First impression on magic


Skills, Feats, Equipment & Spells


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When the first blogs were presented I was very exited about PF2 and still think some of the changes to the core system are very good improvements, but later blogs diminished my enthusiasm, specially the ones concerned with magic, and frankly some were quite disappointing. Now that I have been able to read the complete systems involved I must said the disappointment on how magic is being handle in PF2 has only increased.

I will list the parts which I disagree with the direction taken and propose a design I will prefer.

  • Prepared spellcasting Prepared casting can be quite unfun and is really difficult for new players.
    I think arcanist style should be used instead.

  • Spontaneous heightening Spontaneous casting already has a very hard limiting factor in spells known, the limit on heightening on spontaneous caster doubles down on it.
    Spontaneous heightening should be free, I think it will be balanced with Arcanist style for prepared caster as long as spontaneous caster gain enough spells known.

  • Spell disruption Is ridiculous easy to disrupt spells, that damage equal to level is enough to disrupt spells without offering any opportunity to the caster doesn't seem fair.
    There should be Spell Roll vs damage dealt to prevent disruption.

  • Rarity Lots of staple spells are uncommon which is quite disappointing in itself, but frankly, I think games should aim to remove GM Fiat as much as possible, not increase it.
    This needs to disappear completely.

  • Rods I don't know if Rods are just absent from the playtest or removed from the game, but I suspect the later.
    Bring Rods back, specially Metamagic Rods.

  • Staves Staves are quite taxing to use, from what I have read is the only held item that require investment, it cause that nobody else could use the Staff for a day, and depending on the level is the charges it gets.
    Remove investing and charges from Staves, Resonance should be the only cap for activations.

  • Wands level cap I’m very disappointed to see there is still spell level cap on wands, and with Spell roll cap on top of it.
    Remove the 4th level cap on wands.

  • Wands charges I really think that Wands should not be consumables, actually I think consumables should be one use only.
    Wands should be like Dueling Wands without once per day limit.

  • Magic items once per day Once per day abilities are quite unfun, and more so when is on top of expending Resonance.
    Remove the once per day cap, Resonance should be the only cap for activations.

  • Resonance for consumables I already don't like consumables very much, the idea of using money on something that once used is gone instead of a permanent magic item that can be used over and over is already quite unappealing to me, that now on tops will consume a resource like Resonance is just too much.
    Seriously consider dropping it for consumables.

  • 10th level spells Is really jarring to see that spells are gained every odd level except 19th, class progression should not be mutilated like that, and frankly 10th level spells are not that impressive to justify a feat gate for once per day at level 20th
    10th level spells should be gained automatically, two slots at level 19th and another at 20th.

  • Metamagic feats I seriously cannot understand why metamagic feats are not general feats anymore
    Metamagic should not be class specific, return metamagic to general feats.

  • Class feats Once per day abilities are unfun, at least I avoid them like the plague.
    Replace caps of once per day with Spell Points or another resource that allows a choice of number of activations

There are other things I have not make up mind still like concentrate, summoning, polymorph, and planar binding, but it doesn't look promising.

To conclude, I play RPGs because I like magic and high fantasy, so that is what I will be looking for to evaluate if the migration is worth it for me or not.


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Don’t do any of these.


edduardco wrote:


[list]

  • Prepared spellcasting Prepared casting can be quite unfun and is really difficult for new players.
    I think arcanist style should be used instead.
  • They can also be quite fun and I've never seen anyone have trouble learning them. In fact, they've been easier to explain than spontaneous.

    edduardco wrote:


  • Spell disruption Is ridiculous easy to disrupt spells, that damage equal to level is enough to disrupt spells without offering any opportunity to the caster doesn't seem fair.
    There should be Spell Roll vs damage dealt to prevent disruption.
  • Say rather it was ridiculously easy to avoid disruption in the 3.x period. Easy disruption was one of the balancing factors of casters that got lost along the way, like healing being part of Necromancy.

    edduardco wrote:


  • Rarity Lots of staple spells are uncommon which is quite disappointing in itself, but frankly, I think games should aim to remove GM Fiat as much as possible, not increase it.
    This needs to disappear completely.
  • What needs to disappear, the commonality of spells or GF fiat? In the former case, it might need some tweaking but I like the general idea. In the latter, I agree that having agreed-upon rules for a wide variety of things is a good thing, but Rule 0 is the basis of all games (barring Rule -1: it should be fun for everyone).

    edduardco wrote:


  • Rods I don't know if Rods are just absent from the playtest or removed from the game, but I suspect the later.
    Bring Rods back, specially Metamagic Rods.
  • Bring back rods, yes. F&~@ metamagic rods. They were some of the most imbalancing and annoying magic items to deal with - free metamagic being a known unbalancer. I have long wanted to house rule them to merely grant access to the feat, not give free metamagic.

    edduardco wrote:

  • *snip*magic items in general
  • Resonance in general is a terrible idea and should be taken out behind the barn and shot. If ever we transition to PF2 (unlikely, especially with the proficiency system, which I loathe) it would be tossed out the window.


    Prepared spells. I've never liked prepared casting at all, but if they ever make an arcanist it wouldn't have much uniqueness if the wizard prepared spells the same way. just exploits.

    Not that i think they'll make an arcanist, but this early in the playtest who knows what they might do in the future.

    so the choices would be either leave it alone, or make all casters spontaneous. since a wizard's thing is that they can learn spells, the second would be horribly unbalanced given the sorcerer's limited spell repertoire. so they left it alone.

    Rarity. dude, Pathfinder 1e had so many spell options from so many little splats that were A LOT stronger than options in the main books. having a system in place that says "You have to have run across this spell someplace in character to learn it at level up," really reduces that issue, and plenty of GMs do that sort of thing anyway. this just puts it in the main book and keeps GMs from having to make their own system for it.

    Rods. You know what, With metamagic feats now costing actions instead of a level increase, I could see bringing them back not unbalancing things too much. make it so you have to hold up the rod as a somatic casting action and it wouldn't be too bad.

    In pf1 it was actually preferable to have a rod to a metamagic feat and I rarely bothered with metamagic because the level increase was usually too much and i was better off casting a higher level spell. there were a few exceptions of course.

    Staves. Staves require those things for a reason. They're basically a permanent source of extra spells per day.

    Wands. let's not. making them non consumables limited to a small number of charges per day (1-3) I could see, but keep the cap at 4th level spells, and you certainly shouldn't be able to spam wands all day.


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    My first impression on magic in PF2 - Necromancy is a frigging joke or afterthought.


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    Only point I agree is the last one, I prefer resources (resolve, resonance, whatever) to 1x day uses.


    edduardco wrote:
    I seriously cannot understand why metamagic feats are not general feats anymore. Metamagic should not be class specific, return metamagic to general feats.

    Because they fit the design space that Paizo wants class feats to fill, not general feats. They aren't all that class specific, either. Multiple metamagic feats are shared across several classes.


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    gustavo iglesias wrote:
    Only point I agree is the last one, I prefer resources (resolve, resonance, whatever) to 1x day uses.

    When I first heard the idea of Resonance, I had envisioned something like the Focus Points of the Occultist from PF1, which had me pretty excited.

    Kind of a gadget-y approach, invest X points in the item for effect A, Y points for effect B, and so on. Never crossed my mind that you'd need to burn one do down a potion, which is supposed to be self-contained magic. I really don't like what we wound up with. I'd love an Occultist -style system.


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    Edduarco
    Those are excellent ideas and would really help!
    Xenocrat
    Why don't you like the ideas?

    As of now my whole group is so turned off by the magic changed we would never play pf2 as is.


    sherlock1701 wrote:
    Never crossed my mind that you'd need to burn one do down a potion, which is supposed to be self-contained magic.

    They explicitly designed Resonance to balance consumable items. Otherwise why buy a wand of Heal level 3 instead of two wands of Heal level 2?


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    Corwin Icewolf wrote:

    Prepared spells. I've never liked prepared casting at all, but if they ever make an arcanist it wouldn't have much uniqueness if the wizard prepared spells the same way. just exploits.

    Not that i think they'll make an arcanist, but this early in the playtest who knows what they might do in the future.

    so the choices would be either leave it alone, or make all casters spontaneous. since a wizard's thing is that they can learn spells, the second would be horribly unbalanced given the sorcerer's limited spell repertoire. so they left it alone.

    I don't think any of the ACG are going to exist in PF2 as anything that Archetypes.

    After trying the Arcanist and 5e Prepared casting I find very difficult to return to the previous method.

    Corwin Icewolf wrote:
    Rarity. dude, Pathfinder 1e had so many spell options from so many little splats that were A LOT stronger than options in the main books. having a system in place that says "You have to have run across this spell someplace in character to learn it at level up," really reduces that issue, and plenty of GMs do that sort of thing anyway. this just puts it in the main book and keeps GMs from having to make their own system for it.

    That shows that those spells were badly designed. Rarity goes much further than that requieren GM fiat for uncommon spells, there are a lot of uncommon spells just in the playtest many of them staples for me, I cannot stand a system that requires that level a fiat.

    Corwin Icewolf wrote:
    Staves. Staves require those things for a reason. They're basically a permanent source of extra spells per day.

    And resonance per activation is not enough?

    Corwin Icewolf wrote:
    Wands. let's not. making them non consumables limited to a small number of charges per day (1-3) I could see, but keep the cap at 4th level spells, and you certainly shouldn't be able to spam wands all day.

    I proposed to remove charges completely, that is the point of having Resonance, is it not?

    As for the 4th level cap I don't see the point, Spell Dueling Wands already allow spells of any level.


    Reynard-Miri wrote:
    edduardco wrote:
    I seriously cannot understand why metamagic feats are not general feats anymore. Metamagic should not be class specific, return metamagic to general feats.
    Because they fit the design space that Paizo wants class feats to fill, not general feats. They aren't all that class specific, either. Multiple metamagic feats are shared across several classes.

    You know what I could have been more clear there, what I mean is that metamagic feats should not be class gated, but you are right that class feats is the way to access to metamagic feats, so I guess PF2 needs a section for feats that can be taken by multiple classes in order to avoid repetition.


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    sherlock1701 wrote:
    gustavo iglesias wrote:
    Only point I agree is the last one, I prefer resources (resolve, resonance, whatever) to 1x day uses.

    When I first heard the idea of Resonance, I had envisioned something like the Focus Points of the Occultist from PF1, which had me pretty excited.

    Kind of a gadget-y approach, invest X points in the item for effect A, Y points for effect B, and so on. Never crossed my mind that you'd need to burn one do down a potion, which is supposed to be self-contained magic. I really don't like what we wound up with. I'd love an Occultist -style system.

    And not only that, check the thread of Bag of Holding, it cost a resonance point to open it each time.

    If Paizo wants to make PF2 low magic game/setting is their call, but that is not a game in which I'm interested.


    edduardco wrote:
    Corwin Icewolf wrote:

    Prepared spells. I've never liked prepared casting at all, but if they ever make an arcanist it wouldn't have much uniqueness if the wizard prepared spells the same way. just exploits.

    Not that i think they'll make an arcanist, but this early in the playtest who knows what they might do in the future.

    so the choices would be either leave it alone, or make all casters spontaneous. since a wizard's thing is that they can learn spells, the second would be horribly unbalanced given the sorcerer's limited spell repertoire. so they left it alone.

    I don't think any of the ACG are going to exist in PF2 as anything that Archetypes.

    After trying the Arcanist and 5e Prepared casting I find very difficult to return to the previous method.

    maybe not, but who knows?

    Quote:
    Corwin Icewolf wrote:
    Rarity. dude, Pathfinder 1e had so many spell options from so many little splats that were A LOT stronger than options in the main books. having a system in place that says "You have to have run across this spell someplace in character to learn it at level up," really reduces that issue, and plenty of GMs do that sort of thing anyway. this just puts it in the main book and keeps GMs from having to make their own system for it.
    That shows that those spells were badly designed. Rarity goes much further than that requieren GM fiat for uncommon spells, there are a lot of uncommon spells just in the playtest many of them staples for me, I cannot stand a system that requires that level a fiat.

    Maybe, but I highly doubt pf2 is going to be immune to power creep.

    Quote:
    Corwin Icewolf wrote:
    Staves. Staves require those things for a reason. They're basically a permanent source of extra spells per day.
    And resonance per activation is not enough?

    *shrugs* it might be for some of them. Which ties in with my next response.

    Quote:
    Corwin Icewolf wrote:
    Wands. let's not. making them non consumables limited to a small number of charges per day (1-3) I could see, but keep the cap at 4th level spells, and you certainly shouldn't be able to spam wands all day.
    I proposed to remove charges completely, that is the point of having Resonance, is it...

    Resonance limits total magic item uses, even with that kind of limitation, there are still valid reasons to separate and limit specific magic item resources, much like how spell slots have different levels and casters get spell points for powers on top of that. That's not to say that in some cases it doesn't feel excessive, I'd rather a wand have a small number of uses per day than a moderate or large number of uses forever.


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    Corwin Icewolf wrote:
    I'd rather a wand have a small number of uses per day than a moderate or large number of uses forever.

    I can agree with that


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    Bjørn Røyrvik wrote:


    Say rather it was ridiculously easy to avoid disruption in the 3.x period. Easy disruption was one of the balancing factors of casters that got lost along the way, like healing being part of Necromancy.

    I have seen/heard in several places this complaint about Heal becoming a necromancy spell and wanted to point something out. Back in 1st and 2nd editions of AD&D healing spells were necromancy. I for one actually like this return to form for these types of spells as part of the understanding of the necromancy school was the manipulation of the life force.


    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

    I agree with most of these points, except the first one. I'm still quite happy with prepared and spontaneous casting as it was in the prior edition, except of course that the Sorcerer currently is really lacking as a class and that the new "you must prepare Fireball as a 8th level spell to get a chance at decent damage" is a terrible idea.


    DreadFireWyrm wrote:
    Bjørn Røyrvik wrote:


    Say rather it was ridiculously easy to avoid disruption in the 3.x period. Easy disruption was one of the balancing factors of casters that got lost along the way, like healing being part of Necromancy.

    I have seen/heard in several places this complaint about Heal becoming a necromancy spell and wanted to point something out. Back in 1st and 2nd editions of AD&D healing spells were necromancy. I for one actually like this return to form for these types of spells as part of the understanding of the necromancy school was the manipulation of the life force.

    Now that the forums allow me to post again:

    I know. I liked it the way it was back in the day and approve of the fix. On reflection I don't know why I brought up the Necromancy healing thing in relation caster balance. I guess I was just too pleased with one unambiguously good thing about P2.


    edduardco wrote:

    When the first blogs were presented I was very exited about PF2 and still think some of the changes to the core system are very good improvements, but later blogs diminished my enthusiasm, specially the ones concerned with magic, and frankly some were quite disappointing. Now that I have been able to read the complete systems involved I must said the disappointment on how magic is being handle in PF2 has only increased.

    I will list the parts which I disagree with the direction taken and propose a design I will prefer.

    • Prepared spellcasting Prepared casting can be quite unfun and is really difficult for new players.
      I think arcanist style should be used instead.

    • Spontaneous heightening Spontaneous casting already has a very hard limiting factor in spells known, the limit on heightening on spontaneous caster doubles down on it.
      Spontaneous heightening should be free, I think it will be balanced with Arcanist style for prepared caster as long as spontaneous caster gain enough spells known.

    • Spell disruption Is ridiculous easy to disrupt spells, that damage equal to level is enough to disrupt spells without offering any opportunity to the caster doesn't seem fair.
      There should be Spell Roll vs damage dealt to prevent disruption.

    • Rarity Lots of staple spells are uncommon which is quite disappointing in itself, but frankly, I think games should aim to remove GM Fiat as much as possible, not increase it.
      This needs to disappear completely.

    • Rods I don't know if Rods are just absent from the playtest or removed from the game, but I suspect the later.
      Bring Rods back, specially Metamagic Rods.

    • Staves Staves are quite taxing to use, from what I have read is the only held item that require investment, it cause that nobody else could use the Staff for a day, and depending on the level is the charges it gets.
      Remove investing and charges from Staves, Resonance should be the only cap for activations.

    • Wands level
    ...

    choose a system where you can use magic.

    I am almost decided to do it.

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