Ways to prebuff


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Atalius wrote:
nicholas storm wrote:
If the wand of longstrider is broken, just buy scrolls of it.
Lol ya I did that, he said "do you think I'm dumb?"

?? It is not even an uncommon spell, you can prepare and craft your own items easily as is a low level spell.

How can you prohibit that? Even game designers don't consider it as is not uncommon, and is so easy to get the effect anyway.

About scouting, I was thinking about reducing 2 the creatures perception, they are indeed high, always with Perception maximized like if all them was a Ranger (which players cannot do).

But then I realized that you usually use covers, and the scouting process is supposed to be that way. Remember that with cover we get +2 to hide and sneak, and using the taking cover can change it to greater cover for a +4, which you can also get by crawl if there is no much cover.
Think that this way is realistic as corresponds to how is done really, that is crawling and using any cover actively, without covers is really harder to scout inadvertently. So how the player scouts is very important instead only using raw numbers and a single die roll.

Anyway this doesn't change the fact that the creature perception could be a bit too high and if not justified (i.e. animals with improved senses) could be reduced a proficiency tier.


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The GM can prohibit whatever he likes.
Common or not.

Dark Archive

pauljathome wrote:
Red Griffyn wrote:
Paizo nerfed pre-buffing in PF2e, which IMO is one of the worst things they did to casters. Pre-buffing the right thing requires real engagement with the environment, world/lore, NPCs, plot, etc. by players.

Not in PF1 it didn't. A party that just stuck to the staples (barkskin, life bubble, etc) was MASSIVELY better off than one that didn't.

Entire dungeons were basically made trivial by life bubble, others by communal air walk.

Sure, from time to time being really engaged would let you do still better. But most of the time the staples were just fine and dandy thank you

Life Bubble is the perfect example of something that is only useful if you can precast it and have it work for an extended period of time such that it is almost guaranteed to be useful. Suffocating in a cloud kill effect sucks, drowning sucks, etc. but they are incredibly niche events. Whats even worse is not being able to cast a verbal component because your already suffocating (damn if only life bubble was up!). It sucks having to spend half your slots preparing for all the contingencies of darkness, invisibility, flying, drowning, mind effecting, energy damage types, grappling, stat restoration from life drain, resurrection effects, etc. In PF1e you could easily have 7-8 spells in every spell slot so wasting spell slots on niche protection didn't really matter when any one spell could end a combat. that just isn't true in PF1e when casters have easily half the spell slots and spells don't last as long, or achieve the same mechanical benefits.

Communal air-walk is another great example. Its rare that every combat in a dungeon requires flight, but there is probably one. You get it as a 5th level spell (i.e., L9) and can only dish out 90 minutes right when you get it (i.e., 20 mins to each party member). So you hedge your bets that something will be required in a dungeon or you learn there is a dragon or something else that flies (way faster BTW) and you aren't just dead in the water trying to spend 1-2 rounds in combat getting your melee team into the air. While you can 'sprint' a dungeon and complete it in 10 minutes with CLW wand spam, that is in no way proclaiming it happened all the time. Often you arrive in a room with magic traps, cool items/loot/treasure, tapestries depicting the horrors ahead, and otherwise have to investigate. So all those 10min/level spells you talk about could run out, but it gives you a real choice. Do we press on while the buffs are good or do we stop to find out more and engage. Sometimes you press on and fight 2-3 battles off a buff but then stop at an important puzzle/area instead of falling into the insane trap. In PF2e there just isn't any choice. You stop for 10-60 minutes to apply medicine in 10 minute increments, re-focus, etc. since the game assumes parties are at max hp at the start of every combat so now your heroism that only lasts 10 minutes is certainly gone.

There was a middle ground for Paizo to strike where only certain kinds of preventative/enabling buff spells could last a dungeon/day. Things like a life bubble, resist energy, communal air walk, darkvision, freedom of movement are all perfect examples of niche event protection or enabling spells. They don't make the party 'better', they just prevent them from suffering from the litany of horrific stuff out there in the world and are unlikely to be happening in every combat but maybe 1 in the day so the slot wasn't wasted. I'd be fine with numerical bonus buff spells like magical vestments, greater magic weapon, barkskin, etc. being removed from that list. That would have been a more satisfying outcome IMO.

Dark Archive

Gortle wrote:

The GM can prohibit whatever he likes.

Common or not.

A GM could ban all core classes, or only allow characters he builds for others, or ban any feat that is accessible at a level that is a multiple of 4 (i.e., 4,8,12,16,20).

Being a GM doesn't suddenly prevent you from being irrational or overbearing.


Red Griffyn wrote:
Gortle wrote:

The GM can prohibit whatever he likes.

Common or not.

A GM could ban all core classes, or only allow characters he builds for others, or ban any feat that is accessible at a level that is a multiple of 4 (i.e., 4,8,12,16,20).

Being a GM doesn't suddenly prevent you from being irrational or overbearing.

Or allow only dwarves :)


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Dark_Schneider wrote:
Or allow only dwarves :)

Mono cultured games can make sense for some custom campaigns. I think it can force people to think a bit beyond the stereotypes. Putting guard rails on characters can also help people to be more creative.


Dark_Schneider wrote:
Red Griffyn wrote:
Gortle wrote:

The GM can prohibit whatever he likes.

Common or not.

A GM could ban all core classes, or only allow characters he builds for others, or ban any feat that is accessible at a level that is a multiple of 4 (i.e., 4,8,12,16,20).

Being a GM doesn't suddenly prevent you from being irrational or overbearing.

Or allow only dwarves :)

...and then ban each of their ancestry feats individually.

on the matter of longstrider... I do notice that there have been at least a few cases (ancestry feats, mostly) where I've said "well, this looks interesting and/or useful as an option" and gotten back the response of "Lol. It's worthless. Just use a longstrider wand." So I can at least sympathize with the idea that the spell might be a bit much.


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I'd actually recommend alchemical items for pre-buffing. Many alchemical items, like elixirs, mutagens, poisons, etc. have either a long duration for their level or last until used (bombs, poisons, etc.).

Not to reinforce the idea that Alchemists are just fantasy vending machines, but they REALLY can buff the party in a variety of ways relatively cheaply.


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Ascalaphus wrote:

[

I do think PF2 could do with some kind of improvement to scouting ahead. It's not an unreasonable fantasy to want to play. The scout that goes ahead, spots some enemies, and tells the rest of the party what to prep for. That's a reasonable fantasy trope. But it doesn't play out very well in PF2.

You can mitigate the risks by scouting with magic, but that's not really satisfying, is it? If you play a rogue or ranger it'd be nice if you could do it yourself, and that it wasn't a stupid risk. Or maybe that the witch can let their familiar do it.

I think a well-balanced "scout ahead carefully and report back" exploration activity is kinda missing in the system right now.

I think a certain amount of the scouting gap is people not following the stealth rules properly in ways that hurt the player. Examples:

-Not applying the cover bonus for Avoid Notice and Stealth for initiative.

-Letting NPCs spot PCs based on the enemy's perception for initiative result instead of solely the PC's stealth to initiative result.

-Overlooking that on a regular failure to Avoid Notice your character is still hidden. It is possible to fail at Avoid Notice but retreat before you're ever actually Observed.

-Not thinking critically about how what the positioning of a PC Avoiding Notice would be (ie, that it usually requires being in the opposite side of cover.)

I also think people forget how important darkvision and scent are if you want to scout at all. You basically have to choose them at 1st level to get them as constant benefits. You can't avoid triggering encounters without darkvision in many typical dungeon environments. And people overlook how precise an imprecise sense actually is. Scent is basically radar which doesn't necessarily require line of sight or effect. It is also possible to Recall Knowldge off of smell, probably using a hard or very hard adjustmdent. Adventure writing and most GMs assume typical human level of senses, but the Scent ability is more akin to how a dog smells things. There's an incredible amount of information which scents convey to animals. If it wasn't possible to recognize a tiger by scent, tigers wouldn't bother marking their territory.


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If you feel that breaks the game maybe it could be less radical just remove the heighten for Longstrider, so you can only cast 1 hour version.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Captain Morgan wrote:
Overlooking that on a regular failure to Avoid Notice your character is still hidden. It is possible to fail at Avoid Notice but retreat before you're ever actually Observed.

Where is that stated? I didn't see it mentioned under Avoid Notice.


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Ravingdork wrote:
Captain Morgan wrote:
Overlooking that on a regular failure to Avoid Notice your character is still hidden. It is possible to fail at Avoid Notice but retreat before you're ever actually Observed.
Where is that stated? I didn't see it mentioned under Avoid Notice.

Avoid Notice uses the same rules for Hide and Sneak, and Sneak says:

Failure A telltale sound or other sign gives your position away, though you still remain unseen. You’re hidden from the creature throughout your movement and remain so.

Critical Failure You’re spotted! You’re observed by the creature throughout your movement and remain so. If you’re invisible and were hidden from the creature, instead of being observed you’re hidden throughout your movement and remain so.

I remember this because it was a rule Mark added based off my suggestion from the playtest. :) It's the Morgan clause.


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Sanityfaerie wrote:
Dark_Schneider wrote:
Red Griffyn wrote:
Gortle wrote:

The GM can prohibit whatever he likes.

Common or not.

A GM could ban all core classes, or only allow characters he builds for others, or ban any feat that is accessible at a level that is a multiple of 4 (i.e., 4,8,12,16,20).

Being a GM doesn't suddenly prevent you from being irrational or overbearing.

Or allow only dwarves :)

...and then ban each of their ancestry feats individually.

on the matter of longstrider... I do notice that there have been at least a few cases (ancestry feats, mostly) where I've said "well, this looks interesting and/or useful as an option" and gotten back the response of "Lol. It's worthless. Just use a longstrider wand." So I can at least sympathize with the idea that the spell might be a bit much.

IMO Longstrider isn't really broken it just reflects how the designers deal with move speeds in the game.

Move speed is practically the only resource that can be pretty easily stackable and that there's many ways to improve it. The impression that I have about it is that designers want that most players don't need to use 2-actions to move pretty frequently and then they give them many ways to get more speed if they need.


One way to fix Longstrider in your GMs eyes might be telling them that intelligent enemies with spellcasting can also make good use of it.

As long as mandatory buffs go, I think this one is a lesser evil at best.

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