UncleG's page

Organized Play Member. 27 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



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GentleGiant wrote:
UncleG wrote:
A decided nerf. The playtest gave such hope, TK Projectile offering a d10 combat spell, electric arc a d6, chill touch a d 8, and all scaling comparable to other classes in capability. In the release this has all bewn castrated, d4 and d6 instead, and only one scale to 2 dice. Basicly it's back to twidling our thumbs unless the martial type pause long enough to cast a 3rd level or higher spell. back to begging the gm to start at 3rd again, sigh....

Erm, the "Heightened (+1)" means that for every level you add one damage die and cantrips automatically autolevel

"A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a wizard. For example, as a 1st-level wizard, your cantrips are 1st-level spells, and as a 5th-level wizard, your cantrips are 3rd-level spells. "

Ahhhh!!! I obviously misread the description! Thank you for calling my attention to that I take it all back! :)


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A decided nerf. The playtest gave such hope, TK Projectile offering a d10 combat spell, electric arc a d6, chill touch a d 8, and all scaling comparable to other classes in capability. In the release this has all bewn castrated, d4 and d6 instead, and only one scale to 2 dice. Basicly it's back to twidling our thumbs unless the martial type pause long enough to cast a 3rd level or higher spell. back to begging the gm to start at 3rd again, sigh....


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Arachnofiend wrote:
Yes, wizards got nerfed. This is fine because the 3.5 Wizard ranks towards the top of classes in any RPG that really needed a nerf.

Don't play wizards much huh? Lowest hit points, little to no armor, worst saving throws, no useful weapon skills, no skills for that matter, and every GM aiming for thew wizard first. Far from needing a nerf they need some boosting to be on par with other classes. A low level wizard should be able to at least come close to damage and defense when compared to a cleric or fighter of similar level. At 2nd level a 1ed wizard does around 1d8 in a round IF they use a crossbow, a 2nd level fighter has a d10-d12 plus several bonuses from stat and feats. Once we get into the mid range and up the wizard is only powerful IF the martial characters DON'T run up and stand toe to toe with the enemy, making it a choice of doing nothing or blasting your own party in the bargain.


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Arakasius wrote:

I don’t think it’s really as bad as some people here are exaggerating about.

1. Cantrips give casters a useful baseline they didn’t have before

STill do more damage with a crossbow.

2. Focus spells give a reusable pool during the day to do more powerful effects

Have you looked at the focus spells, most are as useless as the cantrips

3. Spells having some effect if the enemy saves doesn’t leave your class as binary where if they save their hold person you’ve wasted your turn but if they failed you won the fight

Hmmm a reduction from a minimal affect... now that's useful

4. Blasting is a powerful option because of good base damage for spells and critically failing doubling damage. It does however shift caster blaster damage to more of an AOE role. There really isn’t a battering blast build yet.

Only if your martial characters stay away from the enemy, otherwise your blasting your own party members, or sitting in the background with your thumb up your butt

5. Spells DCs all heightening even if you don’t heighten the spell makes low level spells much more useful at high levels.

marginal at best.


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Azih wrote:

RPG rulesets are meant to be houseruled and I think it's a good thing for PF2E to be built with newbie GMs and players in mind.

Once new players and GMs get comfortable with core rules then they can houserule their game to their tastes.

In any case the game doesn't seem to be less lethal.

I strongly disagree. If I need to have more than one or two house rule the system needs some work. Heavily house ruled games make playing with other groups difficult, usually needing a couple sessions to learn new rules for the game you've been playing for a year. Flexibility in the core system is essential, it allows new players a chance to ease into the game without penalizing veteran players.


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Here's my take. I've been playing for 45 years, GM for 40, when my players are screwing with the game play by item spamming,,, wait for it...
I STOPPED LETTING THEM FIND THOSE ITEMS!!! After all it's kind of hard to quaff your 10th potion of the day if the shop only had 4. Same applies to wands and such " you loot the enemy mage and find a wand of cure light, it was a hard fight though and there are only 10 charges left, use them wisely."


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kaid wrote:


I think there has to be easier ways to fix the cure light wounds wand without causing so much collateral weirdness everywhere else because of it.

There sure is, don't hand the wands out in the first place.


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Klart McCather wrote:

I think they did a really good job but this community is just one ofthe most closed minded ones out there. It was formed on not wanting to move on so this was to be expected. People will adapt.

I've read through 80% of the book now and have not really noticed any glaring issues and they have to leave room for splat books later. Dont worry choices will be huge after a year or so. Enjoy having only a few books right now.

That's a bit rude. "closed minded" has nothing to do with it. It is natural to express concerns, especially for classes etc that are your favorites. If the game was as polished as you seem to believe there would be no need for a playtest.


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I'v been doing this for 45 years, and I've found that if a character is a game breaker it's because the GM isn't doing his job.

Most spell casters have half, or less, the hit points and significantly lower AC than the worst non-caster in the party. Enemies tend to target the "magiky looking guy" first, result, dead caster. A GM doing his job can reign in even the most powerful character (notice I didn't say just wizard) with a few simple decisions, yet most are fine with the 4th level fighter doing 50+ points of damage per round while complaining about a 1d4+1 auto hit magic missile.


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The Sideromancer wrote:
See, I would disagree. Having properly unique characters under light roleplay requires that the mechanics accommodate said characters. From where I'm sitting, PF2 requires heavy roleplay to make up for the gaps in the mechanics when it comes to playing interesting characters.

I agree.


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Secret Wizard wrote:

Cantrips and Spell Points bruh.

Use your Resonance.

Well,

Cantrips; only telekinetic strike does decent damage, and still less than a Cleric can do, let alone a fighter. AND it requires an attack roll, problematic for wizards.

Spell Points; max of 4 points unless you spend feats( that add anough to use it ONCE) and the list of things to uise is pathetically short.

Resonance points; magic items are now basically nerfed beyond compare, your level + char mod, wow a whopping max of 5 at first level, game breaking,,, not. Scrolls and wands ore the only thin that keeps low level casters from sitting at the rear of the party with their thumbs up their butts.


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N N 959 wrote:
Red Griffyn wrote:
A level 1 AND level 2 spell being equivalent to a level 1 skill feat seems under-powered... for the spells.

Uh...no. Create Food feds six at level 1. Forager feds 1....until level 6. And let's not pretend a GM is going to make someone cast Create Food and Create Water.

My favorite is the Quick Climb skill. A level 7 feet, requiring a master in Athletics. On "Success" you can move at half your speed. Yeah, that measures up real well to Spider Climb which gives you 25 climb without having to make a single roll. Sure, Spider Climb only lasts 10 minutes, don't remember anyone needing to climb longer or more than once an adventuring day. But if you know you have to climb a cliff, wouldn't be problem to prepare it more than once or metamagic the duration. What's more, the caster can bestow it on someone else. Can't really do that with skills can you?

But hey, Casters dominating the game isn't a thing is it?

Hmmm, attack the caster, lowest hit pints, 1-2 hits, no more csater. Very dominating?


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TheLoneCleric wrote:
Hmmm. Wands, Scrolls, and Staves. How does that impact the spell economy?

Not at all now that they are limited by resonance points, ALL items, potions, scrolls wands etc..., are now limited per day items.


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it's a pretty steep cost and really only worth it if you plan on getting attacked a lot.

1

Plan on getting attacked a lot? Most GM's attack the wizards first, and always having the LOWEST hit points makes them very vulnerable.


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I do commend the developers for keeping the spells per day even for all spellcasters though. 3 per day per level, looks like I'm making tons more scrolls and wands.


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Xenocrat wrote:
It's a balancing tool for Wizards (and Quick Preparation), you can't have every spell you want unless you get lucky die rolls or take the feat or wait until you're overleveled to backfill your spellbook at lower spell levels.

Balancing what? Wizards already get the lowest ht points, lowest skills, no useful armor. H*^^ they don't even get the same benefits as other spellcasters(divine). I ive the same advice to all my players, if you playu a wizard roll a 3rd level character right off, if you don't you won't last long.