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* Venture-Lieutenant, Virginia—Richmond 1,114 posts (1,117 including aliases). 7 reviews. No lists. No wishlists. 34 Organized Play characters. 1 alias.


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Scarab Sages

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IIRC his soul was in Abbadon until he was released by a shard of Gorum falling through after the Godsrain. Xanderghul was also a quasi-deity.

Scarab Sages

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Claxon wrote:
NECR0G1ANT wrote:
Using the Stamina rules puts resource attrition back to the game, which would make the isolated simple traps more relevant than they are now.

I don't really think so.

A 10 minute rest restore all stamina. So if an isolated traps deal less than about 1/2 your total, you only lost stamina and just take a rest. Not much different than using medicine after a trap.

If the trap deals more than 1/2 your total, you will have lost actual HP. Now...depending on how your party rolls (and I don't mean dice but how they approach a dungeon) if your healer isn't the one taking the damage they can patch everyone up while the others take a breather.

I honestly see this variant as likely to reduce downtime between encounters, because now 1/2 your "HP" can be restored by taking a breather, and you only need spells or medicine to restore half the amount you previously did.

The stamina rules actually imply that too

Quote:


Stamina's Impact
The main gameplay consequence of using these stamina rules is that a quick 10- or 20-minute rest can restore most groups to full or nearly full health via Taking a Breather and Treating Wounds as necessary, allowing more encounters with shorter breaks in between. Additionally, charismatic or otherwise diplomatic characters gain fun and useful ways to bolster their allies.

Because spells that heal Hit Points don’t restore Stamina Points, it’s a little harder to heal up completely in the middle of a fight. This can mean that fights become deadly after characters have been beaten down, possibly causing retreats to be more frequent, but the retreats themselves are shorter. The focus of the game can stay consistently within encounters, with less managing of time and resources outside of battle.

So that's like the opposite of what the OP wants.

Not so. Taking a Breather to restore stamina points requires spending a Resolve Points. At low levels, a PC has only 4 RP at most, and restoring RP requires resting for the night. So if you lost any number of Stamina Points, you move that much closer to a point where the party must withdraw or risk being unable to recover from combat. The clock advances.

With Stamina rules, a single simple hazard costs a daily resource and causes attrition. In normal rules, a PC just spends time using Treat Wounds.

Scarab Sages

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I played through Age of Ashes with a freedom-minded halfing swashbuckler. This brings back fond memories!

Scarab Sages

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I wonder if the semi-relevant bit was written by AI? That's the first I've seen on this board.

I think Dahak's edicts make sense in context of evil draconic deity If there was a god of evil people, then they might very well have an edict of "kill people".

Scarab Sages

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Monkhound wrote:
What bothers me most about the class though, is that the wizard is (traditonally at least) the "learned" caster; The guy who spends his time reading books. In my opinion this is not something that is properly reflected in the class chassis: Give the wizard some additional skill increases (and/or skill feats) exclusively to be spent on Intelligence and Wisdom related skills. This would give the wizard the edge on mental skills that he needs without causing any balance issues.

IMHO this a weakness of the Intellgence attritbute - there should be higher-level versions of Skill Training that require high INT.

Although wizards are disadvantaged by prepared casting + spellbook, bad focus spells and weaker class features.

Scarab Sages

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Roll for Combat has a giant ancestry, which is as presumably as well-balanced as their dragon or intelligent weapon ancestry. The dragons can even be Gargantuan at higher levels. I think Jotunborn will be just fine.

Scarab Sages

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I've played through Age of Ashes, as well as Extinction Cuse after joining near the end of Book 1. I also GM'd Blood Lords to completion.

The best advice I can give is schedule weekly games and play even if not everyone can make it.

Scarab Sages

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Luke Styer wrote:
Pronate11 wrote:
Also, Pf2 is way more popular than PF1.
IS it? PF1 was the highest selling RPG for a considerable period. Has PF2 EVER outsold 5E?

Well, D&D 5E was orders of magnitude more popular than 4E, which itself was only outsold by PF1 for a brief period of time, not over the course of the entire edition.

Scarab Sages

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Balkoth wrote:

"If you have a clothie caster surrounded by 3 beefy dudes all grabbing him, it feels unreasonable to say 'oh well rules say you can't do anything further but mildly inconvenience him. Under no circumstances can you do more than grab his shoulders or waist no matter how big, strong, or trained you are - unless of course if you get your 5% lucky roll.'"

I remember Pathfinder 1 characters able to grapple and tie up basically anything in one round and I know this player doesn't want to go that far (and PF2 doesn't want that result), but he's feeling like grapple is unimpactful and that his supporting monk character concept doesn't feel very good as a result.

If your player's monk is so tough and beefy, and cloth caster so puny, then why didn't they critically succeed? Restrained is one of the worst conditions you can have if PF2.

Casters should be very vulnerable to grab because 1) low Fortitude saves make a crit possible even outside a nat 20 2) a caster with even lower AC that can't easily flee or cast spells isn't likely to last another round.

Scarab Sages

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Alex Speidel wrote:
This download has been updated to add the exemplar and animist iconic characters. No changes have been made to any of the other files.

It's great that y'all were able to get these made!

Scarab Sages

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Yeah, I'm not really seeing how +10 status to speed is worth banning. What problems is it causing, exactly? I don't even bakways buy wands of it when I play spellcasters.

Scarab Sages

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Ilkash wrote:
Oh are the Horsemen full-blown deities now? I thought they were on the same level as Demon Lords where they could be beatable by a top-level mythic party a la Wrath of the Righteous.

The apocalypse riders were demigods in 1E and had statblocks. For example, Szuriel was L28 creature. Unless she was promoted, she should likely be L24 or L25 with mythic abilities.

Traditionally, there were 3 types of dieties (entities which grant spells to worshippers), as explained by James Jacobs last year:
1. Gods (no statblock, only die via Paizo or GM fiat, like Gorum)
2. Demigods, which were L26-L30 and required mythic rules to fight (demon lords, Great Old Ones, Empyreal Lords, etc.)
3. Quasi-deities, which can be any level (Lorthact or conqueror worms)

Scarab Sages

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Gortle wrote:
Imperial Sorcerer is ridiculously strong. To the extent that it almost certainly invalidates the Wizard. They have a moderate recall knowledge game for any RK check just using Arcana. They have a good one action blood magic spell so they will use some of the new feats. It can hand out penalties to saving throws. Only diehard Wizard fans are going to remain - I don't think this is a good thing. It is beyond me why Recall Knowledge is consistently better in classes that aren't Wizard.

I haven't read the sorcerer yet, but even Premaster the imperial sorcerer was already a stronger arcane caster than a wizard. Now it seems the imperial sorcerer got buffed after the wizard was nerfed?

I'm glad Crossblooded evolution is gone, since it was too good to not take.

Scarab Sages

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Crasimia wrote:
How do you guys feel of the current state of healing in PF2e as of now?

I think healing is a little too strong, and I'm curious about the Stamina variant rule.

Scarab Sages

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Ravingdork wrote:

The algorithms aren't doing anything that artists haven't already been doing for centuries. All art is, to some extent or another, derivative of someone else's art or idea.

I'm an artist (graphic designer/ technical illustrator) by trade, and regularly work with and associate with numerous other artists. Most are excited for the new technology and some will tell you that they would be flattered to hear that someone was trying to emulate their work. That's how artists are made.

I can totally understand the fear of losing one's livelihood, but demonizing the tech itself just doesn't make any sense to me.

There's a difference between inspiring someone and tracing over their work. AI art crosses that line.

Public views on technology is informed by how that technology is used. If stable diffusion, or other tools, is built off stolen artwork and is used to replace human artists, then that damages the reputation of AI art in general.

Scarab Sages

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Ravingdork wrote:

NECR0G1ANT

For AI, I primarily ChatGPT 4, but I also use Dream Studio and Adobe Photoshop (which, yes, does have AI capabilities built into it).

For more manual tools, I primarily use my brain along with Adobe Illustrator and Adobe Photoshop.

The training data that some image-generating AI use is stolen ("scraped") from human artists, which is why it's controversial even when it's not used for profit.

Other services that use AI, such as Adobe Photoshop, does use proprietary training data, so it doesn't face as much blowback.

What you personally are doing is fine IMHO, especially if you acknowledge the tools you use, but generative AI itself is still very controversial for the reasons I mentioned.

Scarab Sages

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Blave wrote:

Some random spoilers I got from discord:

- Bane and Bless start at 15 ft and increase by 10 ft when you concentrate on them.

Do Bane & Bless move with the caster by RAW? I was never very clear on that.

Scarab Sages

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Hi Luis, love your work

Korada's anthema to "Cause lethal harm to a creature," makes typical adventuring more difficult.

Scarab Sages

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Why is the word "ikons" spelled that way?

Scarab Sages

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YuriP wrote:
NECR0G1ANT wrote:
Is anyone still using cantrips at L10, much less L17 & L20?
Depending from your tradition options that are pretty interesting to trigger some weakness and disable regen. Due you not having the "divination touch" and maybe not prepared the damage type spell you need to a specific situation. Cantrips may help in these cases.

If all you need from cantrips is triggering weakness and disabling regen, then attribute bonuses don't make a difference.

Scarab Sages

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Rand al'Thor was more effective when using the Power rather than a sword and Gandalf was really just fighter with INT18.

Scarab Sages

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HolyFlamingo! wrote:
As evidenced by developer tweets, the game is balanced around a hypothetically perfect wizard who always has the right spell prepared for the right situation. It is unrealistic to expect brand new players to possess this kind of system mastery, and casting "wrong" really hurts when you have so few slots.

I'm not sure what tweets you're talking about, but it's true that the encounter balance doesn't take attrition into account.

HolyFlamingo! wrote:
So... from a game development standpoint, what are some possible solutions? How would you make a baby wizard feel better?

I have a lot of homebrew I use. Here are three that help low-level casters in general.

Spell Recovery
When you Refocus, you can recover one 1st-rank spell slot if you’re a spontaneous caster, or prepare one 1st-rank spell that you already cast today if you’re a prepared caster.

Recharge
You can spend 1 Hero Point to recharge a spell slot. If you are a spontaneous spellcaster, you regain one spell slot of any level. If you are a prepared caster, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot.

Spell Attacks
When you fail a spell attack roll against a target, the target takes half damage.

Scarab Sages

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Temperans wrote:
NECR0G1ANT wrote:

The best Wizard build is currently a high-INT Imperial Sorcerer, and Player Core 1 won't change that.

I think paizo would rather have a class rhat was too weak rather than too strong, but I'm surprised to see a nerf to a low-tier class like the wizard after hearing great rhings about the kineticist.

I will say what held back the wizard (INT-based, prepared casting), can't really be addressed short of an edition change.

Int based prepared casting is not what is holding back the wizard. The fact that you even think that's the issue shows you how much Paizo screwed the class and the Int stat.

Well, I know INT is bad because the worst classes in 2E are the alchemist, witch, investigator (and possibly wizard now). Trained skills aren't quite as good as high Will saves or the combat-applicable social skills, plus it's easy to get the skills you actually use Trained.

Prepared casting (and Vancian casting as well) is bad for reasons that are too long to get into here, which isn't going to be corrected in Player Core 1.

Scarab Sages

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The best Wizard build is currently a high-INT Imperial Sorcerer, and Player Core 1 won't change that.

I think paizo would rather have a class rhat was too weak rather than too strong, but I'm surprised to see a nerf to a low-tier class like the wizard after hearing great rhings about the kineticist.

I will say what held back the wizard (INT-based, prepared casting), can't really be addressed short of an edition change.

Scarab Sages

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Calliope5431 wrote:

The issue is with things like visions of danger and anything that deals damage over time. Either it gets a bonkers boost (unlikely) or they use the wording on dangerous sorcery and only boost spells "that deal damage and don't have a duration".

I'd really prefer the latter, but probably won't happen. It's blatantly stealing dangerous sorcery's damage boost and the sorcerer's niche as king of blasters, and it makes people who cast duration spells sad.

The sorcerer is absolutely not the king of blasting casting. Storm druids and maybe psychics do it better.

Scarab Sages

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Aristophanes wrote:
I guess what I want to know is what affect would a spell attack bonus item, lets say +1 at 5th level and +2 at 13th, have on the math, and would the increase of success make anyone playing a Martial "feel bad".

It would raise the optimization ceiling non-cantrip attack spells, although even that wouldn't make disintegrate better than chain lightening. It would also make cantrip attack spells more accurate, but that woukd be even less significant than the first effect.

Scarab Sages

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Unicore wrote:
I still think it is a big mistake to say that all spell attack roll spells hinge on Truestrike. Hero points exist and are the much better "advantage" resource for pairing with spell attack roll spells, especially since you could spend that last action on a force bolt/heightened magic missile and usually exceed what any martial can do in a single 3 action round of attacks.

No, hero points are not what makes attack spells viable, true strike is. Most players will get one or two hero points per session, and most players will preserve them to avoid a critical failure or character death. Also, burning a spell slot on a one-action heightened magic missile is a waste of high-level spell slots.

If spellcasters want to deal decent damage against single targets (which the game discourages IMO), then they need true strike, either by preparing it multiple times in their lower-ranked spell slots or by using a staff of divination.

Scarab Sages

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Aristophanes wrote:
Just spitballin' here 'cos I'm not as mathematically adept as you all: What would the effect be if "True Strike" had heightened effects, such as +4 True strike can be cast as a reaction. +8 True Strike lasts until the end of your turn.

I think the magus would benefit most of all classes, since they get high-rank slots natively and they benefit from action-economy enhancers.

If I were playing a caster, though, then I still wouldn't use the spell because I already need to burn highest-rank slots if I want to make attack spells worthwhile. A L5 true strike or a L9 version would worsen that dynamic. Especially since so many casters are not action-starved.

OTOH, it fixes the issue is too accessible to martials and best used by casters as staff spam, the way L1 true strike is. Being higher-level means that it would be less likely to be too powerful (synesthesia it is not).

I'd say it's weaker than it is strong. True target should be your point of comparison for higher-rank true strike homebrew spells.

Scarab Sages

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Sanityfaerie wrote:
The raw quantity of damage you're dealing with isn't the only factor involved

Then why did you ignore everything but damage from your calculation? You didn't account for how easy it is for martials to get flanking or for weapon potency bonuses. Action economy is very important in 2E, but you were comparing a 3-action turn (true strike + horizon thunder sphere) against a 2-action true strike + Strike. Resource depletion is a part of 2E as well, but you also assumed that a spellcaster will have that used their highest-level spell slots for that one spell. You forgot critical specializations, etc.

That's the problem with white-room theorycrafting such as yours - it makes unfounded assumptions (usually in service of DPR, a clunky and inaccurate measure of utility). Your point that casters can spend two actions to deal 10% more damage than a martial that spends just one (only 3 or 4 times per day, tho), doesn't mean anything.

My observation that true strike on a martial is better than true strike on a caster wasn't a challenge for you to build a PC that just spends their turn doing just that.

Scarab Sages

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Unicore wrote:
Item bonuses to spell attack rolls will barely make a noticeable difference in the feel of throwing out spells against non-debuffed, higher level enemies -- it will still be a bad idea. But where the item bonuses will make a big impact, is when the creature is debuffed, and suddenly a creature making a save on a 5, is being hit by an attack roll spell on a 9, and that swings the damage wildly in the spell attack roll's favor.

This why my preferred solution to attack spells being bad is for them to do half-damage on a miss. It uses the same four degrees of success mechanic as save DC spells, and raises the baseline effectiveness floor without benefiting optimization too much.

Scarab Sages

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Sanityfaerie wrote:
NECR0G1ANT wrote:

You forgot to account for accuracy, somehow.

Also, casters run out of top-rank spells before they run out of castings of true strike. That's 3/day, max? Martials can have 6.

It's true, a martial will have more opportunities to throw the spell than a caster will. Has that been a problem in your games?

My pount was that true strike is better on a martial than a caster, which is my two cents in a thread criticising the true strike spell.

Sanityfaerie wrote:
I didn't account for accuracy because it's a complicated mess, and highly dependent on exactly which enemies (and thus which AC) you're up against. Also, a well-run caster is going to be throwing vs-AC spells (and thus, potentially, True Striking) against enemies that have relatively low AC compared to their pertinent saves, while a martial is going vs-AC (and possibly True Striking) regardless, thus throwing off the numbers further. I also didn't include anything to adjust for the nullification of circumstance penalties or flat checks from concealment/hidden. If you're trying to math things, you gotta stop somewhere.

I get that the game math is hard, especially with so many variables, but saying a single Strike from a barbarian deals less median damage than a caster's highest-level spell has nothing to do with true strike, which is about accuracy. You didn't stop somewhere as much as did not even start & then claim the math proved you right.

Scarab Sages

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Sanityfaerie wrote:

Okay. Let's look at that. We'll look at level 8. The martials get decently damaging property runes and weapon specialization, and the casters are throwing around level 4 slots, which means that it's reasonable to start breaking out the True Strike. We'll take 2-action Horizon Thunder Sphere, because it's pretty much pure damage, and we don't have to worry about doing things like calculating in the effects of the drained 2 from Polar Ray or the second save for disintegrate. We'll use the Giant Barbarian because we want to give the martials the strongest argument we can.

Level 8 caster throwing Horizon Thunder Sphere does 9d6 damage - 31.5 average damage.

Level 8 Giant Barbarian with a d12 weapon does 2d12+1d6(frost rune)+4(str)+2(weapon specialization)+6 (giant instinct rage) - 28.5 average damage.

Your argument? I'm not convinced.

You forgot to account for accuracy, somehow.

Also, casters run out of top-rank spells before they run out of castings of true strike. That's 3/day, max? Martials can have 6.

Scarab Sages

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A martial's Strike generally does more damage and only costs one action, so it benefits more from true strike. True strike + Strike takes 2 actions, but true strike + takes an entire turn.

True strike is a 1st-rank spell fhat doesn't require any spell DCs, so martials can pick it up fairly easily. True strike cast by a martial, especially one that has a powerful attack, is much deadlier than the same spell cast by a spellcaster.

Scarab Sages

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What I dislike about true strike is that martials benefit from casting it more than spellcasters do, which is an odd position for a spell. Another issue is that true strike isn't available to all casters

While attack spells need a rework, I really don't like adding item bonuses to spell attqck rolls.

Scarab Sages

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Did they say actually that everyone starts with 3 Focus Points? I also wouldn't count on tempest surge remaining the same as it is no. They might also make Focus Pools harder to expand.

Scarab Sages

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I'm delighted that Paizo is embracing remote work. It's a forward-thinking decision that I hope will help workers avoid being crushed by HCOL.

Scarab Sages

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Nishah Lharast wrote:

I have a question,

I just received my Rage of elements pdf and I went to peak at the kineticist before work. The first ability listed is Attribute Boosts, this gives "In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers".

I understand this is language relating to the ORC documents but until we see the character creation guidelines in the new Core Rulebook I feel a little lost. Do these replace the 4 free boosts character creation had, moving them to the class entry

I think so, or else it's just redundant language from Player Core 1 reminding people how Attributes work.

Nishah Lharast wrote:
or is kineticist the only class that gets this therefore having +4 modifiers over everyone else.

I doubt it.

Scarab Sages

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James Jacobs wrote:
That said... what about the Alignment tips did folks find most useful, beyond us suggesting which of the 9 alignments are best to play? Does the rest of the Player's Guide do the job as a whole helping to guide a cohesively themed party that'll fit well into the campaign (as I suspect it might)?

The most useful part about alignment tips was setting expectations. In Agents of Edgewatch, the campaign benefits from clearly establishing that the PCs are not meant to be brutal or bitter police officers. The Blood Lords player's guide is correct when it says that neutral or LN PCs work well in the campaign (although I can't for the life of me imagine an LG PC for that campaign). Hell's Vengeance deserves special mention for walking readers through playing an evil PC without disrupting the group.

That said, it seems that the alignment advice for every Adventure Path can be boiled down to "The PCs should be motivated to follow the plot, accept quests from NPCs, and players should not use alignment as an excuse to be disruptive (no evil PCs without GM & player buy-in)

In the future, I recommend focusing on what sort of motivations, goals, or attitude a PC should have (which the Player's Guides do to some extent). Each adventure path could have some point of disagreement that player could have (tradition vs. modernity, war vs. peace, free will vs. destiny, patriotism vs. self-advancement, etc.)

Scarab Sages

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I think a lot of divine spells that formerly dealt alignment damage will now do force or 'spirit' damage. If you're sanctified, those spell also trigger holy or unholy weaknesses.

Scarab Sages

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I played a swashbuckler from levels 1-20 in Age of Ashes. It's a fun and flavorable class, but it suffers at low levels.

I would change it so that finishers didn't need to be your final attack in your turn, and instead just make it so finishers could only be used once per turn. Finishers aren't quite good enough to justify only getting a single attack.

Swashbuckler should have scaling proficiency to Acrobatics, like what inventors have with Crafting or thaumaturges have with Esoteric Lore. Currnetly the Acrobat Dedication allows this, but it's too good to not take, so it might as well be a core feature.

I would also grant panache if you fail, but not critically fail, the appropriate skill check. That way swashbuckler would be effective against foes that are higher level than they are.

Scarab Sages

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Will the new books will include archetypes, right? They'll probably be a Sanctified archeype there.

Scarab Sages

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I recommend allowing people to just choose what they want, with the understanding that if things get out of hand (you hit any pitfalls or combat is trivialized) then you may ask them to stop.

You could also limit your players to a single archetype.

I limit PCs to a single archetype to start with, chosen from a pre-approved list of archetypes selected for matching the themes of the campaign. I also tie some of them to Backgrounds.

Scarab Sages

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Themetricsystem wrote:

A general question that I don't expect lead designers/devs to answer but want to ask anyhow:

Why exactly is Focus as a system only something that ever interfaces with Magic and Spells specifically and is not used as a generic resource to fuel other cool "limited use" Abilities? To me the whole idea of Focus evokes the concept of spending your... well, focus, to concentrate on doing something with more intent and care and not "Yeah, this is a way to cast special Spells." Why couldn't there be an Ability that ISN'T a Focus Spell such as "Focused Aim" that is accessible to Ranged Weapon users/specialists to cool things to your Ranged Attack such as making Critical Hits easier or for a Loremaster to spend Focus on gaining additional bonuses to Recall Knowledge in exchange for thinking really hard about the topic?

The reason that martial abilities that are 1/encounter or 1/day are few and far between is that D&D 4E had a unified system for spellcasting and martial exploits and it wasn't popular.

RPG players have a tolerance for Vancian casting for tradition's sake, but Vancian martials never took off.

Scarab Sages

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Temperans wrote:
Its also nice that all parts of this forum will remain up even if you cannot post because the thread is locked. Unlike reddit where the PF1 subreddit is perfectly accessible, but the PF2 subreddit cannot be accessed at all because boycott.

The PF2 subreddit is open. It's only inaccessible on Tuesdays.

Scarab Sages

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Reddit or Discord

Scarab Sages

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You could start out combat with the enemy spellcasters already buffed. Spells like L4 invisibiilty, fly, or haste are hard to overcome unless your party is liberal with dispel magic.

Offensively, spells like L6 roaring applause, crushing despair, L7 paralyze, prismatic spray and even L3 fear will debuff the entire party. Use cone of cold, chain lightning and the like to inflict mass damage.

You can also give your casters PC feats like Quicken Spell, Mobility and Effortless Concentration.

I generally prefer to confront my PCs with mixed groups of foes that work well together - just like the PCs themselves!

Scarab Sages

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Deriven Firelion wrote:
NECR0G1ANT wrote:

I agree with you about Vancian casting, but during the playtest and & 2E marketing Paizo went out of its way to avoud alienating its customer base. And a vocal part of that customer base loves, or thinks they love, spellcasters with daily expendable resources.

I'd be great in 3E if spells replenished during 10-min breaks, the way HP does, but I think the designers are too conservative for that.

I have been playing D&D since basic red box. I've been playing PF since it started. I'm part of the customer base. And I want Vancian casting gone. One of the only things that would make me go back to D&D at this point is them improving martial casting and not having Vancian casting.

Paizo's customers don't care about Vancian casting, someone at Paizo does. If they made the change, it would not be a make or break miss for the game. It's an old system that doesn't even get used in the fiction...

Sure, but your experience isn't universal. I'd go on, but it would be OT for this thread.

Scarab Sages

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MadScientistWorking wrote:
Temperans wrote:

Yeah spellheart require the spellcasting feature, something that martial can steal very easily. Unlike a caster who are hard press to benefit from any martial feat.

Two feats is not what I would call easily and honestly outside of a handful you need the entire feat tree for the spellheart to not become useless.

Unlike spellcasters who gain ridiculous and amazing benefit from a substantial amount of martial feats.

Which ones?

IME full-casters are kneecapped by low HP, AC, MAD, weapon proficiencies and saves, which stops then from Striking or withstanding a meleee.

Scarab Sages

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When can martials not Strike? In the games I play martials always Strike once or twice a turn, sometimes more.

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