Pathfinder Lost Omens, Rulebook Subscriber
ScooterScoots wrote:
Not really. We used statistic and variance mathematics. For example 1d6+4 = 5 to 10 damage or 7.5 on average. on a roll of a d20, we need lets say a 18 to hit the halfling but only a 16 to hit the minotaur. The halfling takes 7.5 damage 15% of the time which equates with 1.125 damage per first attack. The minotaur takes 1.875 dmg per first attack. Lets for the moment just assume they only do one attack per round for the sake of explanation. HP(H)/1.125 = HP(M)/1.875 1.125/1.875 = 0.6 or 60% So the halfling would have to have 60% of the minotaurs HP for it to be balanced. Or the minotaur has 40% more HP. So if the minotaurs HP was 80, the halflings HP would be 48. Yes. The halfling is far squishier, but the minotaur gets hit a lot more often than the halfling would. This would help maintain that fantasy of minotaurs being brutish while halflings are innately small and agile.
Pathfinder Lost Omens, Rulebook Subscriber
ottdmk wrote:
Id rather have the feeling of variance. For example.. a halfling barbarian is just as good as a minotaur barbarian. However the minotaur has more HP, less evasion and the halfling has more evasion, less HP.
Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:
The issue with stats is that you HAVE to max out your stats or youll not be effective... and if you try just the slightest bit of gish (wiz ded) your dcs are ineffective for any offensive spells.
Pathfinder Lost Omens, Rulebook Subscriber
My issue with PF2E is that I want it to be fun but it just isn't. I love creating characters. I love the fantasy. I love kineticist. Ive been playing PF since 2010ish? When the advanced players guide came out. I absolutely loved it. The summoner was an amazing concept. I had a lot of fun. But the problem with PF1E was that it was broken. Around 90% of a characters strength came from system mastery. As someone who absolutely loves MTG and gets rewarded for system mastery from finding all this synergy, I absolutely loved it. But I admit, my fun prevented other people from having fun because I broke the games. The DM had to match my power level which made others in the group feel worthless. This was obviously problematic. Ive spent a lot of time figuring out what 'fun' even means in terms of game design. What is fun? What is not fun? Part of the fun is character creation. Part of the fun is playing the game and doing combat or social interactions Part of the fun is the storytelling. PF has great stories and character creation is fun.. but when it comes down to it, playing the actual game just.. isnt.. and I've had this nagging feeling for a long time and didnt know how to express it. I always feel like I want to play PF2E but then I sit down on a group and its just... not fun. So why am I getting this feeling? Well, let's break down my own personal thoughts on it. 1) Stats - in order to be an effective martial, 1 stat bonus difference is a HUGE boost. Look at bard. They give a 1 stat boost and thats considered huge in pf2e. In pf1e bard songs could go up to +5 because the math was not nearly as tight as it is in PF2e. You are almost required to have an 18 in your martial stat if you are a martial to be effective. Classes that cant have an 18 are at a severe disadvantage if they are meant to be in melee. Look at inventor, Thaumaturge, etc. Compare that with barbarian, magus, and fighter. In fact, magus in the Playlist didnt have a way to have an 18 in str or dex. If I remember right they were an int class that got changed to str or dex because of how essential that +1 bonus is. 1.5) This brings me to my next point. Spells (and magic items). Its obvious in ttrpg games when we tell people that damaging spells aren't the most powerful things you can do. In PF1e you could color spray and trivialize all encounters with the oracle class. But in PF2E spells fall far behind martials and damaging spells aren't very effective. Spells usually get resisted in some way, shape, or form especially against bosses. Dont even get me started on magical items whos DCs are so low that they practically never work. 1.75) This really got me thinking... never work... and then I began to realize after playing MTG what the most common complaint about playing against control decks(my fave archetype) is... my opponents dont get to do their cool thing. Doing the cool thing is whats fun. People love to theory craft and then their theory crafting lives up to the hype so they can do their cool thing... but in PF2E it is way too hard and people are often restricted away from doing their cool thing and doing their niche justice. There are too many road blocks that say, "your cool thing can work.. but it will take a few turns to do it and then once those turns happen, you cant do your cool thing anyway since combat is now over" and this frustrates the party because now you didnt contribute to combat. A lot of the cool things people want to do are also greatly restricted to once per day. And often time that cool thing doesnt even work since it gets resisted. People dont want to be able to do cool things once in a blue moon. People like success. People like being able to do those cool things because it hits the dopamine receptors. People who try but fail at doing those cool things get hit with existential dread.. and existential dread is not fun. This brings me to my 2nd part 2) There are way too many false choices that arent very meaningful. I can select 1 in a million backgrounds to get something thats forgettable. Thats not fun. The amount of time I spend looking for the perfect option should be comparable to how awesome that option is. I basically blindly pick backgrounds now because they dont feel like they matter. The options that do matter never feel like theres enough of them. We have 2 options for cleric doctrine and have had just 2 options for a very long time. This brings me to my 3rd point. 3) Paizo keeps releasing new class after new class but they almost never give options to already existing classes. This is disappointing because I love kineticist and the fantasy around it. I probably will never get void which is one of my favorite elements. Summoner is one of my other favorite classes. I probably will never get synthesis despite that being one of my favorite summoner concepts. I like a lot of the new classes, but there is almost no support to help improve previous classes that have already been released. 4) dedications sound cool... until you realize most options dont work and are only good for support. Id change dedications to feel more like a gish class (instead of magus as a class.. magus is the result of having a fighter with the wiz dedication, for example) outcome is still the same but it makes it feel more fun to be able to mix and match. How would I fix this? Lets say PF3E gets announced shortly.. Get rid of stats. They just arent essential and when everyone is putting the same stats in to "min max" their character because they have to in order to survive or be the slightest bit effective? Stats become meaningless. Get rid of any options that feel meaningless (like backgrounds) and replace it with what feels like more meaningful choices so there is less of an illusion of choice and more of an actual choice. Have magic items scale so they are useful at all levels. Each class should also fill a niche and each player should be able to accomplish that niche while playing in the session. Not just once in a blue moon, but constantly. Instead of creating new classes all the time, offer meaningful support and new options or variations for whats already been released. I love Paizo and PF, but i, like many others i know, just struggle with the restrictions PF2E places on us.
Pathfinder Lost Omens, Rulebook Subscriber
Just thought this would be an interesting idea but each rune should provide a passive buff until activated. Once I activate it, the passive buff goes away but something big happens For example a rune of shielding might give me or the rune bearer a passive 1 AC but when i activate it, it provides 10 temporary HP and that passive buff vanishes. Each rune should have these passive bonuses until they are activated.
Pathfinder Lost Omens, Rulebook Subscriber
AestheticDialectic wrote: I don't think 2 slot per level is taking up all that much power budget at all, and frankly I think y'all should consider that something like getting an undead companion is already covered by the undead master at the same efficiency as it would appear in the class itself. The class will still keep the core thrall mechanic no matter what changes occur Did they get rid of the evil alignment requirement for this though?
Pathfinder Lost Omens, Rulebook Subscriber
I think the class would benefit GREATLY if it's power budget got rid of spellcasting from its power budget. Make thralls into companions and can cast different focus spells depending on which type of undead they have. Then the necromancer can deal 1d4 damage (per every 2 levels) to the thrall to cast a focus spell without using a focus point. Some of the focus spells could be support spells such as the necromancer takes bones from a skeleton to create bone armor around an ally, or a spirit will create an aoe of void energy, etc etc. We also already have undead companions as initial support for the class. Currently the thrall mechanism is super confusing when we already have companions as a concept. Can someone attack my thralls? What are their stats? Etc etc. I didn't immediately see where it's stats are. The necromancer could simply be a companion focused class that can drain the life of it's companion in order to cast powerful focus spells. Furthermore it's focus spells could be slightly stronger than normal focus spells but can't cast any focus spells without the companion and their max focus spell points instead of 3 is 0. We already have Vancian spellcasting for a necromancer like system through wizard where they can get an undead summon and cast necromancer spells etc. I think the class would be FAR more interesting and streamlined without vancian spellcasting. Plus, I'm personally a bit done with the Vancian system and having occult spells seems meh Maybe include a mechanism where when you drain your thrall of life to cast a spell the more like you drain the stronger the spell. For example.. deal 2d4 damage to the thrall, and ally gains temp hp equal to the amount drained. And allow for a system where we can customize our thrall companions as well by allowing them to get their own feats depending on the type of undead it is.. make bone necromancers very different from flesh necromancers very different from spirit necromancers. The class would feel significantly less clunky and combine familiarity with some new interpretations of this familiarity.
Pathfinder Lost Omens, Rulebook Subscriber
Easl wrote:
I just don't think cool weapons like that should be punished.
Pathfinder Lost Omens, Rulebook Subscriber
MadScientistWorking wrote:
How can you "start off legendary" with wizard dedication?
Pathfinder Lost Omens, Rulebook Subscriber
MadScientistWorking wrote:
I was wrong about falcata. It does go up to expert. But expert with how tight the math is significantly hurts and it is very noticeable with how much accuracy I have. The damage drops pretty dramatically.
Pathfinder Lost Omens, Rulebook Subscriber
Deriven Firelion wrote:
I don't mean power wise. I mean feel wise. An ogre fighter should play differently than an elf fighter. Balanced but different.
Pathfinder Lost Omens, Rulebook Subscriber
Deriven Firelion wrote:
I also don't think ancestry feats have enough impact. I wish an orc fighter felt very different from an elf fighter but they mostly feel the same.
Pathfinder Lost Omens, Rulebook Subscriber
Darksol the Painbringer wrote:
The more dedications that exist the more "system mastery" comes into play. For new players it would absolutely be overwhelming to sift through all the bad dedications and try to find the diamond in the rough.
Pathfinder Lost Omens, Rulebook Subscriber
Blave wrote:
This is what's known as a strawman also a false dichotomy. Let's assume that each class is powered based on numbers. A full classes power is represented by '1' The way the current system is set up is that the main class is '1' while a dedication is around 1/3rd the power. There is no synergy between the main class and the dedication. They often compete over niches such as actions. The main class wins every time. To avoid power creep, a dedication should make the main class 0.8 and the dedication 0.8 instead of 1 and .33. Make the abilities have a the ability to have synergy, but not be as strong as just doing a main class without a dedication. As it stands right now most dedications aren't useful. Oracle dedication with flame incendiary aura on a fire kineticist is very synergistic. But that's a rarity. I also have to give up 2 kineticist feats to get incendiary aura. Most dedications though aren't useful, compete over the same niche, aren't synergistic, and as such end up as trap options that NO ONE takes. When the book is filled with crap trap options like this, what's the point of them even being in the game? I'd rather have a few options that are all enticing than thousands of options that no one uses.
Pathfinder Lost Omens, Rulebook Subscriber
One of the things I hope PF3E accomplishes is to acknowledge the dedication issue. For example - A fighter with summoner dedication The summoner dedication now allows the fighter to become a synthesis summoner. They only have both fighter feats and Eidolon abilities while the synthesis eidolon is summoned. It combines the two rather than try to have them competing over niches.
Pathfinder Lost Omens, Rulebook Subscriber
Blave wrote:
The issue is, it feels like 90% are trap options. Like, a summoner dedication. My Eidolon is useless in combat and my main class is significantly better than my Eidolon, so what's the point of having an Eidolon or the summoner dedication as a whole? At that point it feels like a waste of feats. This isn't just a rare instance. It's ubiquitous. The problem I see is that when 90% of options are useless or attempt to interfere with a niche your main class already accomplishes, the dedications don't supplement the main class. It tries to subvert what the main class can do, but at 1/3rd the strength of the main class, making getting the dedication worthless. There is almost no way to do synergy between classes at all which causes issues. I'd rather have it not be an option, than to be an option but not be viable.
Pathfinder Lost Omens, Rulebook Subscriber
As much as I've been a supporter of paizo, there is something innately broken about the maths and game design PF2E has and I feel like the game itself is beating a dead horse at this point. For example - I love the idea of having 1 level for the character. This makes things easier to understand. (Instead of how PF1E was, where I was like 2 barbarian, 3 fighter, 1 magus etc) I also love the idea that the maths are significantly simplified. However, with this stated, there are some obvious issues with the game design. 1) The Issue: Dedications are all but worthless in most cases. If I have wizard dedication, the way the maths work, the spells will be resisted frequently. It makes it so I can't be a fighter with wizard dedication and then be able to cast any offensive spells. They all have to be regulated to support spells. If I try to utilize it for any offensive spells, the turn will almost certainly be wasted, which reduces character tempo. The fix: Make it so a dedication doesn't feel like a waste of feats. Make it so it feels like the two classes are merged instead of having the dedication feel like it's 1/3rd the power of the main class. Allow for synergy between the main class and the dedication to occur. 2) The Issue: The maths involved in the proficiencies is broken. If I want to wield a Falcata, in 99% of the cases, I can't wield one at high level. The math is very tight in PF2E where even 1 status bonus to attack is noticeable as seen with bard songs being powerful. As it stands, if I wield a Falcata as say a thaum, id be taking a whopping -6 to attack as it wont advance past trained. If I use a feat for heavy armor, if my class doesn't progress to mastery, that's a whopping -4 to AC at high level with that as well. The general feats that allow for proficiency simply don't work when playing a high level campaign, making them useless feats. If there were better feat support later on such as allowing me to take additional feats to increase said proficiency, that would be a different story. To further complicate the matter, without an understanding of the maths involved and the underlying complications this creates, people new to the system wont understand how these are trap options and will select them and then they'll end up getting screwed in the end. The fix: Open it up a bit more. Stop being so restrictive with what is viable. Allow viability with multiple options if people want. 3) The Issue: It's been 5 years since PF2E first released In PF1E I was subscribed to paperback books and I was VERY excited for new books to come in as I knew they would have new options for my favorite pet class. One of the reasons I loved PF1E so much was that every month there were new options, new ways to be creative, new synergies to think of. Nowadays though, in the past 5 years, there has been 1 new instinct for barbarian. Almost no class archetypes, and the ones that exist are straight garbage and downgrades (when class archetypes were literally my favorite part of PF1E), I rarely see support for older classes, I was excited for kineticist but my favorite element (void) will never be coming to PF2E. I highly doubt we will ever see a synthesis summoner either. From what it seems like to me, once a class is released, that class gets abandoned for the next "biggest thing" rinse and repeat. There's no more support, or at least what appears to be very little support, once a class comes out and this is a bit frustrating especially coming from the PF1E paradigm that we grew to love. The fix: We need far more support released far more frequently for existing classes and make new classes that come out be rarer. I'd rather support what we do have than for new classes to try to fill niches that are already filled by what's currently available. The issue I see at the end of the day is that we have classes no one actually plays because they are just subpar compared to what's already been released. I loved the idea of inventor, and I played it a few times, but do I know of anyone who still plays inventor? No. I rarely ever hear it mentioned. We need classes that fill specific niches and then we need variations on how to support said niches. When we release new class after new class that tries to take up niches that already exist, those classes will just be forgotten about and no one will want to play them. I'd rather have archetypes people forget about than whole classes people forget about. 4) The Issue: Backgrounds and skill feats seem like a decent idea to help flesh out a character and give them more options, but in all honesty, these feel like you're 'restricting' backgrounds and the ability to RP a character rather than assisting. When we put backgrounds behind, say, stat blocks, I tend to look at what backgrounds my character can actually have so I dont fall behind in my party rather than any RP semblance of it. The fix: Make backgrounds and skill feats actually mean something and have a bigger impact and dont make it so I cant select the background I want because it's behind some arbitrary stat increase. I've also heard people complain in a tongue in cheek way that they can't even "take a shit without taking the feat for it" when I tried to convince them to play PF2E. 5) The Issue: Stats are redundant and outdated at this point. In early D&D, stats made sense to help flesh out characters, but now I've noticed that when I play PF2E or D&D5E, the stats are the exact same all the time. Maximize my class stat, dump my bad stat. If all stats are now the same because i feel like my class can't function without maximizing my class stat, thats an issue. The fix: Get rid of stats completely. It's an archaic system at this point that has become useless to gauge effectiveness and if you don't build appropriately, it can hurt you more than help you. 6) The Issue: In order to promote RP sentimentality, you put points into charisma. This allows you to deceive, intimidate, or have diplomacy. If you can't do any of that because charisma is your dump stat, the game no longer is an RP game. You're just waiting around for the next combat so you can feel useful. Otherwise the sorcerer is in charge of doing all the RP. The fix: Get rid of charisma as a stat. There shouldn't be a stat that gatekeeps being able to RP. Stop gate keeping the ability to RP efficiently because you aren't a certain class. 7) The Issue: Choices aren't meaningful enough. A lot of times I select certain choices and I'm just like, "Eh. I guess." rather than get excited for it. The fix: Make each choice meaningful and impactful to the way the character is designed and works,
Pathfinder Lost Omens, Rulebook Subscriber
Mellored wrote:
Why did I picture Abe Simpson just now lol
Pathfinder Lost Omens, Rulebook Subscriber
exequiel759 wrote:
I will say I really appreciate your posts, as you're able to say the thing I am saying but much nicer. ;) I'm pretty exhausted at dishonest arguments. But also when someone says, "martial" i think of 'not magic' Not "striking' The issue is, is that we haven't had a truly non-magical (ie martial) support in PF1 OR PF2 without being significantly clever and cheesy with the rules. In PF1e I did make a support that gave 6 of my allies +11 AC as long as they were in reach which was a support martial character utilizing multiple class dips. (Alchemist for his many arms, Skald for the AC song variants, etc) (But even that skald was using magic since I was using songs, I guess...)
Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:
If ya'll had it your way, ya'll would want each class to do DPS. Just different flavors of DPS.
Pathfinder Lost Omens, Rulebook Subscriber
exequiel759 wrote:
I absolutely LOVE playing support and the support martial I want to see is one that helps my allies do their thing better by giving them extra attacks or casting an extra spell or something like that.
Pathfinder Lost Omens, Rulebook Subscriber
Xenocrat wrote: Taking away martial weapon proficiency from the commander raises a big risk of it being relatively useless or going unused in PFS games where the team isn't set up to cooperate/benefit or resents a player who doesn't directly contribute anything. I don't understand how "cannot strike" somehow equates to "doesn't contribute at all" Do you not understand the concept of support? In Everquest 1, enchanters were an ESSENTIAL part of the group set up. You did NOT want them using any damaging spells on the enemies. They were control and pure support classes. ALL they did was support. The idea of support is still CONTRIBUTING. If I spend 1 action using the bards song, is that a wasted action? Are bards basically just "two action classes" which aren't as useful as any other class? Of course not. That would be silly. The idea of a pure support class "not contributing" when they are literally utilizing support capabilities is wild to me. I want my commander to be a support commander. Not just, "This is another DPS class, but now called commander!"
Pathfinder Lost Omens, Rulebook Subscriber
exequiel759 wrote:
I for one love playing support.
Pathfinder Lost Omens, Rulebook Subscriber
exequiel759 wrote:
This is one thing I dislike about the community. New class gets released. We want to play the class but using a different playstyle that hasn't been explored before. The community argues against it and says, "No. We want another fighter but THIS time it's named Commander!" I've seen previous playtests be the same way where the community would rather not be innovative and would rather experience things and play things we've already experienced and played. We already have these things. Why do we need the niche filled but under a different name?
Pathfinder Lost Omens, Rulebook Subscriber
GameDesignerDM wrote:
In PF1 there were Bard builds and some Cleric build (Evangelist I believe) that ONLY focused on support and buffing people up. They didn't wade into battle. Why can't commander do the same?
Pathfinder Lost Omens, Rulebook Subscriber
GameDesignerDM wrote:
Including bards? That are there solely for support?
Pathfinder Lost Omens, Rulebook Subscriber
GameDesignerDM wrote:
Strategists and tacticians usually didn't wade into battle themselves.
Pathfinder Lost Omens, Rulebook Subscriber
Ectar wrote:
Lets face facts. Archer is the same. They dont need to move into position and archers deal insane amounts of damage. A lot more than commanders would be able to do. You're also wrong as this ability would only effect squadmates (Wasnt mentioned specifically but definitely implied since the class can only effect squadmates) so you need intelligence to effect squadmates. Bards don't require equipment investment. Neither do psychics who have message amp. I may have said that backwards but the intent is to offer a chance for the guy to be too stubborn to follow orders.
Pathfinder Lost Omens, Rulebook Subscriber
And yes I get pissed when people purposefully misconstrue what i am saying. And yes i know it's on purpose because people arent that dumb to see what I am saying and then accidentally misconstrue it and then continue to argue about it and ignore correction. So yes. He did that on purpose. And no. I do not see how my suggestion, which actually deals less dps than the current thing in the PDF is somehow OP.
Pathfinder Lost Omens, Rulebook Subscriber
I am not using it as a generic insult when I am saying that they are misconstruing my argument. Even my original post said, "The same ally cannot be selected more than once per round" and he still said, "Barbarian strikes twice and rogue strikes once" how is it not a strawman at that point? lol
Pathfinder Lost Omens, Rulebook Subscriber
Dubious Scholar wrote:
A strawman is misconstruing an argument. I know what it is. When I repeatedly, not once, not twice, but 5 times said that MAP works for the entirety of the strikes, including whatever the commander does and he repeatedly ignores me and adds +5 to it that is a strawman. When I repeatedly said you can target the same ally once with it per round and he adds the barbarian strikes twice to his argument that is a strawman.
Pathfinder Lost Omens, Rulebook Subscriber
Pronate11 wrote: If one person misunderstands you, that person has just misunderstood you. if everyone is misunderstanding you, maybe its time to step back and explain yourself better. Incorrect. People need to ask questions if something isnt understood and actually read my responses rather than ignore my responses when I try to clarify.
Pathfinder Lost Omens, Rulebook Subscriber
I will repeat myself in hopes of preventing further strawmen from being murdered. This is given at level 1 as part of the chassis. It is not a feat. You cannot pick this up as a diff class. Command: Strike Now! > or >> (Attack trait) If you spend one action, you can make a strike with an ally using your MAP to make a strike within reach of that ally. If you spend 2 actions, you can have an ally use a cantrip instead of a strike. Can not target the same ally more than once per round with this ability. Multiclass benefit (which I didnt previously add) could be Command: Strike Now! >>
Pathfinder Lost Omens, Rulebook Subscriber
Dubious Scholar wrote:
Your proof is to further strawman my argument? How many strawmen can you guys make in one argument? Seriously? Did you not see the part where I said it's part of the class chassis? You get it built in at level 1? That its not a feat you can pick up? So how is your wizard magically getting this ability? Thats like saying Fighter is over powered because you can just multiclass into fighter to get the +2 bonus to attack and be expert in attack, or you can just multiclass into ranger to get the MAP reduction or you can just multiclass into therm and get the full effect of their abilities to deal more damage.
Pathfinder Lost Omens, Rulebook Subscriber
shroudb wrote:
Oh look more strawman. What part of, "Can only target one ally per turn with this ability" are you struggling with?
Pathfinder Lost Omens, Rulebook Subscriber
shroudb wrote:
The vast majority aren't saying I am wrong lol. If you understood statistics, youd understand that the vast majority are silent and the people who want to argue with others are vastly more likely to respond than those who agree who often keep quiet. Just because you and one or two others piped up doesnt give you the right to use an appeal to popularity on me when its gauged on bad statistical data.
Pathfinder Lost Omens, Rulebook Subscriber
shroudb wrote:
How is it overpowered? Archer deals more damage than a commander would. Its hilarious that whenever I suggest classes get or emphasize cool schticks, yall keep claiming its OP when other classes can do that thing and more.
Pathfinder Lost Omens, Rulebook Subscriber
Because you apparently don't know the rules to this game, I said it would have the attack trait. https://2e.aonprd.com/Traits.aspx?ID=540&Redirected=1 "An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty. " WHICH MEANS if you make a strike using another player as a CONDUIT that strike is effected as per MAP and you keep IGNORING what I am saying and arguing with me. Rather than ask QUESTIONS TO CLARIFY you keep arguing with me. It is absolutely obnoxious.
Pathfinder Lost Omens, Rulebook Subscriber
shroudb wrote:
And I clarified several f@&&ing times and you refused to listen to me and you ignored what I was saying! |
