On a game-by-game basis, if your players are dissatisfied with the amount of stuff they get to define their character, it's generally correct and painless to just give them more stuff. The number of feats of each type you get is mostly to avoid overwhelming inexperienced players with too many choices, but since each feat generally represents "a new thing you can do" more than "you are better at a specific thing" you have to really massively increase the number of feats players get before you have to adjust the difficulty to keep the party challenged.
An issue with "everybody gets their ancestry's Weapon Familiarity for free" is the ancestries that don't have one would be at a comparative disadvatage- like there's no such thing as "Leshy Weapon Familiarity" or "Anadi Weapon Familiarity" or "Sprite Weapon Familiarity." Using the Ancestry Paragon variant is a better solution, IMO.
Yeah, the best form of tanking is probably to control an incredible amount of space with reach games, and to punish people for going where they aren't welcome. Like an aberrant bloodrager with a reach weapon who gets enlarged and casts long-arm has about as much reach as you likely will want, and you get combat reflexes from a a bloodline feat, so you just get to invest on making those hits count.
I would say the "flowers disappear when the creature does" is a knock-on effect of the part of the Summoned rule that " A summoned creature can't summon other creatures, create things of value, or cast spells that require a cost." Since there's nothing about the flowers that suggest they expire in a day for a non-summoned one (indeed, the examples are things like "broccoli" which can last for weeks) they are arguably "a thing of value" if they don't expire when the creature disappears.
The Lumber Consortium is a holdover from Old Cheliax, when some amount of corruption was de rigeur, IIRC they were on the outs with the old Government so they prolonged their power by throwing their weight behind the new Independent Andoran Government, so that the latter felt like they owed the former a favor or two. That and the fact that Andoran's foreign policy is predicated by "we're a naval power" so they need a lot of wood for a lot of ships. Since they've been preparing for a new war with Cheliax for a while, any action that resulted in "less access to ships, shipbuilding, and lumber" would be disfavored by the Andoran state as it would make them temporarily less ready for that war.
I like the Bloodrager in part because the Barbarian chasis means that you have to get to Drained 4 before you're at the same HP you'd have if you were like a sorcerer/oracle. The fortitude penalty is easier to swallow when you consider the barb starts at expert, goes master at 7, and legendary at 13... whereas the sorc/oracle gets expert at 5 and stops there. So you're not really that bothered by being drained relative to the alternative, you just only want to do this if you want to be a melee character. The 10th level feat Hematocritical seems pretty fun, honestly.
It's weird to lump Jewish people in with Christians on something that Jewish people had almost nothing to do with, this just seems to me like a way to smuggle in more legitimacy than you would have if it was just from a single group. I know that people consistently overestimate the size of minority groups, but something like the 3.5% of the U.S. population has been Jewish in like every decade since the 40s. A thing a lot of Christians assume is that Judaism basically stopped when the "Old Testament" was finished, instead of realizing that it was a living tradition that just continued in parallel for literal millennia. The thing one needs to be careful with when adapting myths and stories from different culture is "acting like you own them" (literal "appropriation.") Like there's a meaningful difference between using a Wendigo in a story about how unbridled avarice leads to bad ends and you should absolutely, under no conditions, eat your neighbors during lean times than to use it in something because you like the spooky skeletal deer thing aesthetic. If you don't care about how the original culture conceived of or used the story or the things in it, you can honestly just call it something else (like how it's an "Iron Warden" now.) I genuinely think that the Horsemen of the Apocalypse were renamed Apocalypse Riders is more likely due to:
than any sort of "people don't read Revelations enough these days."
I mean, the Remastered version of Guns & Gears comes out next month, so what actual changes to the Gunslinger do you think would make the class more fun to play? I feel like the things that you can't change about the class is "this is the class that is best with Reload weapons, and it can combine more non-strike actions with reload actions than anybody else" which seems like a reasonable parameter for a class.
There was really no a priori reason to identify your Frankenstein's Monster analogue with your Magic-Robot in the first place though. Having golem be a category of construct was weird, since a lot of automatons weren't in in for entirely arbitrary reasons (i.e. "Golem Anti-Magic is very strong and we don't want it on this creature.") It's cleaner this way, but like any change it's just something to get used to. But now we don't have to wonder, at least, whether this magically animated pipe organ, say, is a Golem or just what it says on the box.
Troodos wrote: I agree with all of that, but I'm not aware of any plans for folklorically-accurate golems in the game, which is why I'm disappointed. I strongly suspect Nex's Quantium Golems (who tirelessly circumnavigate the city they're named for in order to protect the city) will remain Golems. We're likely to see more things going on in the impossible lands in the next couple years of release, so we will probably see.
There can still be a Golem in Pathfinder, it's just that Golems going forward are going to hew closer to the folklore of like "The Golem of Prague" rather than "a generic type of magic robot." Like a Golem in PF2 should be primarily made of rock or mud and dedicated towards the protection of a community. Rather than "whatever a wizard was able to make into a construct". You get different names for your "made of blood, guards your treasure" automatons. It's like how we're okay with "phylactery" applying to something like a tefillin but we don't really like the idea of it applying to "where one of the most evil creatures around keeps their soul."
"Apocalypse Riders" and "Riders of the Apocalypse" are close enough to synonymous that people in the diagesis would use them interchangeably, probably preferring the former form for the singular and the latter for the plural. There's also likely to be debate to be had about whether or not a skeletal equine that can unnaturally age you with its gaze really counts as a "horse."
The admonition of "don't care so much about DPR" is mostly to remind people that white room calculations are not necessarily all that actual gameplay that might involve a wide array of different game states not represented in white room assumptions. Like the name of the game, from a GM/designer perspective is "give the PCs a bunch of different puzzles that can't all be solved in the same way" and not every combat puzzle is best solved by "the most efficient combat loop for each character executed independently."
When a character is in need of urgent healing to stay in a fight, normally a healing potion is enough. When you really need "someone else will use spells to heal you" is when the Barbarian has dropped and the thing that did that is coming over to where you are next" Like basically "you do not generally owe other characters your actions for something their actions can do." Healers in this game are not like healers in MMOs.
So Psi Strikes says- "You siphon residual psychic energies from your spell into one weapon you're wielding" - So if you have your bow in your hands, you can put that energy into it. "The attack deals an extra 1d6 force damage until the end of the current turn." - Compare the Flaming Rune's text of " The weapon deals an additional 1d6 fire damage on a successful Strike". While it's weird that Psi strikes says "attack" not weapon (probably because it applies to unarmed strikes which are not weapons) I would say that if Psi strikes applies to like "a staff you're holding" (which it should) then it should also apply to a bow you're holding because the question I have about the feat's wording is "when is a weapon an attack" rather than "can I apply it to a ranged weapon." If they're going to remaster Dark Archive, I would suggest changing the text of Psi strikes to (bold represents changes) "You siphon residual psychic energies from your spell into one weapon you're wielding or one of your unarmed attacks and when you unleash your mind, the energies flare to match. Successful strikes with this weapon or attack deal an extra 1d6 force damage until the end of the current turn. If your Psyche is Unleashed, this benefit instead lasts until your psyche subsides.
BotBrain wrote: I am reminded of how fuse stance was downgraded from level 20 to 16 in the remaster. Paizo seem to rate players getting to "create" features very highly, even far above the actual power of the created effect. Fuse Stance would also be fine at like "Level 12". I think just structurally they're worried about open-ended feats like Fuse Stance and Forge New Word potentially becoming a problem due to a feat/spell they print in the future.
Most healing, in my experience, is done out of combat with the treat wounds or a focus spell (like Lay on Hands). When you would use spell slots or other non-renewable resources to heal is "during combat, as needed." So to be a main healer, basically all you need is a good Medicine skill modifier and the Continual Recovery skill feat. But in terms of "healing with spells" the downsides of the warpriest vs. the cloistered cleric are:
But I've been in parties where the barbarian was the main healer, so a warpriest can do fine.
Bluemagetim wrote:
Sure, but the one Fury feat is once/day (I really dislike class feats with one/day limits) and the other is level 16. I get that the Fury class is the vanilla one where you're just supposed to take the normal barbarian feats, but every barbarian I've played was inspired by one or more instinct specific feat because I don't love the normal barbarian feats.
I think genuinely if you wanted to do something about the Fury instinct, you would want to add some new Fury Instinct feats since the downside of the instinct is ultimately "the coolest Barbarian feats are specific to instincts, and yours are pretty meh." Like what do the other instincts get with their feats?
Dragon
Animal
Spirit
Superstition
Fury
While other instincts have some feats that are mediocre, the each have a few that basically constitute "a big part of the appeal of picking the instinct in the first place. The Fury feats are basically "make the best of a bad situation" where the first one is very weak and the latter one doesn't come online until level 16. You could absolutely drop a few feats in a sourcebook (like Battlecry) that are like Fighter and Fury Barbarian feats.
I mean, the original point that was objected to could be rephrased as: "It's entirely plausible that the tradition of Necromancy as represented by the class specifically developed over time in order to avoid attention from villagers with torches and pitchforks, or nastier powers entirely. It's the sort of manipulation of the energies of death and life that's not likely to attract attention you want from anybody who protects those boundaries, whereas "creating permanent undead" and the like is much more likely to attract attention from well above your weight-class, so it shouldn't really be something inherent to the class. Like the ritual to create permanent undead and the undead master archetype are still available to you.
I mean, even if Fury was the most powerful Barbarian Instinct from a pure numbers perspective, I would be personally disinclined from picking it just because of its overall lack of flavor, which is not really a problem you want to fix because the appeal of it is (as I understand it) that you don't have any thematic baggage.
I think the math gets tipped towards "it makes no sense to strike, just trace then invoke" once you get tracing trance, where it becomes a two-round cycle:
GameDesignerDM wrote: You can just make up your own story to work with the class, then. Yeah, if you have a different setting with a different death deity and undeath deity (who are likely in opposition, but might not be) you can come up with your own understanding of how this works. I personally have such a setting. It is always easier to tweak existing Golarion lore to make it work with your own homebrew than it is to create something out of whole cloth to justify how something works. So I appreciate PF2 justifying things in its own lore instead of just having flavorless mechanics.
It's entirely plausible that the tradition of Necromancy as represented by the class specifically developed over time in order to avoid divine attention from the likes of Pharasma or Urgathoa. It's not like you really want attention from Tar-Baphon or Geb either. The sorts of "actually raising the dead" or "making mindless undead that last longer than you have use for them" or "creating intelligent undead" is specifically the sort of thing that will get you attention from powers that want to control or destroy you, so you figure out how to play with the energies of life and death in a way that doesn't create those kinds of problems.
Squiggit wrote:
Really, the only relevant parallel between the Wizard and the Necromancer we need to maintain is "it is plausible that Geb and Nex were each others' rivals"
I don't think so. The problem with the OGL Wizard is "the eight schools" made the Wizard much bigger than any other class in terms of what it was about. It was often said that because of the Wizard needing to be able to do all of the 8 different things, the arcane spell list was greedy. I think the sooner we bury the "8 kinds of magic all of which are equal" the better. Like Divination or Enchantment doesn't really need to be part of the story, because "knowing the future" doesn't work great in a game about players making choices and "mind control" makes people uncomfortable a lot. "I defend people with magic" doesn't really need to be a normal thing either.
Class: Monk
If I might speculate, the fact that they won't yet tell us the title of the book these classes will be in, unlike the playtests for Battlecry or War of Immortals or Dark Archive etc. suggests that the title of the book itself is some sort of spoiler to a metaplot event. The fact that "Impossible" is in the title suggests that whatever happens will take place in the "Impossible Lands", which is where Nex and Geb are. Since the playtest document does say the unannounced book "will push the possibilities of magic itself" that probably suggests "Archmages are gonna do a thing" Since it's Geb who has been around and Nex who has been absent for a while, you can bet we're going to hear quite a lot about the nature of necromancy in the book, so the Paizo authors are going to justify whatever it is they want to justify about how magic works (it is, after all, magic.) So I don't really think that preconceived notions of "how necromancy worked in Pathfinder" are especially relevant, except possibly stuff from the Book of the Dead since they probably want to keep that lore canonical.
Like if you want to reskin the necromancer to be "a different sort of disposable minion" character that feels like something you could do with a class archetype. Like something like "a primal necromancer who leverages the necrotic forces in natural decay and summons disposable fungus thralls" would be a fun class archetype but a bad thing to just build into the class itself.
In general, I would prefer it when magic classes have a specific tie to a magic tradition because that helps inform something about what that tradition is like. If there's a compelling reason to make the class "pick a list" then you can do it, but while I see it for the Witch, Summoner, and the Sorcerer (i.e. "the source of your power could be from a wide range of different things") I just don't see it here. |