Caster-Martial Disparity in 2e


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I've seen campaigns and scenarios die because parties can't handle the non-combat 'bits'. MMV.


I've enjoyed and continued to enjoy other systems, but sometimes I'm in the mood for simulationist dungeons-and-taverns fantasy with tons of free support and player familiarity. And I've also had plenty of great roleplaying experiences within that, just as much as other games.

(D&D definitely has been more combat-focused than other games, and it would be silly to expect PF2 to not be a part of that tradition, but I don't know that it makes sense to blame the war gaming legacy. Barring the 4e => 5e transition, the secular trend has been for the game to get more focused on combat over time. OD&D is a game about stealing treasure, where combat is high risk, low reward, and tactically shallow - the strategic challennge is in avoiding it. From then on you having a progressive erosion of all these qualities as you get CR guidelines, XP for combat rather than treasure, and more and more combat options. The result is that both OD&D and 4e are very tight, focused games with a very coherent vision of what they're about, while other editions are a bit more "coherent" in Forge terms - which doesn't mean worse, since they're also more flexible IMO.)


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Note that while I said non-combat challenges we're where I saw the biggest C/MD, I did not say it was non-existent in combat challenges.

It absolutely was.

I've seen wizards, druids, clerics, witches, and more completely invalidate fighters and monks. Not only can they do the majority of what a fighter can do, but they have all their spells on top of it. Or they can replace an entire fighter with a single spell each combat.

When I can accomplish every goal and overcome every challenge with four wizards that four fighters can do, and then go on to accomplish even more that the four fighters can't, that's a problem for me.

Just because out of combat is where the largest problems lie, doesn't mean that the problems don't also exist in combat. It's just that they're not as big of a problem. Things like the barbarian - a well designed class - help the martials overcome their issues in the combat arena.


Nathanael Love wrote:
kyrt-ryder wrote:
Jader7777 wrote:
Real talk: has anyone played a PF game where you stopped playing because the wizard ruined when they cast spells? This is always a theory/forum/mental gymnastics problem but I've never played a game where a caster ruined the day for materials.
I have discarded useless characters for new ones that get to play the game at high levels and seen a player leave because, and I quote 'my guy doesn't even matter. He just hits stuff if the other guys boost him or mess with the bad guys'

As a 17th level Wizard I went through an entire dungeon and never got to act in combat because the Fighter killed every single monster in his first round and went before me every time.

If a player doesn't like that they "just hit stuff" they shouldn't be playing that character class, because there are plenty of players who just want to hit stuff and that's who martial are for.

You don't get it. He could not hit stuff effectively without assistance. Every obstacle in the game is a massive impediment to a martial but a low to lower-mid level spellslot and problem solved.

He had as much meaning to the party as the druid's pet, except he didn't have pounce and his private caster to make his own decisions about how to interact with the game world.


Magic is powerful and characters without access to it will be at a disadvantage without it. I think this is pretty clear to everyone. However most of the martial classes have magical abilities and spells baked in like the Paladin, Ranger and Bloodrager. Even classes like the Fighter have full access to UMD, Item Mastery feats and consumable and permanent items that grant spell-like powers (Flight, Atmospheric protection, Energy Protection etc.).

It is largely the problem that players who choose to play Fighter-type characters lack system mastery. This is not always (but often) the case as I have played and have played with very competent martials who can easily keep up with the casters at all levels of play.

Martial-type characters also have advantages over casters including better hit points, saving throws (as they are able to more freely multiclass than casters) and most importantly consistent DPR. They are also much easier to play and maintain than caster classes.

I am not claiming that casters do not have an advantage over martials at high levels but this is somewhat balanced as low-level casters (especially Wizards and Sorcerers) do suffer in comparison to martials.


Telling a new player they have to multiclass to make their character resilient enough to magic does not strike me as a good idea.


kyrt-ryder wrote:
Telling a new player they have to multiclass to make their character resilient enough to magic does not strike me as a good idea.

This is not necessary. A Ranger is an amazing martial with skills, spell access and great martial prowess. It is also easy enough for a beginner to learn to play.

Also an experienced player should be much better at building and playing than a new player. There should be a considerable learning curve in order to optimise your character. If not you might as well be playing tic-tac-toe.

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Mage of the Wyrmkin wrote:
Also an experienced player should be much better at building and playing than a new player. There should be a considerable learning curve in order to optimise your character. If not you might as well be playing tic-tac-toe.

Eh sort of. There should be interesting and powerful options accessible to new players, as well as deeper treasures to find for those who look.


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I think part of the reason pf2e is desired is that I can build a character that pounces and does 300DPR, while another guy builds a same level character that doesn't pounce and does 50DPR.

People with system mastery can play the game at a different level than people without system mastery.

I expect 2e to take some things from starfinder - spells that give bonuses in combat are removed (i.e. divine favor, heroism, etc). Other spells like haste, don't give any bonuses to hit.

This is just speculation, but if they follow this path, there won't be a big discussion about C/M D; there will be one about spellcasters suck.


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nicholas storm wrote:


This is just speculation, but if they follow this path, there won't be a big discussion about C/M D; there will be one about spellcasters suck.

Yeah, I can see it now. "Oh woe is me, my wizard can no longer invalidate every other member of the party in skill based challenges or end combats with his myriad of save/loses. We're just completely worthless being just part of the team!"

I'll be in background playing a small song on the world's saddest violin for them.


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Tarik Blackhands wrote:
nicholas storm wrote:


This is just speculation, but if they follow this path, there won't be a big discussion about C/M D; there will be one about spellcasters suck.

Yeah, I can see it now. "Oh woe is me, my wizard can no longer invalidate every other member of the party in skill based challenges or end combats with his myriad of save/loses. We're just completely worthless being just part of the team!"

I'll be in background playing a small song on the world's saddest violin for them.

We got these discussions as soon as we saw that Starfinder's two caster classes were 6th levellers who had a bunch of non spell stuff and with the investment of only two feats had access to decent martial prowess. They also compared Starfinder casters to PF casters, rather than comparing them to the rest of Starfinder in order to try and make their point.


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Malk_Content wrote:
Tarik Blackhands wrote:
nicholas storm wrote:


This is just speculation, but if they follow this path, there won't be a big discussion about C/M D; there will be one about spellcasters suck.

Yeah, I can see it now. "Oh woe is me, my wizard can no longer invalidate every other member of the party in skill based challenges or end combats with his myriad of save/loses. We're just completely worthless being just part of the team!"

I'll be in background playing a small song on the world's saddest violin for them.

We got these discussions as soon as we saw that Starfinder's two caster classes were 6th levellers who had a bunch of non spell stuff and with the investment of only two feats had access to decent martial prowess. They also compared Starfinder casters to PF casters, rather than comparing them to the rest of Starfinder in order to try and make their point.

Oh I'm aware of that (and saw them). Trust me, the sad violin played many small songs on my side of the screen. Just like it's played many a song over in this section of the forum in general watching people wring their hands about the sky falling because magic missile changed or fighters may get the ability to jump 30ft into the air at some point (without magic!!!)


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bookrat wrote:

Note that while I said non-combat challenges we're where I saw the biggest C/MD, I did not say it was non-existent in combat challenges.

It absolutely was.

I've seen wizards, druids, clerics, witches, and more completely invalidate fighters and monks. Not only can they do the majority of what a fighter can do, but they have all their spells on top of it. Or they can replace an entire fighter with a single spell each combat.

When I can accomplish every goal and overcome every challenge with four wizards that four fighters can do, and then go on to accomplish even more that the four fighters can't, that's a problem for me.

Just because out of combat is where the largest problems lie, doesn't mean that the problems don't also exist in combat. It's just that they're not as big of a problem. Things like the barbarian - a well designed class - help the martials overcome their issues in the combat arena.

At what level is a wizard actually casting a single spell which can replace a fighter?

Summons, other than the Summoner's Eidelon which is not a spell, are just not that powerful. Not even close.

You're building a strawman wizard who has a ton of save or lose, has invested enough so that things regularly fail all the saves, also has better than exist summons, AND has room to keep every possible utility spell memorized.


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Nathanael Love wrote:
bookrat wrote:

Note that while I said non-combat challenges we're where I saw the biggest C/MD, I did not say it was non-existent in combat challenges.

It absolutely was.

I've seen wizards, druids, clerics, witches, and more completely invalidate fighters and monks. Not only can they do the majority of what a fighter can do, but they have all their spells on top of it. Or they can replace an entire fighter with a single spell each combat.

When I can accomplish every goal and overcome every challenge with four wizards that four fighters can do, and then go on to accomplish even more that the four fighters can't, that's a problem for me.

Just because out of combat is where the largest problems lie, doesn't mean that the problems don't also exist in combat. It's just that they're not as big of a problem. Things like the barbarian - a well designed class - help the martials overcome their issues in the combat arena.

At what level is a wizard actually casting a single spell which can replace a fighter?

Summons, other than the Summoner's Eidelon which is not a spell, are just not that powerful. Not even close.

You're building a strawman wizard who has a ton of save or lose, has invested enough so that things regularly fail all the saves, also has better than exist summons, AND has room to keep every possible utility spell memorized.

Back when I played PF, I was able to start invalidating fighters around level 3.

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bookrat wrote:

Back when I played PF, I was able to start invalidating fighters around level 3.

And I've seen a level 17 CRB rogue put an equal level wizard to shame. Aren't anecdotes fun?


bookrat wrote:
Nathanael Love wrote:
bookrat wrote:

Note that while I said non-combat challenges we're where I saw the biggest C/MD, I did not say it was non-existent in combat challenges.

It absolutely was.

I've seen wizards, druids, clerics, witches, and more completely invalidate fighters and monks. Not only can they do the majority of what a fighter can do, but they have all their spells on top of it. Or they can replace an entire fighter with a single spell each combat.

When I can accomplish every goal and overcome every challenge with four wizards that four fighters can do, and then go on to accomplish even more that the four fighters can't, that's a problem for me.

Just because out of combat is where the largest problems lie, doesn't mean that the problems don't also exist in combat. It's just that they're not as big of a problem. Things like the barbarian - a well designed class - help the martials overcome their issues in the combat arena.

At what level is a wizard actually casting a single spell which can replace a fighter?

Summons, other than the Summoner's Eidelon which is not a spell, are just not that powerful. Not even close.

You're building a strawman wizard who has a ton of save or lose, has invested enough so that things regularly fail all the saves, also has better than exist summons, AND has room to keep every possible utility spell memorized.

Back when I played PF, I was able to start invalidating fighters around level 3.

Ok, sure. . . With what?

You're either lying, or you were playing with people who went out of their way to be the least possible they could be.

A level 3 wizard has 3 2nd level spells,and 4 1st level spells.

The 2nd level summons spell would bring something like a wolf or a small elemental for THREE rounds.

Come on, you aren't serious with this?


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Wizards and Fighters start out roughly on the same playing field. Fighters are a bit more resilient but still die easily, Wizards die more easily.

Fighters have greatswords (or Sword and shield if they want to reduce that vulnerability) Wizards have Sleep and Color Spray.

Every spell level thereafter the gap between what they can accomplish grows ever wider.

I usually start noticing manageable issues around level 5. It gets far worse at level 9 and becomes completely game breaking at level 13 (thus PFS rejects level 13+)


Nathanael Love wrote:
bookrat wrote:
Nathanael Love wrote:
bookrat wrote:

Note that while I said non-combat challenges we're where I saw the biggest C/MD, I did not say it was non-existent in combat challenges.

It absolutely was.

I've seen wizards, druids, clerics, witches, and more completely invalidate fighters and monks. Not only can they do the majority of what a fighter can do, but they have all their spells on top of it. Or they can replace an entire fighter with a single spell each combat.

When I can accomplish every goal and overcome every challenge with four wizards that four fighters can do, and then go on to accomplish even more that the four fighters can't, that's a problem for me.

Just because out of combat is where the largest problems lie, doesn't mean that the problems don't also exist in combat. It's just that they're not as big of a problem. Things like the barbarian - a well designed class - help the martials overcome their issues in the combat arena.

At what level is a wizard actually casting a single spell which can replace a fighter?

Summons, other than the Summoner's Eidelon which is not a spell, are just not that powerful. Not even close.

You're building a strawman wizard who has a ton of save or lose, has invested enough so that things regularly fail all the saves, also has better than exist summons, AND has room to keep every possible utility spell memorized.

Back when I played PF, I was able to start invalidating fighters around level 3.

Ok, sure. . . With what?

You're either lying, or you were playing with people who went out of their way to be the least possible they could be.

A level 3 wizard has 3 2nd level spells,and 4 1st level spells.

The 2nd level summons spell would bring something like a wolf or a small elemental for THREE rounds.

Come on, you aren't serious with this?

Oh, my wizards have a lot more spells than that at third level. Scribe scroll starts at level 1, and they're cheap and quick to make.


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This is the typical forum MVP-

We got scrolls, we got color Spray, what next, pit spells that end combat?

None of this stuff works out in actual game play, it turns out.


It was my four wizard challenge of RotRL which proved to me that it does work out in actual gameplay.

And are you really trying to tell me that 12.5 GP and two hours of work is not something that can happen at low level play for creating first level scrolls? Every evening of downtime and 50 gp gives me four scrolls. Gold is easy to come by in APs, especially when you gather up and resell all enemy equipment.


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bookrat wrote:
It was my four wizard challenge of RotRL which proved to me that it does work out in actual gameplay.

I guarantee you a four martial party could get through RotRL just fine, possibly easier. . .

Seriously, Adventure Paths are not tuned to be super difficult challenges.

Sure- but you don't get all of then gold? You get a share of it?

And even if you're correct, this speaks to the magic item creation rules and costs and the magic item mart concept being the problem, not the actual abilities of the wizard.


Nathanael Love wrote:

This is the typical forum MVP-

We got scrolls, we got color Spray, what next, pit spells that end combat?

None of this stuff works out in actual game play, it turns out.

How do you justify this sort of statement?

I can't speak for the others but I am talking from practical at-the-table experience that pushed me to drastic houserules


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kyrt-ryder wrote:
Nathanael Love wrote:

This is the typical forum MVP-

We got scrolls, we got color Spray, what next, pit spells that end combat?

None of this stuff works out in actual game play, it turns out.

How do you justify this sort of statement?

I can't speak for the others but I am talking from practical at-the-table experience that pushed me to drastic houserules

So am i- house rules to nerf martial (I'm looking at you, rogue!)

In thirty years I have seen color Spray deployed to incapacitate more than a single opponent exactly once, and the Wizard had to also drop a part member to do it.

Are your experiences more valid than mine?

The things PFS has to ban and errata and nerf are invariably martial options- why is that?


bookrat wrote:

It was my four wizard challenge of RotRL which proved to me that it does work out in actual gameplay.

And are you really trying to tell me that 12.5 GP and two hours of work is not something that can happen at low level play for creating first level scrolls? Every evening of downtime and 50 gp gives me four scrolls. Gold is easy to come by in APs, especially when you gather up and resell all enemy equipment.

Uh, no?

"Regardless of the time needed for construction, a caster can create no more than one magic item per day."

Every evening gives you one scroll, not four. So I hope you've got all the days to burn on crafting those scrolls.


Nathanael Love wrote:
not the actual abilities of the wizard.

Scribe Scroll is *literally* a level 1 wizard ability.


bookrat wrote:
Nathanael Love wrote:
not the actual abilities of the wizard.
Scribe Scroll is *literally* a level 1 wizard ability.

Sure, on a technicality.

For Wizard only, no other casters.

And see above- you can't scribe infinite scrolls per day, even with infinite money.

Also, crafting items is powerful because it effectively doubles your party gold, and short circuits all the limits on what you can find or buy,

Fortunately, this is very easy to fix by not allowing crafting, as PFS has always done.


TheFinish wrote:
bookrat wrote:

It was my four wizard challenge of RotRL which proved to me that it does work out in actual gameplay.

And are you really trying to tell me that 12.5 GP and two hours of work is not something that can happen at low level play for creating first level scrolls? Every evening of downtime and 50 gp gives me four scrolls. Gold is easy to come by in APs, especially when you gather up and resell all enemy equipment.

Uh, no?

"Regardless of the time needed for construction, a caster can create no more than one magic item per day."

Every evening gives you one scroll, not four. So I hope you've got all the days to burn on crafting those scrolls.

That's fine. It's been years since I've played, so I'm bound to get some details wrong. That's ok. One scroll per day adds up still. Especially if there's a lot of travel time, like in Skulls & Shackles where you have months of downtime.

I likely got my four per day during my four wizards challenge, so each of them was making one per day.


ryric wrote:
bookrat wrote:

Back when I played PF, I was able to start invalidating fighters around level 3.

And I've seen a level 17 CRB rogue put an equal level wizard to shame. Aren't anecdotes fun?

Well the problem with the wizard is that its a class with a really horrible learning curve that eventually can decimate encounters if you know what you are doing. If you start comparing martial to classes with a lower learning curve they really quickly start flailing about.


Nathanael Love wrote:
kyrt-ryder wrote:
Nathanael Love wrote:

This is the typical forum MVP-

We got scrolls, we got color Spray, what next, pit spells that end combat?

None of this stuff works out in actual game play, it turns out.

How do you justify this sort of statement?

I can't speak for the others but I am talking from practical at-the-table experience that pushed me to drastic houserules

So am i- house rules to nerf martial (I'm looking at you, rogue!)

In thirty years I have seen color Spray deployed to incapacitate more than a single opponent exactly once, and the Wizard had to also drop a part member to do it.

Are your experiences more valid than mine?

More valid no (although without further details it's impossible to be certain whether your environment may have been less relevant) but it certainly is relevant.


None of this stuff works out in actual game
is flat out calling me a liar.

Quote:
The things PFS has to ban and errata and nerf are invariably martial options- why is that?

Poor encounter design, poor understanding of the game and/or appealing to gms with a poor understanding of the game.

A standout example is Crane Wing. Crane Wing was an actually useful feat but ignorance on one or both sides of the publishing screwed a host of players.


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@Nathanael Love
I'm surprised you even care. Haven't you been saying vehemently for years that you'd refuse to play any hypothetical PF 2e?

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Wei Ji the Learner wrote:


I've seen campaigns and scenarios die because parties can't handle the non-combat 'bits'. MMV.

I was running the first book of Jade Regent once and almost had a TPK when the party tried to cross a river and a combination of ACP and poor rolls left the group with exactly 1 member not actively drowning. Also had a near TPK in Rise of the Runelords when a rickety bridge collapsed and only the sorcerer randomly having feather fall and surviving the fall unscathed allowed them to survive. Over the course of my time playing Pathfinder and its predecessors, I've actually seen more PCs die to exploration-based hazards like falling, lava/acid pits, traps, and improperly prepared for environmental dangers than actual monsters or NPCs, and at least two of the PC deaths I can recall that are technically attributable to monsters/NPCs involved the enemy utilizing environmental hazards in a clever way.


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Athaleon wrote:

@Nathanael Love

I'm surprised you even care. Haven't you been saying vehemently for years that you'd refuse to play any hypothetical PF 2e?

Yah, I don't want another edition.

And there's no chance I'm subscribing to 5 product lines and buying 100 dollars of books every month for another edition.

But that doesn't mean I should let the ridiculous whinging of the "nerf all casters" crew to stand unchallenged as they create the straw man mega wizard who simultaneously has every spell memorized and summons creatures that outdo fighters in DPS, AND never have a creature make a save, AND consistently get their foes to squeeze into less squares so that they can get 6+ foes in a 10 ft radius or 15 ft cone every time.


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Nox Aeterna wrote:

Honestly, when i pick PATHFINDER 2.0 i expect magic to just as amazing as it was in 1.0. I expect mages to create demi planes, to freeze time, to teleport across planets and planes, to control minds...

This is what i expect when playing PATHFINDER.

There are systems without magic or where magic is weak and so on, i would play those if i wanted to limit to the powers of casters.

Personally, i would prefer if they didnt turn fighters into anime characters, i like them mundane, but if they need to do so, so be it.

I dont see why people have such weird issue like all classes need to be equal of similar feats for some reason.

If i want to play the mundane guy, i pick fighter..., if i want the guy who warps reality i pick the wizard... I have played both, i had fun with both. I dont bind myself to one class and expect it must be able to deliver the same experience the class by its side does.

But in the end, as long as casters remains amazing, guess i can play other systems for the mundane.

because I want to play a fighter, not 'the guy who drains all the parties resources to be slightly better than a summoned creature.'


Rob Godfrey wrote:
Nox Aeterna wrote:

Honestly, when i pick PATHFINDER 2.0 i expect magic to just as amazing as it was in 1.0. I expect mages to create demi planes, to freeze time, to teleport across planets and planes, to control minds...

This is what i expect when playing PATHFINDER.

There are systems without magic or where magic is weak and so on, i would play those if i wanted to limit to the powers of casters.

Personally, i would prefer if they didnt turn fighters into anime characters, i like them mundane, but if they need to do so, so be it.

I dont see why people have such weird issue like all classes need to be equal of similar feats for some reason.

If i want to play the mundane guy, i pick fighter..., if i want the guy who warps reality i pick the wizard... I have played both, i had fun with both. I dont bind myself to one class and expect it must be able to deliver the same experience the class by its side does.

But in the end, as long as casters remains amazing, guess i can play other systems for the mundane.

because I want to play a fighter, not 'the guy who drains all the parties resources to be slightly better than a summoned creature.'

A base fighter with NO magic items is on average 3 times more powerful than the best summons.

That's just bare bones- stuff all fighters get, str, power attack, no frills.

Level 7- fighter 26.2 DPR, Hound archon (summon monster iv) 10.4

3d level- basic fighter 12.96 dpr
Summon monster 2-
Wolf 1.98
Small earth elemental 5.36

This isn't BARELY better, it's MUCH better.

And that's without ANY resources and without any optimization on the Fighter build.

Summons are underpowered, except the Eidelon.


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Nox Aeterna wrote:

Like i said before, the VERY real danger of what people are proposing here is that this doesnt promote team play in favor of dimishing the casters.

Simply put, a lot of casters do is supporting others, start adding requisites and restrictions will greatly change this.

Making it a tree makes it unlikely that many spells that focus on helping others will ever be picked, banning entire sections again makes those prime choices, adding risks to spells casts i dont even need to explain...

Playing any kind of support is rarely a choice, but in PF due to the incredibly low cost it still happens for the atleast super strong options, like haste, or in case of need, casting a ress, thus making these less attractive a VERY bad idea.

Ofc, this is leaving outside those that actually said to remove the more powerful spells from the game, which at that point will simply make many who like them not even sit to play PF 2.0 at all.

well gee non-casters should be grateful for having to be buffed to be relevan....?


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Nathanael Love wrote:
Rob Godfrey wrote:
Nox Aeterna wrote:

Honestly, when i pick PATHFINDER 2.0 i expect magic to just as amazing as it was in 1.0. I expect mages to create demi planes, to freeze time, to teleport across planets and planes, to control minds...

This is what i expect when playing PATHFINDER.

There are systems without magic or where magic is weak and so on, i would play those if i wanted to limit to the powers of casters.

Personally, i would prefer if they didnt turn fighters into anime characters, i like them mundane, but if they need to do so, so be it.

I dont see why people have such weird issue like all classes need to be equal of similar feats for some reason.

If i want to play the mundane guy, i pick fighter..., if i want the guy who warps reality i pick the wizard... I have played both, i had fun with both. I dont bind myself to one class and expect it must be able to deliver the same experience the class by its side does.

But in the end, as long as casters remains amazing, guess i can play other systems for the mundane.

because I want to play a fighter, not 'the guy who drains all the parties resources to be slightly better than a summoned creature.'

A base fighter with NO magic items is on average 3 times more powerful than the best summons.

That's just bare bones- stuff all fighters get, str, power attack, no frills.

Level 7- fighter 26.2 DPR, Hound archon (summon monster iv) 10.4

3d level- basic fighter 12.96 dpr
Summon monster 2-
Wolf 1.98
Small earth elemental 5.36

This isn't BARELY better, it's MUCH better.

And that's without ANY resources and without any optimization on the Fighter build.

Summons are underpowered, except the Eidelon.

you forgot the things that make the Hound Archon so good: Constant—detect evil, magic circle against evil

At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message. Plus DR and SR. That is what makes them so good, hot dropping, evil nerfing debuff machines, who ALSO hit things, and frankly the innate abilities are worth that DPR reduction and more,


You are vastly overeating the relevance of some low level spell like abilities on a creature that lasts for 7 actions.

Also, they don't hit things- that's the problem. They just miss all the time.


Nathanael Love wrote:
But that doesn't mean I should let the ridiculous whinging of the "nerf all casters" crew to stand unchallenged as they create the straw man mega wizard who simultaneously has every spell memorized and summons creatures that outdo fighters in DPS, AND never have a creature make a save, AND consistently get their foes to squeeze into less squares so that they can get 6+ foes in a 10 ft radius or 15 ft cone every time.

"Simultaneously has every spell memorized"

First of all, wizards don't need EVERY spell to be effective. There is a relatively short list of go to spells that can solve most situations.
Secondly, the spells need not be memorized, just available. With wands and scrolls, a wizard can easily have any spell he needs available.

"summons creatures that outdo fighters in DPS"

This is really easy. Almost any on-level summon spell is going to do this. Heck, polymorph spells make this unnecessary as the wizard can just turn into a monster that gives them the necessary stats to compete with the fighter.

Not to mention that a lot of 3.P's design choices were based around the wizard casting buffs on the fighter to make him useful. A stingy wizard can just use them on himself and tell the fighter to go buy a better sword.

"never have a creature make a save"

Having spells that target each save is caster 101. Most monsters have at least one bad save. Having spells that DON'T offer saves is also caster 101. Unless someone is RPing a wizard that thematically picks spells that just so happen to not cover specific saves, this is going to happen.

Not to mention that having a creature make a save is akin to the fighter missing with his sword. Stuff happens. At least the wizard has a choice whether he wants to target touch AC, Fort, Ref, or Will Saves, or none of the above. Spell Resistance is the biggest problem for a caster, and there are spells that ignore it!

"consistently get foes to squeeze into less squares..."

It doesn't matter if your fireball only hits 2-3 enemies. You STILL probably just did more damage than the fighter. If you find yourself in a situation where there aren't enough enemies to justify a fireball or the like, there are spells that absolutely wreck single targets.

Yes, and optimally built fighter will outclass a poorly built caster, but a halfway decently built caster will curb stomp any min-maxed, munchkined, power-gamed martial.

All of this is JUST counting in-combat stuff.

Hopefully, this will be fixed in PF2 via just the Legendary Skill Proficiencies combined with Resonance preventing Wizards from spamming wands and scrolls.


You're just simply wrong on the DPR math for both summons and polymorphs.

This isn't an opinion- show me the build and I will show you how wrong you are.


For polymorph:

Form of the Dragon 3, available at level 17, grants the caster +10 STR, +8 CON and Natural Armor, a fear aura, 6 attacks (7 with haste), a breath weapon that deals 12d8, DR 10/magic, 10ft. reach, the ability to fly, and can STILL cast spells.

Just for fun, let's assume base 10 STR wizard with a +6 belt.

Full attack: 2xBite(haste) +20 2d8+12, 2x claw +15 2d6+8, 2x wing +15 1d8+8, tail +15 2d6+8, all of which he can make at reach.

Oh, and I don't need a 200,000 gp sword to do this, which means I can buy OTHER magic items

For summons:

Summon Monster 9, available at level 17, lets a wizard summon 2-5 T-Rexes. (average 3)

Augment Summoning Feat grants +4 STR and CON.

Next Round, the wizard casts Bull's STR mass, targeting the T-Rexes.

T-Rexes each deal 4d6+29 damage, with an automatic grapple check at +36, and get +24 to hit, at 20ft. reach.

Oh, and the wizard can still offer artillery support after the buff.

Show me a fighter that can do that without the help of a caster.

EDIT: FotD 3 is a level 8 spell, so available at level 15, not 17.


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Rob Godfrey wrote:
because I want to play a fighter, not 'the guy who drains all the parties resources to be slightly better than a summoned creature.'

Sorry to say this, but if you are making fighters that are "slightly better than a summoned creature" then you are not, at all, even a little bit, optimizing your PC. The more lvls, the more you should be FAR, FAR superior. Note, im not saying you are playing wrong, play whatever way you have fun, but that is an unfair comparison.

I have seen fighters destroy, literally destroy, enemies left and right of a CR that per rule book, they should need the entire team to do. Not saying i havent watched others do the same, but it certanly wasnt with summon monster.

There is, no way, in current PF 1.0 that a well optimized fighter is "slightly better than a summoned creature" on an equal level party. Even more one at mid/higher lvls.

Rob Godfrey wrote:
well gee non-casters should be grateful for having to be buffed to be relevan....?

And again, that isnt on the casters end. I have seen cavaliers charge and explode whatever was at the other end of that lance... it was literally obscene the amount of damage.

Martials dont need the casters to be relevant in combat, if you do, then again, the tools are there, you simply arent using them.

Now ofc, with buffs? Those same martials become much, much better and it is beneficial to the whole team since the wizard has an easier time too. Same goes for healing and so many other things. Different people contribute in different ways, that is way i have always played.

Again, i dont know why playing a "team" game requires all members to be equal, i never had much problem with this martial/caster issue because i never had a caster play a one man show, it was always a team that made plans and how to execute them.

Im guessing that like some have said, the problem with this disparity comes more from sitting with people you dont know all the time which focus each on themselves, which ofc, would make out of combat martials do seem quite restricted.


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For kicks and giggles, here's some... Summons vs. Fighters.

Fighter @3 with +1 greatsword, weapon focus, furious focus, power attack
+1greatsword +9 (2d6+10)
Against a CR3 foe with AC15.
DPR = 14.03

What about Fighter @4 with +1 greatsword, weapon focus, weapon specialization, furious focus, power attack
+1greatsword +10 (2d6+15)
Against a CR3 foe with AC15.
DPR = 19.36

Wizard @3 with Augment Summoning, Superior Summoning. Summoning 1d3+1 augmented celestial eagles (on average 3)
3 eagles, each with the following:
2 talons +3 (1d4+2), bite +3 (1d4+2)
Total of 9 attacks in full attack vs. CR3 foe with AC15.
DPR = 23.40

Also the eagles can fly at 80ft speed. And they last for 3 rounds (so for two rounds the wizard is getting to cast more spells while doing more damage than the fighter).


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"Oh, but that's only if they can full attack! Unfair comparison!" you say? (Yes, I know you didn't say it yet, but I'm sure someone will think it eventually)

How about:

Fighter @5 with +1 greatsword, STR +2 belt, weapon focus, weapon specialization, furious focus, power attack, weapon training (+1)
+1greatsword +13 (2d6+17)
Against a CR5 foe with AC18
DPR = 21.12

Wizard @5 with Augment Summoning, Superior Summoning. Summoning 1d3+1 augmented small earth elementals (on average 3)
Three small earth elementals each with earth mastery:
slam +8 (1d6+11)
Against a CR5 foe with AC18
DPR = 25.11 (or 28.59 if they use their smite evil)

Plus they have a burrow speed. And darkvision, and tremorsense, and elemental defensive traits...


To be somewhat fair about the whole "Summon vs Martial" Idea that's going around in the topic right now;

I see Summons/Minions banned fairly often for a variety of reasons. I keep looking at groups for a silly idea involving summons but I keep running into: Summoner banned, Summoning banned.


Cellion wrote:

For kicks and giggles, here's some... Summons vs. Fighters.

Fighter @3 with +1 greatsword, weapon focus, furious focus, power attack
+1greatsword +9 (2d6+10)
Against a CR3 foe with AC15.
DPR = 14.03

What about Fighter @4 with +1 greatsword, weapon focus, weapon specialization, furious focus, power attack
+1greatsword +10 (2d6+15)
Against a CR3 foe with AC15.
DPR = 19.36

Wizard @3 with Augment Summoning, Superior Summoning. Summoning 1d3+1 augmented celestial eagles (on average 3)
3 eagles, each with the following:
2 talons +3 (1d4+2), bite +3 (1d4+2)
Total of 9 attacks in full attack vs. CR3 foe with AC15.
DPR = 23.40

Also the eagles can fly at 80ft speed. And they last for 3 rounds (so for two rounds the wizard is getting to cast more spells while doing more damage than the fighter).

You gave all 3 eagles a flanking bonus. Only 2 should get it. DPR for the eagles should be 22 (21.97)


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MerlinCross wrote:

To be somewhat fair about the whole "Summon vs Martial" Idea that's going around in the topic right now;

I see Summons/Minions banned fairly often for a variety of reasons. I keep looking at groups for a silly idea involving summons but I keep running into: Summoner banned, Summoning banned.

Which is a fairly strong indicator that there is something broken there.


BigDTBone wrote:
You gave all 3 eagles a flanking bonus. Only 2 should get it. DPR for the eagles should be 22 (21.97)

In my example none of them are benefiting from flanking. Check the included link to the augmented celestial eagle stat block.


Cellion wrote:
BigDTBone wrote:
You gave all 3 eagles a flanking bonus. Only 2 should get it. DPR for the eagles should be 22 (21.97)
In my example none of them are benefiting from flanking. Check the included link to the augmented celestial eagle stat block.

You are giving them +5 to attack, why?


BigDTBone wrote:
MerlinCross wrote:

To be somewhat fair about the whole "Summon vs Martial" Idea that's going around in the topic right now;

I see Summons/Minions banned fairly often for a variety of reasons. I keep looking at groups for a silly idea involving summons but I keep running into: Summoner banned, Summoning banned.

Which is a fairly strong indicator that there is something broken there.

While true, another way to look at it is "I don't want 1 person to have 5 rounds in a row". Even if someone summons nothing but wolves the whole game and nothing higher, that's going to be a LOT of wolves later in the game that don't do much but eat up turns.

I brought up Minions too. Summons, Leadership, Necromancy; All tend to be banned and I'm unsure if all 3 being broken is the key deciding factor in them.

I mean it might be broken but returning to the overall Caster vs Martial; I see more Banned Summon listing than Banned Caster/"I'm banning these spells".

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