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Vladmir pankrast wrote:

I will say I do dislike how the things are organized for spells as well since it requires hopping around the book way more than I think is necessary when looking around for spells, spell descriptions, and powers.

the primary problems I'm finding with the organization and how i think they could be addressed:

1. sifting through pages and pages of spells to look at the various options there are for powers. I think powers definitely warrant their own section of the book to make them easier to find and to eliminate confusion from players

2. In a spell's description it does not say what list it is on. a simple entry of P, O, D, or A to notate what lists a spell is would make it much easier to figure out who can cast some of these spells when we find interesting ones

implementing these 2 changes would make a world of difference in streamlining the process

I agree.


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Spell preparation is literally the mechanic I hate more then any other in every edition. I'm perfectly okay with having to decide which spells to prepare every day but having to decide how many times I'll be able to cast each one? This is literately the only thing that has kept me from playing a Wizard (one of my favorite classes in concept) most of the time and typically selecting Sorcerer instead. My group agrees with this train of thought as well.

We have a house rule that prepared casters basically select their "spells known" every day, equaling their spell slots, and then cast like a spontaneous caster. We feel this is still balanced as spontaneous casters still cast more spells per day then prepared casters. Of course it looks like there is no real difference between prepared and spontaneous casters in PF2 when it comes to spells per day and i think that is a mistake.

I have no issue with the Bard's spells per day as it is also capable of decent non-magical combat, but the Sorcerer should have more then the Wizard. One more for each spell level. The trade off between the two classes is supposed to be that Wizards potentially have access to a dizzying array of spells when selecting their spells for the day, while Sorcerers instead had a deeper reserve of magic power but can only occasionally swap out a spell.


Vidmaster7 wrote:
Ofcourse what I really want is for the monks to not need the weapon enchanted handwraps at all. I want their hands to just improve by themselves, I'm probably in the minority however.

I also want their unarmed damage to improve on their own. I understand the reasoning behind the change from PF1 but I think they went a little to far. Maybe a small flat damage increase instead of a dice change? +1 to damage every few levels? I haven't had a chance to play or seen one of my group play a monk yet but It feels like monks received a massive nerf. I don't think their unarmed strike should be as good as weapon with a potency rune on it for free but as it stands now you are pretty much required to take a stance feat in order to improve the damage.