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PlantThings wrote:
i suggest void and death, i dont think vitality fits into the mold they are building that would add 1 Harm
its not really that many
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I was actually just about to post something about this. I'm not surprised we don't have a release date yet but i am a bit surprised we don't even have a title. Unlike "battlecry" i kind of doubt "impossible" is what the final rulebook will be called
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Finoan wrote:
I mean, thats definatly a gm call, if one of my players tried to grapple a foe who was activly on fire i would probobly initiate some reciprical damage
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R3st8 wrote:
but like, is it even worth it for the practicioners of "religious necromancy" to even try to claim the word necromancy, it is as you said a clinical outsiders word for what they are doing, and certanly not their own word for their practices, in my eyes religious necromancy better fits the animist class as a form of spirit medium than anything even remotely resimbling a pop culture necromancer
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AestheticDialectic wrote:
why? Why should death makes gain access to healing? That doesn't line up with the vibe of the class or pop culture necromancy at all
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Scarablob wrote:
But you can just take reanimator or undead master and add those options in? What benefits is gained by printing them again outside of vibes?
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ElementalofCuteness wrote: IT might be odd but it isn't a bad class design. The only thing it needs is the Undead Companion feat chain and I think it be perfect honestly, or a sub-class which grants a undead companion rather then just a feat chance! honestly if only for page space i would rather undead companions stay in the undead master archetype, it doesnt have any wasted feats so the only real benifit toprinting those feats again in necromancer would be for people who want to grab an undead companion and also grab another archetype
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Tridus wrote:
currently that would add 1 Harm2 Sudden Blight 3 none 4 none 5 Toxic Cloud, 6 Necrotize 7 eclipse burst, execute, hungry depths 8 Dessicate 9 Massicre its not really that many
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Justnobodyfqwl wrote:
.... that's a summoner, or any class with the undead master archetype, we already have that
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Xenocrat wrote:
add nine more due to incidental creatures dying and being made into thralls with the reaction
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n8_fi wrote: I think some very good points about the cognitive load of Striding thralls, but I just can’t shake the non-mechanical urge that the horde needs to be able to move. As an alternate, and slightly addressing the too-many-bodies-on-the-field problem, what if Create Thrall allowed you to *either* summon a thrall in a space within range **or** allow a thrall within range to move to another space within range? That way there’s no movement Speed to track, it’s just take any thrall already within 30’ of you and put it somewhere else within 30’ where you could’ve summoned another one. I think it makes for an interesting tactical choice without getting into the minutia that makes minion tracking annoying but like.... why would you ever do that though? outside of using a thrall to eat a reactive strike that is straight up inferior to making a new thrall at the desired location and still having the old one at the prior location
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Omega Metroid wrote: stuff I mean, kinda, sorta, ish. No rule actually exists that requires tiny races to spend extra actions to do things, the only reference to this "tiny penalty" is in the old sprite feat that removes said penalty. The rules for tiny PCs in howl of the wild makes no mention of this action tax for example. It kind of reminds me of the pf1 feat "prone sniper" which removes the circumstance penalty to using ranged weapons while prone. A penalty that just does not exist. By which I mean to say, that if evanescent wings has been Erratad to remove reference to this penalty, than it has basically ceased existing
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Ludovicus wrote: I'm skeptical that, without really significant and creative redesign, the new classes will inspire nearly as much as trust in this regard as the comparatively well-designed PH classes. Ah well that really depends on the player, the commander is solidly a support class so if your player is the kind that wants to feel awesome on their own actions than commander will probobly not be for them. If however they enjoy the idea of being a power multiplier for the group or setting up combos with their teammates then there is a lot that can feel great.
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Ludovicus wrote: stuff 1)So from what i have seen, the commander only really needs one ally who has a high value strike to get solid value, more gives them more flexibility sure, but so long as they have at least one full martial to give options to they should be fine. 2)For the commander, probobly not, the action economy fraud that commander allows is a pretty huge force multiplier, and each of these characters where built in isolation in an actual party the commanders would be leaning more towards options that activly aid the group and prove even more efficiant. for the guardian, eh, it varies on a fight by fight basis, although i will say the earlier encounter looked a lot more replacable than the later encounters 3) so in a party of (pulling out of my hat here) Commander, fighter, primal sorc, and investigator, i think the commander would still do well, many of its options like form up, quickin banner, or the temp hp cushion of plant banner are exeptionally useful to every class, and so long as they have one or two allies with fully runed weapons whos attacks they can cheat out they should be fine, as stated above they obviously gain more flexibility the more targets they have but even just one or two is good, (for instance in our last combat, almost all of the tactects where focused on aiding the gunslinger) 4) Commander, from what my players have told me feels pretty great right out of the box, for a completely new player i would probobly advize them toward a simpler class like fighter, barb or rogue, but i would put commander in the mid complexity teir, with things like magus or a prepared caster, but it certanly would not be something i would activly advize a new player avoid when cutting their teeth on the game like alchemist or orical.
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Over the weekend I ran 3 mock battles with my group each at a different level and party comp. Encounter 1, party level 4
Encounter 2, party level 8
Encounter 3, party level 15
Our findings: both classes feel incredibly solid, our guardian player did find that intercept attack was a much more engaging and reliable mechanic compared to taunt. Especially in the high level build where he had three reactions to intercept and had 10 feet of movement on each. Also tough cookie is a very silly feat. Onto commander more good news both our commander testers got a lot of active use out of their abilities, stand outs being form up, plant banner, quickening banner, and fortunate blow. In our last test we had two commanders to see how they play in multiples and surprisingly they very rarely where stepping on each other's toes and managed to work around each other very cleanly. Criticisms: our guardian found that it was actually not super common for the situation to line up where taunting actually made sense, and as such his threat methods where basically never online. Also there for the commander tactics, there are enough "generally useful" commands like strike hard or form up that preparing the more niche options like pincer attack doesn't make a lot of sense. On the upside my guardian player and both commander players where very satisfied with gamefeeland feel both classes as they stand are very effective at filling their rolls.
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So amidst everything else in this class i cannot help but notice that commander gets some of the quirkiest animal companion access among its feats. Command steed starts off well, a basic young companion with extra banner utility, but then battle tested war horse is next, for mature companions and without the free action upside that is normally a great bonus. But as a bonus no one can mind control your horse and make it attack you, yay? Then we get battle hardened destrier, where we finally get that free move, yay, but then it just stops, this horse we have invested a third of our total class feats into just never gets the animal companion capstone in specialties. Just, am I alone thinking this is all just, really weird?
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So, I realize this is EXTREMELY early into the remaster, to the point that officially it hasn't even officially started yet, but I feel like the new incarnation of magic schools are unsatisfying, an objective nerf to a class that was already mid, and worst of all incredibly uninteresting. So schools have gone from a broad swath of magic, roughly one eighth of all spells to basically worse/more restricted sorcerer bloodlines. My initial thought was to scrap "school slots" and make wizards pure four slot casters who can spontaneous cast their school spells from otherwise prepared slots. This avoids the issue of dead slots that late game wizards are currently stuck with but it makes the schools even MORE "just sorcerer bloodline" and more subjectively i feel like wizard is THE prepared caster and giving them baseline access to spontaneous casting feels like it goes against their identity. So back to the drawing board I go, to try to find a change that gives wizards an injection of interesting while keeping and ideally enhancing their identity. Which is when I was hit with the thought that wizards are usually portrayed as surrounded by parchment, tomes and scrolls, and was hit with inspiration; prepared scrolls. Essentially wizards loose their school slots entirely, becoming baseline 3 slot casters. HOWEVER when a wizard is doing daily prep they can choose to prepare a spell in their mind, or in the form of temporary daily scrolls. Any wizard from a school with a curriculum can use a spell slot to prepare two temp scrolls of that slots rank, inscribing them with spells from their curriculum. The unified magical theory school can only prepare a single scroll from a spell slot but it can be of any spell they know, rather than being curriculum locked. Further more wizards gain access to the "rescribe" activity, which allows a wizard to spend ten min "correcting" one of their daily scrolls and changing the spell to any other valid option (of the same level of course) This has a few benefits, first and foremost hauling half a library's worth of parchment around every day feels very wizard and as such i like it. Furthermore it provides interesting trade offs. Scrolls have an innate loss of action economy due to having to be drawn curriculum wizards can choose how much of their vast spell access to trade away for staying power, potentially getting 50% more spells than a sorcerer if they go all in, in exchange for half the "repertoire" and worse action economy. Umt wizards who only go 1 to 1 on scrolls are only trading away their action economy in exchange for spell flexibility making them the defacto best users of the more niche spells in the game that would rarely find their way into a repertoire or prepared list. I am under no illusions that this is perfect or even that great out the gate but I wanted to get other peoples thoughts and input before I move to try testing it out.
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The Raven Black wrote:
I mean, so far all instances of Skill autoscaling in the game (with the sole exception of bardic lore) all follow the pattern of expert 2, master 7, legend 15, unlike weapon, armor, or spell proficiencies there is a pretty codified rate of advancement for skill proficiencies
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My issue with the new dying rules is less the lethality they have in of themselves and more the disasterous way they interact with persistent damage. If you have wounded 1, and a source of persistent damage and get knocked to zero, the party has exactly 1 turn to bring you into the positive before your dead.
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The Raven Black wrote:
The way I am choosing to interoperate the sanctifications is as sides in a conflict, the great cosmic war between the upper and lower planes. Some gods who are not involved in this conflict do not mind if their servants take sides so long as they serve them first and foremost, while other gods demand that their servants abstain from taking a side in the conflict.And for those gods Aligned with one of the two cosmic factions, there are those who demand that their servants align themselves to the same cause, while others are happy to give their followers the choice between joining or staying out of the conflict, but not the option to join the opposing side.
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I am all in on everything except the dying changes/clarification, and to a lesser extent the status removal spells being changed to counteract checks (lord knows i wont be keeping track of the level of spells that caused each individual status)
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WWHsmackdown wrote:
it is perfectly serviceable for casters, however for martials they now get two more levels of functionality where they can use the weapon they want to be using before it becomes useless again. they should have tied weapon proficiency to unarmed, and armor proficiency to unarmored so that it scales at the users normal rate. Edit: I just want to be able to use a nodachi without being either a fighter or a tengu, this does nothing to help how incredibly narrow access to advanced weapons is.
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Blave wrote: Also Mark mentioned in the RfC stream that the armor and weapon proficiency general feats now scale to expert at evels 13 and 11 respectively, i.e. at the levels casters become expert in weapons/armor. Ugh, that is almost worse than them having done nothing.
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Cylerist wrote:
I mean, first of all. core was already two books crb and apg, those where "core rules" and "core expansion" they are just shuffling the content around between them so that the layout and content is better laid out and you have for instance, all the core ranger feats in one book rather than two. Second, original Core rulebook was already an incredibly large book, to the point that a lot of lgs's where hesitant to carry more than a couple copies at a time due to the amount of space they took up, and this problem would have gotten much much worse if they tried to combine the two of them into one behemoth 1200 page monstrosity. by splitting one really big book and one standard book into two slightly above average books it makes stocking them much more manageable for physical stores.
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honestly, the "solution" i would propose at least for my own house rules is as follows;
Monastic Weaponry gives the monk scaling proficiency in all weapons with the monk tag. ancestral weaponry is no longer a feat as it is no longer needed. Monastic archer stance allows the user to flurry with all ranged weapons, rather than an al a cart list. and most importantly, the "flurry of blows" feat from the monk archetype only allows the user to flurry with unarmed strikes, or weapon strikes with the agile, finesse or monk tags. I would also recommend renaming the "monk" weapon tag to something else that implies a link to martial arts which has the additional benefit of encouraging other things to check for that tag
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This whole thing is spiraling off topic, the question at hand is weather "targeting any defence" is actually a major benefit as it is often framed as. Getting into the minutia of all the other aspects of the martial caster 'discussion' will just turn this into a copy of the two or so dozen threads that have gone over that topic broadly
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SuperBidi wrote:
This is all true, my reference point with martials is more to demonstrate how a the chance that a creature fails its weakest save (55%) does not really register as a strength/advantage when a martials first attack has roughly an equivalent/slightly superior success rate. My napkin math is not advanced enough to produce numbers I am confident of for more situational analysis, but anecdotally i have found that the options a team has to assist a martial struggling in a fight are more numerous and generally more reliable than those a team can employ to aid a struggling caster. Also I only brought up off guard because I have a rogue in my party and thus far off guard is almost always in play through flanking and it is something that properly feels like "having an advantage".
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I mean I have always felt that "targeting the weakest save" as a strength of casters was always a bit of a fallacy. Targeting the weakest save is a borderline requirement, not a privilege. The average on level monster has a weak save that passes the save 45% of the time, a mid save that will beat the check 55-60% of the time (still functional for spells with good success effects, eg slow, but pretty poor odds for anything that relies on a failure) and one wall high save that passes the check 75-80% of the time with a 25-30% chance of getting a crit. There are exceptions of course; oozes tend to have have truly abysmal reflexes, and humanoids tend to have saves that are all closer to mid, rather than having standout high and low saves but for 80% of enemies those base rates are within 5% of correct. Given that is the case unless you exclusively employ strong success impact spells, targeting low saves is required to have any sort of success. You are not rewarded for exploiting a weakness, you are punished if you go for anything else. For comparison martial accuracy vs ac on an on level target averages around 60% and reaching 70% via off-guard is not usually a tall ask. So the comparative lackluster success rate of 55% for "targeting the weakpoint" feels a bit disingenuous. For what it's worth my personal fix for my home game is giving all "normal monsters" two low saves and one high instead of low mid high. They still need to look out for those brick wall high saves but any given foe can be reliably hit by 2/3 of the casters kit instead of 1/3, without bolstering the classes power ceiling
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Darksol the Painbringer wrote:
they mentioned in one of the reddit threads that the death(/s?) in question where put into place for purely story reasons and had nothing to do with ogl nonsense
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I would have made them baseline 4 prepared slot casters and given them the ability to spontaneously cast spells from their curriculum, so they always have their thematic spells online but without otherwise containing them, also some better focus spells cause some of those wizard focus spells are kind of crap
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NECR0G1ANT wrote:
no fighting undead is what vitality damage is for, there are no common undead with weakness/good and I very much doubt there will be any undead with weakness/holy either
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so, and this is actually hilarious timing I just finished my Mummies mask campaign a couple of weeks ago as my last ongoing pf1 game, and in it, one of my players was a drow swashbuckler named Merriander whos mission statement was to find a way to wipe out the drow people on a quest born of pure spite and so in our last session knowing what was going on i gave him an artifact that was an ancient superweapon of hakoteps that would allow him to wipe the drow from every one of their cities and wipe them out systematically, and in the intermeaning years from mummies mask to modern pf2 serpentfolk have taken advantage of the power vaccume to establish themselves as a major power in the darklands
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i kind of feel like they shouldnt have given bows deadly, like, it kind of makes it hard to be excited for guns doing crazy damage on crits as their thing when bows also do exceptional damage on crits, just a bit less so, without all the downsides that guns have, like at high level you are looking at 9d12 base damage (average 58.5) vs 11D8 base damage (average 48.5)for guns vs bows, yeah guns hit harder, especially early on (average 19.5 vs 13.5 at level 1), but bows still have awesome crits, and like, are all those downsides guns have really worth like 10 extra damage that only occurs on a crit? edit i am ignoring property runes, specialization damage and flat damage since that is applicable to both equally
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i mean there are no evolutionary implications because this is an explicitly creationist setting? like the answer to most questions about why something is the way it is in the setting is because "some god wanted that way", or occasionally "some wizard messed everything up and now monsters"
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Archpaladin Zousha wrote: One thing I've realized I need recently is for the Bullet Dancer archetype to get some errata so it's actually playable. bullet dancer really should have been a monk-class archetype, it is clearly not designed for any other class, but the fact that another class could take it causes it to compromise its own functionality
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Claxon wrote:
hmm perhaps as an alternative, perhaps some sort of free action metamagic that would allow a magus to tie a reload into the somatic components of a spell, that would let them reload on their conflux spells, as well as any normal spells they cast, but would not work on the base recharge action (not a spell) or spellstrike itself (which does not work with metamagic)
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Claxon wrote: However, I'm not opposed to letting magi grab Running Reload as a level 4 feat, but it would work exactly as written. honestly, given the lack of a generic scaling firearms archetype in the style of archer or mauler (which they really should have had in g&g but whatever) I make running reload available to any character who wants to use firearms as a level 4 feat
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unicore, that sort of thinking is honestly my problem with how casters have been handled as a whole, the trepidation that some theoretical optimizer going through every bestiary memorizing every single possible benefit that any summon could have, and pulling out the optimal monster with the correct damage type for the ideal benefit, and balancing spell casting around that situation just sort of hobbles the mechanics as a whole given that, in my experience people just summon stuff that sounds cool, they don't care about optimizing or finding ideal options they just want to summon big monsters
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egindar wrote:
but... only like 4 guns actually have higher than short bow damage and only one has higher than longbow damage, and given that composite bows give the option of adding str to damage, a normal hit from a 0 reload gun will still be less damage than the normal hit with a bow, the only advantage guns have is comes from crits, in 90% of combats if you are spell striking with a gun, you will either not crit so its exactly the same, or you will crit on something that would have died anyway... so its exactly the same, the only situation where the gun is actually better in practice is when you crit against a foe who would not have died to a crit bow spell strike anyway which is already an absurd amount of damage.
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on a semi related note, can we please just... lose the reload feature on slings? Like, I know that contractually every RPG that is dnd adjacent is obligated to make slings pure garbage, but like, you don't reload a sling anymore than you reload a bow.
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egindar wrote: What about a conflux spell that allows you to Interact to reload and then maybe do another minor thing like Stride? Should limit the issue of Spellstrike + recharge that would come up with a non-conflux recharge + reload action. I mean... limiting functional reload to 1-2 times per fight seems like pretty unfun design to me, I think a baseline reload option of some kind is better, if you want it to be more restrictive maybe make arcane cascade a prerequisite to using the reload action or something
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the thing is, for spell strike currently bows are viable and guns are completely not, if we improved guns, guns would become viable, and better than bows are currently, but bows would still be completely viable, a better option existing (which is only actually better when you crit) does not make your option bad, especially when, like I said, bows would still have all the advantage whenever using your entire turn for one big hit and a recharge is not the play.
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Pronate11 wrote:
I mean.... so? right now bows are objectively better, I don't see how switching it to be the other way around is a problem, especially given that bows would still have all of the additional versatility for whenever spell strike isn't the awnser
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