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Old_Man_Robot wrote:
I wonder if we could do something like a kickstarter where if enough people pledge paizo will make the wizard class unchained. ![]()
shepsquared wrote: On top of that, the Graveyard of Souls isn't the only option for athiest souls. Some train under Phlegyas and become psychopomps themselves, some find peace, some still go to an outer plane as a petitioner and some get reincarnated. I always thought this, along with the book where an atheist begs Pharasma for help, was particularly insulting. It's almost as if it's saying that atheists can't hold to their ideals and end up bowing to the gods. If you become a psychopomp or beg a god for help, then you were never an atheist to begin with. shepsquared wrote: And even if it was the only option for athiests, the Graveyard of Souls is still an afterlife and the Boneyards is still part of the Outer Planes and the Cycle of Souls - the existance of which isn't a bad thing, anymore than Heaven and Hell existing is bad for the universe. Yes, it is bad if you are a real atheist because the gods supposedly created your kind when the previous world clearly had immediate reincarnation for dubious purposes. They deliberately cursed your kind with aging and did everything to prevent you from escaping this curse. When you died, they trapped your souls in a graveyard. If you are a true atheist, you would be furious at the gods, especially that goddess. ![]()
Castilliano wrote:
misotheism is hatred of gods. Not worshiping = hatred? ![]()
PossibleCabbage wrote:
That sounds like what church propaganda says about atheists. No, we are not nihilistic; we don't hate God(well not all of them), nor are we thoughtless. We are just independent-minded people who don't want arbitrary hierarchy imposed upon us. ![]()
Benjamin Tait wrote:
I feel like they have retconned ![]()
I have a dog in my house. When he was a pup, we put a piece of wood to stop him from entering the house when no one was around to watch him. Now that he’s older, he could easily knock the piece of wood down, but instead, he just stands there, looking at it with those puppy eyes. This is called learned helplessness. It’s similar to Stockholm Syndrome—a survival mechanism that stops you from picking fights you’re unlikely to win, even if it’s not rational or moral. When people face overwhelming enemies or problems like slavery, tyranny, dictatorship, oligarchies, aging, or death, they often choose acceptance—or rather submission—because it’s easier to see the issue as something natural than to spend your whole life fighting a problem that feels larger than life. The worst part is that once you accept a problem, you lose the chance to work toward improving your situation. ![]()
moosher12 wrote: That makes sense, I will refrain then. I grew up in a household with a lot of older relatives, and unfortunately, four of them have passed away. My younger brother and a childhood friend also died—one from a disease and the other from brain cancer. I hate death, I'm working to become a medic so I can fight it, death sucks. ![]()
Unicore wrote:
I don’t see your point here. Saying that a wizard casting magic jar isn’t team play is like saying a rogue using stealth, deception, or performance isn’t team play. Each class has its strengths, and they aren’t required to be constantly working together. For example, a fighter could easily intimidate someone trying to interrogate the king, while a rogue could use deception to explain away any oddities. I just don’t see the validity of this argument. Regarding the use of dominate or similar spells, yes, with sufficient resources and time, you can achieve the same result, but I never claimed otherwise. It seems like you're struggling to grasp my point: it’s not about power or results; it’s about whether it can fulfill a fantasy. Pathfinder 1st Edition, with its numerous classes, archetypes, feats, and spells, can fulfill many fantasies. It’s not about the power of these fantasies or their outcomes; it’s about the fantasy itself. Sure, you can hire someone to perform a ritual, but that doesn’t relate to your experience as a wizard. Yes, you can have the GM re-flavor or homebrew content, but at that point, the rules lose their significance. The thrill of carefully searching among countless options to devise and execute a plan—like in heist movies—disappears. You’re no longer achieving results because of your system mastery or cleverness; you’re simply getting by because the GM was in a good mood and said, 'OK.' And why are you bringing up high-level creatures? I already told you I don’t mind if I have to be level 20 to possess a level 10 king. It’s not about trying to trivialize encounters or outshine party members. I feel like you’re missing the point. ![]()
Blue_frog wrote: Now that the wizard is nowhere near as powerful as he used to be, designers have to replace this lack of power with flavor. Take the remastered witch, for instance. Except for resentment (and even so), it's still pretty weak - but it oozes flavor, and has very unique mechanisms that make it attractive. In the opposite direction, we have the oracle, who got hugely buffed (apart from Battle - press F to pay respect - and life/ancestors), but lost a lot of its flavor. I have to slightly disagree because people tend to frame me as a power gamer who wants the wizard to be overpowered, but that simply isn't true. My problem lies in what the wizard can do, regardless of their relative power level compared to on-level monsters and other players. By that, I mean the following: a Pathfinder 1e (PF1) wizard could use magic jar to possess a king and impersonate him. A Pathfinder 2e (PF2) wizard cannot do this because not only has the spell been removed, but even the duration of possession effects has been severely reduced. To those who think I want the wizard to be more powerful, that's not the point. The wizard can't do it on the level they used to, and they can't do it even at level 20. It's not a matter of being ahead of the curve compared to other classes or on-level monsters; it's a matter of being able to fulfill the character fantasy AT ALL. People love to complain about spells failing or missing, focus spells, and the number of spells available, but my issue is that the wizard can no longer fulfill certain fantasies, period, regardless of their level. Yes, the power ceiling was lowered, but it feels like the system as a whole went from high-magic to mid-magic. Balance is important, but I feel depth and complexity were sacrificed without anything to replace them, and that is my issue. If it weren't for so many different nerfs, it wouldn't be as bad. It's the gutting of the class by a thousand cuts that is incredibly irritating. ![]()
moosher12 wrote: Alzheimer's and Dementia. That is a disease, and as someone whose parents suffered from it to the point of forgetting who I was, please don't lump it in with old age. While senescence is also a disease, even if most people think otherwise, these two conditions are far worse and certainly not a natural part of life. ![]()
Sibelius Eos Owm wrote: I'm mainly here to point out what of the several lore errors being used as examples I can confirm, whether its fey not having souls or the idea that Pharasma cursed the gnomes with mortality, or even that atheists are forced to stay in the Boneyard against their will. That you turn these misunderstandings and objections into further evidence of your own arguments calls to question where exactly the goalposts went and how much you understand the examples you are using to prove your point, but other people can make those arguments. I only have time to read and respond to so many assertions and I have no desire to convince you out of a position you've deeply convinced yourself into. I'd merely like to make sure the facts the argument has been based on are presented accurately as possible so that readers can come to their own conclusions based on the actual evidence and not what was taken out of context, misunderstood, or brought in from a lore error 15 years ago when the writing of the lore was less closely managed and writers might introduce concepts that don't fit the Age of Lost Omens or its characters. Lore error is a weird term to use here, lore retconned because it was unpopular would be a better word specially since gnomes having souls or not or whether the whole race was affected or not is irrelevant for the argument being presented here, Sibelius Eos Owm wrote: or even that atheists are forced to stay in the Boneyard against their will. I would like to see your source for that because the wiki clearly contradicts that Graveyard of Souls (Those souls that still have the will to rouse themselves here are usually either those that have recently arrived or those consumed by emotion over their fate; some wander emotionlessly and in a haze, while others might beg visitors for aid or simply lash out at them in their rage. The rare souls that do find peace with their ultimate fate instead serve the graveyard as its custodians or guardians.1) But I will admit the Lady of the North Star but surprized me. ![]()
Trip.H wrote: Anubis' scales are the empty tool most known for fair an unbiased measurement. He takes the ~heart and weights it against a feather of truth; even if he has personal beef with a mortal for committing his anathema, that does not change how the scales fall. If you ask me, the best way to write about afterlife judgment in tabletop role-playing games is through karma. If your actions are bad, you go to a bad world, like a law of physics. The best way to handle gods is to have them be more like forces of nature, such as Gaia or Alaya from Fate Grand Order—something that is less of a person and more of a sentient force. But then again, that universe is a hell of its own with the timeline pruning and the whole system of the planets, so I wouldn't advocate for the story itself. Edit Note: I just noticed that Fate also has this issue with anti-immortality. I wonder how common this is in fiction writing. ![]()
Sibelius Eos Owm wrote:
If you constantly have to rewrite a character's lore to erase sins, like feeding atheist souls to Groetus, then that character is likely evil. ![]()
steelhead wrote:
If I'm correct, the idea is that the majority of shades/petitioners become part of the plane, as does any outsider that dies there. The plane is then corroded by the Maelstrom. Therefore, if stopping the souls means the corrosion worsens, the logical conclusion is that the souls which make up the plane are also being corroded, since the potentiality goes to the forge of creation to make new souls. Too many people are used to the idea of souls being eternal (myself included), so the concept of souls being turned back into quintessence is jarring. (Upon any outsider's destruction, its aligned quintessence—along with its compiled knowledge and beliefs—is absorbed into its home plane, or often into other planes if destroyed away from its home plane. Quintessence is perpetually disintegrated from the planes by the Maelstrom to become unaligned potentiality, at which point it is funneled to the Antipode and redirected to the Inner Planes. In Creation's Forge, it becomes part of the source matter of new souls.) from the wiki page on potentiality The issue is that the majority of shades will likely fade eventually, and with the constant war, most outsiders will also die. Therefore, the only beings in this world who are not doomed to have their souls consumed by the plane and converted into quintessence/potentiality are the gods. This is why people consider this a very convenient (and selfish) mindset for the gods to have. Since gods existed before mortals and the universe did not end, it’s not entirely unreasonable to believe they created mortals to be consumed by the antipode so they don't have to die. ![]()
Trip.H wrote: Instead, petitioners are claimed as chattel by Pharasma, and then she hands each soul to a god / plane of her choosing. This... Imagine if it turns out she is secretly the final boss of pathfinder (if there is such thing as a final boss in a ttrpg) i doubt it would be the case but it a cool scenario to consider. ![]()
Trip.H wrote: This is how mortals in Golarion's cosmos can accidentally end up existing for the sake being harvested/assimilated/consumed by the gods without their consent. Such a accurate description of the issue I have with the setting , I just wish the atheists would put a little bit more of a fight than dying and accepting your fate. ![]()
PossibleCabbage wrote:
You are comparing souls with eggs and livestock? as if having your souls turned into planar mortar is some small favor? ![]()
PossibleCabbage wrote: The interesting thing about Rahadoum is that it is a mix of that kind of atheist, and the misotheistic kind. People in Rahadoum disagree with each other about a great number of things, so why not this? Some Rahadoumi folks will believe that celebrating the Gods because they are powerful is ridiculous, but they would also believe that objecting to Pharasma's judgement is ridiculous because she is very powerful. You just treat the experience like "the dragon has asked you to relocate your chickens, because the coop you have built is an annoyance to the dragon" you understand that this is something you should just go along with, since you have a good idea what the alternative is like and it's worse. if the dragon was threatening the farmer adventurers would think of it as a monster and slay it, and some of these gods have stats: Conqueror Worm, Green Man, Avatar of the Lantern King, Manifestation Of Dahak, Treerazer, if they can bleed... ![]()
Castilliano wrote:
Asmodeus, Cthulhu, the Conqueror Worm, the Rough Beast, Dahak, and the Lantern King—all of them are gods or god-adjacent entities. However, that doesn't mean one should worship them or allow them to have their way. I don't understand why some people find it so difficult to extend the same logic to other deities. In Pathfinder, a god represents a level of power; it is not akin to the Christian God, who is described as an infallible, omniscient, omnipotent, and omnibenevolent being. ![]()
James Jacobs wrote:
Have you considered creating a faction to represent these people? Because, if you ask me, the problem isn't so much Pharasma herself, but the fact that every alternative to her is evil—like the asura, the undead, or the sahkil. Maybe if there were a neutral or chaotic neutral faction to represent people who feel this way, others would side with them and champion their cause, much like how some people play the Bellflower Network. ![]()
Claxon wrote:
It's more like the president has the codes to turn off your pacemaker, and you happen to be a member of the opposition party—she hates necromancy, remember? So, the fear that your clone may be shut down because "it's your time" has some legitimacy if you are, in fact, a necromancer. ![]()
vyshan wrote:
I disagree that the Asura have a tendency to blame the victims, namely the mortals, for the sins of their creators. I would simply sit there and tell them the truth about what their gods have done and be there when their gods inevitably screw them over. Eventually, they would see the light and choose to walk my path of misotheism and mortal liberation of their own free will. Claxon wrote: But the people in the thread railing against Pharasma feel like they're railing against the fact that death exist, including death of the soul, and the cycle of souls in general. It's almost as if you are railing against the mere idea that death might not be inevitable in a game. Why do we need to go out of our way to bring fatalism into a fictional world? Why add things like 'clone' and 'raise dead' just to have a deity shut it down? ![]()
PossibleCabbage wrote:
In real life, we fought against the monarchy, and now we are fighting against the oligarchy. It’s human nature to hate tyranny, so why fight against the gods as well? If people were to adopt a nihilistic view of life, then nobody would go to war, since what happens after they are dead would be considered irrelevant. ![]()
QuidEst wrote:
It’s also a significant theme to explore the opposite, such as the peaches of immortality, ambrosia, the fountain of youth, the golden apples, the herb of Gilgamesh, the philosopher's stone, and the Holy Grail. My question is: why does that specific element have to be realistic? The entire game contains absurdities, so why not make death absurd as well? The choice to base the world on death and a cycle of souls was a design decision that I honestly don’t appreciate. It feels akin to creating a universe that operates on the cries of infant orphans, surely there were better options. ![]()
PossibleCabbage wrote:
The issue is that, unlike other gods, you will always meet Pharasma at the end of your life, and the fact that Rahadoum is aware of their bleak prospects in the afterlife highlights my point. How can one say she is hands-off when she is the one who decides the fate of your soul? You can run from a tyrant king and avoid Asmodeus like the plague by never getting close to a contract, but you cannot avoid Pharasma. But to address your point about the world being ruled by immortals, I think we might be getting closer to that world than you realize. That said, I would absolutely love to play in a world full of undead; I have even been thinking of writing one myself. It's sad how this theme is so underexplored. ![]()
Agonarchy wrote:
I will praise that choice, alignment was always a bad system and the game will be better without it, no system will ever be able to fit all of the complexities of morality into 9 squares. ![]()
Tactical Drongo wrote:
The issue isn't just Pharasma herself, but what she represents. She's essentially the Pathfinder equivalent of D&D's Wall of the Faithless, a feature so blatantly biased that it was thankfully removed in later editions. Just as the Wall was a thinly veiled attempt to punish atheist players (reflecting its origins in a more Christian-dominated era), Pharasma and the surrounding lore are clearly intended to shut down any discussion about the moral complexities of necromancy. She's a divine "I win" button designed to silence any necromancer who dares to suggest that raising the dead isn't automatically an act of evil. For players who enjoyed the morally gray necromancy of earlier editions, Pharasma is a slap in the face. ![]()
PossibleCabbage wrote:
I'm not arguing about this from a lore perspective, but from a design perspective. Creating gods or outsiders like Pharasma, the Mantis God, and axiomites to control player behavior is a design decision that I oppose. These characters were clearly created to enforce the will of the writer: 'I don't like undead? Here's Pharasma.' 'I don't like players seeking godhood? Here's the Mantis.' And so on—'I don't like [something else]? Here are the inevitables. From a design perspective, I dislike how these characters force players to behave in certain ways by serving as counter-characters designed to punish them. This is why, in every game I GM, one of my first actions is to have all these characters mysteriously disappear because I'm opposed to this design choice. ![]()
Powers128 wrote: The dissolution of all reality I think. Eventually anyways. The planes are made of soul stuff and without order to them, they'll fall to the maelstrom. I'm really not a fan of making an entire cosmology spin around a single character. This tends to happen with Mary Sues or writer's pet characters, and especially in an RPG, there should be no deity above all others. ![]()
PossibleCabbage wrote:
That is a strange definition of respect. If she genuinely respects these souls, then she should allow them to return home. ![]()
I will never understand why there are always people so incredibly committed to arguing that the wizard is fine. I can understand why others want the class to be improved because they feel it is weak, but I can't grasp the mindset of those who vehemently defend the class as it is. Are they afraid that the wizard will revert to its state in Pathfinder 1? That seems very unlikely, considering the effort its taking to even get the developers to acknowledge that there is anything wrong with the class. There is no way they will make it broken again, so you people can relax. Like does anyone really honestly think there is any real chance that if they buff the wizard they would go that far? ![]()
Sadly, I think you are right. Every time we have discussions about wizard threads, it always ends up with people on the other side saying it’s fine, or that it’s not as bad, or that it’s a skill issue. It feels like the feedback is falling on deaf ears. This wouldn’t be as frustrating if the developers themselves weren’t apparently on their side. The situation with the necromancer is particularly disheartening; how good is balanced when the result of it is you classes turning into the "we have X at home" version of classes from other systems. Note: I forgot to quote temperans ![]()
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Squiggit wrote: I like how no one, even the people who mentioned liking the video, have said a single specific thing about the actual content the OP wanted to share (yes I know I'm being part of the problem here). OK I will be addressing it. I don't agree with his opinion on moving the thralls because he is approaching it from a gamist perspective. He fails to understand that the problem with not being able to move the thralls is not about efficiency; it's that they feel like statues or trees rather than real undead. There is a significant difference between saying, "It's not worth it to move the thralls," and "I literally cannot move the thralls." To be honest, it feels almost insulting that he suggests we aren't thinking when, in reality, he is the one who is hyper-focusing on action economy and feats while missing the point. ![]()
Elfteiroh wrote:
Okay, now that is just incredibly lazy design. They might as well have just ignored the essences, which feel more like a cheap excuse, and gone straight to the four traditions. ![]()
I went to look at the four essences of the traditions and noticed something interesting: Life (heart, faith, instinct, vital)
Necromancy uses souls or fragments of them to affect the body by reanimating it. Perhaps the reason necromancy doesn't seem to fit neatly into any of these categories is that it represents one of the two missing traditions: Spirit + Matter the other would be Life + Mind. Maybe one of these two traditions could be focused on necromancy and the other on using the mind to influence the hearts and vital forces of others, akin to a Mesmerist tradition. Because there are so many different ways to use necromancy, it’s probably better to present it as a list for multiple classes, like a death knight, rather than as a single class. ![]()
AestheticDialectic wrote: To be a little fair, raise dead is the proper bring someone back to life spell and if your necromancer is purely death themed, it doesn't fit, but it is ofc still a spell that was on the necromancy list, and now today still has the vitality tag because it's part of the same general essence that creates undead, just it's destructive and entropic flipside is what makes something undead instead of re-alive My favorite kind of necromancer is the one that actually tries to bring back the dead instead of stopping midway. What sort of master of death can't bring people back from the dead? Too often, stereotypes, archetypes, and clichés are created, and people forget how these things came to be in the first place. As a result, the character becomes a flanderized caricature of itself. Imagine if a life oracle, instead of healing, used his power of life exclusively to blast people with positive damage or to cause plants to grow; it's nonsensical. ![]()
OceanshieldwolPF 2.5 wrote:
The irony is that by using the occult list, they are straying from the very tradition system that many people defending. Other classes, like summoners and sorcerers, use the divine spell list for undead, and religion is the skill used to identify undead. So those who support the occult are unintentionally opposing the four traditions without realizing it. They might believe there are too many divine classes or that they don’t want a healing necromancer; But the core issue is a lack of commitment to either following or breaking these 4 traditions. ![]()
GameDesignerDM wrote:
But classes are the crown jewels of the game; they are the shiny new toys that people play with when they first join. Surely, they would sell more books by dedicating them to a single class. I can understand compromising and cutting corners, but that is one area where you really need to shine." Zoomba wrote: We already went through this with the Witch, which resulted in one of the lowest-powered casters in the game (I've heard the remaster helped give it many improved features, but that was only after years of disappointment. Maybe that is not a good balance decision, since once the list is chosen, it becomes static. You can't change lists like a wizard can change spells. That would be akin to charging a class not just based on its proficiency but also on the options it can choose, or treating a wizard as if it has all spells simply because it can select a few. ![]()
YuriP wrote: Because unfortunately we have an space limit in the books and turn a class more versatile also usually means that it will be more restricted in their specialized options. That is such a corporate mindset to have. Classes can only be made once; they can be supplemented later, but fixing the core is much harder. If they are so constrained by page space, then perhaps releasing two at a time isn't the best idea. Additionally, was it ever confirmed that they consider list selection under balance? It's not as if you can switch between spell lists once chosen, so I will need some evidence for that. ![]()
YuriP wrote: PF2e traditions in practice was a design decision that Paizo designers made in order to solve the madness that is D&D and PF1e where each class has its own spell list I think you are being a bit hyperbolic. We already have classes that include extra spells, such as sorcerer bloodline spells, wizard school spells, animist apparition spells, and oracle mystery spells, among others. Perhaps we could focus on the three necromancer sub-types—bone, muscle, and spirit—and assign them some fixed spells, with the usual caveat of consulting the GM to add appropriate spells as needed. I don’t understand the significant fuss about traditions when it’s clear that Paizo is consistently supplementing the gaps in the four traditions' spell lists. ![]()
graystone wrote:
You are oversimplifying the issue. It's not just about healing; the concept of necromancy has changed from being associated with mediums communicating with the deceased to being viewed as the realm of evil corpse summoners. I'm simply asking for a little consideration for other cultures. I’m not asking you to reverse years of demonization, but rather to think about how this stereotypical representation may affect people. That’s not too much to ask. ![]()
graystone wrote:
I just did some research, and it's far worse than I thought. There is a video titled "The Dark History of Zombies" by Christopher M. Moreman. It seems that the current portrayals of the undead are far more racist than I initially believed. If you think about it, the very notion of a group of evil beings that can be immediately differentiated by their appearance is inherently racist. To answer your question, Wiccans and Druids don't call themselves witches either, but that doesn't make their portrayal as human-sacrificing devil worshipers any less offensive, does it? If you look at the necromancy page on Wikipedia and check the "See also" section, you will find links to Haitian Vodou (African), Macumba (African) and Witchcraft(paganism as a whole). This association can damage these cultures, whether they accept the label or not.
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