've searched several places online for an answer about this, and nobody else seems to be able to come to a consensus either. This is frustrating, because this seems like a fairly essential feat for a free-hand fighter build, and that's the exact build where knowing what your hands are being used for is important. For instance...
If anyone has a definitive ruling on this feat, I'd like to hear it. ![]()
![]() SatiricalBard wrote:
From the standpoint of a STR-based fighter, yes, definitely. From the standpoint of a DEX-based fighter... still yes, but the STR-based fighter does pretty much everything that the DEX-based fighter does (in regards to melee combat specifically), and it does it the same or better. It'd be nice for fighters to have a few melee-focused feats that reward high DEX or something. At the very least it'd be nice to see some DEX-based skill feats that are more directly useful in melee combat; the only one that really comes to mind is Kip Up, and that doesn't really interact with your DEX itself, it just requires master Acrobatics. I think in the broad sense I'd just like to see more options overall for DEX-based melee builds. (Without making STR obsolete, of course.) ![]()
![]() Something I'll say about swashbuckler is that I think Panache is too specific flavor-wise. Swashbuckler and rogue are really the only frontline martials that are designed with DEX-based melee combat in mind, and since rogue is so reliant on Sneak Attack, swashbuckler is your main option if you just want to focus on fighting your foes head-on with a finesse melee weapon. The problem is that swashbuckler also kind of expects you to act like an intentionally flashy show-off, and Panache's mechanics reflect that in a few ways (gaining Panache from non-style-related skill checks to do something flashy, for example). This is perfect for the "typical" swashbuckler that *does* want to go out of their way to look cool in fights, but it makes the class kind of clash with characters whose personalities are more serious and practical-minded. That's not to say I don't like the classic, show-offy swashbuckler aesthetic, of course, but I think the class could benefit from *not* having that be the sole default flavor. It would be nice to have room for other character concepts, like a tribal skirmisher or a cold-and-methodical fencer. (Though an alternative solution might just be to leave Panache as-is and instead give fighter more support for DEX-based melee builds somehow.) ![]()
![]() Something I noticed is that Area weapons (or Automatic weapons using Automatic Fire) base their accuracy off of class DC, rather than proficiency with the weapon itself. This seems unintuitive, in the sense that a class that's good at using weapons but doesn't have an outstanding class DC is weirdly mediocre at using shotguns and the like compared to single-target weapons. This mainly sticks out to me in the context of classes like Fighter and Gunslinger that get better-than-normal weapon proficiencies but fairly standard class DC. (I'm aware those are Pathfinder classes, but the fact that Soldier is explicitly designed to not encroach on Fighter's design space suggests to me that the basic game mechanics are still designed around the existence of these classes to some extent.) A potential solution (aside from adjusting class DC scaling itself) could be to either have these weapons work like the Blast property works in PF1e (where the attacker makes an attack roll against each target in the area, rather than each target making a saving throw), or else have the saving throw be against a DC equal to the target's attack bonus + 10 (similar to how skill/save-based DCs work). Though that's just my immediate thoughts, so I'm unsure if that could cause other problems somehow. |