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First of all, 2e seems alright. There's problems but somethings are really cool and are a much needed update from 1e. Honestly I feel as if the playtest is, overall, a step in the right direction.
That being said one thing I'm praying to Nethys to change is the nerfing of spells and spellcasters. I've been following the playtest ever since it was announced and have read the rulebook. At first I was pretty apprehensive because I saw that every spellcaster was being limited to 3-4 spells per day. I then looked through the spells and noticed that they are so weak compared to a basic sword swing(an unlimited resource that only costs one action) and this was the case throughout the first few levels of spells. A perfect example of this is Barkskin, a really good spell in 1e that is unusable in 2e. Why does it have a downside when it basically doesn't do anything? Why does the downside then increase when you heighten it? Why does it only last for 1 minute? I'm genuinely confused by its existence.
Another thing is why not give wizard something to make up for the fact its not even trained in simple weapons, not trained in any armor and is the only prepared caster that can't heal others?

Kodyboy |
4 people marked this as a favorite. |
First of all, 2e seems alright. There's problems but somethings are really cool and are a much needed update from 1e. Honestly I feel as if the playtest is, overall, a step in the right direction.
That being said one thing I'm praying to Nethys to change is the nerfing of spells and spellcasters. I've been following the playtest ever since it was announced and have read the rulebook. At first I was pretty apprehensive because I saw that every spellcaster was being limited to 3-4 spells per day. I then looked through the spells and noticed that they are so weak compared to a basic sword swing(an unlimited resource that only costs one action) and this was the case throughout the first few levels of spells. A perfect example of this is Barkskin, a really good spell in 1e that is unusable in 2e. Why does it have a downside when it basically doesn't do anything? Why does the downside then increase when you heighten it? Why does it only last for 1 minute? I'm genuinely confused by its existence.
Another thing is why not give wizard something to make up for the fact its not even trained in simple weapons, not trained in any armor and is the only prepared caster that can't heal others?
Without a strong change to magic I don't see my group being interested in this edition.

Witch of Miracles |
1 person marked this as a favorite. |

First of all, 2e seems alright. There's problems but somethings are really cool and are a much needed update from 1e. Honestly I feel as if the playtest is, overall, a step in the right direction.
That being said one thing I'm praying to Nethys to change is the nerfing of spells and spellcasters. I've been following the playtest ever since it was announced and have read the rulebook. At first I was pretty apprehensive because I saw that every spellcaster was being limited to 3-4 spells per day. I then looked through the spells and noticed that they are so weak compared to a basic sword swing(an unlimited resource that only costs one action) and this was the case throughout the first few levels of spells. A perfect example of this is Barkskin, a really good spell in 1e that is unusable in 2e. Why does it have a downside when it basically doesn't do anything? Why does the downside then increase when you heighten it? Why does it only last for 1 minute? I'm genuinely confused by its existence.
Another thing is why not give wizard something to make up for the fact its not even trained in simple weapons, not trained in any armor and is the only prepared caster that can't heal others?
Cantrips are significantly better than 3.x to compensate.

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I mean cantrips are actually usable in here when they previously weren't. But are casters supposed to not use their slots? Because looking at most of these spells I'm wondering why the caster wouldn't just use the ever-scaling cantrip.
In regards to the four degrees, I'm taking into account crit fails. Even then these spells are still so questionable. Especially the ones that don't have degrees.
And I haven't even mentioned how easy it is to get interrupted when concentrating, and how most spells have such a short range. I'm not sure if they expected every spellcaster to pick up armor proficiency but its very strange to see them nerfed to the ground.

Atamis |
2 people marked this as a favorite. |

I personally am more concerned with the fact they seem to want most spells to last a flat minute without any up grades in heightening or anything else.
No long lasting travel spells like overland flight, unseen servant is concentration, which you can only do for a minute and then are fatigued, when it was mostly used in my group by people wanting to concentrate on something else, and preemptive protection spells like air bubble only last a minute as well? I hope they add something to make it worth preparing or using up a known spell slot for a spell that only grants you breathable air for one minute.
Though the lack of ability buffing spells, fabricate actually doing what its name means, and caster level having almost nothing to do with spell effects, outside of cantrips, has me worried that they want spells to be closer to special abilities so that spellcasters will scale closer to martial classes in terms of power.