
Unicore |

With polymorph spells like animal form, how do you adjust the attack and skill bonuses to remove level?
With the flat checks for medicine, how do you adjust the DCs for higher proficiency checks?
Thanks!(I don't need the "official" answer, just reasonable ways to figure these things out as we go.)

Unicore |

So animal form is a +6 to attack and skills as a level 2 spell?
+9 as a level 3 spell, +9 as a level 4 spell and +9 as a level 5 spell?
That feels pretty jarring at first, but I guess that it is getting trained and +4 attribute bonus for a level 3 character, and getting Expert proficiency, a +4 attribute bonus and a +1 item bonus for level 5 through 9.
And when I extrapolate it to something like nature incarnate at level 19, it becomes a +15 so a +8 Legendary, +4 Attribute, and +3 item bonus which seems pretty fair. Your athletics bonus is even better. I guess it just felt off at first.

The Gleeful Grognard |
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So animal form is a +6 to attack and skills as a level 2 spell?
+9 as a level 3 spell, +9 as a level 4 spell and +9 as a level 5 spell?That feels pretty jarring at first, but I guess that it is getting trained and +4 attribute bonus for a level 3 character, and getting Expert proficiency, a +4 attribute bonus and a +1 item bonus for level 5 through 9.
And when I extrapolate it to something like nature incarnate at level 19, it becomes a +15 so a +8 Legendary, +4 Attribute, and +3 item bonus which seems pretty fair. Your athletics bonus is even better. I guess it just felt off at first.
As a house rule for my own game I actually remove the level and add level scaling to the various "form" spells.
I figure if they get AC scaling, they deserve to also get ATK scaling. (nothing else scales outside of spell level)
But yeah, mathematically it works out. Although there are all sorts of things that are thrown off by the no level scaling mod sadly. The game really doesn't account for it well when it comes to things that improve tiers of success or have major effects tied to tiers of success.

Siro |
But yeah, mathematically it works out. Although there are all sorts of things that are thrown off by the no level scaling mod sadly. The game really doesn't account for it well when it comes to things that improve tiers of success or have major effects tied to tiers of success.
Agreed. Also things which are checked by level bonus becomes a bit unbalanced. {'Summon X' for example}

Siro |
One of the main reasons summons are considered more walls and flanking buddies then attackers is because of the disparity of there stats versus what they are probably facing. For the most part, this is because the summoned creatures level will be lower then the creatures they are facing, meaning they will have a lower level bonus then them.{Often times a -4 determent if highest slot is used at mid-levels onward}
Stats become a lot closer once you remove level bonuses from the equation, making them so much more in battle {a bit like PF1 in my opinion}. Look at the Adjusting Encounters chart . You will find lower level creatures much more of a threat without level, and the 'Summon X' spells lets you place those creatures on the board in your favor. The times I've used this system I found summoned creatures to really change the course of battle and that they need not have been summoned using the casters highest level slot to do so.

Siro |
One of the main reasons summons are considered more walls and flanking buddies then attackers is because of the disparity of there stats versus what they are probably facing. For the most part, this is because the summoned creatures level will be lower then the creatures they are facing, meaning they will have a lower level bonus then them.{Often times a -4 determent if highest slot is used at mid-levels onward}
Stats become a lot closer once you remove level bonuses from the equation, making them so much more in battle {a bit like PF1 in my opinion}. Look at the Adjusting Encounters chart . You will find lower level creatures much more of a threat without level, and the 'Summon X' spells lets you place those creatures on the board in your favor. The times I've used this system I found summoned creatures to really change the course of battle and that they need not have been summoned using the casters highest level slot to do so.
Note= I have not concluded if it is a major issue, as I've only played a bit with it. However from my experience, there is a large power spike when using "Summon X" spells in the no level bonus system compared to base PF2, and its something both GM's and players may have to consider when using the alternative rule set.

kenada |

Ah, hmm. Yeah. I’ve seen complaints that summoning is a bit weak, so I suppose one could just live with it as a buff to summoning. Otherwise, couldn’t you just scale back the level progression of summoned creatures when heightening? It would still be slightly better than core but not as drastically. Something like:
- 2nd — level 0
- 3rd — level 1
- 4th — level 2
- 5th — level 3
- 6th — level 5
- 7th — level 7
- 8th — level 9
- 9th — level 11
- 10th — level 13

The Gleeful Grognard |

Agreed. Also things which are checked by level bonus becomes a bit unbalanced. {'Summon X' for example}
Sadly I don't know how to fix this, I ran into the same issue while trying to find a way to houserule a fix for summoning spells to continue to scale like the form spells mentioned above. But it had too big of an influence in my tests.
A lower scaling tier might work well though, but with higher AC and a decent amount of HP without the ability to easily be crit I can see summoning being incredibly powerful in a level free proficiency game (I wonder what it will look like when we get summoner or a summoning archetype).

Siro |
The problem can get worse at higher levels {namely from level 16 on} because of the 'Effortless Concentration' class feat. It not only gives the caster a free action to Concentration on there current summon, but allows them the action economy to summon and keep up a second one {along with leaving them with two actions on subsequent turns after concentrating on both}

Siro |
Hmm, lowering the levels of what could be summoned could be a solution.
I've toyed with the idea of taking a page out of 5th ed for the summon problem in the PwL ruleset.
Basically, whenever you 'Concentrate' on the summoned spell, you roll a flat D20 {not sure on how to do the DC, but I would like it to be based on spell level relative to the caster, controlling creatures summoned from there higher/highest level slots as a decent chance of failing, while summons from there lower slots are almost a automatic success}. On a failure the creature acts on its own accord for the round, often treating the summoner as 'Hostile' and will try to attack them and anyone friendly to them {DM desertion depending on the situation and what was summoned.]
The idea being it is a very powerful option, but it also turns it into a risky one, and one which the summoner may think twice about summoning at there highest level, and gives them a decision on wither to concentrate on the creature and risk its wrath, or choose the 'safer' option and let it slide, losing the creature in the process.

Temperans |
I feel that the cost of action is already enough penalty. But then I might be wrong.
The one alternative I can see if its a really big problem is that summon monster has some sort of built in penalty. Something like idk -2 to all stats? Enough that its noticeable, but not so much they become useless.
Also I would say that the HP and damage scaling does make lower level summons a lot less effective.

kenada |

Yeah, having a risk of losing the summon without being able to mitigate that (through class feats, items, etc) would probably mean higher level summons don’t get used except by clever players who figure out ways to work around it (fly?). It also feels clumsy to balance something by making players not want to use it.
The one alternative I can see if its a really big problem is that summon monster has some sort of built in penalty. Something like idk -2 to all stats? Enough that its noticeable, but not so much they become useless.
Maybe apply the weak adjustment, or a modified form of it? I wouldn’t normally use the attack modifier with PwL, but a -1 here might be okay.

Castilliano |

Usually Summons put a secondary or even tertiary ally on the board, one whose DPR is much like a 2nd or 3rd attack by a martial (depending on several factors).
With flattened proficiency, their attack roll is comparable to a primary attack albeit for less damage. And though they'll have fewer h.p., their AC & Saves will also make them tougher than intended. That upgrade's pretty darn significant when the caster's at full power (casting 2-actions spells each round).
With a little party coordination, this could grow swiftly out of hand, and this holds true for enemies as well. A lot of lower level casters (plus perhaps a Bard) casting Summon spells could swamp a party.
One solution would be to restore the party's overall balance whenever a Summoned creature hits the board by damping down the power of the caster. I think the simplest way to do that would be to have maintaining the spell cost 2 actions. With how strong Summons become under this system, I'd find that reasonable as I'd still remain interested in Summons.
ETA: One could also lower the proficiencies of the monsters based on how many levels below they are. Maybe -1 per level, sort of retroactively adding back in the level adjustments, which seems like it'd put them nearly the same as where they'd be in a normal PF2 game.

Zapp |
Yes it's true that the ability to place weak minions on the battlefield becomes less weak in a proficiency-without-level game.
But let's keep things in perspective here.
Summons in the core game are very weak options. A charitable way of describing them are like Siro said; as "walls and flanking buddies". Another way of saying this is "not worth your while, except as disposables for scouting or hazard-triggering duty". In other words, when you can't summon them before combat, that is, when your action expenditure actually is a cost, they're borderline useless.
And it's not like the game becomes unplayable just because summons become stronger. Just look at 5th Edition, which seems to do alright, despite having bonkers broken summon spells. :)
So, yes, balance changes, and not just for summoners, when you play without level to proficiency. I'd treat that as a feature and not a bug if I were you :)

Temperans |
Having to spend 2 actions to maintain the spells is too prohibitive for a spell that is meant to help your action economy not hurt it.
It being more of a problem when you can sustain 1 for free at higher level should be seen as a reward for the caster who spent time specializing on that spell. Weakening the summons already does a lot to limit their use.