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![]() AnimatedPaper wrote:
Could also add draw a weapon for Shooting Star, so throwing characters can pull out another throwing weapon to use. ![]()
![]() I've suggested something similar. Give the basic Striking Spell a free step action or something, and then add more options for the various synthesis. Things like a sword+board style getting a free raise shield action, or a ranged synthesis getting a free reload or draw weapon, or such. Add some more special abilities like Spell Parry or Raise a Tome as options via feats rather than synthesis. What you end up with is a short list of things you can do while casting a spell, and the ability to decide which to use based on the situation. ![]()
![]() It seems like a Magus Boss would specialize in taking down one PC at a time, either via disabling effects or outright damage. Either way, I find that bosses that target multiple PCs are easier to deal with than ones that focus on downing PCs one at a time, especially if they're smart enough to down the squishies first (as a Sliding Magus might be apt to do). ![]()
![]() Unicore wrote: Edit: I just don't see this happening with a 2 action activity that lets you cast a 2 action spell and make an attack because that is just clearly better than a full caster can do, especially if the spell gets to use a full martial's weapon attack bonus + item bonus. I don't really see a problem with it. For one thing a Wizard could do the spell in 2 actions at range, with a similar to-hit bonus (higher proficiency, higher stat). Nothing wrong with being equal or slightly better in a very narrow area than a pure caster, especially if the narrow area is "hitting things with weapons while casting spells in melee". However, if 2-action cast+Strike is too powerful, we could see a flexible free action attached to the 3-action cast+Strike, similar to Slide Casting. For example as base allow Step, then with feats or auto-progression move to allow things like raising a shield, Stride, casting a 1-action cantrip (shield), reloading a ranged weapon, or other options. Heck, if the free action is part of the base ability, you could attach various options for it to the Synergies. Such as the 2-handed synergy allowing casting shield, a sword+board style allowing raise a shield, free-hand style allowing a full Stride (or possibly activating Spell Parry), and Shooting Star allowing a reload action. ![]()
![]() I'd prefer their spells be just as easy to land, but harder to set up to use. Like making Magus need to Strike an enemy before casting. Hell, maybe give them a mechanic like Panache, and they end it by casting a spell rather than using a Finishing Move. The above is just a random thought, but I like the general approach of limiting which spells the Magus can use, or when the Magus can use spells, rather than just making their magic miss even more than a full-caster's. Buffing their proficiency to be equivalent to full progression, but only when delivering via Striking Spell (or some other equally-effective accuracy boost) is probably the simplest way. It would drive in that the Magus is not better than a Wizard, but they are equal within a narrow focus. ![]()
![]() Everything you mention as a positive is something I hate about the mechanic. 1) You don't need to use it every turn.
2) Massive swinginess makes successes feel better!
4) Every +1 matters more!
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![]() graystone wrote:
... I had no reason, as someone playing a magus, to look at non-damaging spells. Because I was trying to play the class the way it was intended to be played, by channeling attack spells through a sword. I'm not arguing it doesn't work by RAW, I'm stating that as a player I never had a reason to look at Arcane Mark as a spell to use in that manner. ![]()
![]() Kalaam wrote:
I was never even aware of Arcane Mark as an option. I just used the Magus Arcana that let you use a ranged spell as touch and used Ray of Frost... ![]()
![]() graystone wrote:
Quote:
Now Cascading Ray will work with cantrips, but it also has a built-in -5 or -10 MAP, so frankly it's absolute garbage... ![]()
![]() I think making it a 3-action requirement for melee is not the best call, unless it always comes with some sort of free action. Preferably Step/Stride, though I could also see free shield raise or other defensive action as an option for some synergies. Personally I'd just make it 2 actions and call it a day. ![]()
![]() In general, I'd like to see some feats/abilities that just straight up let you do magical things with your sword. Not "when you use Striking Spell", just abilities that stand on their own. The Spell Parry line is a good example of what I'd like to see more of. It starts off as essentially a "raise a shield/buckler" ability, but then gets upgrades that make it unique from other equivalents. Maybe they get a Cleave equivalent, except the second hit is lightning chaining off the first target. Then upgrade to allow it to make additional attacks against multiple targets. Maybe an attack feat that sticks people to the floor with ice when you hit them with your weapon, or a high-leveled one that inflicts short-term paralysis. There's a bunch of status effects that are too "magical" for Fighters to inflict, but aren't something overpowered to cause for a round. Also, I don't think that Portal Slide would be overpowered if it was implemented as a magical alternative to Tumble. Make an Arcana check, move up to half-speed via teleportation as a single action. ![]()
![]() Kyrone wrote:
FWIW, Eldritch Shot gives both action economy and removes MAP. MAP is effectively removed as both attacks hit or miss as one. Action economy is due to free "reach" metamagic: whatever spell you use has it's range extended to the bow's range, rather than the spell's default range. You can use melee spell strikes at 80' or more. ![]()
![]() Just going to point out, swapping Eldritch Shot to Eldritch Strike, the latter should get some sort of bonus. There's a big advantage of Eldritch Shot that would be lost. Free "reach" metamagic: your spell's range is now your bow's range. Even for touch spells. So, as a melee variant would instead be reducing your range on any spell to melee, rather than increasing your range, it should get something else to compensate. ![]()
![]() I am 100% in favor of removing the stupid crit mechanic, at least as a base part of the class. It's become obvious that so long as it's there, everything will be balanced around it, which means that we end up with abilities that are very "swingy", as in high highs, and low lows. I'd much rather it be reserved for a synthesis, so that people who want a reliable class can play a Magus that's not forced to go for buff/flanking/true-strike builds. By all means, leave it as an option for people who want it, but please don't make it a default ability that's costing feature budget to everyone else. ![]()
![]() Why not just graph the resultant expected damage/round values vs the roll required to hit? If you do it that way it becomes pretty obvious that Magus' damage is more dependent on bonuses/penalties to hit than other classes. By which I mean that a +1 to-hit for a Magus is a larger relative boost to their damage than it would be for a Rogue or a Barbarian. You can add labels such as: normal enemy AC, flat-footed enemy, high-AC enemy, etc... ![]()
![]() Why do people keep talking about the Magus and Utility? The 1e Magus was not a Utility class. They did not, generally speaking, have utility spells. Check the spell list, anything they had which counted as utility (like Invisibility) was just a combat spell that could be used outside of combat. The magus is, was, and has always been about spending their magic into the faces of their enemies by hitting them with a stick. With a side of combat buffs. Now, all that out of the way... I do like your idea of combat font. I'd prefer to do it somehow via focus spell mechanics, but just getting x free slots per day of some small sub-list, depending on synthesis. Presumably made up primarily of buff spells. ![]()
![]() What about making it, instead of a 1-action Focus spell, a reaction Focus spell? Maybe the trigger is you need to crit with a Strike, or a Striking Spell Strike, or a Spell? Maybe the trigger is you need to have missed, or otherwise not done any effect, with a spell-slot spell? There's probably other good ideas for triggers people can come up with? ![]()
![]() The Magus gets more benefit from to-hit bonuses, and more penalty from to-hit reductions. They are much more sensitive to enemy AC than any other class so far. That, and the fact that there is only currently one efficient build for them (sliding and crit-fishing) means that something needs to change. Both to make the rest of the game easier to balance (because bonuses and penalties have inordinate effect on a single class), but also to make the class itself viable across multiple playstyles. Like every other class in the game. --- Anyway, thanks for doing the probability trees to calculate this out. ![]()
![]() Kaboogy wrote:
Question: did you use an attack-roll based spell, or a save-based spell? If the former, did you account for triggering on the 2nd or 3rd attack applying a -5 or 10MAP to the Spell's attack roll?![]()
![]() Lycar wrote:
No contest, for a base class feature, rather than build-specific or optional feature, I would 100% rather have reliable middling damage. Making the class' central feature force building and playing towards crit-fishing is probably the worst design for a class I have seen in 2e. The central idea of 2e is that a class has multiple ways to play it. Magus does not have that, you are either crit-fishing, or you're not competitive. ![]()
![]() The Pathfinder 1e Magus barely had non-combat spells.
Looking at the 1st level spells, every single one is a combat applicable buff or an attack spell. Some of the buffs have non-combat applications (like Jump). So limiting the Magus to combat relevant spells would be completely in line with the 1e magus. ![]()
![]() If we go that way, I'd say make it 1 action to store a spell, and make a second 1-action ability you can use after striking to finish casting the spell. Or alternatively, make Finisher like strike abilities, possibly upgrade them via feats or auto-progression, and have that be the method of delivering. Something like the basic one is 2-actions and is simply strike+finish casting.
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![]() I'd be good with that, but I'd suggest changing the basic focus spell to the following: (1-3 actions)
Maybe add some restrictions on what type of spell (attack only), or bonuses, or restrictions on when the focus spell is cast (only after a successful attack). ![]()
![]() So, here's a thought... What if Magus, as a class, didn't get access to the "Cast a Spell" action. Also assume they can't gain it for their Magus spells via dedications/archetypes. What if the Magus could only cast a spell after conditions were fulfilled. For instance a successful Strike, being hit by an enemy, blocking with a shield, etc... Do people like the idea of instead of making magus kinda bad at magic, but able to use it all the time, they require conditions to use their magic but are instead actually good at it? An example of this approach, assume the basic trigger is hitting with a Strike.
Or, alternatively, require the Magus to take a 1-action "charge up" ability, which charges them for 1 minute or until a spell is cast. Then as above, they can cast while charged up if they succeed a Strike. In this case, I'd also suggest adding some kind of bonus to the spell, such as costing 1 fewer actions; or alternatively giving some small benefit while "charged". Possibly as above, except the Magus needs to make a special 1-action Strike action unique to the class to potentially trigger the spell. Maybe they get better versions later on in the class via feats or automatic progression. The second and third of the above suggestions are based loosely on the Swashbuckler's Panache/Precise Strike/Finisher mechanic. Take an action to gain panache, get bonus dmg while panache is active, and lose it to add damage to a finisher blow (which only consumes panache if it connects). So, thoughts? ![]()
![]() I'd be fine with being worse in terms of spells/day, versatility, or spell level than an archetype if they had a class feature that really let them capitalize on cantrip usage. The way I see it, Magus in 1e was all about splashing a bunch of low-level (1-3) spells constantly in combat while swinging at enemies. In 2e, scaling low-level attack magics have been replaced by auto-scaling cantrips. We all understand that at higher levels low-level slots are not useful for attack spells, only utility/buff. So, I think focusing the Magus' combat on the effective use of cantrips would be a good focus. If they can use cantrips better than an actual Wizard or Sorcerer it's fine, because the Wiz or Sorc can be better with spell slots. ![]()
![]() Vidmaster7 wrote: I would be ok with magus being the highest damaging class if it is the highest damaging class a few times a day. then maybe a little below for the rest of the day. How many times per day is a bit more debatable. Right now it's more like Magus might get to be the highest damage class once or twice per day, on average, if built specifically for crit-shenanigans and they take a set-up turn for buffs... ![]()
![]() I don't think you even need to tie it to a feat, just look at the free damage boost Swashbuckler gets from precise Strike.
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![]() Milo v3 wrote: This feat should be made to work with the rest of the class in regards to "need a hand-free" incompatiabilites, but it also.... is just a really bad feat in general? It's primarily "spend a class feat to get the raise shield action"... which everyone already has. Not even that, Magus already inherently has access to the Shield cantrip. Which is superior, as it not only gives the AC bonus but also can be used as a reaction to block damage and doesn't require a hand!![]()
![]() This seems very familiar
Seriously though, I do like your take: has a lot more of the details addressed. I also like your ideas for synthesis options, and how the "free" action depends on synthesis choice. Always being a free stride, but more options opening up. ![]()
![]() Kalaam wrote:
A Sorcerer needs to learn Shocking Grasp level 2 as a separate spell, unless they take Shocking Grasp as one of their Signature Spells. If they didn't take it as a signature, they would be unable to cast it except out of lvl 1 spell slots (or whichever spell level they know it at).However, since you can still use a staff after expending your spell slots of the appropriate level, I'd say it's obviously intended to be allowed. It's just not clarified that it's allowed. Frankly there are probably going to be a lot of clarifications added to the weird spellcasting mechanic of the Magus/Summoner. ![]()
![]() Throne wrote:
Ah, in that case the book seems equally clear, that you cannot. I looked it up as a Sorcerer, to see if it was legal to up-cast a known spell into a higher level slot, without needing it to be a Signature spell.The only way in the book to cast a spell out of a slot is if the spell's level and the slot's level match. You can heighten the spell to match the slot, but it must be hightened by the rules. It's not explicitly disallowed, but the rules only state that spell-level=slot level, and heighten lets you modify the spell's level. Of course, even if you can't cast 1st level spells, you still count as being able to cast True Strike, just not a level 1 True Strike. ![]()
![]() Throne wrote:
https://2e.aonprd.com/Rules.aspx?ID=273 Quote:
Seems pretty clear you can cast a 9th level Magic Weapon, it's just that it gains no benefit versus 1st level Magic Weapon. ![]()
![]() Ligraph wrote: Definitely like this more than current. A luck/divination focused synthesis sounds cool. I do think Striking Spell would still have accuracy issues but that's another issue altogether. Idea there: add in the accuracy fix to Striking Spell's mechanics. Then make the crit-focused synthesis add the [Fortune] tag to the ability. This means it can be balanced without having to account for True Strike.![]()
![]() Narxiso wrote:
I think I prefer your interpretation, and with the current Magus I'd probably houserule it to function that way at my table. It's not like letting someone channel their fireball into a melee strike at 1 target is going to cause any balance issues. ![]()
![]() Capn Cupcake wrote: ...Hm. It's not elegant, but that could actually be a good solution. It makes it a lot less bad anyway, in theory. This is something I'd actually wanna see tested in actual play. I think it would really depend on how often you can get the free devise vs the 1 action version. We already see Investigators taking Eldritch Archer for this exact mechanic. I can definitely see Investigators taking Magus Dedication for the same thing without having to be ranged. Or a Magus taking Investigator dedication. ![]()
![]() What do people think of the following? Remove the crit-bump aspect of Striking Spell.
Then, we remove the Slide Synthesis, and replace it with a synthesis which re-adds the crit-boost to Striking Spell. This makes crit-fisher Magus builds possible, but not mandatory. It also lets you now be a 2-hander Magus who can stride into combat while casting and attacking, and then Cast+Attack+Shield spell on subsequent rounds. Or an Archer Magus who reloads a crossbow. Or a Thrown Magus who can draw out a weapon after throwing their Spell. [edit] We can also make the Crit-based synthesis add the [Fortune] tag, and then modify Striking Spell to deal with the spell-attack bonus issue now that we don't have to worry about True Strike boosted spell-crits.
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