Class should give Floating Boost


Classes


I want to make a Strength-Based cleric (or rogue), or a Dexterity based Wizard! Right now all of these classes start 1 boost behind in their "primary" stat because the class selection phase only boosts as single fixed stat, so there's no option for getting something *else* to 18.

You could potentially allow that to be floating, but I think a better solution might be to give 2 stat boosts during that stage, one fixed, on floating, and then have your open stat boosts give you 3 rather than 4 boosts. I also think 3 boosts rather than 4 would work better at higher levels, as you just get too many boosts to pretty much everything going up and characters feel a lot more uniform.


16 in your primary stat isn't that bad. You'll only be behind by +1 at most levels. Also the final rules are 95% guaranteed to have a point buy option (I believe it was omitted to ensure enough people tested the ABC version of stat generation).


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This is a non-issue. You can still make a Str based cleric. You'll have a 16 in Str which is more than enough. You don't "need" it to be 18. There's no more times and a half on damage for going two handed.

Also, every 5 levels you add +2 to FOUR different stats. That's an 18 Str and 16 Con by 5th level.

You can even do this with a halfling. You'll have an 18 Str by 10th level instead.

Seriously. Optimization is almost pointless. An unoptimized character is only 1 point behind an optimized one on average.


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And we've been told repeatedly that +1 makes a *huge* difference. You can't have it both ways. If Expert proficiency in weapons matters, then so does an 18 as compared to a 16.

EDIT: Sorry if I seem upset about this, but yeah, we've been repeatedly told by developers that +1 is a big difference in that system, yet they/others also seem to downplay it in some situations. It doesn't make sense, and it's essentially double-speak on their part. Either it matters, or it doesn't, and we need to choose one.


tivadar27 wrote:

I want to make a Strength-Based cleric (or rogue), or a Dexterity based Wizard! Right now all of these classes start 1 boost behind in their "primary" stat because the class selection phase only boosts as single fixed stat, so there's no option for getting something *else* to 18.

You could potentially allow that to be floating, but I think a better solution might be to give 2 stat boosts during that stage, one fixed, on floating, and then have your open stat boosts give you 3 rather than 4 boosts.

Sounds fine to me.

tivadar27 wrote:
I also think 3 boosts rather than 4 would work better at higher levels, as you just get too many boosts to pretty much everything going up and characters feel a lot more uniform.

Many/most martials will feel obliged to put boosts into Str & Dex & Con. If they don't get a fourth boost to make a less obligatory choice with then they'll feel more uniform, not less. (This also kicks in if you shift one of the post-class boosts into the class stage as above, but I don't think it's as much of a problem if it only happens once.)


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tivadar27 wrote:

And we've been told repeatedly that +1 makes a *huge* difference. You can't have it both ways. If Expert proficiency in weapons matters, then so does an 18 as compared to a 16.

EDIT: Sorry if I seem upset about this, but yeah, we've been repeatedly told by developers that +1 is a big difference in that system, yet they/others also seem to downplay it in some situations. It doesn't make sense, and it's essentially double-speak on their part. Either it matters, or it doesn't, and we need to choose one.

It's fine to be upset. It's all in how you express it. Also, I am not one to talk.

+1 matters, kind of. +2 matters more and +3 is freaking king. An unoptimized character in this edition is only 1 point behind the optimized one. I'm learning to like this. It means you're still effective even if you somehow make a "bad" character. What I'm disliking is the fact that future supplements can NEVER give another +1 anywhere on a character without potentially breaking the system. This heavily restricts design. With no room to breath, you're stuck with a stagnant system.

Just play the test, take exceptional notes, and move the future towards better character options. It's all any of us can hope to do.


Shane LeRose wrote:
What I'm disliking is the fact that future supplements can NEVER give another +1 anywhere on a character without potentially breaking the system. This heavily restricts design. With no room to breath, you're stuck with a stagnant system.

My hope is that this is actually a benefit to the system. If future supplements can't fall back(or are more limited on falling back) on +1s, they can add interesting non-numerical aspects instead of just +1s. At least on d20 rolls. I'm far more ok with a more relaxed take on +1 on non-d20 rolls (though too much stacking might prove eccessive), but if they can manage to achieve more interesting effects without just being numerical boosts, then I don't think I have a problem with limiting bonuses the way they are.


Shane LeRose wrote:


+1 matters, kind of. +2 matters more and +3 is freaking king. An unoptimized character in this edition is only 1 point behind the optimized one.

This is untrue. An unoptimized character can end up as much as 12 points behind an optimized one (before items). Untrained and stat 8 (-3) vs max stat + legendary. (6+3=9)

The catch is this won't come up often, but then neither will legendary proficiency. Before 7th level, expert only comes up in a few cases. Master is even more rare, and a literal handful of cases aside, doesn't come up at all until levels are in the teens.

But 1 point behind certainly isn't true. Even at first level, it's easy to be at +2 vs someone else in attacks (because fighter). Skillwise, training matters less than stat modifier. Saves can get up to expert, but the main difference is stats again (which is -1 to 4 range).

And that's before you get into any sort of shenanigans. A 6th level fighter cleric of gorum (2nd level feat) with the magic weapon spell (4th level feat) and the zeal domain (6th level feat), can have an attack at 6+4+2+1+1 (+14), while a lot of classes wandering around trained in the same same weapon tops out 6+4 (+10), and only if they've thrown a lot of stat ups at strength. A spellcaster can compensate with magic weapon spells of their own, but they're still more than 1 point behind.

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