
Michael Grate |
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Dear Paizo,
Please prioritize developing rules variants for the following issues.
No. I don't know what they're currently working on but it's almost certainly more beneficial than these changes.
Not only does it improve the game for a sizeable portion of your customer base, it acknowledges that these are real issues for many gamers.
What proportion exactly? How do you know these numbers? Also, why do these changes NEED to be official? Is it because you want to join a game where the GM won't implement your rules unless they're official or you want to GM but the players don't like your houserules?
1) Incapacitation
A rules variant that does away with the incapacitation trait. For some gamers, Incapacitation is fine. For others, it's effectively a hard ban on all spells with the incapacitation trait. Please help this latter category.Obviously, something needs to be implemented in its place, but that's your job. (And if us gamers discuss it should happen in the Homebrew forum!)
I'll start off by saying that I find it hilarious that you were in such a rush to get this list here that you linked to your post before any replies and now it's just full of people disagreeing with this idea (as is this one actually). I'll also say that you trying to silence any dissent in that topic (which apparently isn't the first time you've done it) doesn't help your case of it being a popular idea.
To the actual point...what's the problem? You don't address why incapacitation effects are a problem here or in the other thread, just that it's bad and needs to go. To that end I can't really help you here although I can say your solutions from the other thread are pretty bad. Reducing the DC by using a lower level spell badly hurts spellcasters in general (outside of focus casters), especially considering you only get 2-3 spell slots at the highest level (outside of class features/feats). After those 2-3 casts, you have a 5% lower chance of succeeding on any kind of debuff spell making them kind of worthless (ironic considering your next point complains about about a lack of variety).
For legendary saves, this isn't DnD. While I haven't played 5E, friends who have don't seem to have an issue with them though I'm not entirely convinced myself. However, 5E was made with those in mind, Pathfinder wasn't, so the balance of encounters will be thrown off pretty badly just because you don't like Incapacitation.
2) Cantrips
Currently, Electric Arc is so much better than the spell attack cantrips it isn't even funny. Please supply a rules variant in an offical published book that fixes this for those of us that find this problematic. (The problem is that in order for variety to happen, the options need to be roughly equal)
Maybe it's because I haven't played a caster yet but it doesn't seem to be that much stronger, if at all. Against 1 enemy, Electric Arc has the lowest potential damage output of the 7 potential damaging Cantrips (those being Electric Arc, Chill Touch, Telekinetic Projectile, Ray of Frost, Produce Flame, Acid Splash and Disrupt Undead). It's secondary effect is essentially saving a turn of doing another spell to hit a different target which assumes there is a second target and assumes that amount of damage will have a huge impact which only really happens from them critically failing and you rolling well on the damage. The only other benefit I can see it having is that you're guaranteed to hit (Chill Touch and Disrupt Undead do as well but they are more specific in use so I'll ignore those) but the other spells don't give the opponent the opportunity to half the damage and I find that increasing your own rolls is a lot easier generally than reducing your opponent's.
Besides that, Cantrips are your weakest spell option and after the first few levels, mainly serve as flavor (IE. "I'm a fire Wizard so I have nothing but fore spells like the first one I learned, Produce Flame") or as a cleanup option so you don't have to waste a spell slot or wait for your fighter to finish off a severely weakened enemy
I should also note that I'm mentioning 7 because I don't know if you're issue is with the Wizard, the Druid or both.
3) Shields
Some gamers are fine with your current implementation, but others can't stand the notion you would even want to block an attack with your face to save your precious shield. Please supply an rules variant, again in an official published supplement, that fixes this for those of us that find this problematic.
Once again, I'm not really sure what you're talking about. Why would you do this and what circumstance is this a problem? Maybe I'm misunderstanding Shields but the main time you would need to worry about your shield breaking is if you used the Raise a Shield reaction to block some damage, otherwise the shield is either safe or you wouldn't have been able to protect it in the first place. Then, if it does break, you buy a new one. You really want a rules change for such a specific scenario? What would it even be changed to? What is even the problem here?
4) Talismans
Again, not a problem for everyone. However, to some of us, talismans (especially low-level items) are a cruel joke. Being asked by the rules devs to spend all that brain power choosing talismans, constantly deciding to use or not use it, remembering which talisman is affixed where... and all for what? the game's smallest, stingiest and most fleeting of bonuses!The option to consider every talisman vendor trash just to be sold for cash is a real quality-of-life improvement for many of your...
So...just consider them vendor trash and sell them? In my campaign, we don't even use talismans and there hasn't been any issues. Either write everything down to keep track of things, sell them or don't even bother using them in the campaign, what's the problem here?