I like the idea of a nature/Occultism split probably based on class path? I think it should keep the religion skill since that's the primary casting source. I dislike splitting between Wis/Int. I think it is good as just a Wis caster. It's already sufficiently complex and with the availability of Ability bonuses I don't think it's necessary to choose Int to cast with. I would like to see some exploration of a more researcher-style animist, that's super cool.
With regard to RAW vs RAI and house rules, I would like to point out the sidebar on 444 which specifically states that if something has multiple interpretations, problematic repercussions, or seems out of line, it is something to resolve at the table. Saying a familiar is dragging or carrying or teleporting are all RAW since those are what different tables determined and this specific rule about ambiguity addresses such concerns. (this same sidebar also has the specific overrides general note.) I know many folks dislike 'GM Discretion' as an answer but if I sit down at different PFS tables and ask this question I will get different answers and all of them will be correct under this clarification. Honestly, my solution to a GM who makes rulings under this umbrella that I dislike is to find a different GM (possibly myself). They are playing by the rules, we are just not a good fit together.
I kind of love discussions like this. But taking a dictionary term to a game mechanic is challenging and naming those game mechanics is equally challenging. I assure you that you are not the only one who noticed it, just like many folks have noticed that colossal and gigantic are also synonyms, but I find value in *creating* nuance and finding inspiration from it as you seem to have as well.
I think this is a table tone question. as a DM I would go with taking the average if it is higher and roll, only take the flat damage if it is at least 1 whole point higher. but that is me. I can see plenty of tables that would rather go with the consistent value and especially lethal tables would house rule and compare both values round by round. I could also see using the average value and truncating it instead of rolling but I personally think that is not as exciting. Average meaning take a dice roll, calculate the average, and use that as the comparison.
Unicore wrote:
I was thinking as a base class feature (or maybe you get it lvl 2-3) they could have free action that is something like the first time you miss with your striking spell each round you can take a step or an action with the manipulate trait. But that might be open to too much abuse?
I feel like I might be jumping into the cookpot here, but I also want to say my piece about the class designs and this is an active thread for sure so here we go:
things that I'd workshop a minor fundamental change to
If nothing really changes but the balance is solid, I'll probably be more or less satisfied with them, but these are directions I'd be happy to know were well explored.
After reading through this I feel like asking for someone who is basically a fighter with spellcasting and rejecting the offered builds (especially the caster based builds which by a technical look gish from lvl1) sounds to me like wanting a gish is wanting martials to be just worse than half or full casters. losing proficiency, actions, spell slots, and/or feats to be effective in multiple spheres is necessary. As someone who likes to play barbs and fighters that feel fun at all levels, I would be let down if gishing didn't sacrifice something valuable.
I have been really happy with the versatile heritages so far, but I also am in the camp of "if you want narrative stuff talk to me and we'll just write it in" so even if you don't take the X brand of tiefling feat because you want the form, well your form will function as that narratively you will have those characteristics, but you'll have to follow the mechanics for feat chains. I also have considered a human heritage that is basically "sleeps with everything" which lets you choose an allowable VH and get a bonus lineage feat I can see how some things feel fairly limiting with the way the lvl 1 locked feats work though, and everyone (not hooman) seems to have low-light vision, which is not something I've fully come to terms with yet!
How does the sustaining of a damage spell even work? I have not really played a caster yet and I was considering rolling a Winter witch. does clinging ice deal damage every round? does the target roll their save every round? It looks more fun than Bards and Wizards to me, but I don't know anything balance-wise As for Familiars; is the Familiar master Archetype worse than MC into witch/wizard?
I have not been able to look through and see if this has been addresses, but my PC's want to drag monsters around (and if they are small enough, throw them) I'm doing my best improvising here, but not really sure what this should look like. I can't see very much for advanced grappling options so I'm leaning on athletics/acrobatics a lot for these shenanigans! Thanks for a really fun game!
Thanks Mark for the exciting write up! I'm doing something mad and Giving my Players 3 hours to build a world together without my input and then running in that universe. The monsters are going to be really important to supporting whatever madness comes out of it and I am very pleased to see so many interesting beasties all along the level spectrum! |