| ObsessiveWiz |
I'm not disliking the look of the playtest as much as a lot of the community seems to. Maybe it's because I've played lots of very different systems, but the fact that the changes to PF2 are revolutionary vs evolutionary doesn't bother me. However, my playtest game has not started yet, so I haven't seen the rules in action yet.
However, one thing I've noticed is that paizo has apparently elected to continue the 15 minute adventuring day problem. Not only do spellcasters have fewer base spell slots per day, they also don't appear to get more slots based on casting stats. This looks to me like it will result in a lot of 1-or-2-encounter days, because the spellcasters are all out of spells.
One thing I really like in D&D 5e that pathfinder could take note of is the short rest feature, where PCs could regain some of their limited use per day abilities (including a limited number of spell slots).
What does everyone else think?
ulgulanoth
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Having played a session at lv1 it seems to be about the same in terms of adventuring days form PF1e if not a little longer because of spell points and the like giving slightly more at lower levels than PF1e did so you don't run out of abilities as a caster all that quickly. In PF2e the equation isn't just the spells you can cast, spell points also there.
| Ale, the 4th level potion |
You really will want to try it out in action first. Two big things have changed drastically.
1. All classes are decent at at least 1 attack action per round now. Finesse weapons aren't a feat now as well as smaller variations to hit bonuses means that everyone can have at least 1 decent a attack a turn (if they put in minimal effort). You still have the option to play things like a gnome caster with cleric archetype and gnome spell ancestory. You can build something that will almost never need a weapon basically.
2. Cantrips are pretty great now. Things like the spell shield are so great it makes me feel like a caster that has power, rather than always having to decide to use some finite resource, or do nothing. 1st edition has an issue of me always having to work super hard to find my caster something non-spells to do to reserve power until I get to level 8. Then I have all the spells ever and get to enjoy it for 2 levels and then the game is over and we start a new campaign.
Lastly, you can count this as three. I don't plan ahead the best sometimes. 3. Spell slots all have a great bang to them now. Ray of enfeeblement for instance hurts even when they succeed at a save. So you don't want to be throwing magic everywhere all the time, but when you decide to use it, people at the table can appreciate it for being the game changer that the group really needed. Even the damage spells (commonly thought to be the underpowered part of casting in 1st edition) are pretty great at slamming in that extra damage. Fireball now does 6d6 from the level you start using it. And against opponents that are lower level and probably going to crit fail the saves it does double from the first level you get it. THAT IS 12D6 AT LEVEL 5. It doesn't require feats, it just takes you casting fireball on those it was designed for. It's pretty amazing!
I hope that helps to resolve your fears. I know I was pretty shaken up day 1. But my fears have started to settle.
| ENHenry |
I don’t think this will be the case; if anything, the beefing up of Cantrips means that spellcaster can last longer without blowing every spell they know on combat #1. As cantrips scale, they still have both single and area attacks that they can use while gauging how tough a foe is. Back when cantrips did 1d3 and never increased, this was not the case, but now casters can dish some pretty competitive damage (telekinetic projectile is pretty sweet!) and keep going.
Having listened to various play tests, they seem to have no trouble keeping going for two or three fights before needing to camp or retreat.
| ObsessiveWiz |
In PF2e the equation isn't just the spells you can cast, spell points also there.
True, but PF1 also had domains/bloodlines/schools with powers separate from spells. Without playing, spell points look like about the same general power level as those.
All classes are decent at at least 1 attack action per round now.
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Cantrips are pretty great now.
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you don't want to be throwing magic everywhere all the time, but when you decide to use it, people at the table can appreciate it for being the game changer that the group really needed
Fair enough, and maybe it's something that's a non-issue.
Having listened to various play tests, they seem to have no trouble keeping going for two or three fights before needing to camp or retreat.
But I really didn't like the short adventuring days in PF1 (it just feels goofy to do 2 or 3 fights that take a grand total of 20 minutes then leave the dungeon for a day). If the argument is that it didn't get better, but at least it didn't get worse, then my point that I'd like some kind of short rest-type feature stands.