John R. wrote: Guardian seems to be to defense, what fighter is to offense if you want to look at it that way. Considering commander is like the PF2 version of D&D4e's warlord, I wonder if guardian is supposed to be the PF2 take on the defender role of the 4e fighter. You could maybe look at it from that angle - a whole new fighter class! Guardian is 100% PF2e’s take on the 4e Fighter. It evokes the exact same energy. Hopefully they add a Dex based class archetype later. One of the coolest 4e Fighter subclasses were the dual-weilding and arena subclasses and both leaning heavily on Dexterity.
HolyFlamingo! wrote:
Exactly. This the taunt soft-control mechanic leads to a nice blend of mechanics and fiction. And places the GM in a position to express the personality of a monster even in a highly procedural combat as sport system like Pathfinder 2e.
YuriP wrote:
No because they are already useful. Tank players love the game of influence and soft control. They play mental games with their foes by putting lose lose situations. They have fun bringing enemies towards them and have fun when enemies disregard them and punish them heavily for it. Defense is my favorite role in these games. And I can already tell this is going to be as satisfying to play as the 4e Fighter.
WWHsmackdown wrote:
This is what I was going to get at. But you made the point way better than I could have. I mean if I taunt three enemies and they all come after me, I feel awesome. If one doesn’t? Well I have this cool feat that lets me do more damage
Its fine if it’s not super amazing because now Final Release Guardian has a taunt that always and psychical damage resistance that always works on top of getting way better Control + Punishment feats. That being said it is still solid as it gives a Stride against a taunted foe, and thus it saves Guardian on an action on getting in.
shroudb wrote:
Agreed. We have to consider Taunt also gives -1 circumstance penalty to attack anyone other than the Guardian AND if they disobey they become off-guard. This allows the party to save time on repositioning to flank and it rewards ranged combatants. This is before any further investment into Taunt as a mechanic. You can also Taunt multiple times from what I can tell. I can see Stride + Striking Taunt + Taunt being something a lot of Guardians going for on a turn where they have to draw more hate. So the main decision paths for Guardian are going to be deciding if they want to be more Sticky (the new Hampering Stance, 4th level Guardian Unique Reactive Strike, Juggernaut Charge) or more Punishing (One Action Vicious Swing v. Taunted Foe, Two-Handed Weapon, Striking Taunt). This is what the subclasses were going for in the playtest, but they removed it and put it directly into the feats and made those feats better.
Zoken44 wrote: I remember in the playtest you would build up a group of abilities that you could use, but only have 5 active at a time, with a pile you could swap in for certain resources all this was represented by have, basically, a five card hand, and then a deck you would pull specific ability cards from. Am I misremembering or did that get changed? No it didn’t get changed. But this isn’t any different than being a Wizard in d20 fantasy and changing one of your prepared spells with another by using a feat or class feature. There is no drawing, reshuffling, or any complex mini games involving cards in the rules. Cards are much like buying a spell card deck for Pathfinder. They are used for readability and accessibility and teaching tool. So if you have the cards you can just pick them instead or writing it down on your character sheet. If you don’t you just write your abilities down like normal.
exequiel759 wrote: The big meme is that D&D players can't read, so it kinda makes sense for them to not like PF that much since it requires you to read the book at least once. It doesn't sound like much, but if looking at both systems, and specially if you are used to how D&D is, PF2e is the system that has the highest entry barrier out of the two, even if it isn't as bad as people seem to think it is. If Daggerheart aims more towards rules light (which I assume it does, because when I saw it requires cards to play I immediately ignored it tbh) then if the people that made 5e popular in the first place tells them to play that system, they are likely going to at least try it out. I also think it helps that WoTC is going downhill in recent years, both as a company and in the quality of products they been releasing (at least with D&D, because I think MtG has been doing great recently, but I don't play it. I don't like TCGs if you were asking yourself that lol). I will say this: Daggerheart does NOT require cards to play. Cards learning tool for new players and a way to avoid writing abilities on your character sheet. There are no drawing or discard mechanics or anything of the sort. Much how like spell cards are a common prop on a real person D&D/PF2e game.
graystone wrote:
And the Swashbuckler has a variety of Bravado feats to pick up to spice their gameplay even more. I recently played a Swashbuckler with the ability to use Extravagant Parry, Tumble Through, Demoralize, Enjoy the Show, and Leading Dance to get Panache. That was way more fun than the pre-master Swashbuckler days of old. The Gunslinger got left behind in comparison.
The locked in pattern really gets me. Ranger has this every time they want to target something else. And how little buffs you get from Huny Prey is really noticeable. It’s just not very interesting. Gunslinger and Reloads. Especially with how Reloads are specific activities. Magus in theory would be better but Spell Strike is so good you feel bad when you can’t keep looping into it. The old Swashbuckler was basically reloading your melee weapon by spamming your 2 skills over and over again. I’m glad Paizo is moving away from that kind of uninspired action tax design.
exequiel759 wrote:
Actually the real worst one is Battledancer since Perform does nothing. As you mentioned many feats give Bravado to any style. So Enjoy the Show/Leading Dance can be used by any Swashbuckler style thanks to the Bravado trait. Also Acrobatic Performer + Enjoy the Show is a decent combo. The wording changed to make it legal. Also gymnast isn’t supposed to be going for damage unless you go the combination fisher/precise finisher route. If you build one you’re going to be wanting to leverage your circumstance bonus to keep grabbing and tripping. Making sure to get Reactive Strike for when they get up. On turns where you don’t need to control and need to kill you can Tumble Through and start doing Finishers. And yes the Rogue is still better but it is also the best martial class across the entire game. Swashbuckler is more fun though. Especially since now you aren’t forced to spam. Grab varied Bravado feats and go to town!
Sir Belmont the Valiant, II wrote:
Swashbuckled got fixed to get Panache on a failure. They also always get their regular damage boost feature. And they don’t have to spam the same actions anymore as a lot of their feats grant Panache. They also get a circumstance bonus to any check that would give them panache. They can get Panache when an enemy missed them with various feats.
The class now works as martial buffer/debuffer/controller very well. Now a very solid class. Its no Barbarian/Fighter/Rogue but no other martial class is.
Orikkro wrote:
In a combat as sport, balanced, tactical game like PF2e having a whole weapon class be bad and awful on every class except 1 (besides Deft Exemplars I guess) is not good design. It’s triple blocked by uncommon class, uncommon weapon, and reloading. It also means gunslinger spends to much budget on making a bad option work which means it is wasting time getting to the baseline (bows). We also have weird situations were the gunslinger is a master of more weapons than the fighter from levels 5-18. (One group vs combination/crossbow/fire arm) It also leads to lame situations like playing in Alkenstar and only having one viable gun user unless people double on class. And most people don’t like doubling up on classes in their long term campaign party. And finally, realism is not a concern of this game.
Dr. Frank Funkelstein wrote:
Yeah an Outaws party who wants to use guns are basically stuck with being Whoops All Gunslingers!
Teridax wrote:
I’m in favor of rolling Gunslinger into Fighter and spreading a ton of reload feats into Fighter, Inventor, Investigator, Monk, Magus, Ranger, Rogue, and Swashbuckler (one handed only). Then we could turn Gunslinger into a Wild West/Ronin class. That way its based more on the tropes of spaghetti westerns and lone ronin samurai flicks rather than just be the only class that should bother with guns. Call it the Drifter and now you have design and narrative space. Also a weird quirk of Fighters having to specialize from 5th-18th level is that they become worse weapon masters than Gunslingers for most of the game. One weapon vs improved proficiency at Crossbows, Firearms, and Combination.
Ryangwy wrote:
That would be almost just as fine, except that the intent of their versatile swappable feats makes less sense than they already do. At least it can be used for its intended purpose at 19th-20th level instead of it just being extra feats.
Yeah this whole add extra crit spec stuff doesn’t make sense. The fighter is already adding extra effects with their feats and these extra effects tend to improve with criticals. For example my Fighter uses Combat Assessment to strike and recall knowledge and gets a +2 bonus on a critical hit to the recall knowledge check. We have Intimidating Strike that makes the target frightened 2 on a hit. And many more. If anything a feat to give effects the fighter grievous rune on their weapons but without the rune cost would make more sense.
As a 4th level Fighter going into 5th level soon it does sure suck knowing that I’ll be stuck with one group the rest of the game. Being able to switch to hammers to deal with skeletons was really fun. So was being able to see a new weapon and use it. Especially in APs where they can be relevant and thematic to the campaign. It also hurts because Fighters only get crit spec if they are Master while most martials have a wider access to crit specs. Sure runes are limiting but every class has to deal with them.
Justnobodyfqwl wrote:
I liked how the class it was 4th Edition's version of Star War's Battle Meditation. A PF2e version of the Ardent can smash that and the Battlemind into one full class easily.
Man I’m really hoping Guardian got the craziest playtest to final rework in history. It was just a mess. I really want another out of the box Defender that isn’t Reach/Shield Fighter, Wood, Kin or “Good” Champion. I have full faith in Commander. Despite Strike Hard being way too good, the class was incredibly fun to play.
Some good Fury Barbarian feats would be nice. xD Would be interesting to see class archetypes for Investigator or Ranger that tie more into warfare. Would also want to get a Bard class archetype similar to Battle Harbinger. And finally more combat skill feats for undercooked skills. Survival seems like a good candidate for War themed combat skill feats.
GM Hmm wrote:
Frankly, the players weren't playing Rogue correctly. Rogues don't go down faster in any significant way compared to other d8 classes. This is not a knock on them, as it takes time to get good at playing any class. And at low levels lets be frank everyone is going down fast. Even the Barbarian can get snuffed by a +1 monster's critical hit. They should be skirmishing around the battlefield, especially when fighting higher-level foes. Against lower-level foes, they are immune to being flatfooted. They also have solid saves and do excellent damage. When they can't do damage, they have plenty of skill feats to do something else. They have DEX so they can easily retreat to the backline, hide to get flatfooted, drop their weapon and then use quick draw to apply sneak attack. Thus, they are one of the best switch hitters. My Rogue player has gone down the least in my current campaign. And now they at high levels with legendary sneak and foil senses it is pretty much in the best interest of enemies to ignore them. They're pretty much the MVP. This buff won't help most society players anyway as very rarely are characters hitting 9th level. This feature is coming online at a time where Rogues have found ways to be able to avoid being in the thick of things and are starting to pile on more and more damage. They don't need the help. The class is well designed and already top tier.
I think this game is going to have some very nice immersive sim qualities or at the very least allow for some very varied encounters and solutions. They are letting characters jump, climb, and create ways to climb when you are normally can't. And then eventually players will be flying around. I also believe one of the lead designers said (when asked) that they are making the game heavily system based so if you manage to get somewhere that would be incredibly unlikely, that the game will be able to account for it. I wouldn't be surprised if maybe they get inspired by the Make an Impression/Attitude systems to do a basic disposition system like Morrowind or Oblivion. I'm not expecting Baldurs Gate 3 or Tears of the Kingdom levels of systemic driven gameplay: but just having a basic generic persuasion system, a stealth system, spells, and vertical movement, should make this game at least move it towards the level of design. As opposed to a modern Bioware game or CD Project game which go for a traditional scripted game design.
I think most games with indepth character creation and heroic fantasy like PF2e should just adopt the Fabula Ultima approach: You choose when your character dies. If you choose for your character to live the bad guys advance plans. If you choose for your character to die it decelerates the bad guys plans as you sacrifice yourself. Maybe in PF3e we’ll see something like that.
One of my players is playing a Swash and has a tekko-kagi. Agile + Freehand + Disarm is decently solid as he's always drawing and throwing bombs. I also played a Swashbuckler that used Scorpion Whip for reach with Guardian's Deflection and then Reactive Strike. Disarm + Finesse + Trip with one-hand is a very good set of traits.
Squiggit wrote:
It is a little strange. I guess they decided Skill Versatility vs Skill Specialization.
LordeAlvenaharr wrote: Hello people, a question, playing with Swash, what should I expect from the class?What would be its cornerstone, what makes it unique? Damage? Support? Maneuver? You know that kind of thing? In a game using FA for example, can I play healer with Swash? Grateful! Swashbuckler trades the versatility and damage of a rogue for better survivability and being exceptionally good at skills in combat. Any roll with the Bravado trait gets a +1 circumstance bonus. At 9th level it increases to +2. So first off you need to decide if your Swashbuckler is going to focus on damage or not. If they are you need to decide if you’re going for one bit hit or multiple attacks. For big hits you want to get the biggest damage die or a trait like deadly or fatal on your weapons. Make sure you apply conditions and get flat footed. Your go to finisher will likely be Bleeding Finisher at 8th level. Or you can go Normal + Finisher. This DRP focused Swahbuckler highly values an agile weapon and Combination Finisher and Precise Finisher feats. If you don’t want to focus on damage you can focus on maneuvers and the variety of Bravado actions Swashbucklers gain to debuff their foes. A favorite of mine is taking Goading Feint, Enjoy the Shadow and Antagonize to debuff the hell out of an enemy and force it to come to you. Combine Reactive Strike, Trips, Disarms, and Grapples to turn yourself into a Defender. A Swashbuckler who really wants to forgo damage all together eventually gets Derring-Do to roll twice on their debuffs/control/tanking abilities. As for a Healer Swash there is no innate synergy besides a Finisher that gives temporary hit points to the party. If you did want to play one you would take Rascal Style to not have to increase Charisma or Strength at all. Just focus on Dex, Wisdom, and Con. Then grab the Medic Archetype, and eventually Blessed One.
Here is a good off-tank build. Style: Braggart STR +2, DEX +4, CON +1, WIS +0, INT +0, CHA +2 Natural Ambition: Disarming Flair (Another way to get Panache)/You're Next (Probably will Errata'd to work like Remastered Rogues)
They’ve always been that way by default in PF2e. I don’t know why the One-Hit playstyle is being touted as a new thing. That being said if you want flurry of attacks Swashbuckler one would take Combination and Precise Finisher at the earliest opportunity. My only gripe with it is Combination Finisher should be an earlier feat. Like 2nd or 4th level to get the build online early. Flurry style Sashbucklers also want to take advantage of the agile trait and pick up The Bigger They Are at later tier 3 play. And finally Eternal Confidence at 19th level allows Confident/Precise Finisher to apply to all other Finishers. This is when you would grab Perfect Finisher to maximize the chance of your MAP attack working. Then the new 20th level feat that lets you do two Finishers at once and even apply Bravado to the strike. Even without those feats Normal Strike + Confident Finisher tends to do more DPR than just a Confident Finisher.
I do agree that Investigator can fumble pretty badly if the player does not bother to prepare extra things they can do. I would say that it is not unlike a caster in that sense. That being said, every subclass is dedicated on an activity to focus on. But remaster did lead the player to this conclusion better because of Skill Strategem. And of course, the subclasses always did this pre-remaster. Alchemical Sciences to prepare useful alchemical elixirs and tools.
And GM fiat is a small problem. I saw a YouTube comment that said they're only allowing Investigators to use free action DaS against mini-bosses or above which is absolutely ridiculous use of GM fiat. I GM'd forgetting about the free action devise and my new player said she said she would rather just not use it anymore with how punishing that ability feels. A GM should for the most part reward the free DaS as long as the investigator player is playing the investigation minigame. It is good role and rollplay. Players are rewarded heavily for indulging in the class fantasy. That is good design, even if it relies on fiat that a game like this tends to avoid. While not as blatantly an upgrade as the new Swash is, I like it a lot and the class has a good place in the game now. But anyway, maybe I should just make an Investigator thread before I go off topic.
exequiel759 wrote:
Remaster Investigators also get +1/+2 and supposedly eventually +3. Their Devise a Strategem is actually much more lenient that it was before upon further examination. So as long as they are proactively behaving as an investigator, they should almost always have a free action DaS. Investigators aren't about damage anyway. They are about being proactive during quests and in doing so are able to use their superior intellect to foresee how their offensive action will go. The vast majority of the time, a remastered Investigator should only have to pay the action cost if they aren't behaving as they should.
BadLuckGamer just dropped the giga sized Swashbuckler video. This is the most buffed class in the system. Swashbucklers are now way less one trick pony thanks to the huge variety of bravado traits. A very noticeable feat is one that lets you draw a weapon and perform a finisher in one action. And it can be any finisher you qualify for.
Guntermench wrote:
Your in the minority. Swashbuckler being my first class I must say it is quite mediocre in performance until high levels when Skills start outscaling DCs and they start getting good outlier feats like Bleeding Finisher.
Blave wrote:
You’re right. It’s even better. And funny enough it’s pretty much exactly like the homebrew I made for the game I’m running.
It seems like some designers assigned to Player Core have had more time and desire to change classes than others. Ranger is just sitting there confused as heck, while Wizard is wondering why it’s other subclasses besides Universalist exist. Barbarian and Rogue are just laughing at how much murder they got away with. My old Barb wasn’t exactly struggling!
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