Golem in Progress

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A different interpretation is that concealment works when you target, and you have to target before you can hit. The force thing you fire is unerring, but you may be aiming at the wrong mark.


Errenor wrote:
Megistone wrote:
Errenor wrote:
Megistone wrote:
What's an oracle?
Oracles though are very distinct, like many of magical classes. Divine curses giving full repertoire of spellcasting abilities are rather outstanding. They could be called differently in different places though.
Yes, but what I mean is, why should all oracles in Golarion have access to an identical set of abilities and spells? If there is someone who gets unique bits of divine power from a stranger mystery, aren't they an oracle too?
Who says anything about identical sets though? And what is 'identical' when each feat is an ability and having different ones is completely normal. And identical sets of spells is kind of absurd. I probably don't understand at all what you mean at this point...

Sorry for the late reply. I mean identical sets of abilities and spells that they are able to learn, if they so choose. I don't think that it's something required for an NPC to belong to a class. A fighter NPC with some rogue 12th level feat they couldn't possibly get from the dedication if they were a PC, doesn't break my immersion at all, for example; same if they have sheer numbers unattainable by PCs of that level - they are just especially good at something. And if they happen to have access to some totally unique spell or ritual, even less.


Scarablob wrote:
Megistone wrote:
What is a wizard in the game world, though? Ok, wizards aren't the best example here because there are actual schools they can graduate from, but what's a rogue? What's an oracle? Is there some Golarion standard that grants you those titles when you show that you are able to learn a specific set of abilities, but not certain others?

A wizard is a savant that studied arcane magic (the "widest" magical tradition) to learn to control it. Now, the Wizard can be called a "sage" in it's culture, or a "mage", or an "adept", or they could even be called a "sorcerer", but it doesn't change the fact that the wizard is defined by "in world" characteristic, beyond the mechanic of their class. The sage, mage, adept and "sorcerer" of the four different culture could come together and would understand that beyond their title and cultural difference, they have sensibly the same job. Likewise for actual sorcerers, druid, cleric, oracle, etc etc...

No matter their skills or area of expectise, a wizard is a wizard even when we completely abstract the gameplay element, due to the fact that they all share well defined "in world" characteristic. Most classes are like this, I'd say the only classes that are mostly "gameplay abstraction" without hard in world definition are a handfull of the martial classes. Fighter, rogue, barbarian and ranger, any of those could be a mercenary in the same troop, or soldiers of the same rank in the same army, and while their way of fighting is different, that difference isn't as "hard" as the difference that exist between a wizard and a druid. "In world", I expect that a "bow ranger" that meet a "bow fighter" and a "dual weapon ranger" would think that they are closer to the fighter than the other ranger.

So indeed, if a human wizard PC meeting a human wizard NPC, there is an expectation that the NPC can't do think the player wouldn't be able to do if they had access to the NPC ressource and levels. "In world", they are the same thing, therefore they come with...

Well I completely disagree. I see little in-world reason for any two wizards (and even less for other spellcasters) having to have the ability to learn the exact same set of abilities and spells, nothing more and nothing less. It doesn't break my suspension of disbelief that some wizard NPC has got a unique ability to use spells a different wizard (PC or not) can't access.

There are common abilities, sure, but they don't define what a wizard is, nor the limits of their potential.


Errenor wrote:
Megistone wrote:
What's an oracle?
Oracles though are very distinct, like many of magical classes. Divine curses giving full repertoire of spellcasting abilities are rather outstanding. They could be called differently in different places though.

Yes, but what I mean is, why should all oracles in Golarion have access to an identical set of abilities and spells? If there is someone who gets unique bits of divine power from a stranger mystery, aren't they an oracle too?


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Because the way the developers envisioned PCs finding their path to immortality is by sticking to some kind of cause with great dedication. Just being very good at fighting or casting spells isn't enough to be a mythic character.


Scarablob wrote:

Back on topic now, on the subject of "NPC being allowed things the player can't have", I think the real issue here isn't the notion of them having different rules at all, and more about them not following the same rules on the few subject where they are directly comparable to the PC.

Obviously, a magical monsters can have abilities the PC never could. Obviously, the great ancient lord of greed have access for far more ressources and minion than the PC, he can possess multiple artifacts, all of that is fine. But that same lord of greed is still a human, and still a wizard, so the PC come to expect that in those regard, he work with the same rule they do, so if he suddently started doing things a player wizard couldn't do if they had access to all of his ressources (like if he was spam casting "quickenned mass heal" for exemple), then it's going to break immersion.

What is a wizard in the game world, though? Ok, wizards aren't the best example here because there are actual schools they can graduate from, but what's a rogue? What's an oracle? Is there some Golarion standard that grants you those titles when you show that you are able to learn a specific set of abilities, but not certain others?

One fighter may have a special talent that allows them to learn and use an ability like Exacting Strike, while another fighter isn't fit for that and instead does something different - maybe something unique to them, even though they are just another human fighter.
I mean, there have been many football players in the world, but no matter how much they trained, none could possibly learn to dribble the way Garrincha did, except for Garrincha himself (mind you, I'm not saying dribbling with the same proficiency as Garrincha - even though that's already very hard to match - but with his own style, his own kind of... feats). Does that mean that he wasn't part of the 'footballer' class? Nope, he was, just in his distinctive way, with his unique skills.

PC rules are for PCs - who will have some abilities they probably won't ever see replicated by others. NPCs are something else, and they can also have a knack to do things in a way that is only meant for them.


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My Thaumaturge player decided to go with starknife as his main weapon, but we are still at the other end of 'endgame'. I'll let you know in a few years :)


I didn't want to use Free Archetype (or any other optional rules) for my first PF2e campaign, but the potential fourth player backed out and I thought FA was a good way to compensate in part.


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It makes no narrative sense to say that the rogue is incapable of not striking a weak spot - or, in general, that a character is incapable of turning off an ability they have.

The rules leave all these corner cases out because there is a limited page count, and since you are generally striking enemies and trying to do as much damage as possible, that's what is covered by the rules. And being a slave to RAW is pointless, because in an open game like this, you will always have to adjudicate things that are not covered by it.
What is useful is considering how your players could abuse the leeway you are granting them. In these case, I don't think they can.


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The idea that minions are actually controlled by the GM dates way back; I remember similar discussions about animal companions in PF1.
It does make sense. It's just a playstyle that many don't like.


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I for sure don't want to repeat the burnout I had when I started to write down my PF1 campaign, and had to stat a long series of NPCs. I got really bored really quickly.
To each their own I guess, but I'm glad that I have a way to do it differently now.


Mangaholic13 wrote:
Shazam! (the superhero, not the genie).

Music Lore is an obligatory pick.


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I agree too. A 3 PCs party doesn't only lack in 'power', but also in versatility; being one level higher than expected covers the power gap and can also give back some breadth of options; free archetype does the rest.


SuperBidi wrote:
Megistone wrote:

Most people here agree that alignment was more useful as a loose guideline for monsters and NPCs behavior than the PCs' one.

An idea could be having a set of general behavioral traits intended to be associated with creatures; stuff like 'honorable', 'liar', 'cruel', etc..
Keeping the number relatively low, say around 20 keywords, could help sorting creatures by them if you are looking for a specific kind. Anything more complex goes into the extended description.
What do you think?

Honestly, I like mechanical traits more than such type of traits. Also, saying that "Red dragons are liars." is a bit weird. It looks like essentialism dialed up to 11.

If you intend on using creatures without reading the extended description then chances are high you don't really expect to roleplay them.

I mean, red dragons were tagged as Chaotic Evil beofre the remaster, which was always a guideline and never meant that one of them couldn't have a different behavior. If we extrapolate the behavioral traits "Arrogant", "Brutal" and "Greedy" from their description, we get quick suggestions about their typical behavior that could be useful to a GM to roleplay them, especially in case of a random encounter with "generic red dragon #14" or something like that.

Besides, such a system of non-mechanical traits could also be used for other things. Terrains, for example: I have seen people asking for a way to sort creatures by habitat multiple times.


Show up as Popeye the Sailor and say you misunderstood.


PossibleCabbage wrote:
Slingslinger confirmed for future book!

But no slingunner.


Most people here agree that alignment was more useful as a loose guideline for monsters and NPCs behavior than the PCs' one.
An idea could be having a set of general behavioral traits intended to be associated with creatures; stuff like 'honorable', 'liar', 'cruel', etc..
Keeping the number relatively low, say around 20 keywords, could help sorting creatures by them if you are looking for a specific kind. Anything more complex goes into the extended description.
What do you think?


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That's why when a powerful cleric comes to town, everyone goes to give their welcome and reaches out to touch them as the cleric passes by.


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Dr. Caesars Palace MD wrote:
Yeah, I'm running this in foundry too. If I can figure out a way to blow up the dimensions of the rooms, maybe it can work...

I don't know if it works well with the premade module, but in general you can try editing the scene settings and halving the grid size.


I also second the idea of keeping the witch at level 4. If you don't want to add minions because you envisione the encounter as something with a lone enemy, you can still increase the challenge with one or more appropriate hazards.


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As far as I know, spell attack rolls aren't ranged attack rolls. Tempest Oracle should be ok in that regard.


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ElementalofCuteness wrote:
Megistone wrote:
Oh and I hope to hear something about the Battle Oracle, that's too bad to be true.
The removal of Martial Proficiency?

Having your weapon proficiency come and go is a problem rather than a boon. What happens if you miss your Strikes? You have to recast the spell (hard to do at lower levels, when your focus pool is likely just 1 point) or switch to a simple weapon, because your martial one has become deadweight.

I'd rather have the Battle Oracle stick to simple weapons (you can always take feats or dedications to change that) and Battle Trance grant a different effect, than the mess it is now.


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Saying: "You have the option to do this, but it doesn't work and you die" isn't good ruling.


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Oh and I hope to hear something about the Battle Oracle, that's too bad to be true.


There's the thing about the number of Oracle spell slots, too.


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25speedforseaweedleshy wrote:

base on how cosmos curse are read it could mean -4 debuff against any damage effect that also include force movement

flame seem to have the weakest curse

4 persistent fire damage is not even noticeable at level 17 when cursebound can progress to 4

It's also the only one that becomes a bigger problem if you can't stop and refocus immediately after the encounter. It's still probably manageable in most situations, but unique in its way of hurting you.


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The 10 minutes after a fight has pretty much always been there. The old red box d&d assumed that a fight always lasted a whole "turn" (10 minutes), because it included catching your breath, ensuring that the enemies were really down, checking their possessions, doing a basic search of the dungeon room, and other stuff like that.

Now, of course there are situations where that doesn't make sense - if you have to run away, for example, or if you are in some kind of gauntlet where more enemies are coming or you have to press on quickly. That's part of the game, but you are still measuring time in rounds in that case, and damage shouldn't accrue up to unmanageable levels.


I will try to expand on the idea I mentioned before.

The goal of this thread is brainstorming ideas to give casters more longevity and avoiding them getting starved (and less impactful) when the adventuring day drags on - which is also the strongest incentive to reduce the adventuring day length, often a narrative problem.
While the thread is about a theoretical PF3, and thus open to more groundbreaking changes, I wouldn't like to alter the system too much: I think that vancian casting should stay, at least for certain classes like Wizard, as one of different options - like it is now. Especially because no different ideas (this kind of discussion is hardly new) ever managed to to convince me that they would be actually play better.

So, I'll try to apply my idea to the current PF2e rules, and to prepared casters specifically (but it's easy enough to extend it to spontaneous ones). What are my goals here? The main one is extending the durability of spellcasters throughout the adventuring day, of course, while not giving them more power then they currently have. And also keeping things simple, without too much bookkeeping.

As we know, casters are intended to have roughly one spell per rank, for each non-trivial encounter - in addition to focus spells, cantrips and consumables. This is what the developers consider balanced, and it probably is; the problems can come from two directions: going nova, by expending more high-rank slots during the same combat; or the opposite, not having/using enough of them and thus having subpar efficiency and probably a bad experience. We are mostly interested in solving the second problem, which we can further break down with three possible causes: having gone nova earlier, being too stingy with those slots in fear of not having enough later, or the adventuring day stretching longer than expected.

So, what if we ensure that our caster will always have at least one usable slot of the highest ranks? We should be good: the PC won't ever have more spells than they already do (max power doesn't increase), and they will be able to contribute to every encounter enough, no matter how many of them the adventure requires.

Here is a possible implementation (probably not the best):

Conserve Preparation (Free Action)
Spellshape
If your next action is to cast a spell from a spell slot, you keep that spell in your memory even though the spell slot used to cast it is still expended.
The next time you Refocus, you gain that spell slot again, with the same spell.
Special: Until you Refocus, this can only be used once for each different spell rank.

Just giving this ability to Wizards, or to other prepared classes, would make them able to go on adventuring further, without touching any other thing in the game. The cost is some bookkeeping, as you have to flag which expended spells you will be able to get back.

A possible alternative based on the same idea: changing the ability into "Recall Spell", which you use to simply get an expended spell back (still one per rank, per Refocus) - that would give more versatility, and should probably cost actions (or maybe a focus point) so that you can't just spam more top-rank spells when going nova.

Does this address the problems I described? I think it does.
Going nova is still an option - those who like resource management are covered. This wasn't really the issue we wanted to solve, except that now the caster who threw everything at one enemy has got less options left, but is not completely dry.
Stingy players will probably be more generous with their slots, knowing that they can get back the first spell they cast with 10 minutes of rest.
And when the adventuring day drags on, the caster will likely still have something big to use, no matter how many other fights they had before.


If the expectation is to cast a top-rank spell for every (non-trivial) encounter, then a solution could be exactly that: you have a top-rank spell that you can recharge between encounters, like you do with focus points. Or more likely, one spell per rank. But if you want to cast more than one, you start eating into a limited and non-rechargeable resource that is then gone for the day.
There, you have both resource management and durability (if you can rest for a bit). And this still offers room for some distinction between prepared and spontaneous spellcasting.


Mathmuse wrote:
Rather, the problem is that though the character Stargazer was supposed to be 3rd level like the rest of the party, the player had no time to figure out what feats and spells Stargazer would take at 3rd level. And she likes to read and reread all the feats before picking one. She had not touched her character sheet.

I'd suggest something that helps with the construction of giant towers of stone, or avoids crashing down into the desert sand.


The Raven Black wrote:
Souls At War wrote:
TriOmegaZero wrote:
So Goku instead of Worf?
Goku would literally wish for beings like Gorum and Rovagug to show up at his doorstep.
TBH Goku would go and free Rovagug and wait for him to be fully recovered and at full strength.

More like Vegeta (who actually did that with Cell), but I guess Goku would too.


The next edition will have the classes named C1, C2, C3...


2.5 feet forth, and 2.5 feet back.


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Ravingdork wrote:
Seems fishy to me.

Doubly suspicious, since fishes haven't got any tongues at all.


There used to be this rule:

Quote:
All spell slots you gain from spellcasting archetypes have restrictions depending on the archetype

I don't know if it's still a thing after remaster, I can't reference it now.

Anyway, I don't think that when a Summoner takes Wizard dedication, the Wizard spells they get should become signature ones... that doesn't even make sense.


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Squiggit wrote:
Megistone wrote:
if sometimes the conditions are far from optimal and you have to adapt, that's not entirely bad.

But this is predicated on the ability to adapt being an option in the first place.

In your example, that's somewhat the case, because you're only debuffing the Magus, not stripping anything away, but that paints a radically different picture than the one the kineticist is in.

Furthermore, consider your solutions:
You've suggested the kineticist should pick a different element (since not all of them even have the utility abilities you're asking for), have different impulses, invest in specific skills.

Basically you've presented two scenarios, one in which the Magus should tactics or perhaps their preparation, and another in which the Kineticist should change their character.

So the best solution to encountering Wisps as a kineticist is to not play a kineticist in the first place. Calling that 'fostering creativity' feels like a bit of a stretch.

I was referring to my previous comment, where I listed some actions that you can do even when your class abilities are completely shut down.

I think there are two possible reactions to such a situation: one is to sit down and do nothing but complain that this single monster is especially nasty for you; the other is trying to find some way help, even if you are less effective than usual.

Squiggit wrote:
Gortle wrote:


A lot of that is on the player for making a character without options. Everyone needs a plan B.

The thing is most of the time you don't. Not to that extent.

If our Pyrokineticist was playing in, say, Stolen Fate instead of Abomination Vaults, they'd have almost zero problem playing their character normally.

And on the flip side, playing through AV our Paladin was never expected to abandon core parts of her class wholesale through most of the campaign. Occasionally it was better for them to alter their tactics, but we never ran into an encounter that fundamentally bricked their class.

Nevermind that, again, there isn't much of a 'plan B' to have in the first place if literally none of your class features work.

This is a self-fulfilling prophecy: you don't need a plan B because situations when you would need it just won't happen. Except that they do, sometimes.


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A slowed Magus probably won't be able to Spellstrike as long as the condition stands, losing their most effective and useful tool, the one its player wanted to play with; does that mean that we should never use that condition on them? Or simply that putting a Slow-spamming enemy in every encounter is bad adventure design?

Maybe it's a stupid example, but I hope it makes my point of view more clear: if sometimes the conditions are far from optimal and you have to adapt, that's not entirely bad.
I think that it fosters creativity and makes you consider actions you would never use otherwise, even though they are much less effective of course and it would suck if you had to do so every other fight.


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Squiggit wrote:
Megistone wrote:

Yeah, I mean, if you build a Kineticist that only uses offensive impulses, that's your choice - it's like taking exclusively fire spells and meeting a fire-immune enemy.

There are usually other things you can do to contribute during the rare fight where your offensive abilities don't work.

Assuming you're playing one of the kineticist elements that has those types of impulses and chose to take them, yeah you might theoretically have something you can do during the fight.

But that's several layers of 'ifs' to just hit the bare minimum threshold of being able to contribute in any way.

Wisps are just badly designed.

Again, if your character is built around the single idea of doing damage in a specific way, that's ok, but it also comes with the drawback that when that way isn't viable, you are ill-suited for this fight - not that much different from a melee martial against a flying enemy. It's only really a problem if it happens too often.

And even removing all class-specific abilities, you can still Seek and Point Out the invisible wisp, Demoralize it, Grab or Trip it, soak some damage, Aid your allies, help them with flanking, heal with Battle Medicine if you have it, or just try your luck and Strike with some weapon - a natural 20 will probably take out a good chunk of the enemy's HP.


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Yeah, I mean, if you build a Kineticist that only uses offensive impulses, that's your choice - it's like taking exclusively fire spells and meeting a fire-immune enemy.
There are usually other things you can do to contribute during the rare fight where your offensive abilities don't work.


Yeah, I mean, it would be strange if you did something on one side, and the aura kept coming from the other.


I don't think you can have two auras, but you can decide which of your copies the aura comes from each time you act - which means when you activate it, or when you activate the mirror. I'm dubious if you can change the aura's location when you act in some other way.


I dislike any game rule that reaches into the real world, you just gave me another good reason to. I just give hero points when the PCs deserve them.


The last one is more about Acrobatics for me... you spin around and make the enemy dazed, or at least distract them by make them wonder what the heck you are doing.


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I've got an objection. If a class with 10 HP/level, the best AC of the game, extra damage reduction from armor and Shield Block goes down with two hits, every other character would have faced the same fate or worse.
PF2e isn't really a game where a single character can tank alone for long, Guardian or not.

Good critique about Hampering Sweeps.


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It should be Combat Patrol.


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Squiggit wrote:
shroudb wrote:
See it from the other side: would you say that it's a "fun" option if the GM had a no save, no check, thing that completely removed several/most of your character's abilities and did that in every fight?

Funnily enough, Paizo publishes a lot of monsters with this type of gimmick and likes throwing them in APs, so it's kind of already a thing.

So like IDK maybe it's not the end of the world for a player to have an ability the GM just has to deal with.

Hard disagree. Having a monster once in a while doing something very strong that players have, as you say, to deal with, is ok beacuse it breaks the mold.

Having a PC do the same means it's a constant in most fights, and absolutely boring.


While I don't think that a 'petition' is going to be useful; anyway, I already said so in the other thread, so I clearly agree with the idea of making (a more balanced) Hampering Sweeps a class feature of the Guardian, and to turn Taunt into a feat.
The only thing I'm a little afraid of is that Taunt, as is, would be considered too strong for a low level feat.


You know, it wouldn't be a bad idea to swap them: a non-broken version of Hampering Strikes as a class feature, and Taunt as a level 1 feat.
Taunt is generic enough that other classes taking Guardian dedication for that feat looks ok. Meanwhile, the Guardian gets a nice, unique ability.


You can just roll a d10.


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Your argument is very solid: Stunned 1 can't possibly be stronger than Stunned for 1 round, and situations that allow for that to happen should be patched somehow.

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