![]()
Search Posts
![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I already did this with the Commander, and this time it's Guardian time. The Party:
This is a VERY favorable party for the Guardian. The Rogue, the Cleric, and the Witch's familiar all very much want to be close but not to get hit. Intercept Strike came up quite a bit. Albeit, there was one situation where an enemy the Guardian was adjacent to damaged an ally the Guardian wasn't adjacent to, where Intercept Strike would have been very nice. In fact, given Guardian's job it might have been more productive for Intercept Strike to depend on the enemy's location in general. The Witch's familiar having that defensive option meant that it did not hesitate to use the hex-familiar double threat... save that the Witch often just destroyed everything with telekinetic projectile. Hard to find the actions to move the familiar with at level 1. I tried very hard to remember all of the Guardian's functions... to limited success, as I eventually forgot about Furious Vengeance. Intercept Strike is, as mentioned, good. Raise Shield was helpful. Taunt is a problem. The Guardian plays, I suspect, a lot like what a fighter plays like without the upsides. You move in, you make attacks, you raise shield. The hard part is finding a time to taunt in there. As many other tests have shown, the best time for taunting is an enemy that can't get to you in the first place. When the party got to level 2, I gave the Guardian a Bastion archetype for free reactive shield. In retrospect, this was a mistake. Either the Guardian wants that reaction for Intercept Strike or it wants to use Shielded Taunt. That said, Shielded Taunt is not good for the shield side of it; it is in effect removing the AC downside of taunt and making the DC +1 harder. It is, fundamentally, a good feat. It's just that it's patching Guardian's holes, not building on something that's already good. Okay, I need to go over this: what is Shoulder Check for? Seriously, what is it for? You make an unarmed attack, and... the target is off-guard for the rest of your turn. Not anyone else's turn, just yours. For you to make an attack at effectively -3. Or another shoulder check at -2? This would be good on a Rogue (except for the armor requirement) or a Monk (except for the armor requirement) or maybe certain fighters? On Guardian it's a squeaky toy. It does nothing to defend allies or increase your own durability. Now, I did use Shoulder Check on the regular... as an agile attack. The most useful thing it did for me is letting me make a gauntlet strike with full hands. EXCEPT that if someone asked me, as a GM, if they could kick someone, I'd say 'go ahead, make a fist strike for it.' Shoulder Check has taught me to respect the D4, it put in some solid damage and even killed a kobold or two, but realistically the thing that the actual feat is about doesn't do anything. (Actually, come to think of it, probably a lot of Guardian feats would go great on fighter...) I think that this character would have gotten more defending done as a Champion. It would have done more damage as a fighter. Intercept Strike is, in fact, baseline good, it just has limitations that keep it from being a solid core to the class the way that the Champion Reactions are. Taunt is a paradox, it doesn't fit into the standard martial action flow, and oh yes when the enemy succeeds against the taunt it bites. Crit Successes are whatever, the monster has won and is free, fair enough. On a normal success you still take the -2 to AC and saves for what? The monster to have a -1? It feels a bit like a robbery. I'm not sure how I'd fix Guardian. I'm not sure what the original plan for its action economy was. If the idea was making Taunt a core part of Guardian's gameplay... this kit doesn't work with it. Taunt will need to be dialed up, and the Threat Technique will need to be completely overhauled into something more impactful. Actually, let's talk about that, too! What's the design space of Threat Technique? It's so basic, such minor advantages. Is it supposed to be like Ranger's Edge? Because it isn't, it isn't near that impactful. If you added a Threat technique that allowed you to get a bonus level 1 Guardian Class Feat, it would be taken 100% of the time. If you added a Guardian Class Feat that gave you access to the other Threat Technique, it would not be taken. ONE MORE THING: what is Guardian's hands supposed to do? Sword and Board? Then you have no hands for using the Athletics checks. Sword and hand? And have no shield? As the shield class? Board and hand? I GUESS?! Real talk, the most optimal build for this is probably Flail/Shield or maybe Warhammer/shield plus Unkind Shove. Swords, Axes, and other options that don't do Athletics rolls are antisynergistic with Guardian. How about a feat to add Shove to Shields? Or let other weapons do other Athletics tricks in general? I guess Shield augmentations are, really, the secret ingredient here, but Guardian is already very equipment-dependent with heavy armor, shield, and martial weapons. Shield Augmentations aren't even in a mainline PF2 book; they're in Grand Bazaar. Except for the fact that the ACTUAL optimal build for this is almost assuredly Longbow plus Ranged Taunt Maximum Lame Build. I did not make that one on purpose because the idea of playing that caused me emotional damage. Why does the 'punch me in the face' class have 10 hp and subpar saves? If it was more focused on disruption stuff, like the notorious Hampering Sweeps, 10 hp and meh saves would by all means make sense. As is, guardian's actual core features, which want you to take more damage and make more saves than anyone else, are on a class chassis that doesn't excel at taking damage and actively dislikes making saves. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
I had nothing to do last weekend so I booted up the beginner box in foundry and tried running some of the PCs I'll never get to play through it, mostly to get some practice in the system as I intend to run the Beginner Box for some friends soon. All the same, I noticed certain things about the Commander which I think are worth noting. The Party:
Now, running the whole thing by myself has one notable limitation; I cannot keep track of everything all the PCs can do on top of the monsters. Most notably, I constantly forgot that the Commander has shield block, and therefore my impression of the Commander's durability is probably skewed. That said, I don't really have strong feelings about the Commander's durability, so... I guess it doesn't matter. What the commander wound up doing:
When the party got to level 2, Archetype feat slots appeared on the sheets because I forgot I had been testing Free Archetype. Why not? I gave the commander the Marshall archetype aaaand realized that Marshall's Aura is just a smaller version of the banner aura. That does not stack. That's a little disappointing. Commander pros: While meta commander will probably be ranged, good armor and martial weaponry means that it's a perfectly serviceable secondary Melee fighter. The Commander's tactics are powerful and felt, more than once I saw a Commander Tactics play that made me feel very clever. The Commander's ability to recall knowledge is notable and respectable, and useful in certain situations. Mountaineering Training is great. Yeah, even if I didn't use it, having RP and exploration tactics is good and I hope more come in the full release. Commander cons: Choosing two of your four tactics to have active at a time feels bad. At first level, only having 2/4 feels very nomral for level 1 limitations, but when the casters got more spells at 2 and the commander got nothing it was a little sad. In addition, the fact that there's feats to have more tactics known without feats to allow you to prepare more doesn't feel great. This encourages the trend everyone has noted of Commander choosing their two/three favorite tactics and forgetting about the rest. Plant Banner is garbage. At first level it gives you half your Int in temporary HP, which for a Int 3 Commander is ONE. I did briefly consider whether a +3/+# commander was a mistake-wait. Would a -1 to hit for +1 temporary HP per round only when I'm using this otherwise niche feat be worth it? No. No it would not. When the party did a rest I swapped the feat out for Combat Assessment. which never worked for me because of bad rolls but is solid on paper. The commander's banner passive buff means so little. It's a +1 against fear. This came up once. Yes, at higher levels it's going to be more common, but all the same the main thing the banner did is provide a conduit for her tactics. You could take the banner out completely and have the tactics have a 30-foot range (/other suitable 30-foot limitation) and nothing would change.
Commander really wants some of the Fighter feats. I assume they will come in the full release and were just out of scope of the playtest, but it really does. Overall, I think that Commander is solid. Certain tactics and feats need some adjustment, but overall the core of the class is good with two notes:
Altogether, for all its foibles I had fun with this solo test, and I'm sorely tempted to throw together another party and run a Guardian through the Beginner Box, too. ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
So, I've been mapping out the proficiency progression for all the classes, and I noticed something that needs to be, in my opinion, directly discussed: Guardian's Saves are dissappointing. Let's start with Ranger as a baseline:
This clearly gives Ranger a very strong Reflex save, and a distinct weakness in Will. Okay. Guardian:
Wait a second, Guardian, the dedicated tanking class, has no Legendary saves at all? Not even at level 19? It's best save (Fortitude) progresses slower than Ranger's (Reflex). It's middle save (Will) progresses slower than Ranger's (Fortitude). It's worst save, Reflex, progresses slower than Ranger's Will! Of course, of course, Guardian has Guardian Mastery, which allows it to use its armor bonus to AC instead of Dex, which is good. Except that Guardian Mastery comes online at level 19, so you spend 90% of your progression on poor Reflex scaling and using Dex for your save. Maybe that comparison is skewed, Let's compare instead to a frontline heavy armor class, Fighter. Guardian and Fighter have very close save profiles, he Good and Mid saves are the same. But, fighter's weak Save, Will, progresses at level 3 with its bonus vs fear immediately. But Guardian actively wants to be targeted by the enemy, maybe even using Taunt to increase save difficulty. Fighter can take damage comfortably, but it isn't its first duty; it's a solid frontliner with excellent damage. This is not the save profile of something with saving throws as a strength! I haven't had an opportunity to playtest Guardian, but this is in line with others' observations about guardian: Guardian has trouble with saves, especially reflex, double especially when taunting. If Guardian is supposed to be the tankingest class in Pathfinder 2... why doesn't it have at the very least fighter-level saves? If I had to pick one single worst thing about this situation, it would have to be that Guardian Mastery's Reflex Save bonus is really cool and should definitely be in the class, but as a core part of the class. As a capstone it's little more than a crown. Move the armor modifier to Reflex down, I think it's reasonable at level 5, or 7, or 9; anything is better than it currently is. The success to crit success effect can go with it, come in later, stay at 19, or even fall off the face of the class entirely. I would like to hear from people who have playtested Guardian: How bad is the save situation, really? Are the numbers lying? Is armor to Reflex Bonus really that powerful? Has anyone actually played a guardian at level 19? ![]()
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Going over the feedback for Find Flaws and Esoteric Antithesis, it seems like the community agrees on a few core issues: 1. Recall Knowledge difficulty from rarity (and general integration, given the Additional Knowledge rule).
With that in mind, here's how I would change the Find Flaws and Esoteric Antithesis if a player of mine wanted to use the class in a serious, long-term campaign: Find Flaws
Note: “All creatures of that kind” refers to all creatures that use the same statistics, such as all Goblin Warriors (but not Goblin Pyros, even if they are in the same family of monsters). Feats and effects that refer to Find Flaws’ Recall Knowledge check should be altered to refer to its Esoteric check, and the Lantern Initiate Benefit should be altered so that it adds its status bonus to Find Flaws' Esoteric Check in addition to the current effects. Esoteric Antithesis
End Effect:
Possible Issues:
This obviously doesn't fix all the issues, but I think it's closer to what was intended for Find Flaws and Esoteric Antithesis. It gives a reason for the two of them to be different actions, clarifies the use of using Find Flaws during exploration, and permits Thaumaturge to have good and reliable damage output to go along with its lacking durability. |