Trip.H wrote: I'd argue EA was/is was lightly toxic in that it teaches a lot of casters that they didn't need to engage with the MAP system, don't need to think about maybe the occasional staff bonk, ect. How many even put Striking Runes into their staffs they are already holding? We do not share a foundational premise, so we're never going to agree. Cantrips are meant to be the "0 MAP" option for casters.
Finoan wrote: Yes, many of my spellcaster characters do not even carry weapons. The ones that do rarely use them. Making weapon attacks as a spellcaster is certainly not mandatory. But making a weapon attack is a viable option in the spellcaster's toolbox. And cantrip damage isn't intended to out-perform martial character's weapon damage. Cantrips are absolutely intended to be the caster's go-to combat option. It is their "i swing my sword", "i shoot my bow", basic attack action. That's why they are unlimited now instead of having a fixed number of uses. This change goes back to PF1e and this was the reasoning then. There is a long history, that extends back before PF2e, of trying to find some sort of equivalent for casters vis a vis a basic attack. 3.5e implemented a new system for at-will cantrip level casting in the complete mage and then PF1e went further and just made cantrips infinite/free. You can argue about whether or not that SHOULD be the case, but if you're operating under the assumption that it IS NOT the case, you are mistaken. The link you showed does not say "Oh and btw this is not meant to be a caster's primary mode of offense".
Trip.H wrote: That comparison, coupled with there being no other core rulebook, nor later released cantrip, that comes close to EA's easy 4d4 + Hd2, clearly demonstrates that EA is the outlier / mistake. And yet it made it into the revised core rulebook, so it's definitely not a mistake on the dev's part. Because they just had a golden opportunity to change it and decided not to do so. Furthermore, I don't agree that burning hands is worse than electric arc. But also, I've been DMing since PF2e released and with a wizard who uses electric arc constantly... it has not destabilized my game - so I don't even agree with your premise that it's a problem that needs a solution.
Finoan wrote:
...who are you responding to? It feels like me but, what you posted in no way contradicts anything I said in my post. These are both true:
Trip.H wrote: Cantrips were never supposed to compete with 0 MAP Strikes, not even for casters. I do not believe this is true anymore. In fact, I think this is implicitly, if not explicitly, false. At least since PF1e, the assumption seems to be that cantrips were meant to replace wizards throwing darts or firing crossbows. Also, the quoted texted reads to me like you're saying "the designers intent was not for cantrips to compete with 0 MPA strikes" - which if true leads back to my first point. It appears that it WAS their intent. If you're saying that cantrips 'were never supposed' to function this way, but are appealing to some other standard or universal principle... then i guess *shrug*. Trip.H wrote: When the game itself literally says "[cantrips are] weaker than other spells" people should pay attention. Cantrips are weaker than other spells.
Jacob Jett wrote:
It wouldn't matter if they could do it exactly the same as or even better than - which is something that seems lost to you all. This is exactly the problem. People who love AI art see it as a product or material good. I swear materialist technocrats are going to destroy the world.
Pixel Popper wrote:
Because art is more valuable than all those other mundane activities. But I'm also fully on board with going backwards/limiting progress to preserve human dignity.
Ravingdork wrote: The algorithms aren't doing anything that artists haven't already been doing for centuries. This is laughably wrong/uninformed. The brain is not a computer and it does not function like one. Ravingdork wrote: 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 also work with freelance artists every day and there are exactly 0 of them who would not blacklist/blackball someone immediately for engaging in generative AI that scrapes other artists work.
People have already covered all of the ways "AI art" is unethical so I'll just chip in that I am also one of those people who will ostracize/ignore anyone engaging in generative "art" that scrapes from artists without their consent. If you showed up to my game with AI you'd get kicked out on the spot.
Calliope5431 wrote:
Well, If you're just knock down, and are wounded one, and you fail your check, you'd be at dying 3. Not dying 4. 1 + (1 wounded + 1 dying increment).
Squiggit wrote:
"You can't have your cake and eat it too" is saying that it cannot be simultaneously true that you ate your cake, but you also didn't eat you cake and are able to admire it/have it.
3-Body Problem wrote:
Editing/clarity/layout has never been a strength of Paizo but maybe the remaster can turn that around.
Temperans wrote:
Sorry, I didn't properly convey my sentiment: The fighter was garbage compared to full casters.
SaveVersus wrote:
Unfortunately, PF2e lacks the rules precision of MTG.
I love PF2e for it's three action economy and numerical/mathematical tightness... but I don't particularly care for how crazy/super human PCs eventually get. What does the Paizo braintrust think more OSR-like generic classes would look like in the PF2e sysem? My first thought is that spells greater than 5th level are flat out unavailable, and that classes would probably receive no feats whatsoever? Basically, I'm curious about what PF2e would look like if you stripped it way, way down. Anybody have any thoughts?
Lord Fyre wrote:
it's because the core rule book is way, way, way too big. It's so big that the mere size of the book obliterates it's spine over time. Splitting them in two is something I've wanted for years.
Claxon wrote:
You said that "The only exception to this general design principle is the Flurry Ranger" - that is false. For an open hand fighter, snagging strike completely replaces your basic strike. Everything else you said was addressing a completely different point. If you're an open hand fighter, then using snagging strike is either the same as, or better than, your basic strike depending on the situation. But the basic strike is never better than snagging strike.
People, even professional writers, are pretty bad at writing good encounters and 'boss' encounters are no exception. It's not really their fault though, because they need to keep things simple enough for mass consumption, word count, etc. (Interestingly, BG3 has a lot of well designed encounters) An engaging encounter ought to have some mixture of the below:
If you're only going to have a single enemy, this is a lot harder because that's the easiest way to spice up an encounter (different enemies with different abilities) so you're going to have to lean on the other 3 elements pretty hard. tl;dr if you want to make a good 'boss' encounter, it takes more than just finding a cool singular enemy and plopping them down on the grid.
Helmic wrote: ...(nor does 2e's design goals permit) a general bread-and-butter attack that you try to do as much as possible. The only exception to this general design principle is the Flurry Ranger. Well, if you're an off-hand free fighter, then snagging strike makes your normal/basic strike completely obsolete. It's just a strict upgrade over your basic strike.
Sanityfaerie wrote:
Firstly, d20 modern ruled. Second, I wouldn't be surprised if you could squeeze a modern game out of starfinder rules by hacking away certain things, and grafting on others. I realize that Paizo is now fully committed to Pathfinder = Galorion / Galorion = Pathfinder*... but I would still like to see a generic, modern, PF2 rules-system application to a modern setting that would help facilitate some 'gritty'/plausible-psuedoscience steampunk type situations, as well as westerns and other period pieces that have firearms.
Prince Setehrael wrote: What are your thoughts? Necromancy as an entire tradition makes no sense to me whatsoever because of how narrow it is. That would be like saying that conjuration is an entire tradition. (That being said I also don't like that wizards will no longer specialize in specific schools of magic and I don't like that there are even 4 different 'traditions')
Monk should lose all mystical abilities, and never get more than trained proficiency with unarmed defense. They should also never get more than trained simple weapon proficiency. Furthermore, they should be able to begin as an expert in their choice of brewing lore, calligraphy lore, lore relevant to their particular monastic order.
Fighter is the best fighter... I don't see the issue with this. If you want your defining feature to be how bad ass you are at combat, regardless of your weapon choice, you should be a fighter. Fighter has been arguably one of least powerful d20 classes since 3.0 - can they please just have something nice??
Kyle_TheBuilder wrote:
If monks should have legendary unarmed proficiency... should rangers have legendary bow proficiency? Or legendary proficiency whenever they wield a weapon in both hands?
Kyle_TheBuilder wrote: I understand that but It still doesn't click with me how brawler would have better accuracy with unarmed attack than Monks, whose whole class shtick is unarmed style. It just doesn't click in my head. The fighter's schtick is that they're the best fighter with whatever weapon they choose to use - in this case, fists. A fighter/"brawler" gets legendary prof. with unarmed, but they don't get all the mystical b+*$!&*@ that comes with monk normally. There are tradeoffs and right now, the monks schitck isn't "I am the unarmed fighting master" it's broader than that now and takes into account more aspects of 'monkery' than just the unarmed combat.
I don't mean to bum anyone out but if you wanted to give actual feedback on this (whether it would be considered or not) you'd need to invent a time machine and go back in time about 3 months if not more. Printing books is not like hitting print on your inkjet at home. The prepress and proofing process is long, making sure the pages are laid out correctly, (offset printing at 8.5" x 11" is actually going to be 4 up - 8 pages to a sheet). Sheets need to be cut, colated, bound, etc - it's a whole deal. Let alone that we're talking tens of thousands of books. In fact, depending on how exactly and who exactly does their printing, the books might be printed in one location and then bound/finished in another. So yes, "I hope..." or "I wish..." would be the right way to preface things that you want to occur. Hell, by now they couldn't implement the changes you're asking for if they wanted to.
Rysky wrote:
So? And?
Rysky wrote:
Would you say that suggesting that I'm a faux-intellectual is an insult? Or, is it not an insult because you believe it's true and properly applies to me? Did you intend it to fit the criterion normally attributed to an 'insult'?
The Raven Black wrote:
Since they're supposed to be out in October I'm willing to bet it is completely impossible to make any changes. It takes a long time to print and bind this many books. But, I could be wrong.
Claxon wrote: To be honest 1 and 2 are things that even Paizo doesn't add to most encounters because it's hard. Definitely - I don't blame them. It would make their modules/adventures much longer and more complicated. Thaliak wrote: Does this hold for new players? I haven't had the chance to teach the game, but I imagine that learning the mechanics and basic strategy will be engaging enough early on that GMs can put less emphasis on giving enemies personality or varying the environment. I mean, I wouldn't take that as like THE definitive word - lots of people enjoy lots of different things of various degrees of complexity. The first two are probably less important for MOST gamers than the other ones though.
breithauptclan wrote:
I have taken Unicorn to be saying that the specific narrative context that PF2e implements is inseparable from its mechanical rule set. I.e.: I have taken them to be saying "If you change narrative aspects of [God X], then the mechanical rules will not function". I am arguing that statement is false in so far as it includes the word "specific". I am not arguing that the rules can exist without some context.
Captain Morgan wrote:
I'm not asking them to do anything so I'm not sure what this is supposed to mean. I respect that the devs have created a very solid mechanical system for playing the sorts of TTRPGs that I like to play. Captain Morgan wrote: Clerics and deities, champions and codes. A paladin being able to lie has direct impact on the mechanical actions they can take in the story. Whether you think that's a problem I guess is a separate issue. But even if your premise is correct... If drawing the distinction is as easy as you claim, than what needs to be changed? Are you even taking a stance on the original formatting topic, or are you arguing just to argue? I'm arguing to argue because someone said something that I think is false. But also, that wouldn't be a counter example to my argument because deities can be reflavored to just "sun god" (rather than whoever the sun god is in galorion) and codes are entirely matters of convention.
breithauptclan wrote:
How about instead I call it "text that I personally think is unimportant and totally ignorable"? I want to make sure that I use the correct shibboleths.
Jacob Jett wrote: Ultimately, I'm not sure why the debate has to happen. Some folks think thing A. Some think thing B. There's more than enough community space for both groups to coexist. Is the point of the debate to stamp out the thinking of one of the groups? If so, isn't that something akin to mere cyberbullying? The only reason I'm in this debate is because someone has, or seems to have, said that "narrative text"/fluff/non-mechanical text cannot be separated from mechanical rules text and I am trying to demonstrate why that statement is false. People are obviously free to play however they wish.
Unicore wrote: What is a wizard? A "wizard", for me, is all the mechanical abilities found and defined in its section of the CRB. Unicore wrote: Without a narrative conception of what that is, a body of rules about "spells" and "spell slots" are completely meaningless. There are certain narrative constraints that are inherent in all rules that speak to topics like the genre of the game and the tone of the game that are all completely modifiable, but are just as relevant as the rules themselves. If I replace the word "spells" and "spell slots" with "gorbles" and "gorble spots" the game still plays mechanically the same, so I do not agree with this set of statements. But furthermore, it's just not true that they are 'meaningless' when they are explicitly defined to have a meaning. The number of gorble spots you have determines how many gorbles you can cast per day. It has meaning. Unicore wrote: I am not arguing that it is wrong to change narrative text to fit the the game that you are trying to run, but that in doing so, you are actually modifying the game itself in a way that can be understood as changing the rules as well. I do not believe that statement is true. Also, as politely and civilly as I can articulate this, the wishes/desires/feelings of the developers do not matter to me whatsoever. So, if it bothers of offends them that I refer to non-mechanical aspects as 'fluff'... so much the worse for them I suppose.
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