I have an idea that will blow your mind. When you spend an action to strike, you can say your large sized barbarian chops into the enemy with one mighty swing of their giant sized ax, while your kobold dragon barbarian takes a smaller ax and with far greater speed does nearly identical damage with multiple hits. Spending one action, doing a strike, are just game terms to lead you to rolling damage. If you can't find a way to flavor things to make sense to you, that's largely a you problem.
I agree that trying more enemies of lower level will help this party greatly.
Otherwise, casters can often fit into the role of force multiplier, meaning that without a strong fighter/barbarian/etc to be the base force in your group, you aren't getting much out of your efforts.
Castilliano wrote:
I never played PF1, so no, your assumption is wrong. The question is why? Why does it require a hand, but not to a point you can't strike with that hand or use a shield? You can't use a claw attack but you can use a sword.You can put your banner on just about anything you want, so long as people can see it, you just can't use brandish actions with it unless its in hand. What are the limits on brandish trying to accomplish or prevent with working this way. It's not a big deal as a second look over my build there's only 2 or 3 abilities with brandish that I would miss, everything else still works. Feels strange that a fan works but hand wraps don't, banner streamers on your wrists feels fitting for this sort of thing to me. On the side topic of sales, it would be really stupid for any shop to not try and fulfill a reasonable order of things they normally carry, with reasonable increasing after multiple purchases. Shops don't want to miss potential sales like that, supplies might be a limiting factor though.
Since you can use them on one handed or two handed weapons, what is this limitation trying to prevent? Just to make sure you don't have two free hands? To what point? I have an idea for a character who uses their banner on a natural weapon, there are still a good number of non brandish tactics, but I wonder why? What could you do with handless brandish that would warrant such a restriction?
Nothing against the art so far, but I hope we get dragons that have sleeker and more regal looks and not so craggy. To me scales are about smoothness, all snakes are extremely smooth and most lizards are as well. Some feathers could be nice as well. I hope there will be some support for summoners to choose all four traditions while using dragons. Hopefully where ever they might be planning to fully remaster summoner is at least in the conceptual phase to tie in with any changes that might effect Eidolon choice. Also new dragon specific feats for summoner would be awesome, one of the most notable things summoner needs IMO (more Eidolon specific feats, not just dragons).
Ajaxius wrote:
Agree. Unless it's a xenophobic or isolationist people, of which there are way too many in fantasy, any mingling with other cultures would effect their language. Any mixed ancestry living space is going to be very different then each of their parts. Any ancestry, like kobolds, that constantly break off to make new residents somewhere and have unknown exposure to other cultures of their ancestry would over time all be unique cultures, same as humans in the real world.So having an ancestral language often makes sense only in a physiological sense, not a cultural one. I don't think most humanoid ancestors should be able to fully speak draconic, they just don't have the mouth shape and other anatomy to make the same sounds dragons would use for communication.
Language is complicated and often just a hassle in game terms, but having a setup for people really interested in those sorts of things would be interesting, especially if there were anyone at Paizo with an interest in fleshing it out more. I understand that it's far easier to leave the broad strokes of ancestry language and leave it open to any GM to infer or make those specific adjustments, or to denote specifically for any one settlement when such a thing is noticeable.
ScooterScoots wrote:
I was able to summon an elite silver dragon since I asked my GM if I could summon max level for the spell and do ice damage since everything in the spell range was fire and he took pity on me. It still did nothing, enemy crit saved against breath, it missed 6 attacks and two AoO. It's still a good start to a solution for high level summons though. Teridax,
Raising the level of what you can summon means not only will their checks be better, but their abilities and raw numbers will as well, so I don't think that's a good solution. I think after level 10 when your summoning things -5 level to you, increasing their effective level by one or two via elite template would help keep their math relevant to your fights while not bringing in powerful abilities.
exequiel759 wrote:
I don't even think casters are all that complex, at least in a turn for turn combat to combat sense. You only have 2-4 slots per level and only the top two, sometimes 3 are ever worth casting for pure number effects. So even out of 12 slots it's fairly easy to tell if you have the right tool for the situation your in. I played a druid to 20 and was surprised by how often most of my spells were not great for the situation I was in. Easily puts you in the mindset of just bring the best of the best spells. It's fairly easy to opt out and just bring chain lighting, fear and slow in all your slots and still be useful. I think caster super complexity is an illusion of the fantasy of the perfect caster that has all the right spells in the right slot for every occasion. I have yet to see that happen, it's far more likely you need the thing you didn't take or need something you took once multiple times.
Casting might do better in future editions being more like the kineticist, even if it's flavored like a wizard adding to his spell book via feats. Otherwise casters should be able to specialize in certain spells the way martials specialize in weapons and tactics that fit with their stats and abilities.
Could it be better if items either give you the power scaling or complexity so you have more control over the power level of your game? As for mythic, I haven't played yet but it felt to me like the mythic powers should have just been wider in scope. Do more and be more useful in general then normal abilities. Not trying to be better numbers, but more effective in outcome. Most of them should be written like the versatile cantrips or kineticists apex abilities, having a half dozen bullet points of what you could do with that power instead of a basic save or strike. Having more flexible or more capacity in the success, like instead of lifting a rock you lift a pillar or side of a house) is kinda the only way mythic makes sense in a game about mathematical balance IMO.
Teridax wrote: PWL definitely flattens the curve for accuracy, for sure. It doesn't touch on a number of other factors, though, such as damage, so your level 20 caster casting desiccate would still wipe out most of an army of level 1 creatures. I also think power tiers go beyond numbers, as well, such that high-level characters can do things low-level characters can only dream of, like teleport across the planet or create natural disasters. If the GM's intent is to let the party progress in a way that keeps them at the same general power tier, then the variant would only cover part of that goal. Having played through a few PWL games it doesn't really solve the problem, just makes it take a lot longer to scale out of control mathematically. The abilities, like teleport, are always going to be at the level of power they are set and there isn't much you can do about that. I don't think high level FA games make characters so complex that they take longer to play. It's far more likely you forget the niche things you can do because they hardly ever come up, you keep just doing the few things you designed your character to do. Thus I have some issues with how you can, with certain classes, double and triple down on an ability and forgo a fair amount of complexity while other classes don't have much room for that but excel at just grabbing lots of different abilities.
High level summons only being good because of free spell slots is a bit of an issue IMO. Otherwise the numbers are so bad that your summon can easily be ignored by the enemy because the potential threat is so low. Wizard and Reanimator have options for broad +1 for summons, giving similar to the master summon feat line for Summoners and perhaps an item that all casters could use (say level 12 item or so) could help out higher level summons a good deal. Make it something you need to invest in. Just the option to make them elite, or anything that makes them have higher numbers without increasing the powers of what you can summon while also not fighting against party status buffs would be a huge help.
If you have overwhelming speed, then it's hard to argue with. I remember trying to use dragon form to get around a ground hazard. The reasoning for not allowing it was fair, as it was a test of enduring and overcoming, not avoiding. But in most other situations, it would be hard to say your 90+ speed doesn't matter.
R3st8 wrote:
As others have pointed out, you literally chose the god servant class and then complain about serving a god. The cleric isn't even a healing class, if you end up with harm font then at best your as good as any class that gets access to the divine list. It sounds like you don't know much about PF2, because just taking a quick glance at a class and assuming that it does X and that's your only option is going to hurt you and your players. Others have already given some examples of how to build healers with other classes.
If you want more help on the subject I'd suggest doing a search in advice for creating a healer, it's been tackled a few times. Or start a new thread with a note on avoiding anathema or similar effects.
Eidolons can be human shaped. Therefore all eidolons can do what human eidolons can otherwise it wouldn't be balanced.
Claxon wrote:
Agree. All the anathema are opt in, and they are almost universally things a character choosing the associated option would naturally be inclined to do. If you want a character to have an option but not it's associated anathema, you should think why a character would be drawn to that option and what beliefs they have. What would make them want that option but not it's anathema.
Will and sometimes fort at low levels, will and reflex at higher levels. I would venture a guess that a majority of creatures you just need to look at them and you'll know what is their highest, if not then will is the safe bet.
Lia Wynn wrote:
Agree. Only allowing 2 or 3 skills, because the group should have most covered, is bad design IMO. Every character should get a chance to do Something in the encounter, even if it's a long shot. You can't always have a full group interacting with something so you need to make it so every character can interact with the situation. Either an extreme DC for using a crazy idea with a "wrong" skill, or make it so they don't win even if they meet the DC but either make it easier for others or manage to get around the situation in a more fail forward manner.Getting into a situation where you don't have the skills for a skill challenge so you have to roll 18+ sucks. Been there, done that, it's miserable and demoralizing as a player. It's part of your job as a GM to make sure the adventure doesn't dip into the un fun for everyone due to things not matching up. The only exception is when you foreshadow/signpost that going here and doing this will require x, y or z otherwise you will have a very bad time. Because then it becomes a clear choice to engage with that situation.
I hope you get to play often and have that connection flourish. I have a friend who lost both parents in his 30's. It's been several years and I've done my best to be a good supportive friend since he has no other family around, none worth mentioning. I buried his dog for him earlier this year. He's very distant and makes it hard to connect and help though.
If your going to limit the FA to do with whatever role they have in government, then it will be unlikely to have much effect. You basically have to curate the list of options and thus prevent broken combos. Taking all multi class options off the table did wonders for a few APs I've played through. That's where a lot of the power imbalance comes from.
Skill monkeys already have too much and regular characters are starved for skills past 7. Three skills maxed doesn't make for a well balanced character at all, specially when you have to choose between filling a weakness in the group and actually supporting your characters theme and personality. This rule however massively favors skills that have more feats as well as those with feats that are more generally useful like aforementioned medicine and intimidate. While nature and survival would just give you some niche rarely usable options. It's a step in the right direction, and it's infinitely more useful to have good printed variants then hope a GM has their own homebrew that you like.
Beth Saville wrote: So pretty much the animal companion is treated like a constuct. They are a rules mechanic, and thus are made to be balanced for action economy and investment cost. This basically means they are an NPC that does what the GM wants until you use your abilities to get it to do things you want it to do. This means a LOT is up to GM preference.
Dragonchess Player wrote:
If historically robed wizards got killed because of their ability to effect change, what intelligent wizard would still wear robes and not try to appear as something else. That's just survival. The moment you drop a fireball or eclipse burst though, you invite trouble.
How do you play with people who don't want to engage with you in a team based game? Well you don't. They don't want to play with a group then there isn't much you can do about it. Being level 18 doesn't make much sense to scrap a character for a new one, why not save the commander for your next game? Then you can learn it as you go, and maybe have people who will be more willing to engage with the group.
I'll have a better idea in several months now that I'm playing my ranger/beastmaster. But from what I've seen from other players and running numbers versus previous groups effectiveness, I think the biggest problem is just needing a few companion items to fix common situations. We have wave rider barding to give swim speed, there needs to be a non-barding option for flight. Barding for many AC becomes useless as you can get 7-9 dex easily thus making dex based ACs vastly superior to STR based ones. Even savage companions get too much Dex for barding, that can't be intended. So first off fix itemization for ACs to scale into late game better. Second fix specializations and perhaps the Non-nimble advancements. The raw numbers don't add up.
Not having magical barding that scales up or having a defensive proficiency buff really kills non-nimble companions.
Once companions are able to keep up with where PCs are bringing the fight and are balanced with each other so there isn't a clear right way to build them, then we can start having talks on how they are performimg. Because right now companions are just a mess that only holds together at low levels.
As someone who has never liked wizards, I hope when/if summoner gets reprinted that dragon Eidolons grant pick a list. Getting stuck with the all rounder list doesn't feel great when I only have 4 slots and want to do very specific things with them. I see a lot more primal spells that interest me then arcane. As someone who's not fond of casters in PF2, arcane is sort of the poster of why magic is bad. Huge list that you only get 3 or 4 choices from per rank, many spells being anemic and resist or crit resist being the more common result of most castings. The size just sort of exacerbates the other problems. Having more unique spells that just do things would be far more enjoyable IMO.
Having the largest tradition list is great for Schrodingers wizard, otherwise arcane hasn't really stood out much other then being THE legacy list. Now that the other lists have really been fleshed out, hopefully we get a bit of push for unique arcane only Arcane flavored spells.
Might be wishful thinking but if we get another shot at Secrets of magic, since it can't be remastered and needs to be redone almost entirely, would be nice to get another deluge of spells and hope to balance out the number of uniques a bit. Just to really hone in on the flavors of each tradition.
Haven't played an animist but one of the core problems I see is that the benefits of Embodiment of battle are easily overshadowed by the fact your a divine caster and should be giving similar hit bonuses to your group. It's sustain so your slowed 1 and step to sustain is mostly useless if your already flanking in melee. Third it tanks your spell dc's by 2 points and that's rough, A lot to give up for so little. As an aside I don't see where your getting a second reaction for RS. Also circle of spirits doesn't sustain in and of itself, and while I understand it's role in your setup, it's a level one feat anyone can take and a 9+ medium can achieve the same for less actions. So if you think that's a really good ability then it might heavily depend on your group. If you don't have much front line you can act as a decent martial, but in a group with two heavy hitters you should be buffing their to hit so they can Slam down and wreck enemies. If you think liturgist is too much, maybe make it so you can only sustain spells from your current primary apparition.
I'm going to be blasphemous and say new things that have nothing to do with PF1. Lets get more gish options that blur the weapon and casting proficiency lines. More martials with focus abilities. Take some inspiration from more modern fantasy. Something mixing FF red mage chainspell, magus double spell strike and Battlezoo dragon mage Spell echo. A martial class that can self buff with economy boosters to make that viable, so many books I read have gish characters that it's hard to not think this is becoming more the norm. A spell casting front line class, not good with weapons but able to mix armor and magic to control the battlefield, do magic damage and take hits. Perhaps a curse eater type theme with a class that triples down on things like Brutal bully and Flamboyant cruelty, able to inflict debuffs and consume them for greater effects and a big damage boost. There's still room for lots of new ideas, so I hope they don't slow down and get more experimental. We just have to hope for fixes and expansions on all the parts that have already released.
When people mention Barb not having an AC penalty to rage anymore, they don't also mention Barbs have low level access to speed and heavy armor. So a +2 AC swing and faster then other heavy armor users, no archetypes needed. Some classes feasted heavily. Its strange to look at cleric, barb or rogue with all they got and then look at ranger still hanging onto mediocrity.
Is it ok that monster encounters built for your level are a threat while a trap built for your level isn't? I think that's the primary concern. It doesn't matter that they can be used better, it's that they have to be used better to have impact. Saying you don't have a problem because your group uses them better and knows how to solve them beforehand doesn't really matter. Traps out of the box work in most other systems, so why don't they have something that just works here?
The trap needs to accomplish something. Someone, not the GM, put it there for it to do something. If it doesn't actually prevent people from going further then there's no point for people in world to use them.
There's plenty of ways a solo monster can be a threat on it's own. Are people fine with the same not being true for traps? For a bit of a side issue mentioned here. There is almost always some form of time crunch, unless you just ignore it.
You might choose to not play the game in a living breathing world, but I find that much less interesting.
Teridax wrote:
Agree. I realized at level two that my thaum build was a ninja. Good at sneaking, diplomacy, single handed hidden blade, could do mild magics from scrolls, able to climb with acrobatics, versatile skill selection, action efficient for movement and parry when needed.(FA with Acrobat and Spirit Warrior.) A classless system suffers heavily from having to make sure no combo is too good, without tons of guide rails like PF2s multi class it ends up meaning everything has to be very subpar.
Best to unlearn all of PF1 before you try digging into PF2, else you are likely to do many things wrong.
Your level is what boosts your chance to hit as you go. There's no flat way to improve basic hit chance. You can build for reducing MAP so your more accurate with multiple attacks, double slice to get two attacks at your full bonus and such that will make you more effective. Every class scales up their basic capabilities at a set rate. The only thing you can do is choose feats to make specific actions in specific situations work better for you.
Sounds more like it's about terrain and major landmarks or armies. Nothing else. No single building or complex unless it's a major site above ground. Doesn't tell you what direction an army is headed so in a few hours you might be critically outdated on info. It's nifty but you'll have to be on top of things to make good use out of it in most situations.
If it's a choice, then tell them no phones and do something else related to the game. Shake some dice, watch and politely be involved in others turns, plan every part of your turn out and have the dice and such ready to go, or miss your turn. It's very disrespectful to waste other peoples time and your not much of a friend if your choosing to do it. If it's due to neurological issues then take them out of combat. Split the party and let one group do combat and the other can be doing skill checks that can effect combat. This will require a LOT of work on your part but you can design your encounters to have gimmicks that require people be off to the side doing something else like hitting a switch or solving a puzzle/ picking a lock etc. Make the out of combat characters have few options so they don't need to think too much about things during their turn or set it up so they are working on the puzzle aspect while it's not their turn. Make your combats rare and more like a set piece and dramatic with very intentional layouts.
I hope they will go with what works for them. If they have two class ideas that developers are interested in doing, great. If they only have one passion class and another would be to fill the quota, then hold off on the second class and fill more archetypes, class feats and options for older classes that fit. I understand that rehashing and fixing older content doesn't bring in the money, but when I get an option that makes a new build or fleshed out a character concept to work it makes me glad I purchased that new book.
PossibleCabbage wrote:
Distract or distracting presence. Taunt is terrible because it is a videogame term, there's too much baggage there. Can't wait to get a hold of it, the play test looked terrible but sounds like they went and buffed up every angle possible to make it into something worth using.
It's basically only viable for monks in a group that does heavy buffs and debuffs. Grabbed and frightened 2/3 or clumsy 2/3 gets you a +4 or +5. Even with +5 your -8 attack on a boss is risky. So you'll need a bard or get something like heroism to make God breaker work. At that point anything will work, but you'll still likely be the coolest one with those mods.
I don't think I could play another druid, most of the things I used have been taken away.
Most of that is gone now. To the topic at hand, saying feats aren't part of your class identity seems very short sighted to me.
Would be nice for the other orders to be nearly as good.
Being large, being small, having tendrils instead of hands, just things that differ from the standard. Centaur for example simply can't do several typical adventuring type activities, like climbing a ladder or crawling. Hand waving those differences away for ease of use does a disservice to the very core of the identity of those differences IMO. Required for it to work just means if there's rules for it then you know you can do it, instead of requiring buy in from your storyteller.
Not that I think PF2 or many of the other systems I've seen do a good job of having those rules, being physically nonstandard is usually seen as a problem to fix for ease of use. I love the variety of options in Rifts for example but that system leaves much to be desired.
I think that table consensus is great for any system and helps improve everyone's experience when everyone is like minded, however when that's required for someone's idea to work then that's a problem for people like me who rely on random online groups. I haven't played any PBtA, I've only played Overlight and read the rules for several other games that all seemed very theme focused. While few games give much room to be non standard humanoid, it feels like rules heavy games are more likely to give you tools to express that experience without having to rely on someone else. I don't watch any TTRPG content creators other then the Mythkeeper for Golarian lore, so I don't really know what people are looking for in that regard. One of the live plays I watch recently did a game of Lancer while a few members were away, everyone was new to it and seemed to enjoy it. It's not something I would be very interested in but several people in chat were very into it and knowledgeable. They have also played a few other systems as short specials and that seems like a good way to expose people to new systems.
Hasbro is mining D&D for cash, that will eventually kill it unless someone else buys it. My issue with rules light is that it rarely properly represents certain things, they all have certain assumptions about your character and going outside that box rarely works. It's hard enough in 5e and PF2 to be large and have that be a meaningful part of your character beyond visuals. So long as there's mechanics that fit my strange characters I would be happy with lite or crunchy rules, there just needs to be lots of options.
Also D&D into dagger heart is basically just following the money. We'll see if it holds up but we've always known the big $$ isn't pathfinder. Many people would like dagger heart to replace 5e as the big standard rules light that everyone plays and makes content for, so they can do so with less guilt at supporting a greedy company. When/if the time comes that people don't just wholly watch D&D content, then pathfinder and other games can get more coverage but it has to get the views, and with that market twisting as it has been it doesn't seem likely.
Shadow and dread are ones I look for on many of my characters, because they help with things my characters tend to do. The majority of other runes, and indeed many other items in general, do not. Most niche items aren't worth keeping around and remembering to use in their rare situation they would be useful. Most groups I've played in tend to sell things that aren't readily useful. Most bonuses and effects are so small that you have to use something 10-20 times to have it actually effect a roll or a situation. So it's far better to have something your going to use every day then something you might use once or twice ever.
A horned dragon in the open should wreck most parties. If you get within 40 feet, it can charge and carry you 160 feet away in one turn.
Without the speed it would still be a massive threat, charge, impale, fly up or over hazardous terrain. Getting free might not even be desirable at that point, fight one on a mountain and it drops you off a cliff.
The big question becomes, by the time you would face such threats, should you be ready to face literally everything around a corner, or are some creatures more worthy of some tag to express their complexity? |