| Freagarthach |
| 7 people marked this as a favorite. |
With the intention of providing feedback on ways in which players and GMs would like the systems involving spellcasting changed from where they are at the 1.3-1.4 update point, using a few guidelines. Make each entry a specific requested change, with necessary details rather than broad concepts. When giving feedback, use the favorites tag to show support, and leave off critiques and argument. If you want to request a change that is a direct contradiction of someone elses request, no problem, however please do not quote them - make your post self-contained with your singularly delineated ideas.
Things that I would like to see:
*An Earthsea inspired Namer archetype for the Bard class.
*More Transmutation spells in the core rules for lower levels, for instance Windy Escape, Lesser Angelic Aspect, and Revenant Armor.
Things that others have mentioned:
*Give Bards and Sorcerers (add other classes as response if you like) a class feat or ability to spend an action and spell point together to Heighten the casting of their spells.
*Have Cantrips follow the Magic Missile model of casting for a single action (spell mod damage), two actions (dice + spell mod damage), or three actions (as two actions but with small effect such as Enfeebled 1 or similar, flavored to the specific Cantrip)
*Provide a way for spellcasting classes to increase the DCs for their spells more often, similarly to the way Empowering Focus works for the Wizard class at level 4 but with greater frequency.
*Condense some of the conditions that magic creates into fewer categories - for example, conditions that give a -1 penalty across the board and no other effects can have a single name such as "Impaired 1" that stacks with other instances of "Impaired."
Please be considerate and polite, keeping any context for specific ideas and requests limited to you and your groups playtest experiences.
| dnoisette |
| 6 people marked this as a favorite. |
* The following spells and powers should have their critical failure effect on a regular failure instead:
-Charm
-Cloak of Colors
-Command
-Crushing Despair
-Daze
-Earthbind
-Echoing Nightmare
-Fear
-Ghoulish Cravings
-Hideous Laughter
-Litany against Sloth
-Mariner's Curse
-Nightmare
-Overwhelming Presence
-Phantasmal Killer
-Possession
-Spellwrack
-Spiritual Epidemic
-Synpatic Pulse
-Unfathomable Song
-Weird
*Barkskin should receive a serious buff, the DR it gives is pitiful and you gain weakness to the most common energy type on top of that?
For a 1 minute duration?!
*Buff spells in general (target "you" or other "creatures", no harmful effects) should have a duration of 1 minute per spell level, at the very least.
All of them should come with the possibility to be heightened to the next level for a 2 minutes duration or the level after that for a 3 minutes duration and so on.
In an ideal world, I'd be a 1 minute per caster level duration but it's pretty clear that's not Paizo's stance on "bringing magic to a balance point" so it's never happening.
*Mirror Image requires a small nerf: bring back the part where it says "If the attack misses by 5 or less, one of your figments is destroyed by the near miss."
*Rope Trick should be a 2nd level spell, no reason why it should be a 4th level spell, especially with the rarer tag.
*Uncommon spells should not be a thing at all. All of the potentially game-breaking options have been nerfed in several ways, no reason to arbitrarily keep players from accessing them as well.
*Nerfs on utility spells should be rolled back (Prestidigitation, Feather Fall, etc.).
These do not make a player or a party overpowered by any means but not having the options we used to for these spells is a roleplaying and quality of life loss.
And the big three, for me and my players, which are required ASAP:
*Casters should gain increased proficiency in their spells at a different rate: make it expert at level 8, master at level 12 and legendary at level 16.
*Casters need to be able to boost their save DCs but I'm advocating for something more permanent than has been previously offered in this thread: bring back Spell Focus (as a feat level 4) and Greater Spell Focus (as a feat level 10) for all spellcasting classes.
*Monsters' saves are way too high at the moment, 60% to 80% chance that they will save against spells is not balanced.
They need to be brought down.
Italics here because I cannot stress that enough.
| Freagarthach |
| 1 person marked this as a favorite. |
*Prepared Synergy, Wizard Feat, frequency once per minute - When you cast a prepared spell, you may reset the duration of one ongoing lower level spell you have cast as though you cast it this round.
*Passionate Focus, Bard and Sorcerer Feat, frequency once per minute - when you Heighten a spell using your action + spell point ability, increase the DC for that spell by 1.
*Summon Nature / Summon Divinity, Druid and Cleric feat, can use a spell point to use Augment Summoning (as per Conjuration school Wizard)
| shroudb |
| 6 people marked this as a favorite. |
* The following spells and powers should have their critical failure effect on a regular failure instead:
-Charm
-Cloak of Colors
-Command
-Crushing Despair
-Daze
-Earthbind
-Echoing Nightmare
-Fear
-Ghoulish Cravings
-Hideous Laughter
-Litany against Sloth
-Mariner's Curse
-Nightmare
-Overwhelming Presence
-Phantasmal Killer
-Possession
-Spellwrack
-Spiritual Epidemic
-Synpatic Pulse
-Unfathomable Song
-Weird
no ty.
i can see some of those being a bit better on failure, but certainly not having the "you do nothing haha!" effect on a simple fail.
as an example, Fear can certainly be boosted to be "frightened 3" on a failure, but Fleeing 1 should always stay at crit failure only.
| Midnightoker |
| 1 person marked this as a favorite. |
-Phantasmal Killer
I heavily disagree with this one, but several of the others are a bit much as well.
I am fine with PK as is, and in general I find spells to be over-nerfed (this being an exception to the general).
Now Command, I think you make a good argument for, possibly moving the Critical Failure to "and continues to do so each turn until it succeeds on its saving throw or completes the action" getting a new save on each turn.
| Bardarok |
| 1 person marked this as a favorite. |
Bardarok wrote:Attack cantrips should scale to be better than making two attacks with a sling.they already are better than a sling (and xbow), and they are about equal to a shortbow.
Yup you are right I forgot about the slow reload on slings and was actually comparing it to the short bows stats where the second attack makes a huge difference. Still cantrips fall behind short bows from the time that the first potency rune becomes available (4 or 5 depending on how the GM gives out loot) until lvl 12 when the caster gets expert proficiency in spells. Not as bad as I first thought though.
| shroudb |
shroudb wrote:Yup you are right I forgot about the slow reload on slings and was actually comparing it to the short bows stats where the second attack makes a huge difference. Still cantrips fall behind short bows from the time that the first potency rune becomes available (4 or 5 depending on how the GM gives out loot) until lvl 12 when the caster gets expert proficiency in spells. Not as bad as I first thought though.Bardarok wrote:Attack cantrips should scale to be better than making two attacks with a sling.they already are better than a sling (and xbow), and they are about equal to a shortbow.
only marginally, cantrips still attack at +1 compared to a +1 weapon due to targetting touch, and deal (for single target) around d8+stat vs d6.
at +1 potency, you're comparing a 2d6 (7) at +0/-5 vs a 1d8+4 (8.5) at +1
which isn't that far off and doesn't cost you either your 1 level 4 item, or a martial weapon proficiency.
at +2 potency (9th level) you already have around 25+ daily spells, so cantrips are used only as rare fillers at that point.
| Bardarok |
Bardarok wrote:shroudb wrote:Yup you are right I forgot about the slow reload on slings and was actually comparing it to the short bows stats where the second attack makes a huge difference. Still cantrips fall behind short bows from the time that the first potency rune becomes available (4 or 5 depending on how the GM gives out loot) until lvl 12 when the caster gets expert proficiency in spells. Not as bad as I first thought though.Bardarok wrote:Attack cantrips should scale to be better than making two attacks with a sling.they already are better than a sling (and xbow), and they are about equal to a shortbow.
only marginally, cantrips still attack at +1 compared to a +1 weapon due to targetting touch, and deal (for single target) around d8+stat vs d6.
at +1 potency, you're comparing a 2d6 (7) at +0/-5 vs a 1d8+4 (8.5) at +1
which isn't that far off and doesn't cost you either your 1 level 4 item, or a martial weapon proficiency.at +2 potency (9th level) you already have around 26+ daily spells, so cantrips are used only as rare fillers at that point.
Depending on your definition of marginally sure. Here is my math Link
| shroudb |
| 1 person marked this as a favorite. |
shroudb wrote:Bardarok wrote:shroudb wrote:Yup you are right I forgot about the slow reload on slings and was actually comparing it to the short bows stats where the second attack makes a huge difference. Still cantrips fall behind short bows from the time that the first potency rune becomes available (4 or 5 depending on how the GM gives out loot) until lvl 12 when the caster gets expert proficiency in spells. Not as bad as I first thought though.Bardarok wrote:Attack cantrips should scale to be better than making two attacks with a sling.they already are better than a sling (and xbow), and they are about equal to a shortbow.
only marginally, cantrips still attack at +1 compared to a +1 weapon due to targetting touch, and deal (for single target) around d8+stat vs d6.
at +1 potency, you're comparing a 2d6 (7) at +0/-5 vs a 1d8+4 (8.5) at +1
which isn't that far off and doesn't cost you either your 1 level 4 item, or a martial weapon proficiency.at +2 potency (9th level) you already have around 26+ daily spells, so cantrips are used only as rare fillers at that point.
Depending on your definition of marginally sure. Here is my math Link
nice spreadsheet^^
i usually do my math on paper, and i had as well 6.65 vs 5.95which is about 10% difference, and what i value as marginal (or, as "saves me the 1 4th level item + martial weapon proficiency" required)
| Bardarok |
| 2 people marked this as a favorite. |
Bardarok wrote:shroudb wrote:Bardarok wrote:shroudb wrote:Yup you are right I forgot about the slow reload on slings and was actually comparing it to the short bows stats where the second attack makes a huge difference. Still cantrips fall behind short bows from the time that the first potency rune becomes available (4 or 5 depending on how the GM gives out loot) until lvl 12 when the caster gets expert proficiency in spells. Not as bad as I first thought though.Bardarok wrote:Attack cantrips should scale to be better than making two attacks with a sling.they already are better than a sling (and xbow), and they are about equal to a shortbow.
only marginally, cantrips still attack at +1 compared to a +1 weapon due to targetting touch, and deal (for single target) around d8+stat vs d6.
at +1 potency, you're comparing a 2d6 (7) at +0/-5 vs a 1d8+4 (8.5) at +1
which isn't that far off and doesn't cost you either your 1 level 4 item, or a martial weapon proficiency.at +2 potency (9th level) you already have around 26+ daily spells, so cantrips are used only as rare fillers at that point.
Depending on your definition of marginally sure. Here is my math Link
nice spreadsheet^^
i usually do my math on paper, and i had as well 6.65 vs 5.95
which is about 10% difference, and what i value as marginal (or, as "saves me the 1 4th level item + martial weapon proficiency" required)
Yah my original complaint was based on the sling because I overlooked the reload 1 property so as I said upthread I am less worried about it now.
EDIT: also thanks, I love a good spreadsheet.
| Dasrak |
| 7 people marked this as a favorite. |
* The following spells and powers should have their critical failure effect on a regular failure instead:
I think what you've listed is just the tip of the iceberg. The entire spell list needs a serious second look, because a lot of spells are simply never worth using (never mind where you think magic should be, these spells simply are not worth your actions to cast). I don't think spells like mirror image would be quite so problematic if other spells were up to shape.
*Rope Trick should be a 2nd level spell, no reason why it should be a 4th level spell, especially with the rarer tag.
I hate Rope Trick with a passion; most of the time it's a safe and reliable means of resting, which makes players get complacent. When it doesn't work, however, you've just backed yourself into a corner with no avenue of escape. It's the kind of spell that only really works because of PC plot armor.
*Uncommon spells should not be a thing at all. All of the potentially game-breaking options have been nerfed in several ways, no reason to arbitrarily keep players from accessing them as well.
I'm actually coming around to the idea of uncommon spells. Don't get me wrong, I'll be completely ignoring them at my table, but I get that this is my preference of game style. The uncommon spell designation could well be the price we pay to get a teleport spell that isn't completely hobbled by restrictions that require liberal interpretations just to function at all (last I checked "GPS" wasn't on the list of available equipment. How exactly am I supposed to know the exact distance and direction to my destination that's hundreds of miles away?)
With that said, the difficulty of learning uncommon spells needs to be brought down, especially for the charisma-based casters. They shouldn't have any additional requirements to learn if your GM is allowing them.
*Casters should gain increased proficiency in their spells at a different rate: make it expert at level 8, master at level 12 and legendary at level 16.
*Casters need to be able to boost their save DCs but I'm advocating for something more permanent than has been previously offered in this thread: bring back Spell Focus (as a feat level 4) and Greater Spell Focus (as a feat level 10) for all spellcasting classes.
It's already bad enough that the caster proficiency bumps cost you class feats at those levels, it'd be even worse if there were additional spell DC feat taxes.
*Monsters' saves are way too high at the moment, 60% to 80% chance that they will save against spells is not balanced.
They need to be brought down.
Agreed; with the way things are currently set up, what you're looking for are spells with good effects on a successful save, because that's the most common outcome. Or better yet, spells that don't trigger saves at all.
Yah my original complaint was based on the sling because I overlooked the reload 1 property so as I said upthread I am less worried about it now.
The problem cantrips have in comparison to strikes isn't one of damage, it's one of action economy. Any time you have one action left at the end of your turn you can fill it with a shortbow attack, which is something a cantrip cannot do. And when you do decide to cast a 2-action cantrip, you still have 1 action left over to make a strike with it (obviously you want to go with electric arc if you're doing this, to avoid MAP). Cantrips simply aren't capable of filling the niche that strikes do, which is to give you an effective way to spend one extra action at the end of your turn.
| dnoisette |
| 2 people marked this as a favorite. |
It's already bad enough that the caster proficiency bumps cost you class feats at those levels, it'd be even worse if there were additional spell DC feat taxes.
I should probably have mentioned that, for me, increased proficiency in spells should not come at the cost of a feat.
Martial classes increase their weapon proficiencies for free at odd levels (3rd, 13th), and it never costs them anything.Why should casters pay with the loss of a feat just to be able to use their spells effectively at appropriate levels?!
Assuming increased spell proficiency no longer comes at the cost of a feat, then picking Spell Focus and its greater variant to boost one school of your choice becomes less of an issue for me. :)
I think what you've listed is just the tip of the iceberg. The entire spell list needs a serious second look, because a lot of spells are simply never worth using (never mind where you think magic should be, these spells simply are not worth your actions to cast). I don't think spells like mirror image would be quite so problematic if other spells were up to shape.
I know.
Unfortunately, I'm just trying to keep my expectations in check with what has a realistic chance to come to pass.Changing some spells' effects from critical failure to failure is something that can be done easily, quickly and, hopefully, does not threaten what is apparently the new "balance point for magic".
| Elleth |
| 4 people marked this as a favorite. |
dnoisette wrote:*Uncommon spells should not be a thing at all. All of the potentially game-breaking options have been nerfed in several ways, no reason to arbitrarily keep players from accessing them as well.I'm actually coming around to the idea of uncommon spells. Don't get me wrong, I'll be completely ignoring them at my table, but I get that this is my preference of game style. The uncommon spell designation could well be the price we pay to get a teleport spell that isn't completely hobbled by restrictions that require liberal interpretations just to function at all (last I checked "GPS" wasn't on the list of available equipment. How exactly am I supposed to know the exact distance and direction to my destination that's hundreds of miles away?)
Personally I think I'm gonna end up giving my players easy access to uncommon spells (e.g. if they can give me a fun excuse for knowing it), but keep the rarity in place for NPCs. I want to keep some bits of it in play, simply because I want collecting e.g. Shadow Walk from a forgotten tome to feel like awesome loot.
Because rarity gives players an automatic expectation as to what is and isn't common, I very much like it. PCs are a minority by definition so I am cool with them being awesome, but I like not having to run through a bunch of hoops to invalidate stuff like "and all the armies have teleport", esp if magic in general is insanely common (as my setting is shaping up for).
Like. If the question is "why didn't they just shadow walk in?" the answer becomes "why would they know shadow walk?", whereas "why didn't they just fireball us?" is a question I'm more happy to work into my setting, because it doesn't have as disruptive a large-scale effect.
As for what I'd personally want:
| dnoisette |
| 1 person marked this as a favorite. |
Here is a revolutionary idea.
Stop Taxing Spellcasters through a Feat to earn Spell Points. Just give ALL Spellcasters Spell Points out the gate, and let them use them to Recover Spells = 1 level/point spent.
You know what...I'd actually love that!
However, in that case, would you keep school/composition/bloodline powers using the same number of spells points they do now?
I can easily imagine every spellcaster saving their spellpoints for extra spell slots and powers falling on the side as a result. :o
| Freagarthach |
| 1 person marked this as a favorite. |
*As an alternate way to balance spells such as Earthbind, Echoing Nightmare, Flesh to Stone, and Spellwrack, change their Targets line to "One or two creatures."
Adding a second target will not always be relevant yet will situationally allow more success on the part of the caster without changing the overall dynamic of how spells are balanced at this point in the playtest. Having more non-Evocation spells with multiple target profiles enhances the flavor of schools like Enchantment and Transmutation at the practical battlefield level.
| Zecrin |
| 1 person marked this as a favorite. |
I'm actually coming around to the idea of uncommon spells. Don't get me wrong, I'll be completely ignoring them at my table, but I get that this is my preference of game style. The uncommon spell designation could well be the price we pay to get a teleport spell that isn't completely hobbled by restrictions that require liberal interpretations just to function at all (last I checked "GPS" wasn't on the list of available equipment. How exactly am I supposed to know the exact distance and direction to my destination that's hundreds of miles away?)With that said, the difficulty of learning uncommon spells needs to be brought down, especially for the charisma-based casters. They shouldn't have any additional requirements to learn if your GM is allowing them.
I, on the other hand, am not a big rarity fan. I know that teleport is the poster boy of uncommon spells, and I understand that there are many DMs out there who don’t want it at there table. However, teleport is by no means the only uncommon spell. Other past-edition classics appear on the list including the likes of contingency, dominate, and all the power word spells.
While many DMs will be happy to allow such material at their tables, others, I believe will not. Just as many DMs have, in the past, disallowed 3pp material simply because it is 3pp, so to will many DMs disallow rare spells simply because they are rare.
The default assumption in pf2e is as much that no PC cleric will have access to protection from evil as it is that no PC fighter will have access to control weather. Personally, I find this irritating.
| Tridus |
| 7 people marked this as a favorite. |
Make spells like Resist Energy worth casting. That one is the standout that really sticks in my mind as to what is wrong with spellcasting in the playtest.
It does almost nothing. It lasts for so little time that you can't really do it preventatively. Getting it onto the entire group requires heightening it to an absurdly high level. There doesn't seem to be a reason for it to even exist in it's current state.
There are a lot of spells like that. Going through the list, I'm continually amazed at how underwhelming so many spells are.
A lot of my other things have already been mentioned, but the other thing I want to highlight is that there needs to be some other ways to use the three action economy for casters. Heal and Magic Missle do it well. Otherwise, the overwhelmingly common scenario is a 2 action spell/cantrip, at which point maybe you can hit something with a weapon or raise a shield if you don't have to move. It feels like an underutilized option whereas martials get to play around with it a lot more. (And as a caster, Slow just destroys your ability to do stuff.)
With how weak most of the spells are, I find having a bunch of them them also gated as uncommon/rare to simply be annoying rule bloat. It doesn't even make sense in some cases. Like, Sarenrae doesn't want to tell her Clerics how to cast Protection from Evil?
Seriously?
| Dasrak |
| 3 people marked this as a favorite. |
I can easily imagine every spellcaster saving their spellpoints for extra spell slots and powers falling on the side as a result. :o
This is already happening. Most characters will only have one SP power they actually intend on using; it's very rare that a character will actually have two spell point powers that are both strong enough to see use without overshadowing the other.
This is further complicated by the fact that SP powers almost exclusively cost feats to obtain. There are only two reasons you'd spend a feat on a SP power: because it's a substantial upgrade on your current SP power, or because your current SP power is amazingly good and you want more SP to fuel it. Either way you end up with one power completely overshadowing the others.
Then you have the fact that the current balance of SP powers is essentially all over the map; many are so circumstantial that they'd rarely see use (or aren't worth actions to use mid-combat), some are only marginally better than cantrips, others are on par with low-to-mid level spells, and a few track closely to your highest-level spell slots.
Paizo probably needs to do a second pass over SP powers in general. The system has some rather huge problems that need addressing before the final version.
However, teleport is by no means the only uncommon spell. Other past-edition classics appear on the list including the likes of contingency, dominate, and all the power word spells.
Right now we have the worst of both worlds. These spells are labelled uncommon, and have been nerfed into non-functionality. If a little "U" superscript that goes completely ignored at my table is the price I pay to have those spells without crippling nerfs, I'm fine with that.
With how weak most of the spells are, I find having a bunch of them them also gated as uncommon/rare to simply be annoying rule bloat.
This is true of all spells, not just the uncommon spells.
| Aashua |
| 1 person marked this as a favorite. |
Honestly there are some really obnoxious smaller things beyond powerlevel that annoy me with a lot of the spells.
Like why cant buffs that turn into multi target buffs at like spell level 7 just be like heighten +1 1 additional target.
I think my favorite thing that annoys me though is that dimension door as written cant bring your familiar somewhere with you, you just leave the poor little guy to die as you bamf out, and also if you teleport somewhere you get one less target if you wanna take your familiar.
Sorry Jimmy Swordsman I love Count Flufflestein more then you, haave fun catchin up.
Like come on lol.
| shroudb |
| 1 person marked this as a favorite. |
dnoisette wrote:I can easily imagine every spellcaster saving their spellpoints for extra spell slots and powers falling on the side as a result. :oThis is already happening. Most characters will only have one SP power they actually intend on using; it's very rare that a character will actually have two spell point powers that are both strong enough to see use without overshadowing the other.
This is further complicated by the fact that SP powers almost exclusively cost feats to obtain. There are only two reasons you'd spend a feat on a SP power: because it's a substantial upgrade on your current SP power, or because your current SP power is amazingly good and you want more SP to fuel it. Either way you end up with one power completely overshadowing the others.
Then you have the fact that the current balance of SP powers is essentially all over the map; many are so circumstantial that they'd rarely see use (or aren't worth actions to use mid-combat), some are only marginally better than cantrips, others are on par with low-to-mid level spells, and a few track closely to your highest-level spell slots.
Paizo probably needs to do a second pass over SP powers in general. The system has some rather huge problems that need addressing before the final version.
Zecrin wrote:However, teleport is by no means the only uncommon spell. Other past-edition classics appear on the list including the likes of contingency, dominate, and all the power word spells.Right now we have the worst of both worlds. These spells are labelled uncommon, and have been nerfed into non-functionality. If a little "U" superscript that goes completely ignored at my table is the price I pay to have those spells without crippling nerfs, I'm fine with that.
Tridus wrote:With how weak most of the spells are, I find having a bunch of them them also gated as uncommon/rare to simply be annoying rule bloat.This is true of all spells, not just the uncommon spells.
not true at all for storm druids, which atm are the best blasters in the game.
their base power is amazing single target damage, they can sepnd SP for reaction damage, they can spend SP for flying and damage shield, etc
also not true at all for Monks. Their ki powers all offer different things that you may want to spend your SP on depending on occasion.
A few cleric domains also offer some nice options if you're not gun-ho for going pure dpr with zeal.
Really, only (most of)the wizard powers kinda suck and some of the sorc bloodlines ones.
But I would prefer to actually make the wizard/sorc powers better rather than downgradeSP to "temp spell slots", that defeats their purpose as alternative sources of spells/abilities.
| Aashua |
| 1 person marked this as a favorite. |
I am very much in the camp that what paizo needs to do as far as spell points is work on making the uses better as opposed to just making them floating spell slots.
While I am glad that the Bloodline upgrades are opt in, I very much feel that sorcerer should have some very character define powers available to them in the bloodline powers. I'm very much hoping that Paizo will work on improving the some of the current, lets call them sub-optimal, bloodline powers.
Additionally I'd very much like to see two more tiers of bloodline powers at level 16 (I really think spellcasters deserve at least the level 12 and 16 feat back, but if it gonna stay this way 14 works too I suppose) and 20 with having some crazy and thematic powers (and maybe some of their old always on capstone bonuses if paizos feeling particularly generous) that they can use more liberally than the (theoretically) world altering level 10 magic since its more narrow in scope.
Honestly a lot of what I said there also applies for how I feel about Wizards and their schools as I'd really like to see more reasons to not just be Universalist.
Long term I also very much hope Paizo takes the opportunity all these moving parts allow and in later splat book add alternate powers to the bloodlines to allow more character concepts where your visualized thematic elements can match up with desired gameplay, like the linwurm variant of dragon bloodline where you get a ray attack instead of claws in pf1.
| shroudb |
Now I'm wondering what the opt out rate is for sorcerer bloodline advancement.
it depends on the bloodline i think.
some of them, like the wings at 6 are great all around, others like the dragon breath or the metamagic one are situational but still useful some times, some others are meh and some others are terrible.
so i would guess that it's like domain powers, if you have a good one, you pick it, if not, you skip it.
i wish with the upcoming Power upscaling that's coming with the resonance fix they announced, most of them will be a tough choice to skip
| shroudb |
shroudb wrote:it depends on the bloodline i think.I'd concur. The wings are definitely worth picking up, and the metamagician's effect is decent. Everything else, though, is probably not worth it it and you should just multiclass for SP powers from a different class instead.
dragon breath is also decent even with the current scaling (which i think it will increase based on the stream)
i mean, yeah, 5d6 when you get it, for 2 points, is bad. but next level it becomes 6d6, then 7 d6, and etc.
now, 12d6 (where it caps) is the equivalent of a 6th level spell, and 6th level spells, even at level cap, are worthwhile.
But more importantly, draconic bloodline is kinda a Gish option, and having the versatility of having an autoscaling AoE blast in your arsenal as a Gish (which are almost always single target damage dealers) is very nice (although circumstantial as well, which is why i said that you might want to pick it up as well)
| Freagarthach |
| 1 person marked this as a favorite. |
* As a combination of two earlier concepts, spell modularity and increasing the Targets line to "One or two creatures" for spells such as Earthbind, Echoing Nightmare, Flesh to Stone, and Spellwrack, have either 1) those spells have an optional third action that increases the number of targets to two, or 2) have a class feat (Bouncing Spell?) that allows the addition of a Somatic action to a spell with a single target so that it makes the aforementioned change, frequency 1 minute.
perception check
|
Question because I don't read every post of every thread: has there been any developer input on the state of magic in 2e? Casting is just blatantly bad right now (and has been since the playtest began), and it's frustrating that it hasn't been addressed even a little in the updates.
It's beginning to feel like a lost cause, and I'll be treating it as such.
Barring any awesome updates, I'll be playing exclusively martials as my group goes through the rest of the playtest (and, eventually, Return).
In the meantime, I'll keep hoping for the option to place the class-given ability boost in something other than a class's primary stat. Allowing a wizard to put that boost in strength or dexterity, say, can allow him to at least participate more effectively in the martial meta.
| The Archive |
Question because I don't read every post of every thread: has there been any developer input on the state of magic in 2e? Casting is just blatantly bad right now (and has been since the playtest began), and it's frustrating that it hasn't been addressed even a little in the updates.
It's beginning to feel like a lost cause, and I'll be treating it as such.
Barring any awesome updates, I'll be playing exclusively martials as my group goes through the rest of the playtest (and, eventually, Return).In the meantime, I'll keep hoping for the option to place the class-given ability boost in something other than a class's primary stat. Allowing a wizard to put that boost in strength or dexterity, say, can allow him to at least participate more effectively in the martial meta.
Basically, no. I believe one of them mentioned off-hand in a stream that they were getting some feedback that people were dissatisfied with magic. The big magic thread and the unofficial magic survey thread were closed with a "we'll have a magic survey eventually guys!" And of course there was the whole: "we're nerfing fighter dedication because its too good for wizards."
It really sucks that today's dev posting regarding focus and people's concerns about it being Cha-based for Wiz/Monk/Druid/Alch is the closest we've come to anything at all being said.
| Vic Ferrari |
| 1 person marked this as a favorite. |
How about not nerfing the hell out of every good spell and give back bonus spell slots?
Spells aside, I actually like reduced spell slots. In my 3rd Ed/PF1 games, we omit bonus spells per day for high ability scores. As a Wizard, you still end up with more than enough, IME. It seems all the restrictions of magic/spellcasting were pretty much removed with 3rd Ed. In AD&D, spell choice, access, and casting itself, is more random, yet restricted, and/or risky; feels a bit more magical, whereas magic in 3rd Ed/PF can feel more scientific/formulaic.