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Wheldrake wrote:
One thing that I've really grown to love about this edition, and I say this as a number crunching optimizer in PF1e, is just how little the DPR charts mean a got damn thing. Combat is so fluid and buffing/debuffing is so critical that setting up silly wombo-combos for big damage numbers is almost not worth it. Teamwork, as it turns out, provides better results than a "me me me" character. To that end, I kinda agree with OP. However, I dunno if I have ever seen a table that viewed a damage dealer as "selfish." They're necessary in a game that relies on setting HP to 0. Personally, I urge players at my tables to have a set up move (a buff, a debuff, something) and a finisher (a big hard hitting ability) in their rotation. ![]()
I try to vary this a lot as a GM. Most of the time, I will try to give something believable. Bluff a key attack ability, a resistance, or a high save that might match the monster. Sometimes, I will just go for a laugh with the off one... esp when it's a lower-than-party-level monster. I think the key is just reading the monster before hand and having some idea of what the monster would do. This'll guide you on all the things you might wanna do. Make it a laugh, make it an easy-to-solve puzzle, make it a good bluff. Just feel out your table. Is it sluggish and they need a pick up? Maybe give them a laugh. Are they power gaming? Bluff hard. Are they really into story and lore? Maybe give the DK haver a lie and let another player sort it out. TL;DR - there's no one good answer to what to do with this feat. It *really* is GM fiat and feel. Just know your group and solve errything with the question 'What's the most fun right now?' Cheers! ![]()
I have one of these Paladins in a game of Age of Ashes I am running. He's an absolute beast. From the GM chair, it really is a case of damned if I do, damned if I don't. When I try to hit others, the Paladin is so much of a beatstick that one extra attack a round at full MAP just brings stuff down so fast. Additionally, the damage reduction effect of his ability has kept players alive by just expanding their HP pools so many times now. When I try to hit him, his AC and HP are so high that I can't burn him down in time to win fights. I *could* spend all my actions to have the baddies blow him up, but like... they'd just get eaten up by the other characters right quick. What I would recommend doing, tho, is set aside some misconceptions of PF2e from what you know of PF1e. It's a totally different creature now. +2 AC over someone else is HUGE. Same with +2 to hit. It's massive. Having the highest AC in the game will absolutely keep you alive and make you effective in combat. ![]()
The Rot Grub wrote:
Ha! Yes, knock them out, but don't have some random bandit just try to slash at your heroes. He knows he's gonna lose that fight. Dude's been trying to scrape together a living as a highwayman. He gets a few thousand in gold dropped into his lap. Homie is bolting with that. Run away. Scatter. All the bandits can make their way to the hideout while your group's Fighter comes to. ![]()
Jester David wrote:
If your argument is just "monsters get stronger too," what's the point of any sort of RPG-related game? This "it's a hamster wheel" argument applies to literally every RPG game ever created. Man, I hated the end of Final Fantasy, I was level 90+, but so where the toughest bosses! And, don't get me started on WoW-Classic; was fun for a bit, but when I got to 60, all the bosses in Molten Core were 62! What's with that!? It's just a hamster wheel! The point that was raised in the playtest wasn't that monsters got more powerful and so your character didn't improve. It was that the delta between a monster's DC and your character's best and worst abilities was staying exactly the same. If I built a Fighter, I didn't really get better at hitting things over time. I'd hit a Dire Rat on an 11 at level 1, and I'd hit a Pit Fiend on an 11 at level 20. Or something like that (don't parse the numbers for accuracy, they're totally wrong and made up for illustrative purposes). What players wanted instead was to hit a Dire Rat on an 11 at level 1, but to hit the Pit Fiend on an 7 at level 20. They wanted to see the die roll break points change. And, really, they do. Fact of the matter is that your campaigns will naturally show off how your characters are getting more powerful. Fighting the same type of creature multiple times over the course of levels may feel a bit repetitive, but it's a trope from many, many RPGs. You fight a skeleton, singularly, at level 1. Then you fight 3 of them in a group at level 2. And by level 5, you fight a necromancer with a small group of them, who summons more and more during the fight. Using the same skeletons held the story together, but it also let you see just how much easier it was to get over the DR or to make contact with them over time. What was a formidable fight early on becomes a mere speed bump. In PF2e, this is represented by level being included in proficiencies. At level 1, you might've needed a 13 to hit this skeleton, but 4 levels later, you need only an 8... maybe even lower. And now, you're getting 15 or 20% crit rate on them! And you've got a pair of new class feats to make the fight easier! Or spells, 3rd level spells blow them up much easier than 1st. This treadmill argument doesn't hold water. It's just grognard nonsense. ![]()
Unicore wrote: Another real problem I see with AP design/GMs struggling to figure out how to use effectively, is giving PCs enough down time between things the story expects them to do right away. Crafting takes 4 days. Retraining takes 7 or more. Even purchasing new items can take days and require access to large cities. Players need down time to come much more frequently than 1 break every 4 or so levels. PFS spaces this out really well. A player is likely to have almost a month of down time per level. In games where the down time is going to be rushed, GMs need to shower PCs with consumables that are too cheap and useful to hoard. For sure, the APs could start to denote where things are time sensitive and where they are not. We would have to ask the design team their justifications, but my guess is that it will match what they've said about many of the APs: "These are suggested structures, but at the end of the day, it's up to the GM to modify this where needed." ![]()
Y'alls... The Proverbs of Hell are all intentionally flawed. They sound really great at first blush, but break down under closer scrutiny. Like Cabbage said, the crow is smarter... which is why the boastful eagle ought give up that time to learn its ways, rather than refusing to hear any new information that might change his view of himself. ![]()
The Rot Grub wrote:
My groups also had issues with Book 1 of Age of Ashes. I don't think it was the AP or the encounter design, though. Trying not to give spoilers here... but... The first three chapters don't really push the party in any way. You can do the same shenanigans as PF1e and it's just fine. Wanna tank mobs as a Barbarian? Cool, go take hits, s'all good! Wanna all break apart and solo fire? Awesome! Do it! It works! Then... chapter 3 opens with a fight that, if you do not answer it correctly, and down mobs efficiently will kill players. The infamous fight against a certain fellow just a couple fights later is also vicious if you do not play to your strengths (specifically if you don't debuff him at all). Frankly, the opening book of AoA has some TPK potential because players coming up from PF1e don't do the things necessary to surviving in PF2e. I have a table of all players new to TTRPGs, and they breezed through those fights, specifically by focus firing and thinking about positioning and order of approach or order of attacks. Why have the Monk do Flurry before the Fighter lays down Intimidating Strike? They also seemed more willing to use spells that the older edition's players ignored. A great example is Befuddle. Our older edition upgrading Wizard saw this spell and balked because it only lasted 1 round. The new-to-gaming Wizard said "woah! Clumsy 2 sounds awful. If the Barbarian hits after me, he's gonna crit!" And, once, against the infamous fight named above... it worked out that way. ![]()
Rysky wrote:
Firstly, my "exact words" don't suggest the thing you're claiming. Please, stop with this now. I gave you the grace of doubling back to explain it more deeply to clear up any confusion. Moving the ability to be a punchier, but more limited ability is making it into a more nova-type ability. Moving it in the exact opposite direction, less punchy and more available, is what was stated the direction for Striking Spell would be. The activation of Rage has a cooldown; the effect is basically always on. Weird example that doesn't illustrate the point you're trying to make and is an apple to the orange we're discussing. ![]()
Rysky wrote:
I did not say "If they buff it, it's a nova." This is a strawman argument. Let me maybe explain with different words, such that my intent is more clear. An ability that you can always use must be weaker than an ability you have a limit on. Think of Cantrips (always have them) Vs spell slot (limited usage). And, yes, you can add a cooldown option, focus spells, that sits somewhere between the two. If Striking Spell slides from being an ability you always have access to into something you have limited access to, while also giving it a better punch when you do use it, this is necessarily a nova ability. It is something you will use for explosive effect and then either not have anymore for an adventuring day or have to wait through the cooldown. Whether or not the crit fishing aspect is removed, a burst ability that offers only limited access is driving players to treat it as a nova. You will use it in the moments where you need that burst, rather than making it a part of your every-round rotation. The only thing that is in really in question is small burst (Striking Spell as a Focus ability) or large burst (Striking Spell 1/day). You're right that we don't quite know the specifics yet, but we do know what the general effect will be. If the idea was to move it off of being such a nova ability, then Striking Spell on cantrips should have better effect (at least, better than simply swinging a sword multiple times). This would invite the player to use the Striking Spell feature as the normal rotation. As it was printed, the action economy simply sunk Striking Spell as being in your normal rotation. It was a 5 or even 6 action ability over two turns; one to crank start the Magus and one more to deliver the spell. ![]()
Rysky wrote:
Anything that limits the usage of Striking Spell would push players to use it for nova. Adjusting the ability to have a cooldown would mean you should also give it more punch... which is a nova ability. It's contradictory no matter how you try to dice it up. I don't think it's intentionally so, but I'm not sure if that isn't worse. ![]()
Logan is talking himself in circles on the Magus. It's clear that they have no clear idea of what they want to do or even a general direction that they want to go. Two quotes highlight just how awful this problem is:
"Some changes might require Striking Spell to no longer be at-will, so using it is a more impactful moment rather than repetitive." The thing you activate 1/day in a critical moment is a nova ability. If you want to reduce the will to go nova, you make the thing more valuable in the normal routine the class will perform. That is, you make Striking Spell more attractive to use with cantrips, not your incredibly limited spell slots. And wasn't the whole "no abilities with limits per day" thing a key component of PF2e design philosophy? What happened to that mandate? ![]()
Midnightoker wrote: One, having 16 DEX/STR doesn't make you ineffective in combat... And therein lies one of the major problems of the game system that will be entirely inescapable going forward: It was balanced around the assumption of an 18 in your key stat at level 1 and advancing it fully as you level. Because of this "split" builds with 16s get punished harshly. That 5% hit difference didn't matter so much in a game where your attack would well outpace most monster's defenses,* but it sure does matter in a game that keeps the math tightly bound. Balancing the game just a little lower and allowing characters to skate just slightly ahead (or simply widening the bandwidth some) would have allowed for greater player creativity within the system. *To be clear, the way players could break the numbers in PF1e was heinous and completely a problem. As typical with Paizo, overcorrection is their middle name. ![]()
The-Magic-Sword wrote: To be fair, the posts you guys are looking for is what the post-playtest stream will be for, but the playtest doesn't even end for a little under a week. Then they need to finish collating the data, and then they can get back to us, while I'm sure they're working on it, I wouldn't be surprised if they were intentionally *not* settling on solutions yet as they see how everything shook out for real. These things take a lot of time, and they might even have to demo a bunch of solutions internally before they're ready to tell us anything. This is the way. That said, with how awful these classes are, I'd like to see a 2nd round of playtesting opened up. Afterall, a bad game delayed is eventually good, while a bad game released on time is bad forever. ![]()
The-Magic-Sword wrote:
Magus needs a suite of 1-action spells that specifically call for a melee spell attack. It would clear up the action economy issues, while giving the "pure" spellcasters relatively nothing. These can be the Magus bread-and-butter "attacks." Some could do added damage, others apply debuffs, others can even buff, and I'm sure there's more imaginative uses, too. This spell-style could also be reason to get rid of the reduced spell slot thing that many dislike. If they're good enough, each spell level would see the Magus prepping one or even two of them. All around, this let's the Magus feel magical and do the whole "blending of swordplay and magic" while also not intruding on anyone's territory or seeing those other classes want to take Magus' bread and butter from them. ![]()
Evilgm wrote:
Yeah, I'm legitimately confused about what Logan has said the design team imagined the Magus to be. What part of "You get 4 spells a day" makes you think there's going to be a variety in what the Magus does? How was the Magus ever supposed to overcome serious accuracy issues AND serious action economy issues? And yeah, the rather dismissive "folks on the forum" stuff just screams "You're playing MY game wrong." Wanna know what needs improvement? That mindset. ![]()
1. Reduce action economy requirements of Striking Spell to allow for Magus to have choice in which actions it might use in a round.
Addendum:
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Martialmasters wrote:
Spot on with the idea that Striking Spell as a conduit for a variety of options is not going to get stale. When we consider that Magus will often be trying to match cantrip spells to weaknesses of monsters, akin to how an Alchemist operates, it's a pretty fun turn to take. Move and Striking Spell a cantrip that you hope matches up... or maybe you Recall Knowledge to get some type of beat on what damage type to use. Alas, all of this is a sort of moot argument. Striking Spell is a 3-action (or more) package and simply won't allow for it. Until the design is changed, that analogy above to a crank-started truck is accurate. While every other player at the table is doing stuff on round 1, the Magus player will spend the first round of every combat eating their snacks and mumbling out "Recall Knowledge, Striking Spell, hold the charge" and losing interest in the fight until their name is called again. If you want to talk about taking "similar rounds" on repeat, that's the one to worry about. ![]()
Puna'chong wrote:
This should go on a wall mural within the Paizo offices. It's an absolutely wonderful encapsulation of the target to aim for regarding a class's effectiveness. Regarding the Magus, we're firmly in the former and this is why the class is shoddy. ![]()
Martialmasters wrote: My hard line is that if I'm any kind of martial and I can't hit 18ac at level 1. I home brew it or don't use it. That's a pretty reasonable thing. The game is built assuming you have certain benchmarks; the classes should meet those benchmarks. Penalizing Strength Magi in their AC is going to absolutely ruin them, esp since the class is based around a 2-round cycle that assumes you stand adjacent to something. ![]()
Midnightoker wrote:
Fishing for crits and holding back your ability for special, desperate scenarios are two polar opposite playstyles. If I am supposed to be crit fishing, I want to be spamming my ability early and often, every round, to maximize the number of crits I can get. If I am holding it back for the best rounds to nova, I don't want it going off 10% of the time; I want it every. damn. time. Otherwise, why did I hold it back for so long? ![]()
shroudb wrote: So, if they were to make it a 2 action activity to Cast+Strike, then either the Strike would be at -5 or the spell would be at -5, which would be much more terrible. Gonna hang my entire response on your phrasing. "Much more terrible." Based on the early responses in this thread, it seems like no option within this is appealing or good. ![]()
ExOichoThrow wrote:
Because 1/3 of the class options are now made completely worthless and there cannot be any new growth from this class with future expansion to this content. Additionally, making a choice for your class that is essentially "Which way do we get back to the start" kinda feels bad from the jump. If the necessity is that Striking Spell takes 2 actions to be viable in terms of round-by-round action economy, search for a way to balance it on that edge. Creating a deficit, only to have some parts of the class give it back makes for upset players looking at what feels like (and is) a very underwhelming class. ![]()
GM OfAnything wrote: The action costs seem to be tuned just about right. There is no one set "routine" to fall into. Your battle plan will depend on the state of the field and which options you have. Action Economy seems to be in a good place for Striking Spell. 3 actions makes it virtually impossible to use Striking Spell. PF2e is no where near as static a battlefield as PF1e; moving away from a mean looking enemy or moving to a soft target is something most monsters will be doing. The magus simply cannot expect a target to stand still for a full round to be hit with a Striking Spell. If the expectation is that the magus must set up one turn and "nova" on the next, there had better be a bigger boom at the end than ignoring MAP on one attack. So far, this magus has given up 3 actions last round without affecting the battlefield. Now, they're going to have to spend another action to move back to a target and then an action to finally Strike and maybe deliver the spell. It's just bad. Very, very, very bad. ![]()
Deadmanwalking wrote:
One quick counterpoint... Yes, the police departments can be terminated. Presently, the Minneapolis City Council is exploring the method to dissolve the police department and replace it with a series of community groups capable of handling the process of law enforcement while also meeting the needs of those communities it serves. ![]()
graystone wrote:
It's an hour of repeating "I'm good enough, I'm smart enough, and doggone it, people like me." ![]()
From an educational perspective, the best way to teach is to allow for exploration of concept and support growth through questioning. These things go hand in hand. You asked about marching order; how have you supported your young/new players in gaining an understanding of what's tactically good? Let's say your players are about to walk into an Orc warren, ready to fight. You could ask "Who's in the front?" And then fire arrows right away. What did your players learn? What did you guide them to think about? If you pause a second and say "What's good about the Champion going up front? What's bad about it?" your players might consider the value of the "tank" going in front. "Are there other players who can go in front? What could be a different approach to entering the cave?" Maybe they come up with a Stealth-y character going in first, because they can scout ahead. Just because there's only one physical space to explore doesn't mean that there's only one chance to think about the encounter. Run the first encounter through, then reflect on it. "What went right in that fight? What went wrong? What else could have happened? What other things could we have done?" The key is to always ask questions that are open ended and have answers that would need justifications. Yes/No questions are awful, because they don't need much thought. "Was it good that the Wizard took four arrows to the face?" Nope, it wasn't; but I learned nothing about how to prevent that or what to do instead. The same is true of objectively and definitely answered questions. "Who took four arrows to the face?" The Wizard, but why are we asking that? Ask things that can spark debate, discussion, and further exploration. Maybe you could play back the whole encounter multiple times, using different strategies. "[Not-the-Wizard] suggested that we let the Rogue use Stealth to scout ahead, let's play that out and we can see how it runs differently!" If you go that route, let players try to predict how it might play out differently and then see if their predictions were right afterward. Just remember throughout, that their knowledge and understanding of battle tactics needs to be built by them in their own terms. Forcing ideas onto them, or arguing with them over what is good and bad, isn't going to get them there. You certainly have learned an understanding of these concepts, but transferring that to them is mostly impossible. The best you can do is creating an area where they have materials to work with (characters, maps, encounters, dice) and a framework to discuss their experimentation. ![]()
Kyrone wrote:
Same build... but replace the "gotta take something here" feats like Quick Draw, Monster Warden, etc with Barbarian Dedication, Instinct Ability (Giant), and Giant's Stature. Now you've got a 15' reach MAP-abusing monster who can Disrupt Prey from quite a distance out. ![]()
When I first read through the PF2 book, I was disappointed in the same way you are. It felt difficult to play around and make Wizard's that hit stuff with greatswords or Bard tanks or "Bloodragers." There just wasn't enough in the book to power all these cool ideas. Why can't I two-weapon fight awesomely with my Barbarian! What I decided to do was go back to PF1, core rulebook only, and try the same stuff. Could I make a TWF Barbarian? Could I get my Wizard to be the best melee DPR in his party? Could I make a Con-Charisma Bard tank that excelled at his job? The answer is no. I could make a Barbarian that hit really hard with a greatsword or falchion or great axe, but not sword and board so much and definitely not two weapons. All the great feats for it were in later books. And all the great tricks to get TWF were too. And the Unchained Barbarian had the big damage and accuracy bonuses! My melee Wizard? He was aight, but nothing special. Sure, he had good strength, the stat-buff spells, Mirror Image, but the really cool tricks came later, there weren't traits, there weren't archetypes to swap out abilities. The message here is that while we did have a robust game library and a collective system mastery with it, that was not always so. At some point, in the beginning stages, we had limited tools to work with when crafting our characters. If something isn't there yet, don't sweat it. There's going to be a decade of options coming. ![]()
citricking wrote:
Yeah, looking deeper into the numbers shows you actually REDUCE your attack bonus with Righteous Might, making me wonder wtf that spell is supposed to do. The 8th level Heightening bumps it up by 1, but only for a level. And the 10th level spell doesn't do much either. It's all just really bad... Why do these spells exist at all, except for a build that doesn't hit things until 12th level, then suddenly decides "You know what, I DO want to be a front line melee combatant." ![]()
Alternative solution to these builds, and one which I am using with one of my favorite all-time characters... Wait for the Bloodrager class. I know, I know, it's not one of the classes named to be in the Advanced Player's Guide for July 2020. Yes, it may take TWO years to get that class out. S@%@, it may never come. But you know what will? Ways to "cheat" into some spellcasting or whatever other feats. Or prestige classes that might mimic what you wanna do with that character. Both Magus and Bloodrager haven't been announced yet, but they're very well-liked classes; they're going to be represented in PF2 at some point. You sound like you've done errything right with your characters so far. Who cares about numerical optimization? At the end of the day, it's how much you, the player, enjoyed playing those characters. If you liked them well enough to build out the first, then a wife, then a child... you done did the thing the right way. And how long did it take you to get all three characters rolled out? To play them through? A few years, right? Why try to jam all that character building into the instant that PF2 releases? You get a rare chance to play the growth of your characters all over again. Take the slow road, man. It's about the ride, not the destination.
Wading Through Chaff: Edna's Quick Guide to Pathfinder 2e Ancestries, General Feats, and Skill Feats
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I'm prone to calling Natural Ambition a top tier ancestry feat, as well. Looking at 1st level class feats, I don't find many classes that wouldn't want to double up. Alchemist bombers want Far Lobber and Quick Bomber. Barbarians are going to be likely to take Sudden Charge, but Raging Intimidation is also very strong, giving the Barb a much-needed 3rd action. Champion has to choose between the 1st tier Domain or buffing their reaction; why make that choice? Clerics are, like Barbarians likely to take a certain 1st level feat, this time Healing Hands. But, like Champs, they might also want a Domain spell. Fighter has a series of feats that all open up the combat style a character will be, but Exacting Strike and Sudden Charge are both waiting there to complement them. Monk will open with their stance, but that leaves off Ki Rush and Ki Strike off the build. Ranger will take either Twin Takedown for 2-Weapon Fighting or Hunted Shot for Bows, but Monster Hunter is great for opening round damage and Animal Companions are always welcomed. Sorcs are likely to take Dangerous Sorcery to buff their blasting. Wizards could load up on 1st level feats by complementing their thesis. Both spell casters would love to add a Familiar or another Metamagic or one of their other 1st level feats. All in all, I can only find a limited number of classes that'd not want an extra 1st level feat. Bard, Druid, and Rogue seem to have limited options. Bard and Druid also get gifted the feat for their Muse/Order and can take the feat of their choice immediately. They've got no use for a THIRD 1st level class feat. That said, we should consider the future with regards to Natural Ambition. If more class feats are printed for existing classes (and we can assume that there will be), then Natural Ambition can only get more powerful and important. A final point would be that growth in PF2 isn't vertical, but horizontal. That is, build concepts don't have to really struggle to get more powerful as you level; that just happens. Instead, builds get more capabilities as they level and grow. This means that equipping an extra potential action is pretty significant. ![]()
Corvo Spiritwind wrote:
https://www.youtube.com/watch?v=lCP0NbqTKfw Magnificent. ![]()
Darksol the Painbringer wrote:
Just standing there with whatever AC your armor gives you is enough Vs lower level opponents. Wasting an action on your turn to raise a shield just seems worthless Vs mooks. ![]()
Mark Seifter wrote:
"Follows scaling damage progression" sounds a lot like "isn't getting better at what they do." ![]()
The DM of wrote:
You're not wrong in so far as *right now* there's not a ring that if stacked up 10 times would break the game. However, it does limit design space for future rings or other items to be designed. The counter to this line of logic, though, is that the design team has already prevented this by having only 2 types of bonuses that do not stack. That future-problem shall remain ignored for now, and the whole "10 rings" argument really does fall apart. Gold, as it has always been, is a severe limiter. ![]()
Nettah wrote:
"Low cost, high value." You mean priced incorrectly. There are already checks against that cheese. Bonuses don't stack. Opportunity costs exist in the form of how an item is activated. There's all this work put into making Resonance not suck, when the simple fact was that it was unnecessary. ![]()
graystone wrote: Lets look at the actions the skill allows you to take: PALM AN OBJECT, STEAL AN OBJECT, DISABLE A DEVICE, PICK A LOCK... So take an item unnoticed, take an item from a person without notice, bypass a trap and open a lock. SO shoplifting, pick pocketing and breaking and entering... My vote is to keep the name as/is. The name doesn't matter as it's a meta issue: only the DM and player hear the name, the paladin never has to hear the name. IMO the bigger issue is why is your paladin is learning to pick pockets and snatch items unseen and not the skill name. If you can rationalize IN CHARACTER why you pick up thieving skills, it should be no problem for the actual player to rationalize a skills name. It's kinda funny that Houdini or Ricky Jay used all those same skills to entertain, and police use all those same skills to enforce the law... but, sure, let's just call them all thieves. OP has a damn'd good point that the collection of things put under the skill have wider berth than just "stealing stuff." ![]()
Atalius wrote: IRL people get taunted into doing silly things and it is not all that uncommom, these are intelligent people. Exactly this. If the argument against a "taunt" mechanic is that "Well, thinking people don't make mistakes," I dunno what to tell you. If that's your view, Bluff shouldn't exist either cause "intelligent opponent" will see your ruse. Like, sure, it's easier to get my dog with some sleight of hand trick like pretending to throw a baseball, but illusionists have existed for millennia and fooled even the fastest eyes. There's really nothing wrong with an ability that says "If you fail this save, your next turn is spent trying your best to kill me." ![]()
Tezmick wrote:
These two sentences are exactly the feeling of PF2. You never really feel "great" at the thing you do. The character that is "trained" and the character that has "master" rank feel about even. 60% Vs 50% chance of success both feel like you're rolling dice to check on outcome, so the investment isn't effective. If you specialize, but only push that 10%, you're better off spreading wide. You'll still need to spend resources on failure because that's coming up an awful lot. ![]()
RazarTuk wrote:
This seems to be the key thing. Retributive Strike is a reactive method that is more of a "Gotcha!" for enemies than it is an active strategy to employ. What most defensively minded players are wanting from their "tank" is an active method of aggro-draw. Even if I have to spend actions on my turn to create that disincentive to attack my allies, that's better than Retributive Strike could ever hope to be. "Tank" character concepts should be designed around being able to do minimal offense (all abilities are attacks with really low damage output), while using actions to both actively mitigate incoming damage (Raise a Shield, though this method needs tuning as it's too weak to be significant) and actively drawing the aggression of enemies (through creating a disincentive to attack elsewhere). To its credit, 4E had this concept done pretty well. ![]()
PossibleCabbage wrote:
If the argument is that PCs gain in skills by way of adventuring, what is the argument for +1/level for monsters? I get it that it's to maintain the rule of "neither auto-fail nor auto-success" but it does leave a rather comical issue with regards to Performace (and some other skill uses). ![]()
RazarTuk wrote: Part of the problem is that TWF no longer gives extra attacks. A greatsword doing 2d6/strike was balanced against a longsword and a shortsword doing 1d8+1d6 together, but at a -2 penalty. It's worth noting that because of the Multi-Attack Penalty, those two-weapon Rangers with their daggers are putting down lots of contact that the greatsword swinging Barbarians can't. Reducing MAP with agile weapons or a Ranger's class feats can lead to positive outcomes. It's not necessarily about what you do it one HIT, but one ROUND. Consider that two-weapon specialists can have a much higher hit chance on their 2nd and 3rd attacks in a round and that will have an effect on the final damage per round math. ![]()
This whole thread is a great argument for things that people have called for in other threads. When one feat dictates what other feats you'll take, there's no "tree" effect. Right now, with so few feats, it feels like you're choosing a sub-path within your class and most of your future feats are "locked in." A great example is, as the OP says, the Fighter's feat "tree." At level 1, you can choose Combat Grab (for 1h and an open hand), Double Slice (for 2-weapon), Point Blank Shot (for ranged), Reactive Shield (for sword and board), or Furious Focus/Power Attack (for big weapons). Sudden Charge is available if you want mobility as your focus. As you level up, you'll choose feats at each level that match. What's missing is the issue. If I choose to be a sword and board style Fighter, are there multiple ways to build that concept out? Not really. At 1st level, Reactive Shield is prohibitively good over Sudden Charge. At 2nd level, you've got to take Aggressive Shield, making it so that your shield block can either prevent more damage or give you a no-roll debuff against larger enemies (which is huge). 4th level is a choice, huzzah! But then we're back to mandated feats. Shield Warden at 6th level, Quick Shield Block at 8th, Mirror Shield at 10th, Shield Paragon at 12th, Reflexive Shield at 14th, Improved Reflexive Shield at 16th. Only at 6th level, there's a second shield option in Shielded Stride, but with AoO not being on every enemy, and mobility not really being the shield-fighter's shtick, this seems weak. What would need to happen, and most likely will happen with future releases of splat books, is that if I choose 'sword and board' as a fighting style, there ought to be multiple possible builds and a slew of quality and usable shield-related feats at every level. It may be even more worthwhile to make many of these feats into options you select at 1st level and are granted them as you level through Fighter, then have open class feat slots to augment your build. As in, Quick Shield Block is something that a fighting style choice requires, so just give it to the character, but let the player choose between other viable feats at 8th level. ![]()
Lightning Raven wrote: They went a little too far with it. They just needed to get hid of the Dmg die reduction and kept everything else, maybe making somethings worse in the process to offset the dmg buff. The multiplicative bonus was too much. That is, that each size gave 1.5x bonus, which when taken to extremes caused trivializing levels of damage. The solution is well within hand in this system though. Push upward toward 1d12, then simply add a +2 dmg bonus to the "die." I put quote there because the +2 dmg would be multiplied by runes. Done and done, you've got large size being fun and it won't blow the game open.
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