
Balkoth |
TL;DR: I altered Haste from 1 AB/1 AC/1 reflex/doubled movement (max 30)/1 extra attack on a full attack to 2 AB/2 AC/2 reflex/10 feet of movement. Most of my players seem to like it or at least be okay with it, a few miss the idea of extra attacks. Trying to find a way to make us all happy(ish).
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I first encountered Haste in the Neverwinter Nights video game by Bioware where it gave 4 AC, +50% movement speed, an extra attack per round if attacking (no such thing as move and then attack in that game), and an extra spell per round if casting (3.0 ruleset). It was so powerful that so-called "permahaste" items were some of the strongest items in the game. If multiplayer games/servers didn't have permahaste items, parties would get a "hastebot" whose job it was to just keep everyone hasted. The general consensus was that basically you could balance assuming everyone was hasted or balance assuming no one was hasted -- but that was it. It was too binary whether you had Haste or not. No real middle ground, not at higher/epic levels where the spell slots weren't a severe limitation.
To me that's the "iconic" version of Haste. Therefore I found it interesting when a few players expressed concern that the altered Haste wasn't iconic to them -- they liked the extra attack specifically. I could have buffed haste to be "+300 damage per attack" and they said they still thought the extra attack would be preferred for thematic reasons, even if it's less powerful. But they never encountered the 3.0 Haste so they DON'T miss the double spells per round -- again, interesting.
Therefore I believe them when they say they aren't trying to get the spell to be more powerful, they just like the feeling of doing more per round. Which is unfortunate in the context of the default action system. I floated the idea of the Unchained Action Economy (or an improved version of it based on PF2's action economy) but they weren't thrilled with that idea. One of the two people in particular said he didn't like level 1 characters getting multiple attacks -- he thought that should be earned by leveling up.
Also, yes, I've been playing Divinity: Original Sin (2) lately and had that version of Haste in mind as well.
So here are my biggest concerns with default Haste:
1, the movement speed increase makes a lot of other movement speed increases marginal or irrelevant. And battlefields have to be MASSIVE for distance to be factor -- like, you can charge 120 feet as a "standard" character which is outside of the first range increment for a longbow. For reference, here's a list of some other movement impacting abilities:
- Barbarian fast movement (10 feet)
- Medium/Heavy armor (10 feet)
- Small characters (10 feet)
- Dwarfs (10 feet)
- Fighter effective speed increase (10 feet)
- Travel domain (10 feet)
In other words, 10 feet is supposed to be a significant increase in movement speed. But often they get overshadowed by Haste's +30 (to a maximum of doubling). I thought making Haste 10 feet (again, DOS(2) influence) would keep it useful but not warping movement across the board. I've had very few objections to this part -- much more concerned about the extra attack.
2, it (and Slow) massively impact different characters in different ways. Natural attacks are an easy example -- a Druid wildshaped into a Wolf doubles his damage per round with haste but barely increases it at all if shaped into an Octopus. On the flip side, being slowed has little effect on the Wolf but completely cripples the Octopus. New Slow is basically the opposite of Haste so the Wolf/Octopus benefit equally (or suffer equally) from both spells.
3, it makes full attacks even stronger which warps the game. Archery and pounce become much better and they're already insanely good. Combat maneuvers which are a standard action becomes much worse because you lose more. Things like Feint become worse. Anything but "full attack" gets significantly relatively worse -- and whoever manages to full attack first has even more of an advantage than they already do.
So those are the issues I had with default Haste and why I was looking to still make it strong but not as game-changing. I've been content with the changes but two players like the original extra attack idea and I've trying to find a way to let them "do more" in some fashion given the limited action system without going back to my original concerns.
I thought something more like UAE/PF2 action economy would help (Haste just gives more actions) but that didn't appeal to them. Any thoughts/suggestions/criticism?

Wonderstell |

1, the movement speed increase makes a lot of other movement speed increases marginal or irrelevant.
I won't argue that the speed increase isn't sweet, but are you of the same opinion of spells such as Fly and Expeditious Retreat (lv 1), which both gives equivalent speed increases?
Because inflated movement speeds will happen, and Haste is just another example of it.
2, it (and Slow) massively impact different characters in different ways.
3, it makes full attacks even stronger which warps the game. Archery and pounce become much better and they're already insanely good. Combat maneuvers which are a standard action becomes much worse because you lose more. Things like Feint become worse. Anything but "full attack" gets significantly relatively worse -- and whoever manages to full attack first has even more of an advantage than they already do.
This sounds more like grievances with the Pathfinder system, not the spell itself. Martial builds that doesn't depend on full-attacks in higher levels are rarely competitive.
Also, it's really not recommended to make move-action feints when you have more than one attack. That's why Two-Weapon Feint and Feinting Flurry exists. If anything, Haste makes those options better.
*******
TL;DR: I altered Haste from 1 AB/1 AC/1 reflex/doubled movement (max 30)/1 extra attack on a full attack to 2 AB/2 AC/2 reflex/10 feet of movement. Most of my players seem to like it or at least be okay with it, a few miss the idea of extra attacks. Trying to find a way to make us all happy(ish).
Have you had a couple sessions with this altered version in play yet? Or is this idea still on the writing board, so to say?
Because my prediction is that your players will sell their Boots of Speed and the casters won't bother buffing the party with Haste.
I'd honestly still buy Boots of Speed even if they only gave an extra attack, that's how good of a martial buff it is. The altered version you're proposing could probably be fine if it had a minutes/level duration, or was a 2nd-level spell. But it won't fill the martial power gap you've just created.
If it's mostly that you don't like the emphasis on full-attacks and the movement overshadowing other increases, then maybe you could zero in on that.
Increases the creature's movement by 50% of the character's own speed. Min 10, Max 30.
May make one extra attack as a free action per turn, albeit at a -5 penalty. This extra attack can not be modified by feats or effects such as vital strike, which specifies the standard action attack.
***

Slim Jim |

Is there a reason that the extra attack from Haste is concerning you? After all, a PC does need a full-attack action (hardly a given) to exploit it, and odds are only mediocre that the additional attack will be the crucial one that drops the monster. Most often it either survives til next round anyway, or it drops before the additional attack is realized. (All damage is useful, of course, but timing is paramount.)

Weables |

Is there a reason that the extra attack from Haste is concerning you? After all, a PC does need a full-attack action (hardly a given) to exploit it, and odds are only mediocre that the additional attack will be the crucial one that drops the monster. Most often it either survives til next round anyway, or it drops before the additional attack is realized. (All damage is useful, of course, but timing is paramount.)
This may be your experience, but I wonder how you can posit this. as the attack is at your highest BAB, its actually one of the most likely to hit, which puts it at one of the more likely to kill your opponent, assuming all attacks are equally likely to, in a void, because we can't know the amount of HP each individual monster has when starting or finishing our attack. Moreover, each extra attack you can make during one round brings your full attack more likely to drop a monster, leaving you less likely to suffer a full attack back, so the hasted attack is HUGELY beneficial, and the timing of it will help far more than say, your iterative attacks, because they're less likely to kill your opponent in the first place, being less likely to hit.

Slim Jim |

* If your situation requires you to take a move action to close distance (or you're not an archer or can't shoot or whatever), then it makes little difference to have an extra attack if you're capable of unloading just one anyway.
* If the monster has a hundred hitpoints left, and your last attack dishes out forty, then it's still alive for it's turn. Sure: it'll be nuked into oblivion next round by the party, but it's still going to get its turn even if you crit.
* OTOH, if you can dish out fifty per attack, and you go from two to three attacks with Haste, but your opponent is currently wheezing with 3hp left, your extra isn't going to make a difference that round the 399 out of 400 times you don't roll two 1s in a row..
-- Haste is great, but even great things can be overrated (e.g, my polearm barbarians will usually see more AoOs generated by a 50gp potion of Enlarge Person than they will off Haste from 12000gp Boots of Speed).

Meirril |
2, it (and Slow) massively impact different characters in different ways. Natural attacks are an easy example -- a Druid wildshaped into a Wolf doubles his damage per round with haste but barely increases it at all if shaped into an Octopus. On the flip side, being slowed has little effect on the Wolf but completely cripples the Octopus. New Slow is basically the opposite of Haste so the Wolf/Octopus benefit equally (or suffer equally) from both spells.
I mainly wanted to address this.
How often do animals get Haste? Unless your campaign is 'Against the Druids' I'd suspect very few times. Most monsters aren't built around the idea that they will receive outside buffs.
For your example, how good is Bless for the wolf? How good is Bless for the octopus? Is Bless a better buff than Haste? The answer is: spells are balanced around players using them, and even then it typically addresses an 'ideal' party and not what you actually have. Haste is a great buff, but last game I ran had a party of 6 with 2 melee characters in it and 4 casters. Slow was cast a lot, but nobody bothered to pack haste.
Though a cleric would often cast Blessings of Ferver. i.e. Haste 2.oh so much better.

Weables |

Haste is great, but even great things can be overrated (e.g, my polearm barbarians will usually see more AoOs generated by a 50gp potion of Enlarge Person than they will off Haste from 12000gp Boots of Speed
Seeing as haste won't generate any aoos at all, this seems like an odd thing to say. You sure you know how the game works?
OTOH, if you can dish out fifty per attack, and you go from two to three attacks with Haste, but your opponent is currently wheezing with 3hp left, your extra isn't going to make a difference that round the 399 out of 400 times you don't roll two 1s in a row..
this is utter ridiculousness. For the majority of characters, at level 5, when you first get access to haste, your damage potential doubles with haste, far more than any other buff. Again, your personal experience may be different, but 399/400 or whatever numbers you're pulling straight from your rear are completely untrue, with no actual math to back them up. Bonus to hit, plus potential of double the number of attacks, equals more potential damage than almost any other buff in the game, for the majority of builds. There are exceptions, of course, like the octopus mentioned above, but if you're going to argue this, at least show some proof

Wonderstell |

* If the monster hasa hundredthirty hitpoints left, and your last attack dishes out forty, then it'sstill alivedead.
* OTOH, if you can dish out fifty per attack, and you go from two to three attacks with Haste, but your opponent is currently wheezing with 3hp left, your extra isn't going to make a difference that round the 399 out of 400 times you don't roll two 1s in a row..
This is such a weird angle to argue from, isn't it?
"Don't bother getting more attacks or damage, because if the opponent only has 3 hp left your extra damage won't matter."***
-- Haste is great, but even great things can be overrated (e.g, my polearm barbarians will usually see more AoOs generated by a 50gp potion of Enlarge Person than they will off Haste from 12000gp Boots of Speed).
Three standard lv 6, 11 and 16 barbarians, with an attack bonus lower than the AC of the opponent they're facing, are getting Hasted. If we assume the average damage of their first attack is B, then we'll get the following dmg increases.
The lv 6 barbarian's damage was 1.75 B, with Haste it's 2.9 B. ~65% increase.
The lv 11 barbarian's damage was 2.25 B, with Haste it's 3.45 B. ~53% increase.
The lv 16 barbarian's damage was 2.5 B, with Haste it's 3.75 B. ~50% increase.

Slim Jim |

Quote:Haste is great, but even great things can be overrated (e.g, my polearm barbarians will usually see more AoOs generated by a 50gp potion of Enlarge Person than they will off Haste from 12000gp Boots of SpeedSeeing as haste won't generate any aoos at all, this seems like an odd thing to say. You sure you know how the game works?
<scowl> I've been sitting here wondering if you would belabor that point after my hour's worth of edit time passed before I'd noticed the incongruity.
Suffice to say: I think you know what I was getting at there. I.e,. I'm saying that the ability to generate massive piles of cheap AoOs is invariably worth a lot more than receiving a single extra attack action usable only during full-attacks, and at some considerable expense if one is not personally a spellcaster. To this day, the inordinate fondness for 5' weapons among most players never ceases to amaze me. --Carrying a polearm is like getting Haste for free at 1st level.
Quote:OTOH, if you can dish out fifty per attack, and you go from two to three attacks with Haste, but your opponent is currently wheezing with 3hp left, your extra isn't going to make a difference that round the 399 out of 400 times you don't roll two 1s in a row..this is utter ridiculousness. For the majority of characters, at level 5.....
My arguments are in-general; you're responding with a carefully-positioned goalpost.
"The majority of characters" are not at 5th level. --As soon as 6th level arrives, the seeming 100% increase in ideally-realized damage quickly drops off to only a 50% gain for BAB6s martials, Ki-chipping monks and ninjas, 33% for BAB6 TWFs and the cavalier horse, 20% for ITWFs and Manyshot archers, and possibly even less than that for AoO-fishers such as Swashbucklers and reach-builds who strive for off-turn damage by locking the enemy down and forcing it to eat pain via Fortuitous high-threat weaponry. At higher levels, encounters are often deliberately designed to make full-attacks achievable only after some effort if at all, or, when granted, amount to "wasting the PCs' time" delaying tactics, such as when NPCs spam Summons while making their escape. Yay, I got Haste, and I'm using it to bat away worthless chaff.
when you first get access to haste, your damage potential doubles with haste, far more than any other buff.Nobody's arguing that Haste isn't a phenomenal spell when doled out to BAB5 martials facing zerg-rushes.
Again, your personal experience may be different, but 399/400 or whatever numbers you're pulling straight from your rear are completely untrue, with no actual math to back them up.
Math: If you will deliver enough damage to drop an opponent with any hit (this being a frequent mano-a-wobbly situation in later rounds) and can nail them on a "2" (that also being relatively common for high-powered martials), then they only miss 5% of the time when rolling at their highest bonus. Given two attacks, they drop their opponent 399 out of 400 times.

Slim Jim |

Three standard lv 6, 11 and 16 barbarians, with an attack bonus lower than the AC of the opponent they're facing, are getting Hasted. If we assume the average damage of their first attack is B, then...
My "assumption" is that most barbarians are going to have an attack bonus (+average d20 roll) considerably in excess of CR-appropriate-for-the-party opponent AC.
Haste *is* really good for PCs who are actually bad at combat.

Wonderstell |

Wonderstell wrote:Three standard lv 6, 11 and 16 barbarians, with an attack bonus lower than the AC of the opponent they're facing, are getting Hasted. If we assume the average damage of their first attack is B, then...My "assumption" is that most barbarians are going to have an attack bonus (+average d20 roll) considerably in excess of CR-appropriate-for-the-party opponent AC.
Haste *is* really good for PCs who are actually bad at combat.
Even if we assume that all iteratives only fails at natural 1's, Haste would still mean 25% increased damage if you normally have four attacks.
Sure, we're all aware that "one extra attack" becomes less valuable as you level up. But it certainly doesn't hurt to get one extra attack in addition to +1 AC/Attack and increased movement speed.
***
Math: If you will deliver enough damage to drop an opponent with any hit (this being a frequent mano-a-wobbly situation in later rounds) and can nail them on a "2" (that also being relatively common for high-powered martials), then they only miss 5% of the time when rolling at their highest bonus. Given two attacks, they drop their opponent 399 out of 400 times.
Yup, and if they're Hasted they can kill that wobbly foe in one hit and focus the other two on a more lively enemy within reach. Or they could have killed the foe outright the turn before.
The only time Haste isn't "the greatest" is when you've already got multiple attacks, and low average damage per hit.
A lv 6 multishot/rapid shot archer with an average of 10 dmg per successful hit would benefit more from Inspire Courage, for example.
But for everyone else, I'd recommend Haste.

Meirril |
Wonderstell wrote:Three standard lv 6, 11 and 16 barbarians, with an attack bonus lower than the AC of the opponent they're facing, are getting Hasted. If we assume the average damage of their first attack is B, then...My "assumption" is that most barbarians are going to have an attack bonus (+average d20 roll) considerably in excess of CR-appropriate-for-the-party opponent AC.
Haste *is* really good for PCs who are actually bad at combat.
First thing: name a better buff for your theoretical barbarian. And explain why its better than Haste. And as I've already said Fervor is just an improved version of Haste.
Second thing: now imagine we're not talking about a barbarian, but some other full BAB class. Slim wants to criticize Weables for setting a narrow standard, so he shouldn't do the same himself.
Last thing: Reach is only as good as the GM allows it to be. If every creature charges to give reach characters attacks of opportunity, that is the GM empowering the player's choices. If the GM is using tactics to deny players full round attacks, that too is a choice. Very few choices players can make don't depend on the GM to go along with what they have in mind. Melee focused characters are the most affected by such choices since their tactics can't be changed as easily as someone with a spellbook. Even Sorcerers can change spells faster than a dedicated grappler can change to something else. Even archery builds depend on the GM not getting annoyed enough to give every intelligent NPC a way to defeat ranged combat.

Cellion |

Other posters have already covered why haste is an incredibly powerful spell as currently written. Assuming 3 martial allies, you're trading 1 standard action to provide 75-150% of their average damage per round that they full attack. That's really really significant. Add +1 AC and the extra movement speed an you have a must-have spell.
Here's one alternative to curb in the power of the spell while retaining the 'bonus attack' flavor:
+30 base movement (rather than double)
No attack roll or AC bonus
+1 bonus attack during full attack, made at your full BAB-5 rather than full BAB. (This chops about 1/3 off the effective damage output, though the effect varies by level)
Alternatively, the following version allows the recipients to full-attack far more often, but doesn't multiplicatively improve their damage when full attacking and standing still:
Haste grants an extra move action that can only be spent to move.
If you move and full attack, you take a -1 penalty on all attacks that round.
(No other benefits)

Slim Jim |

Beyond mid-level, my martials while take some sort of communal defense buff over Haste every time. Many things you don't even want to full-attack, because said situation implies that they can full-attack you, too, and the bell-curve of inbound damage possibilities widens to extremes and you lose ability to manage attrition. Combats end one of two ways: TPK, or the party survives the encounter. What's important is that you survive the encounter, and being able to manage your attrition is how you plan that. If really vicious multi-attack monsters don't lay them all on one PC at a time in your games, it's because your GM is "nice" and has decided not to flat-out murder you by running the monsters as ruthlessly as they're written being capable of or implied (through decent intelligence, for example).
Even archers have to be leery of situations seemingly tailor-made for them: Unobstructed ranged-fire generally means that the target also has a clear charge-lane to pounce and rip them into itty-bitty pieces. (True Tales from the PFS Crypt: I've had my archers willingly forgo a full-attack to instead just Manyshot and then move out of charge-lanes.)

Wonderstell |

Even archers have to be leery of situations seemingly tailor-made for them: Unobstructed ranged-fire generally means that the target also has a clear charge-lane to pounce and rip them into itty-bitty pieces. (True Tales from the PFS Crypt: I've had my archers willingly forgo a full-attack to instead just Manyshot and then move out of charge-lanes.)
Full-Attack Manyshot, interrupt it after the first attack, and then move action away. I'll have to remember that.
Beyond mid-level, my martials while take some sort of communal defense buff over Haste every time. Many things you don't even want to full-attack, because said situation implies that they can full-attack you, too,
Sure, but until now we've talked about how strong of a damage bonus Haste is. It's important to keep a balanced diet of defense/offense, but at the moment we're discussing offense.
We're kind of assuming full-attacks since the average high-level martial's damage isn't even worth considering if they're stuck with a standard action attack. If they've failed to secure full-attacks, it's a fault of their builds.
If they don't come out on top in a trade of full-attacks between themselves and a CR-equivalent monster, it's a fault of their builds.

Slim Jim |

We're kind of assuming full-attacksYou really shouldn't do that, because it is precisely equivalent to "I assume my GM is a creampuff." --Many of them are, but taking it for granted will eventually kill your character.
since the average high-level martial's damage isn't even worth considering if they're stuck with a standard action attack.I build high level martials to deliver an ass-ton of pain in a single attack, and all the better if that single-attack is really supercharged versus what the opponent can do with their single attack.
If they've failed to secure full-attacks, it's a fault of their builds.Or the GM is on the ball (see above). --I consider inability to deliver decent damage on a standard-action to be a build-fault in dedicated martials (especially high-level ones).
If they don't come out on top in a trade of full-attacks between themselves and a CR-equivalent monster, it's a fault of their builds.
Parties don't need Haste to prevail over CR-equivalent opponents their cooperative action-economy dooms the opposition in any situation that's not party-on-party. But what can and often does happen is that, by trying to race things with full-attack slug-fests, is that one particular PC (and Murphy's Law says it's you this time) eats two crits in one round and instant face-plants with big, stupid Xs where his eyes used to be because, in his excitement, he forgot about attrition-management.

Wonderstell |

Quote:since the average high-level martial's damage isn't even worth considering if they're stuck with a standard action attack.I build high level martials to deliver an ass-ton of pain in a single attack, and all the better if that single-attack is really supercharged versus what the opponent can do with their single attack.
Quote:If they've failed to secure full-attacks, it's a fault of their builds.Or the GM is on the ball (see above). --I consider inability to deliver decent damage on a standard-action to be a build-fault in dedicated martials (especially high-level ones).
I have no doubt you can make strong standard-action builds, but the average high-level martial takes a significant hit in damage if they're not allowed full-attacks. Even your build would deal around 80 dmg with a standard, and 250 with a Hasted full-attack (glanced through it, assumed no crits and one TWF attack).
So even though you have a stronger standard action than normal, it's still just one third the damage your full-attack would have dealt.
Quote:If they don't come out on top in a trade of full-attacks between themselves and a CR-equivalent monster, it's a fault of their builds.Parties don't need Haste to prevail over CR-equivalent opponents their cooperative action-economy dooms the opposition in any situation that's not party-on-party. But what can and often does happen is that, by trying to race things with full-attack slug-fests, is that one particular PC (and Murphy's Law says it's you this time) eats two crits in one round and instant face-plants with big, stupid Xs where his eyes used to be because, in his excitement, he forgot about attrition-management.
Yup, attrition-management.
Like, for instance, dealing more damage than what you take.
Maybe we could use some kind of spell buff to deal more damage so that our attrition-management gets better?
Haste is great. It may be dependent on full-attacks, but so are most martials already.

Kamea |

Wonderstell wrote:We're kind of assuming full-attacksYou really shouldn't do that, because it is precisely equivalent to "I assume my GM is a creampuff." --Many of them are, but taking it for granted will eventually kill your character.Quote:since the average high-level martial's damage isn't even worth considering if they're stuck with a standard action attack.I build high level martials to deliver an ass-ton of pain in a single attack, and all the better if that single-attack is really supercharged versus what the opponent can do with their single attack.
First off, for level 17, that dmg is very low so if that is how you built your character, it must be you who has the creampuff GM who is taking it easy on you. You should be doing over 100 if you want to compete with other classes. Second, I am not sure what this fight is about. Are you saying that Haste is never worth anyone's time? Would it not be worth it in a group where the caster can give it to 2 or 3 martials?

Balkoth |
I've been keeping up with this thread but won't have time to respond properly for another few days. But...
Full-Attack Manyshot, interrupt it after the first attack, and then move action away. I'll have to remember that.
Yeah, except that's not allowed.
Have you had a couple sessions with this altered version in play yet? Or is this idea still on the writing board, so to say?
We've been using it for about half a year.
Because my prediction is that your players will sell their Boots of Speed and the casters won't bother buffing the party with Haste.
They still cast Haste religiously and have very much noticed when it wasn't active.
Also, a few higher level NPCs I've built definitely still get Boots of Speed as it's by far the cost efficient option to gain AB/AC in crunch situations (for example, going from +3 to +4 armor is 7k alone compared to Boots of Speed 12 for 2 AC *AND* 2 AB).

Slim Jim |

Even your build would deal around 80 dmg with a standard, and 250 with a Hasted full-attack (glanced through it, assumed no crits and one TWF attack). So even though you have a stronger standard action than normal, it's still just one third the damage your full-attack would have dealt.Which is a much better ratio than that of most multi-attack monsters denied their full-attack. Result? Favorable attrition parameters to the PC built toward tit-for-tat combat rather than slugfests.
First off, for level 17, that dmg is very low so if that is how you built your character, it must be you who has the creampuff GM who is taking it easy on you. You should be doing over 100 if you want to compete with other classes. Second, I am not sure what this fight is about.Dishing out 80 on a standard with two listed pieces of equipment (one of which is the weapon) is pretty damned good, not to mention having a neigh-automatic one-shot 130pt max/crit on a standard-action -- that is a very not bad at all goodie in any martial's bag of tricks. The build posed was for a specific request, and certainly has room for further optimization (e.g., four levels of Weapon Master fighter, for instance, not to mention all the other gear WBL17 would entail).
Are you saying that Haste is never worth anyone's time?
You're posing an extremist/red-herring fallacy as my argument; no one's claiming that, or alluding such.
What I was doing was taking the side of Haste not being overpowered enough to "rethink"/"revamp" or otherwise nerf. --After all, it only works with damage anyway, when high-level combats are frequently decided by save-or-suck (e.g., Dazing Spell, etc), with damage-delivery then amounting to janitorial mop-up.
Haste is a 3rd-level spell, and Boots of Speed only 12,000gp, for a reason: it's far from the most powerful thing out there, arguably even among the set-of-all-things a 5th-level wizard could cast in a martial-heavy party.

Kamea |

Quote:Are you saying that Haste is never worth anyone's time?You're posing an extremist/red-herring fallacy as my argument; no one's claiming that, or alluding such.
What I was doing was taking the side of Haste not being overpowered enough to "rethink"/"revamp" or otherwise nerf. --After all, it only works with damage anyway, when high-level combats are frequently decided by save-or-suck (e.g., Dazing Spell, etc), with damage-delivery then amounting to janitorial mop-up.
Haste is a 3rd-level spell, and Boots of Speed only 12,000gp, for a reason: it's far from the most powerful thing out there, arguably even among the set-of-all-things a 5th-level wizard could cast in a martial-heavy party.
I agree that haste is very good but I also agree that does not need to be changed. May I ask what other spells that are level 3 you could use for your full Martial Party?

Meirril |
Just throwing this out there. As good as Haste is, Slow is every bit as good. But Slow allows a saving throw and it falls behind as you gain levels. Haste being a buff gives it the edge over slow.
Considering everything, the defensive buff closest to Haste is one that gives concealment. Miss chances even at 20% is about what most high level melee types would get offensively from Haste. Displacement and Improved Invisibility are clearly superior, but only work for a single target.

Archimedes The Great |

Personally, I find haste to be kinda broken. Don't get me wrong. If I'm playing a martial character, then I won't complain if an ally casts it. But at the same time, I abstain from using it as a caster.
I just don't like the idea of options that are so powerful that there is almost no reason not to use it. To me, haste is one of those options.
Perhaps you could consider giving them the extra attack, but no AC penalty or reduced movement speed. Have a chat with them and explain that you feel it is slightly altering game balance & the element of challenge, and try to come up with a healthy compromise.

Wonderstell |

Wonderstell wrote:Have you had a couple sessions with this altered version in play yet? Or is this idea still on the writing board, so to say?We've been using it for about half a year.
Wonderstell wrote:Because my prediction is that your players will sell their Boots of Speed and the casters won't bother buffing the party with Haste.They still cast Haste religiously and have very much noticed when it wasn't active.
Also, a few higher level NPCs I've built definitely still get Boots of Speed as it's by far the cost efficient option to gain AB/AC in crunch situations (for example, going from +3 to +4 armor is 7k alone compared to Boots of Speed 12 for 2 AC *AND* 2 AB).
Huh, that's unexpected. But now that I look closer there's just not that many group buffs available to the standard caster.
Your revamped version is undoubtedly weaker than the original spell, but if that was your intention then go ahead.

Slim Jim |

I agree that haste is very good but I also agree that does not need to be changed. May I ask what other spells that are level 3 you could use for your full Martial Party?Clay Skin, various Communal, Circle, and Mass spells, Daylight, Campfire Wall, Flame Arrow, Paragon Surge (on you, if you're a half-elf caster who does not intend to wait another two levels to get that metamagic feat), Marionette Possession (when your "martial" is the giant you've previously Charmed), Invisibly Sphere (because you shouldn't be murdering the town guard anyway), Ray of Exhaustion (on the enemy's barbarian, who'll be nerfed even if he saves), Slow (again on the enemy, which even despite its save can often be better than Haste because it results in much more favorable attrition ratios), Earth Tremor (among other battlefield control spells at 3rd, such as Spiked Pit, Wall of Nausea, and Greater Thunderstomp).
Just throwing this out there. As good as Haste is, Slow is every bit as good. But Slow allows a saving throw and it falls behind as you gain levels. Haste being a buff gives it the edge over slow.
That's what Heighten Spell is for; Slow, assuming you heighten it to keep beating enemy saves, gets better and better at high level because the enemies to be affected are more powerful and lose a greater percentage of their combat capacity while Haste is providing the PCs an increasingly lower percentage gain in combat capacity.
Compare: party versus three in-bound flying pounce monsters with bite/claw/claw/rake/rake, rend, and a rider-effect (poisonous bite) or a breath-weapon; let's imagine that four PCs will be performing melee attacks in such a situation, and each normally has three attacks in a full-attack.
Haste: the party's AC goes up by 1, and there will be four more melee attacks once things resolve to close-melee, with those affected having 33% more attacks. Does nothing to prevent an enemy charge or assist the party's fighters with ready actions.
Slow: any affected enemy loses 80%-to-100% of its combat capability. Any that fail are staggered, and can only move or take a standard-action. With fliers, any enemy that fails is right out of the fight until it lands. It can't even fly (move) and use its breath-weapon in the same round. Even if it could move in for a single attack (note: it can't), it's losing as many attacks overall in a single unit as the party would have gained in total.

Kamea |

Kamea wrote:I agree that haste is very good but I also agree that does not need to be changed. May I ask what other spells that are level 3 you could use for your full Martial Party?Clay Skin, various Communal, Circle, and Mass spells, Daylight, Campfire Wall, Flame Arrow, Paragon Surge (on you, if you're a half-elf caster who does not intend to wait another two levels to get that metamagic feat), Marionette Possession (when your "martial" is the giant you've previously Charmed), Invisibly Sphere (because you shouldn't be murdering the town guard anyway), Ray of Exhaustion (on the enemy's barbarian, who'll be nerfed even if he saves), Slow (again on the enemy, which even despite its save can often be better than Haste because it results in much more favorable attrition ratios), Earth Tremor (among other battlefield control spells at 3rd, such as Spiked Pit, Wall of Nausea, and Greater Thunderstomp).
Let's look at those options then.
Clay Skin targets one person. It is a long term buff but can only last throw 50 dmg which is going to be 5 attacks. Its OK. Not getting hit is better which means displacement would be a better 3rd level buff for this kind of thing.
Daylight. Very limited use.
Campfire wall is not really a combat spell. It would not replace any of the other spells you talked about.
Flame arrow is nice but its only 3.5 added damage of the most common resist in the game. Most likely would never take this spell if I have limited choices.
Again, a bit on the limited side since you need to be a half-elf. Great buff if you are.
Marionette Possession is something I would agree is very strong and if used right can change a lot of fights in your favour. Problem is that you do need to know the guy's name so if you fail to charm him then you will have a harder find getting that. I like the spell, I know many GMs that hate it for the reason you explained.
Invisibly Sphere is very strong.
Ray of Exhaustion is a bit of a mixed bag for me. Great starter since it can stop those guys from charging you but if you fail to get the exhust then its not as great after that.
Earth Tremor seems good. Seening it for the first time. I would agree that battlefield control spells are all on par or better then Haste. Anything that goes through SR is even better or ones that force them to change how they move.
Just throwing this out there. As good as Haste is, Slow is every bit as good. But Slow allows a saving throw and it falls behind as you gain levels. Haste being a buff gives it the edge over slow.
That's what Heighten Spell is for; Slow, assuming you heighten it to keep beating enemy saves, gets better and better at high level because the enemies to be affected are more powerful and lose a greater percentage of their combat capacity while Haste is providing the PCs an increasingly lower percentage gain in combat capacity.
Compare: party versus three in-bound flying pounce monsters with bite/claw/claw/rake/rake, rend, and a rider-effect (poisonous bite) or a breath-weapon; let's imagine that four PCs will be performing melee attacks in such a situation, and each normally has three attacks in a full-attack.
Haste: the party's AC goes up by 1, and there will be four more melee attacks once things resolve to close-melee, with those affected having 33% more attacks. Does nothing to prevent an enemy charge or assist the party's fighters with ready actions.
Slow: any affected...
Problem with slow in the framework of this thread is that he has also nerfed slow to -2 AB, -2 AC, -2 reflex, and half movement. No longer staggers. So take that as you will.

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Compare: party versus three in-bound flying pounce monsters with bite/claw/claw/rake/rake, rend, and a rider-effect (poisonous bite) or a breath-weapon;
...
Slow: any affected enemy loses 80%-to-100% of its combat capability. Any that fail are staggered, and can only move or take a standard-action. With fliers, any enemy that fails is right out of the fight until it lands. It can't even fly (move) and use its breath-weapon in the same round. Even if it could move in for a single attack (note: it can't), it's losing as many attacks overall in a single unit as the party would have gained in total.
You can charge (ie pounce) while staggered.
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can’t use this option unless you are restricted to taking only a standard action on your turn.
Depending on the distance the flying critters are from the party I would argue that it would only be a 5% reduction in combat ability. Basically, only a 5% reduction (from the -1 attack penalty) if they within 1/2 their normal fly speed (and flying creatures tend to have high fly speeds compared to land speeds, red dragon 200 vs 40). Once they are in melee they just charge someone else instead of making 1 attack on its current target and needing to make a DC 15 fly to hover. If they are attacking from above, this is pretty much always because they just stay 5' in the air over everyone's head ping ponging back and forth. Granted, they will end up provoking AoOs every round, but trading 1-2 AoO to gain 4 attacks (plus rend) is a good trade. They may also need to make fly checks, but most things can make the DC 10 to remain flying after taking damage (winged flight), or the DC 10 to move at less than half speed.

Slim Jim |

Versus persistent health drains (swarms, running a kobold archery gauntlet, etc), it will keep that vulnerable PC alive. In other words, good attrition management.Let's look at those options then.
Clay Skin targets one person. It is a long term buff but can only last throw 50 dmg which is going to be 5 attacks. Its OK. Not getting hit is better which means displacement would be a better 3rd level buff for this kind of thing.
Daylight. Very limited use.When you need it, you need it. Haste is luxury, but you seldom need it (if you do, it's because your tactics were committed with perhaps less than recommended acumen).
Campfire wall is not really a combat spell. It would not replace any of the other spells you talked about.It's your "leftover spell at the end of the day" that actually doesn't go to waste. Cast it, and your party is now largely safe from the prospect of a nocturnal ambush dropping one or more PCs before they can get a handle on things. (Even invisible creatures are going to have a tough time.)
Flame arrow is nice but its only 3.5 added damage of the most common resist in the game. Most likely would never take this spell if I have limited choices.
Few things resist fire at 5th-8th, when Haste is doling out its largest percentage gain in damage at a time when damage-per-attack is still relatively modest, particularly in the case of archery, where the Manyshot archer or shuriken ninja might rather have +4d6 than a fifth attack. It also helps you in the surprise round, when you don't receive a full-attack anyway.

Darklone |

This thread reminds me of that "bards only" 3.5 group. Not all of them were archers, but all had a bow and sooner or later Rapid Shot.
Haste was the only spell ALL of them knew. Figures.
Great times. I would have never expected them to survive for long. We did, and er did it with style.
Edit: lvl17 for 80 points with one hit? I think there was a singleclass barbarian build with much more.

Balkoth |
Sorry on the delay.
I won't argue that the speed increase isn't sweet, but are you of the same opinion of spells such as Fly and Expeditious Retreat (lv 1), which both gives equivalent speed increases?
Yes.
As an aside, I've eliminated nearly every form of flight in my games, including all PC sources of flight. Really hate the way flight is done in Pathfinder. But that's another topic.
Because inflated movement speeds will happen, and Haste is just another example of it.
Besides...
- Haste
- Expeditious Retreat
- various forms of flight
- Barbarian/Bloodrager fast movement
- Monk fast movement
- Travel domain
- (Greater) Longstrider
- Boots of Springing and Striding (doesn't stack with Haste/Monk/etc)
- multiple applications of the Fleet feat (I guess?)
...how many other forms of inflated movement are there?
This sounds more like grievances with the Pathfinder system, not the spell itself. Martial builds that doesn't depend on full-attacks in higher levels are rarely competitive.
It very well may be a grievance with the Pathfinder system. I admit to being frustrated more than I expected with aspects of it, especially as we've moved into the mid-levels.
That said, I'm not trying to change martial builds to not depend on full attacks -- I'd just like the difference between full attacks and non-full attacks to be smaller.
Also, it's really not recommended to make move-action feints when you have more than one attack. That's why Two-Weapon Feint and Feinting Flurry exists. If anything, Haste makes those options better.
So...to me that sounds like we're having to bring in extra books and pay feat taxes in order to fix a flaw in the system.
Have you had a couple sessions with this altered version in play yet? Or is this idea still on the writing board, so to say?
Because my prediction is that your players will sell their Boots of Speed and the casters won't bother buffing the party with Haste.
We've been using it for half a year or so. In two different campaigns. Both groups still cast it religiously, prioritizing it over almost anything else. Given the parties were going on a long journey with some extended days, I said 6th and 9th casters could have three level 5 wands of their choice. They all made sure they had Haste wands. At one point a player had to drop out who had the Haste wand, and the replacement did not pick Haste as one of their three wands. There was nearly a riot and that quickly changed.
Also, when I've made NPCs that are level 10+ martials I've still found the Boots of Speed to still be a mandatory buy. Going from +3 to +4 armor is 7k for 1 AC...Boots of Speed are 2 AB/2 AC for 12k (plus some reflex and movement).
I'd honestly still buy Boots of Speed even if they only gave an extra attack, that's how good of a martial buff it is. The altered version you're proposing could probably be fine if it had a minutes/level duration, or was a 2nd-level spell. But it won't fill the martial power gap you've just created.
Yeah, I'm aware that's how good of a martial buff it is, that's part of the problem.
Let's review some other arcane level 3 buff spells. Say, Heroism. If this Haste was minutes/level we'd have...
Heroism: 2 AB, single target, 10 minutes per level
Haste: 2 AB/2 AC, AoE buff, 1 minute per level
(and yes, there's also some skill/save/speed bonuses in there too)
Point is, that'd be much stronger than Heroism at minutes per level because it's an AoE.
How often do animals get Haste?
Whenever there's a druid wild shaping or an animal companion (ranger, hunter, druid, mad dog barbarian, etc) in the party?
What I was doing was taking the side of Haste not being overpowered enough to "rethink"/"revamp" or otherwise nerf. --After all, it only works with damage anyway, when high-level combats are frequently decided by save-or-suck (e.g., Dazing Spell, etc), with damage-delivery then amounting to janitorial mop-up.
I want to be very clear about something. I cannot overstate how strongly I fundamentally disagree with this idea. I vehemently oppose the notion that...
- Barbarian Rage
- Bloodrager Bloodrage
- Fighter Weapon Focus/Specialization feats
- Fighter Weapon Training
- Full BAB in gneral
- Paladin Smite Evil
- Ranger Favored Enemy
- Rogue Sneak Attack
- Slayer Studied Target
- Warpriest Sacred Weapon
- etc, etc, etc
...are all unimportant because they're "only damage." These are core class features. I've already put in some house rules in an effort to prevent high level combats be decided by a single save or suck spell. I will happily and aggressively house rule even more to avoid that end-game scenario. In fact, I would rather have NO CC than the situation you describe if it came down to it. Which I imagine it won't.
How would it work out if instead of the speed increase and additional attack haste granted an extra move action that is required to be used for movement? Full attacks are no stronger, but more likely.
That's something I considered as well. Still fundamentally shifts the game between having it and not having it and weakens things like Feint/standard action combat maneuvers/etc. Things like Vital Strike would also have to be reworked (not the end of the world, would be sympathetic to an argument that Vital Strike just exists to compensate for a poor action economy system).

Slim Jim |

Slim Jim wrote:What I was doing was taking the side of Haste not being overpowered enough to "rethink"/"revamp" or otherwise nerf. --After all, it only works with damage anyway, when high-level combats are frequently decided by save-or-suck (e.g., Dazing Spell, etc), with damage-delivery then amounting to janitorial mop-up.I want to be very clear about something. I cannot overstate how strongly I fundamentally disagree with this idea. I vehemently oppose the notion that...
- [list of core class features that dish out damage]
...are all unimportant because they're "only damage."
Attend to my context (now bolded).
If all I have in my bag of tricks is the ability to drop 5,340 points of damage, and my opponent is an arcane caster with 9th-level spells -- he is a god and I am a flea.

Wonderstell |

@Balkoth
Okay, So I've gotten a little more background from your new post.
In a vacuum, nerfing Haste is just kicking martials in the shin. I didn't realize you've implemented/restricted much more than just Haste, so our arguments may not be totally applicable to your table.
...how many other forms of inflated movement are there?
Most polymorph spells and class features that emulates them. That's the big fish, I'd wager.
*
That said, I'm not trying to change martial builds to not depend on full attacks -- I'd just like the difference between full attacks and non-full attacks to be smaller.
You can take away options that improve full-attacks (like haste), but that won't stop the standard action attack from being bad. Are you certain you want to shorten the difference from the angle of full-attacks, and not the standard attack?
Because that's just kicking martials in the shin.
*
So...to me that sounds like we're having to bring in extra books and pay feat taxes in order to fix a flaw in the system.
Yup. Move-action feinting is just not competitive at higher levels.
To feint as part of a full-attack, around three feats are needed. And if you meet something mindless your whole shtick is worthless.*
Point is, that'd be much stronger than Heroism at minutes per level because it's an AoE.
Yeah, I'll have to agree. I didn't realize the lack of good arcane buffs before this thread.
The 'problem' is that removing good buffs from the spell list just creates an ever bigger incentive for the casters to ignore buffing the martials and to end the fight with one spell.But you mentioned you've already slapped casters with the nerf bat, so it might not be a problem at your table.
*
Also, when I've made NPCs that are level 10+ martials I've still found the Boots of Speed to still be a mandatory buy. Going from +3 to +4 armor is 7k for 1 AC...Boots of Speed are 2 AB/2 AC for 12k (plus some reflex and movement).
That's a problem with comparing NPC gear to PCs. Your NPCs are almost always going to Nova in every fight.
The NPC won't care that they only have +2 AC/Attack for ten rounds per day, because that's more rounds than they will experience combat in their (short) lives. I'd wager that three rounds of combat is as much as they'll live.For example, instead of buying magical weapons for your NPC martials, you could just make them take Quickdraw and buy a bunch of Scabbard of Vigors.
A level nine martial PC is expected to have a +2 weapon. Your Scabbard-NPCs could afford to 'effectively' get a +3 weapons at level five.
Or, more noticeable, imagine every low-lv NPC bought and used scrolls of Stoneskin before every fight.
***
I want to be very clear about something. I cannot overstate how strongly I fundamentally disagree with this idea.
I think the reason you're not seeing eye to eye on this subject could be the difference in expected optimization.
As you can see from the build Slim Jim posted, he's accustomed to creating highly optimized characters with high attack bonuses.For a highly optimized character, +2 to attack might mean an average damage increase of less than 10%. For a character than only hits on 19-20, that's 100% increased damage.

Balkoth |
If all I have in my bag of tricks is the ability to drop 5,340 points of damage, and my opponent is an arcane caster with 9th-level spells -- he is a god and I am a flea.
Vehemently disagree with that notion. If you're both level 20 characters you should be roughly on the same power level -- that's what the game promises and how it claims to be balanced.
Nor would I ever allow a character that did 5340 single target damage in one round.
Frankly your thinking and examples are exactly what I dislike most about Pathfinder -- this assumption by "optimizing players" that the game is entirely broken and thus...who cares or something?
I led a top end raiding guild in WoW for five years that was in the top 0.5% of players. I'm looking for a challenge when I play a game and I'm trying to offer a challenge when I GM. Not to power trip and romp over irrelevant encounters.
In a vacuum, nerfing Haste is just kicking martials in the shin. I didn't realize you've implemented/restricted much more than just Haste, so our arguments may not be totally applicable to your table.
This isn't 100% up-to-date but it's a general overview. Note that some changes are still experimental.
Most polymorph spells and class features that emulates them. That's the big fish, I'd wager.
Seems like something that could be adjusted easily enough if necessary...also those usually stack with Haste anyway.
Are you certain you want to shorten the difference from the angle of full-attacks, and not the standard attack?
Because that's just kicking martials in the shin.
I'm certain that when I started doing some significant house ruling at level 9 that full attacks were doing way too much damage relative to HP.
Now one train of thought might be "just increase the HP of monsters" but then you run into the situation where using an NPC with class levels is a complete glass cannon situation...which is the entire thing I'm trying to avoid.
Or I could, in theory, just fully embrace a "PCs and non-PCs are built with different rules" paradigm. Including enemy NPCs who normally would be wizards, rogues, fighters, whatever. But that's basically then redesigning the entire bestiary and CR curve.
Yup. Move-action feinting is just not competitive at higher levels.
How are we defining competitive?
At level 20, regardless if we bench-press by monster creation table or bench-press by actual bestiary stats that to kill an equal CR foe in four rounds we'd need to do 95ish damage per round.
As you may have seen above, one of my house rules (back from level 1, even, not the level 9 overhaul) is everyone can attack with both weapons if dual-wielding on a standard action/AoO/etc. Which means you're getting two attacks against the feinted target rather than just one.
The 'problem' is that removing good buffs from the spell list just creates an ever bigger incentive for the casters to ignore buffing the martials and to end the fight with one spell.
But you mentioned you've already slapped casters with the nerf bat, so it might not be a problem at your table.
Yeah, that assumes casters CAN end the fight with one spell which is itself a problem.
The problem in the other direction is that martials either get so buffed up that they steamroll everything or that they're effectively required to have all of those buffs to survive which means party composition becomes more cookie cutter. I already think the gap between buffed and unbuffed in Pathfinder is too large, to be frank.
The NPC won't care that they only have +2 AC/Attack for ten rounds per day, because that's more rounds than they will experience combat in their (short) lives. I'd wager that three rounds of combat is as much as they'll live.
Which means Boots of Speed would provide Haste for at least three combats per day assuming the buff is used every round in combat.
I mean, to be clear, the only reason I'm giving them Boots of Speed is because they don't have someone to cast Haste on them otherwise. And Potions of Haste have severe action economy problems.
If I was a PC in a party without Haste, I'd focus on getting a Boots of Speed quickly -- you might not even use them in every combat per day because most of them will probably be resource draining but easy. You just need to save the Haste rounds for when it really counts.
I think the reason you're not seeing eye to eye on this subject could be the difference in expected optimization.
Optimization to me means tweaking things to try to eek out another 3-5% of power...not putting the whole Pathfinder system in a headlock and making it cry uncle.

Ryze Kuja |

Don't nerf Haste. Nerfing Haste would affect martials much more than it would affect casters, and casters already dominate the late game something fierce. Haste is a really powerful low/mid level spell but has ALL KINDS of mid/late-game use that keep martials "somewhat closer" to the full casters in the late game. The +30ft movement speed is really important for martials to line up those Full Attack actions.

Slim Jim |

Since when has d20 ever promised/claimed that martials will have the same "power level" (however that is defined) as casters? ...I don't recall Paizo ever saying so, and certainly not WotC before it.Slim Jim wrote:If all I have in my bag of tricks is the ability to drop 5,340 points of damage, and my opponent is an arcane caster with 9th-level spells -- he is a god and I am a flea.Vehemently disagree with that notion. If you're both level 20 characters you should be roughly on the same power level -- that's what the game promises and how it claims to be balanced.
"...Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard...."

Wonderstell |

Vehemently disagree with that notion. If you're both level 20 characters you should be roughly on the same power level -- that's what the game promises and how it claims to be balanced.
We're this close to having another Caster/Martial disparity thread. I can basically smell it.
*
How are we defining competitive?
While it is possible to make a strong build that uses move-action feints, the large majority of all who depend on such a tactic will fall behind those who used other tactics.
That's how I would define competitive in this scenario.Another example would be the Vital Strike feat chain, or maneuver builds.
*
Yeah, that assumes casters CAN end the fight with one spell which is itself a problem.
It's part of what makes casters so fun to play.
Yes, sure. You can give the martials 10 percentage point greater chance of hitting stuff.
Or you could summon monsters behind the enemy defense lines, checkmating their casters/archers in one go.
Or you could use 1st-level spells such as Grease to prevent melee foes from advancing.
Or you could throw up a Wind Wall, shutting down all ranged martials.
And that's what I expect a fully unoptimized caster to be capable of doing. Like, a wizard with a starting int score of 12.
Their actions are 'wasted' on giving the martials +2 to attack.
*
Optimization to me means tweaking things to try to eek out another 3-5% of power...not putting the whole Pathfinder system in a headlock and making it cry uncle.
It's "only damage" because you're expected to be doing a whole lot of damage even without spells as a martial. If you depend on spell buffs to deal damage, then your build isn't what I would call 'optimized'. (speaking of mundane martials now, not Warpriest and the like)
So if you're in a normal campaign where the fighter is overjoyed to gain +2 to attack, then I'd confidently say that their build isn't very 'optimized'.
***
So, the problem I see with the changes is this:
If your players find the +2 to attack exciting, then their builds are probably on the lower end of optimization. Which means you really shouldn't do away with one of the stronger martial buffs.
There's a very small percentage of martial characters that would benefit more from +1 Attack/AC than an extra attack. But if this is supposed to be a nerf then I'm okay with that. It's your table.
*
Back to the question at hand, what kind of benefit are you okay with Haste giving your players?
You removed the extra attack, but was that because you don't like full-attacks or because you don't want a spell to give extra attacks?
Do you want Haste to give extra actions, or improve certain actions?

Tarik Blackhands |
Balkoth wrote:Since when has d20 ever promised/claimed that martials will have the same "power level" (however that is defined) as casters? ...I don't recall Paizo ever saying so, and certainly not WotC before it.Slim Jim wrote:If all I have in my bag of tricks is the ability to drop 5,340 points of damage, and my opponent is an arcane caster with 9th-level spells -- he is a god and I am a flea.Vehemently disagree with that notion. If you're both level 20 characters you should be roughly on the same power level -- that's what the game promises and how it claims to be balanced.First paragraph of Wizard wrote:"...Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard...."
The fact that every class at every level is assigned the same CR value and is worth the same amount of XP.

Slim Jim |

Quote:Since when has d20 ever promised/claimed that martials will have the same "power level" (however that is defined) as casters? ...I don't recall Paizo ever saying so, and certainly not WotC before it.The fact that every class at every level is assigned the same CR value and is worth the same amount of XP.
CR is wrecked, and arguably more so in Pathfinder than 3rd edition. Blood Orcs, for example, are 1/3CR (...go look at those guys; you do not want to face them as a 1st-level party). Meanwhile, many higher-CR non-caster monsters with lousy Reflex saves are dead-meat-walking due to Paizo brokenness such as Dazing Spell. And armor-ignoring firearms were one of their worst ideas, putting the equivalent of Brilliant Energy (+4 enhancement cost) effect on a ranged weapon given to a 1st-level character -- which thoroughly trashed any and all monsters originally considered tougher due to sky-high natural armor bonuses. (The archer's union complained vociferously, however, and kept firearm range increments inferior to bows, even rifles, which makes utterly no sense whatsoever...)

Tarik Blackhands |
1 person marked this as a favorite. |
Oh Pathfinder is most certainly about as well balanced as a drunken rhinoceros dancing over a floor of greased ball bearings but intent is intent.
CR wasn't meant to be an Animal Farm type "All monsters of this ranking are equal, but some are more equal than others" even if that's how it invariably pans out.

Mike J |
Personally I think haste is fine, strong yes, but it doesn't insta win any encounters (usually...)
But persinally, if you want to limit it, make it a single Target touch spell, or split the duration amount creatures touched, same effect, but it will take more effort to use
I agree. Most of my groups would spam haste as often as possible, especially in melee-heavy groups. To curb the behavior without nerfing the spell entirely, I changed the number of targets from one creature/level to one creature/3 levels. Everyone liked the change as the spell was still useful at any level, but no so good as to be "automatic".

Slim Jim |

Oh Pathfinder is most certainly about as well balanced as a drunken rhinoceros dancing over a floor of greased ball bearings but intent is intent.
CR wasn't meant to be an Animal Farm type "All monsters of this ranking are equal, but some are more equal than others" even if that's how it invariably pans out.
Mon chéri, your goalpost looks like this.
Most of my groups would spam haste as often as possible, especially in melee-heavy groups. To curb the behavior without nerfing the spell entirely, I changed the number of targets from one creature/level to one creature/3 levels. Everyone liked the change as the spell was still useful at any level, but no so good as to be "automatic".Some choice analysis from Brewer's Guide to the Blockbuster Wizard:
Instant Gratification: Your Friend
Or, in other words: Haste Versus Fireball
Haste deals more damage over time. You know what also deals damage over time? Your enemies!
Let’s say you’re part of a 10th level party, and you run across three CR=8 monsters – not too dangerous, but it’s still a CR=11 encounter. Those guys will have about 100 hit points and have reflex saves good enough that they’ll succeed 1/3 of the time.
A plain vanilla Fireball will deal 40 (10d6+5) damage to each of them. A 10th level wizard is capable of a lot more than a vanilla fireball, but we can use it as our baseline.
Between one or two fireballs, and the rest of the party doing their thing, do you think the encounter is going to last more than 2 rounds? Nope, those twerps are going down, and going down fast. Casting Haste probably won’t do any extra damage that first round (you’d have to be going before your party mate, who in turn is somehow already in position to do a full attack.) In the second round, it might give everyone an additional swing… but are those few extra swings really going to clock in over a hundred damage in one round? And that’s just with the baseline fireball – the wizard could easily be throwing Intensified Empowered Fireballs at the enemy for 68 (12d6 + 50% + 5) with the right feats and traits.
Oh, sure, if the battle dragged out for 10 rounds, that Haste might end up wracking up more damage. And, who knows, maybe that cardigan-wearing God Wizard might have time for boring protracted battles – but we’ve got more things waiting to be blown to smithereens.
And as a side perk? Not only did you have more fun than the Wizard of Fogs, but you did better at protecting the party because you've killed the danger. And thanks to Admixture, the whole issue of Immunities and Resistances is moot: you just turn the Fireball into an Acidball, or Frostball, or whatever element they're susceptible to.
True story: my first "blockbuster" build (this was some years ago; I'm sure they're more powerful now than in this older guide) was a de-tuned concept who was actually a conjurer rather than an admixture-evoker.
First combat after leveling to 7th, I rolled first in initiative, and popped out his shiny new toy. I rolled high, they low, and wiped out the entire enemy party with a single spell. (Needless to say, the GM mades some adjustments to our challenges going forward.)

Tarik Blackhands |
Tarik Blackhands wrote:Oh Pathfinder is most certainly about as well balanced as a drunken rhinoceros dancing over a floor of greased ball bearings but intent is intent.
CR wasn't meant to be an Animal Farm type "All monsters of this ranking are equal, but some are more equal than others" even if that's how it invariably pans out.
Mon chéri, your goalpost looks like this.
You're going to need to do a bit better than a gag link broski.
>Things of the same CR are supposed to represent similar levels of challenge
>They don't because PF has some truly godawful balance rather than any specific design goal
If a Fighter 20 with NPC wealth was supposed to be a lesser challenge than a Wizard 20 with the same gear (CR19) then you'd think that some dev would have shunted the fighter down a few CR notches, no? Just because Paizo figuratively faceplanted on the landing doesn't change what they were attempting. Or hey, maybe they did and those class descriptors are to be taken totally at face value like you say! (Protip: Don't go down that rabbithole because shock of shocks, classes don't live up to those boiler plates).

Balkoth |
We're this close to having another Caster/Martial disparity thread. I can basically smell it.
I don't think anyone in this thread is disagreeing there's a disparity.
I just happen to be able and willing to do something about it in my game.
If your players find the +2 to attack exciting, then their builds are probably on the lower end of optimization. Which means you really shouldn't do away with one of the stronger martial buffs.
Some numbers might help here. By my calculations (and based on actual numbers in-game) +2 AB is often something like a 20-25% damage increase against classed enemies with decent AC.
Don't forget the defensive benefit of 2 AC either.
There's a very small percentage of martial characters that would benefit more from +1 Attack/AC than an extra attack. But if this is supposed to be a nerf then I'm okay with that. It's your table.
Yes, it was supposed to be a nerf while making the spell still powerful.
You removed the extra attack, but was that because you don't like full-attacks or because you don't want a spell to give extra attacks?
Do you want Haste to give extra actions, or improve certain actions?
I'm sure that given the default Bestiary, players were doing way too much damage on full attacks. Like killing CR9 Frost Giants in one round at level 9 with PCs having maximized HP and monsters having +50% HP.
I'm trying to move AWAY from rocket tag.
That said, the more I'm seeing and hearing the more I'm inclined to just chuck the bestiary numbers out and just use whatever numbers I want. I've made bosses with 30k+ HP for a group of six level 40 players before in a video game. Obviously this is a different system (not a video game RPG that's basically in real-time) and fights don't last 50+ rounds, but I imagine you get my main point.
I'm fine with Haste the way it is. A few of my players would like Haste to improve action economy (like an extra attack) -- they want to do MORE with Haste. But they don't want Unchained Action Economy (or PF2 action economy).
Blood Orcs, for example, are 1/3CR (...go look at those guys; you do not want to face them as a 1st-level party). Meanwhile, many higher-CR non-caster monsters with lousy Reflex saves are dead-meat-walking due to Paizo brokenness such as Dazing Spell.
For the record, Blood Orcs are third-party. Not from Paizo.
...that said Dazing Spell is definitely from Paizo and yes it is completely stupid. Creatures have low reflex saves so blasters can keep up damage wise and then they just get stunlocked.
There's a reason I'm not currently allowing Dazing Spell.
>Things of the same CR are supposed to represent similar levels of challenge
>They don't because PF has some truly godawful balance rather than any specific design goal
Bingo. In theory, there's no difference between theory and practice. In practice, there is.
If a Fighter 20 with NPC wealth was supposed to be a lesser challenge than a Wizard 20 with the same gear (CR19) then you'd think that some dev would have shunted the fighter down a few CR notches, no?
Let's be fair here -- clearly fighters are more dependent on gear than wizards and it's difficult enough to try to balance everyone under equal gear assumptions.
...so let's compare a Fighter 20 with PC wealth and Wizard 20 with PC wealth, which are both CR20 enemies (AP bosses are often made this way apparently). Same problem.
I'm even fine with Wizards being noticeably stronger -- 1 CR is about a 42% power increase, after all. But it's not even remotely close to that "small" of a gap.

Wonderstell |

Wonderstell wrote:If your players find the +2 to attack exciting, then their builds are probably on the lower end of optimization. Which means you really shouldn't do away with one of the stronger martial buffs.Some numbers might help here. By my calculations (and based on actual numbers in-game) +2 AB is often something like a 20-25% damage increase against classed enemies with decent AC.
Don't forget the defensive benefit of 2 AC either.
Alright, assuming an eleventh level archer paladin without Manyshot as that was banned.
For +2 to attack to give 20-25% increase of damage, then the first two attacks must have around 0.65% accuracy. Normal Haste would in this case give almost 50% increased damage.
But 0.65% accuracy isn't that bad (0.75% buffed). It's not great, but I retract my 'lower end of optimization' statement. They're probably in the middle.
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I'm fine with Haste the way it is. A few of my players would like Haste to improve action economy (like an extra attack) -- they want to do MORE with Haste. But they don't want Unchained Action Economy (or PF2 action economy).
Hm, It's quite hard to improve action economy without indirectly increasing their damage output. Maybe let them take those 10 ft from the spell in addition to their normal actions?