Arcanist Discussion - Revised


Class Discussion

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So there are still people who think this is overpowered, myself included. Decreasing the spells per day helps a little, but it's using a club where a scalpel will do. If spells per day are low enough even the most skilled players won't want to play an arcanist, but the less skilled ones will be messed up by the change far before that. Instead any nerf should try to hit the arcanist in the versatility where it will most hurt the skilled players while significantly but not critically impacting the less skilled ones. Once that's been done to some degree you can also start buffing the arcanist with things that will be a great asset to less skilled players but not for more skilled ones. Here is one such system that I think would work well, though it is certainly not the only option.(I waive all rights to this if there is some legal reason you aren't supposed to use direct suggestions as I have seen suggested elsewhere.)

Base Principles:
The Arcanist works not with rituals and routines of magic but with its underlying principles, building a grand unifying principle from the base upwards. While this does grant them the unparalleled versatility for which they are known it also leaves gaps in their knowledge which other casters can more easily address by simply using different tools.
At first level the Arcanist must select three restricted schools of magic. One of those schools must be either conjuration or transmutation. Arcanists who selected conjuration must select two of Evocation, Divination and Necromancy as additional restricted schools while those who selected transmutation must select two of Abjuration, Enchantment and Illusion.
Arcanists who prepare spells from their restricted schools must use two preparation slots instead of one and pay a number of points from their arcane resevoir equal to the level of the spell.
<Insert more wizard copypasta here>

So the Arcanist would be a full spell level behind a wizard in at least one, and probably two, important school and would be mutilating their spells prepared and per day if they try to prepare too many such spells. In exchange, they could get a power boost that helps less experienced players without meaning much to more experienced ones, bumping their spells per day up to the sorcerer level for example.
The school combinations were chosen with a mind to putting similar things together, conjuration and evocation because they deal damage, conjuration and necromancy because they use minionmancy, conjuration and divination because they gather information. That being said, they could certainly be swapped around. Just don't put enchantment and evocation together since those are usually first picks for banning.

Any thoughts?


What do you have against experienced players? What you propose would basically make the class unplayable to everyone not just experienced players. Three prohibited schools with no tradeoff? What exactly do you think is overpowered? The Arcanist already has less spells per day than Specialist Wizards and Sorcerers and you want to further reduce their spells?

Liberty's Edge

I think the decrease in spells per day is not only - maybe not even primarily - a brute-force power reduction; I think it is specifically designed to limit the amount of arcane reservoir you can automatically recharge by burning slots.


I have nothing against experienced players, I am one. I'm trying to limit the experienced players somewhat while also making things easier for less experienced ones. Also, please read fully.
"In exchange, they could get a power boost that helps less experienced players without meaning much to more experienced ones, bumping their spells per day up to the sorcerer level for example. "

Liberty's Edge

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Trying to limit the schools that an Arcanist can use flies in the face of their very concept. The whole point of the class is someone that manipulates the very basic essence of magic rather than using rote and ritual. Requiring them to sacrifice three (or any!) schools of magic negates that. If you're shaping raw magic rather than spells, then the school to which a spell belongs shouldn't matter for you. An Arcanist doesn't see "Evocation spell" or "Transmutation spell", he sees "Magic energy".

And people keep saying it's still overpowered, and pointing to the same few features that have repeatedly been shown to not be nearly as powerful as people think. Spell Tinkering needs to be split into two abilities, but that's about the extent of their "brokenness". Instead of trying to saddle the class with yet more restrictions, how about pointing out exactly what you seem to think is so broken, and suggesting a way to fix that feature specifically?

Scarab Sages

How does restricting three schools make things easier for new players?


JRutterbush wrote:
Trying to limit the schools that an Arcanist can use flies in the face of their very concept. The whole point of the class is someone that manipulates the very basic essence of magic rather than using rote and ritual. Requiring them to sacrifice three (or any!) schools of magic negates that. If you're shaping raw magic rather than spells, then the school to which a spell belongs shouldn't matter for you. An Arcanist doesn't see "Evocation spell" or "Transmutation spell", he sees "Magic energy".

An electrical engineer who saw everything they looked at as being a set of resistors, capacitors and inductors would not be a very good electrical engineer. They would be functional, and they would be able to get to the correct answers eventually, but they would be far better served by using any of a vast number of models, subdivisions and approximations to do most jobs. Those models subdivisions are there for a reason, they give you ways of thinking about problems that make those problems easier to solve. If they did not make the problems easier to solve no one would use them, not even wizards.

Quote:
And people keep saying it's still overpowered, and pointing to the same few features that have repeatedly been shown to not be nearly as powerful as people think. Spell Tinkering needs to be split into two abilities, but that's about the extent of their "brokenness". Instead of trying to saddle the class with yet more restrictions, how about pointing out exactly what you seem to think is so broken, and suggesting a way to fix that feature specifically?

Very well, the feature I think is broken is their basic spellcasting system. That could be fixed by having them cast as a wizard or sorcerer instead. You see how that feedback is less helpful than the feedback that I gave?

Quote:
How does restricting three schools make things easier for new players?

"In exchange, they could get a power boost that helps less experienced players without meaning much to more experienced ones, bumping their spells per day up to the sorcerer level for example. "

You'll note that the way I've divided things forces them to choose one of the really good schools but prevents them from selecting both.

Liberty's Edge

Saidoro wrote:
An electrical engineer who saw everything they looked at as being a set of resistors, capacitors and inductors would not be a very good electrical engineer.

Luckily, Pathfinder is a high-fantasy game about wizards and warriors, not electrical engineers. The entire point of the Arcanist is that their innate understanding of how magic works is what makes them good mages. Removing their understanding of over a third of the magical schools is not the way to support that concept.

Quote:
Very well, the feature I think is broken is their basic spellcasting system. That could be fixed by having them cast as a wizard or sorcerer instead.

How is it broken, exactly? They trade 2 spells per day and one spell known* of each spell level in return for being able to change their spells known each day. I'd say that's a pretty decent trade, especially when you consider that an Arcanist's one-day versatility is no better than a Sorcerer's. They can have a different spell list on any given day, but within that day, they're no more versatile than a Sorcerer, and they have fewer spells per day and spells known.

(*They don't get bloodline spells.)

Quote:
You see how that feedback is less helpful than the feedback that I gave?

That feedback was far more helpful than what you gave before, because that feedback was actually based on a part of the class, rather than some nebulous claim of "It's too powerful!" without giving an explanation. It's also more helpful because it gave me something concrete to work with so I could explain why it's not, in fact, broken, and thus why it doesn't need to be changed.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Cheapy wrote:
Kudaku wrote:
Cheapy wrote:
Prince of Knives wrote:
If this is a general trend I think I may have learned something valuable about how this community understands balance.
And I think we all just learned a lot about the Giant in the Park community's views on balance.
How about neither one of you draw conclusions and make snide comments based on a single post from either community?
This community would say that.

No, that's just you and a few other people. Most of us want to live in peace with the rest of the internet. Prince of Knives may have arrived with a gigantic chip on his shoulder, but in the last week that chip has been chiseled off pretty nicely and he contributes regularly incisive and good analysis, without all that "I'm gonna rage now!" stuff he did in the first two days. Give the guy a break.

Liberty's Edge

magnuskn wrote:
Cheapy wrote:
Kudaku wrote:
Cheapy wrote:
Prince of Knives wrote:
If this is a general trend I think I may have learned something valuable about how this community understands balance.
And I think we all just learned a lot about the Giant in the Park community's views on balance.
How about neither one of you draw conclusions and make snide comments based on a single post from either community?
This community would say that.
No, that's just you and a few other people. Most of us want to live in peace with the rest of the internet. Prince of Knives may have arrived with a gigantic chip on his shoulder, but in the last week that chip has been chiseled off pretty nicely and he contributes regularly incisive and good analysis, without all that "I'm gonna rage now!" stuff he did in the first two days. Give the guy a break.

Am I the only one that thinks Cheapy's comment ("This community would say that.") was just meant as a joke? It sounds to me exactly like a little joking quip that I'd make to diffuse some tension, it doesn't sound like any serious attempt to insult somebody.


Choon wrote:
How does restricting three schools make things easier for new players?

The theory is that the Arcanist would be a more flexible version of the sorcerer. The spells per day would be amped back up, but the flexibility would be limited.

(Edit: So ridiculously ninja'd...)

I disagree with this. I like.the Arcanist where it is. People will still go to the Sorcerer if the want a spell battery. The Wizard becomes the middle of the road option with more flexibility and some spells to spare at the end of the day. The Arcanist takes up the other wing with lots of flexibility but the least staying power. It becomes a good choice for new players who want to learn spells under a forgiving spell system, and really experienced players who can make the most efficient use of their spells. The Arcanist does best under a 1 or 2 battle adventuring day but fares the worst under an extended adventuring day. It's a powerful option, but it doesn't invalidate the other classes.

Jason has already reminded us once that the Arcanist is a class which panders to really experienced players who can make efficient use of its resources. Of course it's going to seem more powerful to the seasoned players on the forums. They're the target audience!

I think some of the clamor will die down when the play test results start coming in. So far we've been too busy talking about the revised Arcanist to actually go play test it.


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Pathfinder Rulebook Subscriber

Any class played by a more experienced player is going to produce a character that seems more "powerful" than a novice player with the same class.
This is because of said experience and system mastery.

It is what it is. This should not be used as a means to measure the power levels of a class.

Liberty's Edge

Mystically Inclined wrote:
I think some of the clamor will die down when the play test results start coming in. So far we've been too busy talking about the revised Arcanist actually go play test it.

Also I think there may have been some sort of holiday or something that's kept a few of us from playing.


(Edited to sound less like a direct 'Nyah' comeback, which was not my intent.)

Would this be a bad time to mention that I ran a game of We Be Goblins over the table after the dishes were cleared away last night? Much fun was had by all. We even had a non player who watched on horrified fascination as Vorka's kitchen was described. :D

The party actually managed to find and steal the fireworks without waking Vorka. I've never seen such a high set of stealth rolls before. Vorka failed every percentage die chance to wake up, and I gave her a few more than were called for by the module. I couldn't believe it.


JRutterbush wrote:
Luckily, Pathfinder is a high-fantasy game about wizards and warriors, not electrical engineers. The entire point of the Arcanist is that their innate understanding of how magic works is what makes them good mages. Removing their understanding of over a third of the magical schools is not the way to support that concept.

Recall, these are pathfinder style restricted schools, they can still get at those spells it's just more difficult. And frankly, I'd expect someone with an innate understanding of how to do things to be less broadly educated than one who understands them with rigorous study. They're really, really good at the things they understand, but those things aren't quite as complete as a wizard's studies.

Quote:
How is it broken, exactly? They trade 2 spells per day and one spell known* of each spell level in return for being able to change their spells known each day. I'd say that's a pretty decent trade, especially when you consider that an Arcanist's one-day versatility is no better than a Sorcerer's. They can have a different spell list on any given day, but within that day, they're no more versatile than a Sorcerer, and they have fewer spells per day and spells known.

Read Prince of Knives' talk on the matter. This has been discussed.

Quote:
That feedback was far more helpful than what you gave before, because that feedback was actually based on a part of the class, rather than some nebulous claim of "It's too powerful!" without giving an explanation. It's also more helpful because it gave me something concrete to work with so I could explain why it's not, in fact, broken, and thus why it doesn't need to be changed.

You have not explained why it is not broken and not needful of change. You have effected any meaningful progress towards improving the class with that post.

Quote:

Any class played by a more experienced player is going to produce a character that seems more "powerful" than a novice player with the same class.

This is because of said experience and system mastery.

Yes, but the divergence is far greater than for most other classes, this isn't a matter of the experienced player dealing twice as much damaged, the experienced players are building invincible gods while the inexperienced players are struggling to not run out of juice halfway through the adventuring day.


Pathfinder Rulebook Subscriber

That would happen with any existing class with resources to manage.
The more experienced player knows when to hold a reserve, and when to nova. Inexperinced players don't.
That this class offers more options in managing those resources isn't a detriment, but a blessing.


Mystically Inclined wrote:


I disagree with this. I like.the Arcanist where it is. People will still go to the Sorcerer if the want a spell battery. The Wizard becomes the middle of the road option with more flexibility and some spells to spare at the end of the day. The Arcanist takes up the other wing with lots of flexibility but the least staying power. It becomes a good choice for new players who want to learn spells under a forgiving spell system, and really experienced players who can make the most efficient use of their spells. The Arcanist does best under a 1 or 2 battle adventuring day but fares the worst under an extended adventuring day. It's a powerful option, but it doesn't invalidate the other classes.

Jason has already reminded us once that the Arcanist is a class which panders to really experienced players who can make efficient use of its resources. Of course it's going to seem more powerful to the seasoned players on the forums. They're the target audience!

I think some of the clamor will die down when the play test results start coming in. So far we've been too busy talking about the revised Arcanist to actually go play test it.

Agreed....and nicely put ;)

Liberty's Edge

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Saidoro wrote:
And frankly, I'd expect someone with an innate understanding of how to do things to be less broadly educated than one who understands them with rigorous study.

That is the exact opposite of how natural talent vs. study works. If I have an innate understanding of music, then I'll be able to understand anything music-related, because that's literally what an "innate understanding of music" means. If you study the piano all day every day until you've mastered it, then you'll be amazingly good at the piano... but probably not as good with a guitar. This is exactly how the Arcanist vs. the Wizard works... An Arcanist has a natural understanding of magic, and thus is able to use all types of magic. A Wizard studies one type of magic specifically, even going so far as to ignore a few types of magic in his studies.

Dedicated study means sacrificing the things you're not studying, while an innate understanding means - by its very nature - that you don't have to study to be good at it.

Quote:
Read Prince of Knives' talk on the matter. This has been discussed.

If I accepted that Prince of Knives was correct in his assertions, we wouldn't be having this discussion.

Quote:
You have not explained why it is not broken and not needful of change.

As a matter of fact, I did. Take the Sorcerer (which is not broken), subtract spells per day and spells known, add versatility in spells known. That's what we like to call a "trade-off", and it's how balance is maintained. Taking a balanced class, making it more versatile in one area in return for making it less powerful in another leaves you with a balanced class, in the same way that four plus two minus two still equals four. Just because it's balanced in a different way doesn't make it unbalanced.

Quote:
You have effected any meaningful progress towards improving the class with that post.

That's because my attempts to improve the class have been about some changes to the exploits like Spell Tinkering. The post in question was not made with the intent to improve the class, it was made with the intent to convince you to stop trying to ruin it.

Quote:
Yes, but the divergence is far greater than for most other classes...

The divergence is actually quite a bit less than the Wizard and Sorcerer, since an Arcanist is more forgiving if you choose the wrong spells to prepare. Choose the wrong spells prepared as a Wizard, and you're stuck with them all day... choose the wrong spells known as a Sorcerer, and you're stuck with them for four levels, at which point you can only change one. Prepare the wrong spells as an Arcanist, and you can use your spontaneous spells to cast the useful spells you did prepare all day, or use them to power your class features instead and wait until you can prepare different spells the next day. The Arcanist is actually incredibly forgiving to new players.

Quote:
...this isn't a matter of the experienced player dealing twice as much damaged, the experienced players are building invincible gods while the inexperienced players are struggling to not run out of juice halfway through the adventuring day.

Really? "Invincible gods"? Are you reading the same Arcanist? Kindly show me these "invincible gods" you're talking about. The kind that can't also be done with a Wizard or Sorcerer, of course.


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JRutterbush wrote:
As a matter of fact, I did. Take the Sorcerer (which is not broken)

I think we've discerned the heart of our disagreement. I'd rather firmly place the 9-level casting classes in the 'broken' department, especially after Pathfinder went and gave them Real Class Features, which they were rather sorely not in need of.

Liberty's Edge

Unless Paizo intends never to create another 9-level casting class, though, you're going to have to find another way to approach the matter with regard to playtesting their products.

So given that, if you accept for the sake of argument that the sorcerer isn't broken, how does the arcanist stand?

Liberty's Edge

My only concern is that some of the new features overcome the main limiting factor for the class. Running out of spells.

The sorcerer rarely runs out of useful spells, but often has to pass over "the" most useful spell.

The wizard may have "the" most useful spell, but he may only have it once per day.

The arcanist's limiting factor, it seems, is that it will likely run out of spells quickly.

Only with some of the new features, they have other things to do so they can save the spell slots to nova.

We'll see how it play tests.

Liberty's Edge

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Prince of Knives wrote:
JRutterbush wrote:
As a matter of fact, I did. Take the Sorcerer (which is not broken)
I think we've discerned the heart of our disagreement. I'd rather firmly place the 9-level casting classes in the 'broken' department, especially after Pathfinder went and gave them Real Class Features, which they were rather sorely not in need of.

If you really think that half of the classes in Pathfinder are "broken", why are you here? Do you not know what "broken" actually means? Broken things don't work. If you truly believe that full casters are "broken", then why would you even try to play Pathfinder in the first place?

Yes, full casters are powerful. But that doesn't mean they're broken. I can build a character of any class that'll rival a full caster for power, and greatly exceed it in certain places (namely, whatever that class's niche is). Yes, in a single one-off encounter, full casters with all of their resources win (usually, though I have played characters - including one very fun pure Fighter - that could easily take out any spellcaster you could throw at them). But unless you're playing an arena game, that's not how this game works. If all you ever face are single one-off encounters with full rests in between, your GM needs some serious game-building advice.


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Pathfinder Rulebook Subscriber

Logic: How Schroedinger's Wizard dies...

Liberty's Edge

ciretose wrote:

The arcanist's limiting factor, it seems, is that it will likely run out of spells quickly.

Only with some of the new features, they have other things to do so they can save the spell slots to nova.

The only thing they really get in that department is the ray exploits, which are pretty weak. Everything else is just modifying magic or counterspelling/dispelling. If you are referring to the ray exploits as how they can save spell slots, keep in mind that not only do they have a small number of uses of those abilities per day, but Wizards and Sorcerers get abilities like that as well. Better ones, actually, in most cases. An Elemental Sorcerer's ray, for example, uses a larger starting pool of uses per day and - unlike an Arcanist's reserve - uses a separate pool from their other abilities. And while the Arcanist's rays are more powerful than any given Wizard or Sorcerer's ray, they're available less often, use the same resource as all of their other class features, and have a save for half damage as well as requiring a touch attack.


I haven't had the chance to read over the whole thread, but if anyone has suggested it, I'm in the camp of perhaps limiting the number of spells prepared for the day rather than the amount you can cast in the day. Running out of spells stinks as a caster.

I feel like if you can only prepare two or three spells a day, you have less options than a Wizard or Sorc, while still having the option of customizing and specializing your spell list for upcoming challenges.


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JRutterbush wrote:
Prince of Knives wrote:
JRutterbush wrote:
As a matter of fact, I did. Take the Sorcerer (which is not broken)
I think we've discerned the heart of our disagreement. I'd rather firmly place the 9-level casting classes in the 'broken' department, especially after Pathfinder went and gave them Real Class Features, which they were rather sorely not in need of.

If you really think that half of the classes in Pathfinder are "broken", why are you here? Do you not know what "broken" actually means? Broken things don't work. If you truly believe that full casters are "broken", then why would you even try to play Pathfinder in the first place?

Yes, full casters are powerful. But that doesn't mean they're broken. I can build a character of any class that'll rival a full caster for power, and greatly exceed it in certain places (namely, whatever that class's niche is). Yes, in a single one-off encounter, full casters with all of their resources win (usually, though I have played characters - including one very fun pure Fighter - that could easily take out any spellcaster you could throw at them). But unless you're playing an arena game, that's not how this game works. If all you ever face are single one-off encounters with full rests in between, your GM needs some serious game-building advice.

Full casters are 'broken' because they have the unrivaled ability to fundamentally alter how the game is played. It can happen on purpose, and it can happen on accident, but however it happens there's always the chance that having someone with 9th-level casting in the party is going to change the tone and even genre of the story being told.

The power of full casters isn't in 'arenas', though they handle those quite competently. It's not in how much heat they're packing at the beginning of the day, either. Their power is in the ability to always, always, define an engagement on their own terms. The amount of effort you have to go through to catch a Wizard or Cleric by surprise is, frankly, insane - and then when you pull it off they can always run away, always retreat and take stock of the situation before returning to do battle or invalidate the problem in another way. Spells have a narrative power that no other subsystem comes close to matching, capable of handling puzzles, social situations, traps, obstacles, and combat with equal ease and very little effort.

Admittedly, it's Wizard/Cleric that are the god-kings of Being Batman, but it's not like Sorcerer or Druid are that far behind. The 'nerfs' given to spells were given to a few problem spells but not enough, not nearly enough, and not to the ones capable of annihilating a campaign premise and scatter its ashes across the ethereal void.


Joining in a little late on the conversation but I'll throw out my 2 copper on the matter anyways. Keep in mind this is just theory crafting right now and not actual play test data and I'll build one out for my next game for actual test data.

First, I LOVE the new direction of the class. The flavor and mechanics are pretty darn cool. Sorta reminds me of the Magi's Arcane Pool except it's more geared even more so towards magic, and their exploits remind me of a Witches Hexes. I think the reserve resetting each day to be a bit underwhelming, but I'll reserve judgment till play on that aspect of it.

Secondly tho, I really don't like their new spell progression rate and number of spell slots. They currently get less spells per day at each level than a universalist Wizard and have the spell progression of a Sorcerer. That will kill the class for a lot of people imo, especially when there is already elitist between Wizards and Sorcs in terms of spells(Since at ever odd level the Wizard just plain has more spells due to having access to the next level of spells).

But even compared to the Witch, this is weaker. If exploits are to Hexes then the Arcanist's "hexes" are weaker since they use a finite resource as opposed to limits per encounter. Yes the Arcanist's spell list is arguably stronger, but that doesn't matter so much at a certain level of play. Imo this is likely a knee jerk nerf to their other abilities but honestly I would like to see how it does with the old spell progression arcanists had.

Again just my 2 Copper. I'll build one of the new ones out later when JB gives us the go ahead to. As for the more recent issue of balance, I'm just comparing this to other full casters. Not gonna touch the whole martial vs Caster thing.

Liberty's Edge

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Prince of Knives wrote:
there's always the chance that having someone with 9th-level casting in the party is going to change the tone and even genre of the story being told.

This is not a fault of the system, it's a GM's job to keep a game to a certain tone and genre if that's what they want. The default tone and genre of Pathfinder is high-fantasy with magic and dragons and stuff. If you want a game that's not that, then it's up to you to make the tweaks needed to make that happen. You don't get to call the classes "broken" just because you want Paizo to cater their high-fantasy game to your tastes when they don't mesh with the game you're choosing to play.

If you don't want to play a game with high-fantasy full casters, then either play a game without full casters or play a different game.

But if you're gonna insist on playing Pathfinder, then you either accept that your game's setting includes powerful magic-wielders or you accept that you'll have to tweak the game to fit your world.

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Secondly tho, I really don't like their new spell progression rate and number of spell slots.

What you have to keep in mind is that versatility is a type of power all its own. The Arcanist is incredibly versatile, which is why it has to lose out on something else... in this case, that's staying power by way of spells per day. You can have lots of staying power and little versatility via the Sorcerer, a moderate amount of versatility and staying power via the Wizard, or a little staying power and lots of versatility via the Arcanist. But you don't get to have the best of both worlds: you have to lose something to gain something.


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Prince of Knives wrote:
Full casters are 'broken' because they have the unrivaled ability to fundamentally alter how the game is played. It can happen on purpose, and it can happen on accident, but however it happens there's always the chance that having someone with 9th-level casting in the party is going to change the tone and even genre of the story being told.

So the problem isn't with the class, nor the game, it's with the Fantasy genre?

If you view the wizard (parent class 1) as broken, and the sorcerer (parent class 2) as broken, how are you hoping to 'balance' the Arcanist? Because it sounds to me like your solution would be to not only cancel the entire class, but to rip a third of the classes available In Pathfinder out of the player manual. What are you hoping to accomplish here?


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Level 1 Evoker Wizard Powers, 7+ Uses per day and still gets all their spell slots:
Evocation Arcane School

Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells (Su)

Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile (Sp)

As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.


Level 1 Sorcerer Elemental Bloodline Powers, 7+ Uses per day and still gets all their spell slots:

Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Level 1 Arcanist using Force Strike, 1 Use per day and can expend some of their three spell slots for an extra use:
Force Strike (Su): The arcanist can unleash a blast of force by expending one point from her arcane reservoir. This attack automatically strikes one target within 30 feet (as per magic missile) and it deals 1d4 points of damage, plus 1 point of damage per arcanist level. Spells and effects that negate magic missile also negate this effect.

Inferior spell-like abilities, fewer spells per day, and nothing that adds static bonuses to their spells and yet people are still calling Arcanist overpowered...


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JRutterbush wrote:

This is not a fault of the system, it's a GM's job to keep a game to a certain tone and genre if that's what they want. The default tone and genre of Pathfinder is high-fantasy with magic and dragons and stuff. If you want a game that's not that, then it's up to you to make the tweaks needed to make that happen. You don't get to call the classes "broken" just because you want Paizo to cater their high-fantasy game to your tastes when they don't mesh with the game you're choosing to play.

If you don't want to play a game with high-fantasy full casters, then either play a game without full casters or play a different game.

But if you're gonna insist on playing Pathfinder, then you either accept that your game's setting includes powerful magic-wielders or you accept that you'll have to tweak the game to fit your world.

No, it rather is Paizo's fault, just as it was WotC's fault before them. Pathfinder is billed as a heroic fantasy game where the players take on the roles of the heroes - or villains - of a story that takes place in a fantastic world. Except that's not how it works, since a large portion of classes in both games can't do heroic things past a certain level. Just at the point when the demons and dragons and strange abominations from the Ethereal plane show up the 'mundanes'...don't change at all. They become reliant, then utterly dependent, on spellcaster support. Past a certain point one has to ask, "Why are the non-casters even here?"

That's a fundamental flaw in the system. Paizo had the power to fix it and instead they worsened it. Not all of the news was bad - Magus and Inquisitor were wonderful steps in the right direction, and Bloodrager is shaping up to be the same - but a lot of it was, and is, and continues to be. I might not be able to fix the T1s but I can advocate against new classes joining them.

Mystically Inclined wrote:

So the problem isn't with the class, nor the game, it's with the Fantasy genre?

If you view the wizard (parent class 1) as broken, and the sorcerer (parent class 2) as broken, how are you hoping to 'balance' the Arcanist? Because it sounds to me like your solution would be to not only cancel the entire class, but to rip a third of the classes available In Pathfinder out of the player manual. What are you hoping to accomplish here?

'Fantasy' is a pretty open genre. Pathfinder is fantasy - but so is the A Song of Ice and Fire series, Garth Nix's Keys to the Kingdom series, the Dark Souls videogame...the list goes on and on and on. My issue with Pathfinder is that they billed me one kind of fantasy (Swords and Sorcery) and created another (Just Sorcery).

As far as what I want to accomplish here? Damage control.

Liberty's Edge

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Prince of Knives wrote:
No, it rather is Paizo's fault, just as it was WotC's fault before them. Pathfinder is billed as a heroic fantasy game where the players take on the roles of the heroes - or villains - of a story that takes place in a fantastic world. Except that's not how it works, since a large portion of classes in both games can't do heroic things past a certain level. Just at the point when the demons and dragons and strange abominations from the Ethereal plane show up the 'mundanes'...don't change at all. They become reliant, then utterly dependent, on spellcaster support. Past a certain point one has to ask, "Why are the non-casters even here?"

I don't know what game you're playing, but it's probably not Pathfinder. I've played plenty of incredibly powerful "mundanes" that still manage to remain perfectly relevant through even high levels. If you don't think you can play heroic non-casters in Pathfinder, then you have no idea how to play Pathfinder.

Quote:
'Fantasy' is a pretty open genre. Pathfinder is fantasy - but so is the A Song of Ice and Fire series, Garth Nix's Keys to the Kingdom series, the Dark Souls videogame...the list goes on and on and on. My issue with Pathfinder is that they billed me one kind of fantasy (Swords and Sorcery) and created another (Just Sorcery).

Pathfinder has never been billed as "swords and sorcery", which is a specifically low magic, dark fantasy genre. Pathfinder is, and always has been, high-fantasy. Not just fantasy, high-fantasy.

Quote:
That's a fundamental flaw in the system. Paizo had the power to fix it and instead they worsened it. Not all of the news was bad - Magus and Inquisitor were wonderful steps in the right direction, and Bloodrager is shaping up to be the same - but a lot of it was, and is, and continues to be. I might not be able to fix the T1s but I can advocate against new classes joining them.

If you think full casters are a lost cause, then why are you discussing the Arcanist? Ban it in your games just like you (presumably) ban all other full casters, and be done with it. What does it matter to you if there's one more "broken" class in the game, if so many of the others are already there?


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I actually agree that 9 level spellcasters are unfair. In fact, spells are always better than no spells, and more spells are better than less spells. Magic is literally the best thing in the game and it is always better than anything else you could have.

As much as I'd like this not to be the case, I can't reasonably expect this to be fixed by adding 10 classes, can I? That's kind of ridiculous. I have taken measures to control this in games I run, but in games I PC, well, I have no say, so I'm left with having to play magic using characters.

In that context, I think Arcanist is wonderful. It is no more or less unfair than Wizards or Sorcerers, but it has a much more desirable (to me, at least) flavor and casting mechanic, so I am happy it is here.

Of course I would happiest if none of those classes was there, or if we were playing E6/E8, or Iron Heroes, or another game entirely, but if we're playing Pathfinder, I am excited by the idea of playing an Arcanist, and that's a good thing.

You also have to realize that Arcanist actually helps curtail the caster problem, because their counters and tinkering limit the power of magic. An arcanist villain, for example, can prevent PC full casters from defining every conflict on their turns, while an Arcanist PC can help non-magical PCs remain relevant by countering and tinkering away enemy spellcaster effects that ruin melee viability. I see that as a win all around.

Dark Archive

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Prince of Knives wrote:


No, it rather is Paizo's fault, just as it was WotC's fault before them. Pathfinder is billed as a heroic fantasy game where the players take on the roles of the heroes - or villains - of a story that takes place in a fantastic world. Except that's not how it works, since a large portion of classes in both games can't do heroic things past a certain level. Just at the point when the demons and dragons and strange abominations from the Ethereal plane show up the 'mundanes'...don't change at all. They become reliant, then utterly dependent, on spellcaster support. Past a certain point one has to ask, "Why are the non-casters even here?"

Wrong, they're dependent on magical support, which can take the form of items rather than spellcasters. Furthermore, in Pathfinder, spellcasters are no longer needed to create those items. So you can have your spellcasterless hero just fine, just equip him appropriately.

But expecting to, say, defeat a dragon or a balor in single combat with no magic of your own at all is patently ridiculous.

Prince of Knives wrote:


That's a fundamental flaw in the system. Paizo had the power to fix it and instead they worsened it. Not all of the news was bad - Magus and Inquisitor were wonderful steps in the right direction, and Bloodrager is shaping up to be the same - but a lot of it was, and is, and continues to be. I might not be able to fix the T1s but I can advocate against new classes joining them.

But all three of those classes are spellcasters! I seriously have no idea what you're trying to advocate for at this point.

Prince of Knives wrote:


Fantasy' is a pretty open genre. Pathfinder is fantasy - but so is the A Song of Ice and Fire series, Garth Nix's Keys to the Kingdom series, the Dark Souls videogame...the list goes on and on and on. My issue with Pathfinder is that they billed me one kind of fantasy (Swords and Sorcery) and created another (Just Sorcery).

I don't recall ASOIAF fighting Balors. It has dragons, but certainly not the same kind of dragons that PF/D&D does, the kind that can shapeshift and cast spells etc.

Yes, there are different kinds of fantasy, and it sounds like you're looking for one that this game doesn't offer.

Prince of Knives wrote:


As far as what I want to accomplish here? Damage control.

And this statement I understand least of all. Rather than try to make every class in the game T3, just acknowledge that the higher tier classes are not for you and ban them in your games. I don't see the point of trying to limit other people's fun just because you want a particular genre of fantasy that the game doesn't even promise.


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I don't understand where all this "Magic Users are broken" is coming from. Have none of you ever played a Fighter or Barbarian with a two handed weapon and power attack? You easily 1 shot just about everything whether it has damage resistance or not until you get to about level 5 or so.


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I returned to read this thread immediately after reading the 'What is AM BARBARIAN?' Thread in the general discussion forum. There they talked about a martial build that could go one on one with a prepared full caster and win. People were designing full caster builds just to fight that one build and most failed. Then I come back to Prince of Knives.

Talk about whiplash!


For what it's worth "Swords and Sorcery" is neither low magic nor dark fantasy - to quote the wikipedia article (admittedly a dubious source but should be valid for this): Sword and sorcery (S&S), or heroic fantasy,[1] is a sub-genre of fantasy and historical fantasy, generally characterized by sword-wielding heroes engaged in exciting and violent conflicts. An element of romance is often present, as is an element of magic and the supernatural. Unlike works of high fantasy, the tales, though dramatic, focus mainly on personal battles rather than world-endangering matters.

I'd also like to note that for better or worse Prince of Knives has a valid point in that tier 1 spellcasters change the name of the game at higher levels.
In my experience Pathfinder runs very differently at higher levels depending on whether or not the party has a 9th spell level caster or not. I saw this myself during a recent RotRL session where the party's wizard couldn't make it. The party had to get from Hook Mountain to Sandpoint as fast as possible and would have had to ride there over a two-week period instead of teleporting simply because the primary spellcaster didn't show up that night and none of the other characters (Magus, Inquisitor, Paladin, Fighter, Ninja) had a good alternative for fast travel. In the end I had to handwave the wizard's absence to keep the plot on track and the party moving along.


Robert A Matthews wrote:
Inferior spell-like abilities, fewer spells per day, and nothing that adds static bonuses to their spells and yet people are still calling Arcanist overpowered...

I do find it funny. Imo they are comparatively the weakest full arcane caster right now. Flavorful as hell and with a lot of cool kit, but the weakest. Will wait to see in play first though for a final judgment.


JRutterbush wrote:
As a matter of fact, I did. Take the Sorcerer (which is not broken), subtract spells per day and spells known, add versatility in spells known. That's what we like to call a "trade-off", and it's how balance is maintained. Taking a balanced class, making it more versatile in one area in return for making it less powerful in another leaves you with a balanced class, in the same way that four plus two minus two still equals four. Just because it's balanced in a different way doesn't make it unbalanced.

This is not 4-2+2, it's 8-1+4. Compared to the wizard's 10 or so. And the fighter's 3 or 4. The fact that something is being added and something is being taken away does not necessarily mean that those two somethings are of equal value. Consider 3.5's spell-to-power erudite. The psion was a powerful, but not overpowered, class quite similar to the sorcerer. The Erudite was a modification to that class which gave some extra versatility while imposing some additional limitations. The Erudite was almost universally considered to be a more effective version of the psion both in theorycraft and in actual play. The spell-to-power version of the Erudite traded away just a little bit more for the ability to use spells as well as powers and is widely considered to be one of the two most powerful classes ever printed(the artificer was its only competition). This is not new ground. We have been here before.

Robert A Matthews wrote:
Inferior spell-like abilities, fewer spells per day, and nothing that adds static bonuses to their spells and yet people are still calling Arcanist overpowered...

So you're saying an arcanist using their weakest tricks is worse than a wizard or sorcerer using their weakest tricks. Wow, thanks for supporting one of my points.


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JRutterbush wrote:
Trying to limit the schools that an Arcanist can use flies in the face of their very concept. The whole point of the class is someone that manipulates the very basic essence of magic rather than using rote and ritual. Requiring them to sacrifice three (or any!) schools of magic negates that. If you're shaping raw magic rather than spells, then the school to which a spell belongs shouldn't matter for you. An Arcanist doesn't see "Evocation spell" or "Transmutation spell", he sees "Magic energy".

If the idea is that arcanists don't have restricted schools because they are masters of magical energy, then why are there wizards? I mean that in both in and out of game terms. Wizards should understand magical energy too.

To me, magic schools aren't just shortcut rituals for simpletons(wizards?) to do magic while arcanists have some deeper understanding. That's hogwash. I view the schools of magic like I do branches of science. Transmutation is to biology what conjuration is to engineering what enchantment is to phycology what illusion is to spectroscopy what divination is to information technology and so on. That would make an arcanist a sort of physicist. But just like a physicist isn't a biologist an arcanist isnt a transmuter. I could even still see an arcanist specializing in a school. A transmuter perhaps understands how to apply biological or chemical mechanisms to achieve a desired result, where an arcanist might understand evolutionary or atomic mechanisms to gain results. (A biologist vs a geneticist perhaps)

It's not a perfect analogy but the point is just because an arcanist understands magical energy doesn't mean they're better than any sort of specialist wizard. This should also be reflected in the rules. I'm not saying banning schools for them (but I wouldn't be up in arms if they did), I'm saying that perhaps this class in a flavor sense obsoletes a wizard. Mechanically, are the class features seen here equivalent to the benefits of a school? Unfortunately it's too late to go back and give wizards talent like abilities (though there will be archetypes in this book...), but we should still attempt to keep them different and viable in both a mechanical sense and while considering what their place would be in a world with arcanists.

So yes, an arcanist definitely should still see "evocation" as different than "transmutation" just as Detect Magic does, just like gamma rays are different than X rays, just like fission looks different than fusion, just as electricity is distinguishable from gravity.

Perhaps a better analogy is the architect vs the engineer. The wizard is the architect who studies design and engineering and uses that to create new structures or models that can push the boundaries of what we thought capable. The arcanist is the engineer who studies design and engineering and uses that to create new concepts or formulae that can expand the boundaries of what we think capable. (In that sense, word casting would be very much in line with arcanists.) And just like an architect and engineer are both specialized in the same field while performing different tasks, it would make sense for an arcanist to specialize in a field just as a wizard does. If we stick with different magics as different sciences it's almost crazy to suggest otherwise. The "essence" of evocation magic need not be the same as that of transmutation. The Big Bang is certainly not the essence of botany.

In terms of play, I would ban 2 schools to get another prepared spell/level for my arcanist.

The point was supposed to be: Wizards are magic scholars too. Don't just take that flavor from them and give it to arcanists.


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Prince of Knives wrote:


I think we've discerned the heart of our disagreement. I'd rather firmly place the 9-level casting classes in the 'broken' department, especially after Pathfinder went and gave them Real Class Features, which they were rather sorely not in need of.

That is your opinion....and it's not an opinion that many people probably share.

Acting as if Paizo "is at fault" for not adjusting the game as a whole to meet your opinion of "broken" is a little unrealistic...IMO.

Dark Archive

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In practice they will work out pretty strong since the player is freed both from predicting what spells he will need for his entire career and from predicting how many of a given spell he will need in a given day (plus which ones to apply metamagic to, etc.) It removes a lot of the guesswork from wizardry.

But with such low base spells/day I'm no longer worried about their power relative to the other two primary arcane casters.


Davick wrote:
Insightful commentary.

Yes, thank you. Someone who works with string theory is not the same as someone who works with architecture, it doesn't matter that their field is fundamental to architecture, they still won't be designing better buildings than the architect. And if anything, they're more of a specialist than the architect is, not less. Wizards are smart people, it says so right on their abilities line and is further screamed at you with every one of their class features. They also are people who want to cast spells effectively. If dividing things into schools did not in some way help them to cast spells effectively they would not be doing it.


1. Give the arcanist bonus prepared spells as well.
2. Put a 0 one level up on all spell levels for both tables
3. Switch Spells Per Day with Spells Prepared.
4. Blood Focus sucks so try something els maybe something like "Blood Pool" And "Blood Rights". (Think Magus but blood fueled.)


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Saidoro wrote:
So you're saying an arcanist using their weakest tricks is worse than a wizard or sorcerer using their weakest tricks. Wow, thanks for supporting one of my points.

And what point is that? It seems like you have more of a problem with spellcasters in general rather than just the Arcanist. If you have a problem with spellcasters in general this really isn't the thread to discuss that. This is a thread for the Arcanist specifically, not spellcasters as a whole. I am comparing the Arcanist to its two alternate classes. It is coming up weaker in ways that its versatility just can't make up for. All they would have to do is let them add their Cha modifier to their Arcane reservoir each day and they won't be forced to carry a crossbow at level 1.

Dark Archive

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@ Saidoro: the problem is that magic is as much art as science. You can have a near-perfect scientific understanding of the theory behind sound and light frequencies, but that knowledge won't make you a world-class composer or painter on its own. So too it is with magic - knowing how it works isn't enough to grant you total control over its use.

@ William: Blood Focus is gone dude, reread the OP.


Psyren wrote:

In practice they will work out pretty strong since the player is freed both from predicting what spells he will need for his entire career and from predicting how many of a given spell he will need in a given day (plus which ones to apply metamagic to, etc.) It removes a lot of the guesswork from wizardry.

But with such low base spells/day I'm no longer worried about their power relative to the other two primary arcane casters.

The Arcanist still needs a spell book, though. This gives the flexibility a ceiling (though a moving one) and adds a cost to the library of spells at one's disposal. The Arcanist has as many concerns as the wizard does regarding the loss of a spell book.

It's not a hard cap, nor is it intended to be one. It is present though.


Just read the revision
0. Put the 5s Back
1. Give the arcanist bonus prepared spells as well.
2. Put a 0 one level up on all spell levels for both tables
3. Switch Spells Per Day with Spells Prepared.


Robert A Matthews wrote:
And what point is that? It seems like you have more of a problem with spellcasters in general rather than just the Arcanist. If you have a problem with spellcasters in general this really isn't the thread to discuss that. This is a thread for the Arcanist specifically, not spellcasters as a whole. I am comparing the Arcanist to its two alternate classes. It is coming up weaker in ways that its versatility just can't make up for. All they would have to do is let them add their Cha modifier to their Arcane reservoir each day and they won't be forced to carry a crossbow at level 1.

I would be totally in favor of that change, it would help out newer players while not really changing things for people like myself or Prince of Knives. But it should be accompanied by changes that make its versatility less absurd when actually played to its full potential or when its best tricks are used. Tricks along the lines of taking potent magic and preparing color spray, in this case.

Quote:

0. Put the 5s Back

1. Give the arcanist bonus prepared spells as well.
2. Put a 0 one level up on all spell levels for both tables
3. Switch Spells Per Day with Spells Prepared.

Would you care to support your reasons for thinking these are the best changes that can be made?(I can see some of them I think, but others are odd.)


Psyren wrote:

@ Saidoro: the problem is that magic is as much art as science. You can have a near-perfect scientific understanding of the theory behind sound and light frequencies, but that knowledge won't make you a world-class composer or painter on its own. So too it is with magic - knowing how it works isn't enough to grant you total control over its use.

@ William: Blood Focus is gone dude, reread the OP.

Science is as much art as it is science all too often. And art can be as much science as art as well. It's why music theory is a thing. It's why psychoacoustics is a thing. Understanding music theory won't make you a world class composer, but you'll definitely never be one without it.

I have no idea how this is related to the arcanist, especially since it's currently portrayed as much more a scientist than artist.

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