siegfriedliner wrote: I think a class feature that gave a +2 circumstance bonus to Hit taunted enemies that attack your allies and gave a +2 damage bonus to per dice (in a similar vein to implement empowerment) to such attacks would do wonders in patching the guardians accuracy issues and make taunt a core part of the the classes play (similiar to device stratergem for the investigator). Hmm, potentially a good idea, but I'd be careful with giving the Guardian an accuracy bonus, because it means that they will be MORE accurate than normal martials on most levels. Could see the damage thing as a main class feature though. Although I am not sure if there is a good way of adding that to my homebrew version, because I pushed for Taunt being an optional class feature. The thing is, I consciously chose to have the Guardian be a little worse at attacking and to not speed up his attack progression (Although I do think they should level up not more than 2 levels behind other classes, I do think is fitting for the Guardian to actually be a little slower). I think its thematic for the class to be super hard to hit at the levels at which other martials would be better at attacking. Assuming that that specifically is actually a problem then you should just trade back the normal attack progression for the faster armor progression instead of compensating indirectly imo. Otherwise its an intentional tradeoff and the Guardian should not be as good at attacking.
Mellored wrote:
Yes, I really like that. The only thing I would add is some kind of restriction that makes it effectively impossible to take this up through archetypes (At least without a heavy investment). The best way of doing that is probably to add some class feature that you don't get through the archetype (At least not until very late) to the prerequisites.
Mellored wrote: MO, if the guardian is running away, there are other issues with the class. The point is not that you run away in order to not engage with the enemy, the idea is just to get a positive trade in action economy. You run away under the presumption that the enemy has to follow you, and if you spend on Stride in order to force the enemy to also do the same its usually a positive trade against boss monsters, because single bosses only have 3 actions, while your team usually has around 12. If you then are even just 5 feet faster than the enemy that calculation is even more in your favor because then you quite literally trade 1 action for 2. Its a more or less basic strategy for pretty much any martial (I mean, its basic for someone who likes pf2es tactical theory, definitely not something every player needs to know). Mellored wrote:
I feel like this would be perfect for running away. 1 Action to get 2 actions worth of "movement" and a speed boost, giving any subsequent Stride action far more value. Although a Guardian also being good at running away is not necessarily a bad thing (Since he is expected to take a lot of damage and might need the tools to get away from danger when push comes to shove). We just have to be careful when other classes wanted to archetype into Guardian. An ability like that makes sense to have as a "get out of jail - free" card on a martial, who generally want to be in the face of danger, but might be OP if suddenly the Wizzard or Gunslinger (Who has the most value from range) archetypes into it. Overall I like the ideas though, as I said. Just maybe need a little tweaking here and there. Another idea for a feat I had would be a combination of the two. An ability that lets you Stride towards an ally, and if you end your movement adjacent to that ally you grant them and yourself temp hp. I think that would be quite a cool and satisfying support ability to use. I would also give you a speed boost for that Stride, but limit the ability to once per hour or something like that.
Mellored wrote: Not sure why you can't get that though feat choices. Its not that you can't, it wouldn't break anything to do this, its just not a good idea to implement this if you want to make the gameplay and feel of different build more distinct and choices more difficult (Because this feat allows you to compensate for a weakness your build would otherwise have had). And I just fear that it would feel like a must-take feat for certain builds. Mellored wrote: Not sure I agree, but I can nerf it a bit. The main reason why I think its so powerful is (mainly) because, if you are faster than an enemy by even 5 feet and run away from him, he has to spend 2 actions to get to you, while you only need to spend one. In that case its just a straight up action economy win. Additionally, most speeds start at 25, and getting to even speed breakpoints is very powerful because half of 25 is 10, while half of 30 is 15. This is a huge 50% increase in speed when sneaking/in difficult terrain ect. Melee creatures want to kite but not be kited, ranged creatures often want to sneak. And also want to kite... Casters also want to kite. Its useful for everyone. Of course those two situations that don't always come up, but in addition to better action economy when you use it and far more flexibility when having halved speed, there will just be cases where you barely can't get to a field that you need to get to to do something else (using a single Stride). VERY roughly speaking there is a 20% increased chance of not having to spend a second action (This is a massive oversimplification of course). Its a huge win of action economy on so many levels. I don't really see what other General Feat compares. Sorry for the long rant on this xd Mellored wrote:
I mean, I really like those ideas (The second one especially, although the numbers seem a little high), but I am not sure what this has to do with the topic xd. This is about whether its a good idea to have a "You dont take the speed penalty of heavy armor" feat and how much a flat +5 on your speed is worth, no?
Bluemagetim wrote:
Jup. The fact that it seems to be more like an archetype is one of the main issues I tried to address with my homebrew. And its interesting that you should mention a thrown weapon Guardian. I actually think that the Dex-based subclass would be exactly that. You would run circles across the battlefield using your subclass ability, sometimes ending up adjacent to an enemy, sometimes not, and thus sometimes use your weapon in melee, and sometimes as a thrown weapon. You could also simultaneously kite Taunted enemies, for sure. That would also be a way to offset the lower AC. In general though I think that the Guardian should be designed as a short to mid range character and should have good support for both. Taunting enemies from a distance where they have no way of getting to you seems cheesy and goes against what the Class is supposed to be, so I am glad that it seems to not be viable. I think its fine though if they would need to spend one or sometimes two Strides to get to you, if you are a mid-range Guardian.
Mellored wrote: It works the same no matter what level the opponent is. Is it a bad thing if it did work better against lower level creatures and better against higher level creatures though? After all, the ability (disregarding the check) is better against single powerful enemies than against multiple weak enemies because you only have one reaction. At least in the case of the "Tackle Ally" ability I think that it balances out. Its definitely something to think about for the other abilities that use it, so in that sense you are not wrong. Mellored wrote: The trade-off is spending a feat. I feel like that is not a good trade-off though. Firstly, it'd probably feel bad to take that feat because its simply a must take for certain builds/subclasses. Secondly, while you do pay in the form of opportunity cost, what I meant by "Trade-off" was gameplay/play style trade-offs and trade-offs in game feel. I like transformative trade-offs, that give you distinct strengths and weaknesses that you can feel while playing the game. I want the heavily Armored high AC Guardian to feel slow but powerful, and I want the fast "All around the battlefield" Guardian to feel a little squishier by comparison. Mellored wrote: Do you find Fleet to be a must-take feat? Because it's a lot more accessible. Yes, I do actually. Its not a literal must-take, but general feats are poorly balanced in general and "Fleet" is one of, if not the best general feat. There are few feats that compare in terms of action economy and increased flexibility. Situationally other feats can be as good and, depending on the build, arguably even better, but there are few feats that compare to the general across-the-board usefulness of that feat. Its a feat that next to every build should pick up at some point imo.
Bluemagetim wrote: It might be good then to have some kind of distinguishing options for medium and heavy armor guardians to make each choice meaningful and supported. Is the "Speed vs AC" trade-off no already such a trade-off? However, further distinguishing the two sounds interesting. What do you have in mind?
Mellored wrote: that's true for any roll. Simply having it retarget you will work on any level. Not really. Not in the same way at least. Usually in pathfinder every number has exactly a 5% chance of coming up. Rolling twice changes the distribution so that now not every result is as likely as every other result. If you roll this: 1d20 - 1d20 (Or alternatively 1d20 + 1d20, makes no mathematical difference for the resulting distribution) the result of "0" (alternatively 21) will have a 5% chance. A result of 10 (alternatively 31) would have a chance of of 2.5% and a result of 19 (Alternatively 40) would only have a 0.25% chance. I was wrong however about one thing: Because the potential range of results is twice as big (Making your modifiers half as relevant) your success chances themselves (in the specific cases I tested) stay somewhat similar. But I have not done extensive testing and I'd say its very likely that, especially when looking at crit successes/fails, the involved probabilities are now wildly different. After all, if you are only 1 level above your enemy you could beat their standard DC by 20 if you roll 2 dice. Its just not good to mess with the probabilities like that. Mellored wrote:
What issue would you try to solve with that? In other words: What would be the benefit of that over a normal check, would you say? Mellored wrote: The speed penalty for armor you are wearing is reduced by 5'. Mmm, personally I am not the biggest fan of that tbh. The speed reduction of heavy armor is one of its main trade-offs. And I generally like having trade-offs in my games. It leads to more unique characters and more interesting gameplay choices. Edit: This feat would also become a must-take for the Dex-based subclass I'd imagine.
Mellored wrote:
Maybe I didn't make this clear enough, but you would declare an "Intercept" BEFORE the GM rolls the attack roll (Or at least before the GM announces the result). It would work similar to a targeting roll when you are hidden or obscured. The issue with rolling against another rolls result is that than weird things happen with the probability distribution behind the roll. Namely, instead of an even distribution you would then have something close to a binomial distribution. This would make succeeding that roll against higher level creatures disproportionately harder and do the opposite for lower level creatures. Mellored wrote:
The would definitely simplify it, so its for sure an option we can look at, but provided it is intuitive enough for players, I would prefer using the Class DC. The reason being is that at, firstly, I don't want to punish Guardians who invest into non-heavy armor for extra move speed, I think having a lower AC alone is enough of a drawback. Secondly, currently there is a (In my opinion cool) dynamic with your key ability and the Class DC. Your to-hit bonus and (to a lesser extend) AC rely on your Dexterity or Strength, while the CLass DC relies on one of the other modifiers. Meaning that when building the Guardian there is an interesting choice that you have to make of where to put your key ability score. You can effectively choose between being a little better at attacking or being a little better at defending your allies. In order for this trade-off to work, the Class DC needs to be relevant for most Class Ability related checks and DCs.
Bluemagetim wrote: Conceptually I dont see an intercept working on daze for example. Fair, but generally I'd argue that we should fist focus on making cool mechanics (And having such a wide range of applications is mechanically very fitting for a core class feature imo) and flavor second. Although I though about how I would flavor this, and I think you can either flavor it as the Guardian blocking the line of effect while the caster is casting it, forcing the caster to target the Guardian instead (instead if loosing the spell), or you could just say that your Guardian had some sort of magical ability for some reason, that allows him to "absorb" magical effects. I feel like depending on ones creativity you can come up with fitting, flavorful explanations for most mechanics, which is why this is a secondary concern for me when trying to design abilities.
Mellored wrote:
What do you think of this? ------------------------
You attempt to redirect an effect away from an ally to yourself. Generally, only targeted effects can be intercepted. Attempt a check using your Class DC - 10 + your armors item bonus against the enemies relevant DC or 10 + the enemies relevant modifier. Critical Success As success, but instead of the bonus you improve your degree of success by 1 step.
------------------------ I didn't want to make it part of the failure condition that you are targeted instead of your ally, because as it is in my homebrew, Intercept allows you to tank EVERYTHING as long as it is targeted, including debuffs or stuff like the Maze spell. Being able to redirect that should in my opinion be locked behind a check. That is actually a more logical reason to have it be a check than the more subjective ones I listed earlier. One that I forgot to mention. Because I think this in particular is a lot more powerful than any of the automatic options listed earlier, but it is something that I think would be cool if the Guardian was able to do it. I changed the ability so that it provides you with an actual numerical bonus too, in return for not being guaranteed. You could probably also make the critical success condition what you suggested earlier, I just though that if the boss later managed to roll a nat 20 on their attack, there should at least be a normal hit.
Bluemagetim wrote: What this version of intercept roll against and what bonuses are used for it? I would make your roll against the relevant offensive modifier, so for example vs 10 + attack modifier for attacks, or vs Spell DC for spells. You would use your Class DC but as a modifier (So your Class DC - 10) and would let you add your armors item bonus (Because Class DCs usually don't get item bonuses). So in short: Class DC - 10 + armor potency bonus. I know its cumbersome to define this in the effect itself, which is why I would define this in the keyword section. I would also use this "Class Modifier" for other effects too (I am surprised that no other classes use something like this yet, seems like a missed opportunity).
Mellored wrote:
Yeah, could absolutely see doing something like that too. Although I would like to keep the Critical failure condition neutral. I wouldn't go as far as to actually punish the Guardian for trying to protect their ally.
Mellored wrote:
Those aren't directly comparable tho imo. Both mechanically and in theme. Theme-wise one is a buff for an ally, the other is disruption of the enemy. And while this is, as stated, probably more of a personal thing on my end, I feel like disruption of the enemy should generally require a check. Mechanically, one costs two actions, a quite limited resources and heals for a fixed amount, while the other costs a reaction, come be used indefinitely and redirects potentially unlimited amounts of damage. Of course, it also requires you to be adjacent to an ally and only redirects damage instead of "nullifying" it, so I am not saying that it being automatic would be broken, but what I am saying is that this does not really address the issues I have with it. Protector Tree is a lot more similar though, but it also requires a big resource investment, a higher action investment and has a fixed amount it can block. Protector tree is mechanically more similar to temp-hp than to a true Intercept, I'd say. Although it is still a pretty good point. Personally I feel like making it a roll would make using the ability more exciting though. That is, IF it works smoothly in practice and isn't disruptive. Whether it is, is something I will playtest. With that being said, I do admit that you are at the end of the day probably right about it being fine the way it is. I am still probably gonna playtest it WITH the roll, to see how well it works, but I am definitely open to making it automatic.
Mellored wrote:
A very interesting idea. Would also really feel in line with the tackiness the Guardian is supposed to have. Although, I do also like the "planing ahead" aspect of choosing resistances. Another potential problem I see with this is that this leads to a counter synergy between that feature and temp-hp based buffs, because one makes the other useless. The good thing with giving him some sort of resistance is that, especially when you can choose your resistances, if you get a resistance to some damage type from a buff you can just switch your class resistance to something else, still getting the full benefit from both your class feature and your party members buff. Getting a permanent "HP shield" so to speak still sounds very flavorful and I like the idea. Maybe it could be introduced as some sort of optional ability? Through a feat maybe?
Angwa wrote: So, how about adding making an opponent off-guard when intercepting? After all, you give up flanking and the Guardian bulldozes itself between their ally so that would make sense narratively. Very interesting idea, might be a little powerful though, and a very big change to how the feature would be used. This sounds a lot like it could be a feat to me. Otherwise, this issue might be solved fairly well by my Dex-Based subclass form part 3, whose subclass feature is that they get to Stride towards enemies when they are attacked. That way you could enter a flanking position for your ally, and later, after they attacked for example, Stride towards them when they are attacked. Also, the Guardian has a lot of feats surrounding Athletic maneuvers and other ways of inflicting off-guard. Maybe we should go even further into that direction to compensate for the fact that they have to sacrifice offensive positioning for defensive positioning.
Mellored wrote:
Thats kind of what I mean though. Snipers Aim is just a buff to another roll. While many buffs also do require rolls, they don't necessarily need them, because they just affect other rolls, there is still an actual roll afterwards. Intercepting however is not modifying a roll, it is in itself an effect, and a potentially quite powerful one at that. This is why I feel a roll is in order.
ElementalofCuteness wrote:
As you say, that seems to be more of a problem with feats, not subclasses themselves. Its a valid point though, haven't thought about it that way yet.
Mellored wrote:
The reason why I feel like it should be a roll is for one thematically (Intercepting a Strike seems very difficult and uncertain, so its the exact kind if thing that I should should have a roll associated with it). In addition, it seems very un-pathfinder-y for me. As I said, next to every effect in the game requires rolls/very little is automatic. If effects that affect other rolls usually are rolls. I also think that the ability to redirect damage is a potentially extremely powerful effect, strategically speaking. Its not that powerful in all situations, but target prioritization can be VERY important, so an ability that just nullifies your ability to prioritize targets seems potentially too powerful. Granted, this is probably not true for a large quantity of situations, since many GMs probably don't really worry about playing strategically optimally against their players, but for those that do (If you want to challenge a very experienced party for example) this effect might feel very annoying to play against. And that is my last point. It might just be very annoying to play against. This also matters less because its the players who use it, but while you shouldn't try to kill your players as a GM, there is still fun in trying to challenge them and make them a little scared every now and then. So while it matters less, how an ability feels to play against as a GM should still matter a little. But my main complain is still probably the thematic aspect of it. And you are right, if I am really in the clear minority here (And to be fair, I also haven't seen many players complain about this) it can probably be kept automatic. Even though on a personal level I don't really like that xD.
Bluemagetim wrote:
I think the "sticky" Guardian should be one of many ways of playing the Guardian. Personally, I think that the scope of the class is too narrow right now and closer to an archetype than an actual class. The Guardian should, in my opinion, be an exploration of many protective styles, with players being able to choose how they protect their allies. Be that Taunting their enemies, Intercepting Strikes or, as you say, being a "sticky" wall between their enemies and their allies. If you are interested you can read the other parts of how I personally suggest to accomplish this. With that being said, while reactive options are are good, I think we should still make sure that the Guardian has a ot of proactive options as well (Because that tends to be more engaging I think), which is why I made a slightly nerfed version of Hampering Sweeps a class feature instead of a feat.
Thank you too for your feedback :) Gortle wrote: I'd be OK if Intercept repositioned the ally much like Defensive Swap. In fact Defensive Swap could probably just work OK as the core class feature. With some sort of improved feature not just swapping but moving both. I think his criticism was regarding "Intercept" requiring a check. If I understood his point correctly, his concern is that having to make one check before resolving the other check might slow down or disrupt combat. Personally I don't really think that it would once you get used to the ability, but I could just be wrong of course. I will need to playtest it. Gortle wrote: Maybe a Guard action and no Taunted condition might be better. So you mean something like a Taunt (Where you are easier to hit but your allies are harder to hit), just handled as a protection ability instead? Mmm, could work for sure, but it would behave differently since that implies that you need to be close to the ally imo. And the Guardian already has a lot of "If I am close to you I protect you" abilities. I also really like the risk/reward and flavor of Taunt mechanics, and while I find it weird that you can't really opt out of playing a Taunt based protector, I definitely think that there should be the option of taking such a mechanic. Taunting is also a much more proactive form of protection, which is also a reason why I like it. (Also its just really flavorful I think). Long story short, I think Taunting enemies should remain a part of the class. Although it should be one that you can choose not to engage with. Gortle wrote: A condition seems an odd choice as you need to still know who taunted you. Are you sure that would be an issue? There are already conditions in the game that are relative/where you need to remember what you rolled against whom (Hidden for example). At least the player who taunted the creature would still know, right? Especially since the fact that players need to remember who they taunted is also true for the taunt as it is right now. To clarify: Do you take issue with it being called a condition and would have no problem with it if it was handled a little differently (Like it is in the actual Guardian for example), or is a Taunt mechanic similar to the one I suggested something you see as an issue in general? If the former is the case, would just treating it is a Class-Keyword solve the problem for you?
Appreciate the Feedback :) Mellored wrote: can't say I like interrupting a roll to make a roll to see what penalty you need to subtract from a roll. So you think its too complex/disruptive how I set it up right now? Basically, its just you take half of the damage for an ally on failure, you are the new target on success and in the rare case of a critical success you get a +2 to defend. I hoped that this would be quite intuitive once you have used the ability a few times. Mellored wrote: I do agree Tackel Ally should be the default Intercept. But not with that name. Yeah, 100% xD. I focused on the mechanics first and couldn't think of a better name while writing.
Glad you like it :) Mellored wrote: Don't think we need all the different ability scores though. Str allows for starting in Full Plate, which i think should be the default. Wouldn't it be cool though if the option was there to be a, for example, a Wisdom based Guardian, who protects by keeping a cool head and being perceptive of danger? I feel like giving players the option would be quite thematic. I did think however of also having Strength as an universal option besides CON (That way every subclass has the option to invest into a higher to-hit bonus or to invest into a higher Class DC), although that might make the class entries look a little cluttered/be overwhelming to some players. What do you think? Mellored wrote: Though, if your doing recall knowledge, you should learn about the enemies attacks, not their defense. Knowing a dragon's breath is Reflex instead of Fortitude would (or should) be more useful. Yes, that is actually how I did it/meant it. Its in the entry on "Guardian Lore". Maybe I could make that clearer though.
Mellored wrote:
I don't really see the problem with treating it as a condition to be honest. Less importantly, many, if not most conditions can not be applied be everyone (Although they can be applied by multiple classes, so I still see your point). What I meant however, was not that it should be added as a core condition, but that I only want to treat it as a condition, while keeping it as a class feature. I don't see what speaks against just defining this condition in the "Keyword" section for example. If you wanted to you could in later books also seamlessly make it into a core condition and give other classes ways of inflicting/using it. In regards to making it optional, that is basically exactly what I did. If you are interested, you can read more about it in part 2.
Hi, the past few days I had to think about about the Guardian, some of the issues the class has as it is right now, and how I would go about fixing them. I had a lot of (What I think to be) cool ideas and now want to share them across a few posts on this sub. This post is one of those. I will first write down the ideas I had as rules, and then later add some comments explaining my thoughts and reasoning behind those ideas. Disclaimer: This is not me saying that this is what the Guardian SHOULD BE. I also don't claim that these changes would even necessarily be for the better. My goals with these posts is not to dictate how to make the Guardian properly. My goals with these posts is discussing potential issues with the Class (many of which have already been pointed out, some of which I haven't seen discussed much), talking about potential ways of fixing them and discussing game design in general, but primarily, my goal with this is just to share and discuss some cool ideas I had because I love homebrewing :). And how knows, maybe a Paizo designer stumbles across one of these and takes some inspiration, but that would already be far more than I would hope to accomplish. Here is a list of all parts: Reworking The Guardian Part 1: The Taunt Mechanic
In my last post I want to first go into general class changes, then I want to discuss my idea of a subclass system. This constitutes probably the biggest departure from the original Guardian, but these are also some of the ideas I am most excited about.
General Changes
Progresses in proficiency with all armors including unarmed.
Level 1 Class Feature: Guardians Resistance
During your daily preparations you can choose 3 damage types. You gain resistance equal to half your level against those damage types (minimum 1). This stacks with resistances your armor might grant you. You can spend 10 minutes to switch one resistance for another.
Subclasses
Every Subclass grants you a choice between different Key Attributes, a different Defensive Strategy, some upgrade to that Defensive Strategy and a unique ability. --------------------------------------------------------------------------- -------- Strength-Based * Key Attribute: Constitution or Strength * Defensive Strategy: Hampering Sweeps
* Subclass Ability: Striking your allies triggers a Reactive Strike from you. Dexterity-Based * Key Attribute: Constitution or Dexterity * Defensive Strategy: Tackle Ally
* Subclass Ability: Whenever an ally you can see is subject to a hostile effect, you can Stride towards them as a reaction. Afterwards, you can immediately use one Guardian reaction as a free action if its requirements are fulfilled. Wisdom-Based * Key Attribute: Constitution or Wisdom * Defensive Strategy: Danger Sense
* Subclass Ability: If an enemy you can see attacks an ally you can see and the ally is off-guard to the enemy, the enemy first has to succeed a check against your Perception DC using the relevant modifier (Usually attack modifier or spell attack modifier). On a failure, your ally isn't off-guard to the attack. * Special: You become Master in Perception at 7th level and legendary at 15th level. Charisma-Based * Key Attribute: Constitution or Charisma * Defensive Strategy: Command Attention or Challenge
* Subclass Ability: Successful Diplomacy, Intimidation and Deception checks against enemies make them taunted 1 for 1 round (taunted 2 on a critical success). Intelligence-Based * Key Attribute: Constitution or Intelligence * Defensive Strategy: Guardian Lore
* Subclass Ability 1: You can spend 10 minutes to grant one of your allies one of your Guardian Resistances while they are within a 30-foot emanation. If you do so, any Guardian Resistance you granted to another ally ends. If they leave that area, they loose the resistance, but they regain it if they enter it again. Special: You become Master in Perception at 7th level and legendary at 15th level. --------------------------------------------------------------------------- -------- ___________________________________________________________________________ ____________ Comments
Key Attribute
Hit Points per level
Class DC
Firstly, I made it scale faster. The Guardian's protective abilities rely on their Class DC so I think it needs to be on the higher side of Class DCs. Maybe not up to legendary but definitely close. Secondly, you can choose CON or any of the mental stats as the score you use for it, but not DEX or STR. The reason why I did this is firstly, to balance the mental subclasses with the physical ones (Now some have better combat stats, in return the others are slightly better at protecting with their higher DC) and secondly because I think this gives players a difficult but interesting choice in regards to what they want to focus on. Perception
Guardian's Resistance
Subclasses
Strength-based
Dex-based
Wis-based
Cha-based
Int-based
Hi, the past few days I had to think about about the Guardian, some of the issues the class has as it is right now, and how I would go about fixing them. I had a lot of (What I think to be) cool ideas and now want to share them across a few posts on this sub. This post is one of those. I will first write down the ideas I had as rules, and then later add some comments explaining my thoughts and reasoning behind those ideas. Disclaimer: This is not me saying that this is what the Guardian SHOULD BE. I also don't claim that these changes would even necessarily be for the better. My goals with these posts is not to dictate how to make the Guardian properly. My goals with these posts is discussing potential issues with the Class (many of which have already been pointed out, some of which I haven't seen discussed much), talking about potential ways of fixing them and discussing game design in general, but primarily, my goal with this is just to share and discuss some cool ideas I had because I love homebrewing :). And how knows, maybe a Paizo designer stumbles across one of these and takes some inspiration, but that would already be far more than I would hope to accomplish. Here is a list of all parts: Reworking The Guardian Part 1: The Taunt Mechanic
This will probably the longest post. Here I go into the primary class options my homebrew Guardians would be able to choose from. At the end I discuss some feat ideas I had, some of which should replace feats I turned into class features.
Keyword Intercept:
--------------------------------------------------------------------------- --------
Level 1 Class Feature: Defensive Strategy
--------------------------------------------------------------------------- --------
Command Attention ◆ or ◆◆ (mental)
Danger Sense
Hampering Sweeps ◆
Taunting Strike ◆ (flourish)
Challenge ◆ (mental)
Blanket Defense ◆◆
Body Block ◆◆
Covering Statue
Guard Ally ◆
Guardian Lore
Feat Ideas --------------------------------------------------------------------------- --------
Slowing Strike ◆ (flourish) --- Feat 6
Ground Stomp ◆◆ --- Feat 8
Don't Run! --- Feat 10
___________________________________________________________________________ ____________ Comments
There are a few things I tried to accomplish with these changes I think that the Guardian is thematically closer to an Archetype than a Class. Its about protection in two very specific and niche ways. I think, that while for archetypes to have a very specific/limited scope/theme, classes need to be more open ended, or if they are specific in theme (Like the Thaumaturge) they need to have a very strong theme. And even those very specific classes (Thaumaturge, Psychic, Gunslinger) usually have a lot of choices and different ways of being played/build. I think this is something the Guardian still lacks. I come back to this in my post about Class Mechanics & Subclasses, but I tried to expand the theme from "Very specific video game-esk semi-tank" to being about "Protection in various different ways". I wanted to provide players with interesting choices and make it so that different Guardians can actually be very different. I tried to balance some broken options. I turned some Feats that I think are very fitting for the class into general class options that you can take at level 1. I wanted these abilities to fulfill the "tank" fantasy better. Gameplay of tanks generally centers around positioning and space-control. So I added some abilities that allow you to engage with that aspect of strategy. Now lets discuss specific options: Intercept
Tackle Ally
Command Attention
Danger Sense / Guardian Lore
Hampering Sweeps/Blanket Defense
Body Block
Taunting Strike
Covering Statue
Slowing Strike
Ground Stomp
Don't Run!
Hi, the past few days I had to think about about the Guardian, some of the issues the class has as it is right now, and how I would go about fixing them. I had a lot of (What I think to be) cool ideas and now want to share them across a few posts on this sub. This post is one of those. I will first write down the ideas I had as rules, and then later add some comments explaining my thoughts and reasoning behind those ideas. Disclaimer: This is not me saying that this is what the Guardian SHOULD BE. I also don't claim that these changes would even necessarily be for the better. My goals with these posts is not to dictate how to make the Guardian properly. My goals with these posts is discussing potential issues with the Class (many of which have already been pointed out, some of which I haven't seen discussed much), talking about potential ways of fixing them and discussing game design in general, but primarily, my goal with this is just to share and discuss some cool ideas I had because I love homebrewing :). And how knows, maybe a Paizo designer stumbles across one of these and takes some inspiration, but that would already be far more than I would hope to accomplish. Here is a list of all parts: Reworking The Guardian Part 1: The Taunt Mechanic
This will be the shortest post. Here I just go into how I would handle the Taunt mechanic. I would introduce it as a separate condition.
First I want to introduce the following as a condition: --------------------------------------------------------------------------- --------
If you are taunted, you are so by at least one given creature (Unless otherwise specified the creature that gave you the condition). You need to be aware of that creatures presence, otherwise you aren't taunted. The taunted condition always includes a value. You take a circumstance bonus equal to this value to all your checks and DCs made to affect the creature you are taunted by with a hostile effect. This bonus does not apply however if it would turn a success into a critical success, or a failure into a critical failure. In return, you take a circumstance penalty equal to your taunted value on checks and DCs made to affect any other creature you are not taunted by. If a hostile effect includes the creature you are taunted by in its area, this penalty can only turn successes into failures or failures into successes.
Comments I changed "Taunt" from being an ability to a condition because I want to base multiple other abilities and class features on the Taunt mechanic. I think you could get really creative with Feats and class options that way and I already had some ideas (As you can see in other posts of mine if you are interested). I also made some changes to how Taunt works to make it less punishing to use, while still keeping its original risk/reward dynamic. These changes include the following: * Making the bonus unable to cause crits: This has, in my opinion, multiple positive effects ** Firstly, it just makes it a lot less punishing to use while still playing into the "I take hits for you" fantasy. Being crit always sucks, even for a tank (Ask your Barbarian), but this makes it so that, while you will take more hits, those hits will be ones you generally can take with your high HP and resistances. ** Secondly, this synergies well with your innate resistances against damage, because resistances are a lot better against smaller chunks of damage. * Making the condition an overall win: A +1 that can only turn normal failures into normal successes is half as impactful as a normal +1, meaning that overall the ability is more of a benefit than it is hindrance. This allows this condition to be used more as a core part of the class rather than a mechanic that only works in niche situations. * Making the ability still be useful if an effect includes the Taunting creature: I don't think that including the Taunting creature in an effect should just completely turn off the ability. Firstly, this feels really bad as the Guardian, and secondly, this leads to a weird counter synergy, where you want to be close to your allies in order to use some of your other abilities, but also want to be as far away as possible in order to not include them in AOEs. I think having AOEs be a consideration that a Guardian must make (And thus having to balance between being close to allies and keeping a bit of distance) could be interesting, which is why I kept a less punishing form of it (As discussed earlier, what I did effectively halves the impact of that bonus), but honestly, I could also get behind completely removing that line too. It would also simplify this already quite complex condition. |