Balance Concensus


Pathfinder Second Edition General Discussion

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So I hear people talk about consensus about balance in the new edition and I was debating what was generally agreed and what wasn't. So here are often stated things on the forums and my take in their accuracy, subjectivity is assured.

The Alchemist is the Weakest class - I think this is the closest the forums come to consensus greed on this forums, there is a debate on whether is is a problem and the degree that alchemist are functional as is.

Casters are weaker than they were in 1e, so there is almost total consensus that this is the case, 1e casters had better save dc, better spells and more of them. But what there isn't consensus on is if they are too weak now or just right. Wizards seem to have been hit the worst by this debate as buffs (maths hacks) are on par with 1e and healing has been improved on average than in 1e whilst blasting and hard control (conditions) are much weaker than 1e.

Its annoying shields hardness only scales with sturdy shields no Concensus here but one of the hot topics of the forums. My take is I don't like it but I don't think it's a balance issue.

Bards are strong seems to be a consensus I only encountered only one person who thought this was a problem but hey thought it would be fun to put it down.

2e is better balanced than 1e tends to be another point of consensus.

3 Actions are better than 1 seems to be a consensus.

Have I missed any of the common debates on this forum?


There's also the Electric Arc debate. People generally agree it's more powerful than other cantrips, but there's disagreement on whether it needs a nerf or if all the other damage cantrips need a buff.


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Pathfinder Rulebook Subscriber

Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.

Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.

Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.


Pathfinder Adventure Path Subscriber

I think everyone is still feeling like there is no clear consensus on how Battle medicine and the manipulate trait work as far as hands requirements, and whether it is balanced around working for character's with their hands full, or it it is supposed to require a commitment to having an open hand when used. I just think everyone has decided that everything that can possibly be said about it has been and people are pretty comfortable house ruling it as they feel necessary. Also, I don't think little things like that have nearly as much weight on whether people feel the game as a whole is well balanced.

Although honestly, most of the debates I see now, with the possible exception of the Alchemist, center around whether the game is too well balanced as a whole.


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It's a little hard to define a consensus, because even on the issues there do seem to be common opinions on, what the implications of that opinion mean vary wildly too.

You mention Wizards being weaker, but on that subject alone we've seen opinions ranging from high level wizards still being busted, to wizards being fine, to wizards being fine but lacking build variety, to wizards being weak, to the notion that wizards are weak, but that's a good thing because the class and the people who play it need to be punished for PF1.

Comparisons with 1e are in general doomed to fail. You can look at optimized blasting builds from 1e and conclude blasting is weaker in 2e, but at the same time general purpose blasting appears to be a lot more relevant and depending on your class, there's a much better selection of longevity enhancing tools, which was one of the blaster's biggest problems in 1e.

Quote:
Although honestly, most of the debates I see now, with the possible exception of the Alchemist, center around whether the game is too well balanced as a whole.

I can't agree, the only time I've seen 'too balanced' echoed as an argument tends to be rarely and mostly in peripheral threads, coming from people approaching the system from an antagonistic perspective. It's not really a serious opinion I've seen shared by people invested in 2e.


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“Casters” is too general. I would not consider Druids or Clerics to be weak by any stretch.


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KrispyXIV wrote:

Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.

Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.

Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.

Sure, if you want to exclude traits and feats and archetypes you feel are "gamey" and "min/max", you're right. Of course, if you don't, it's not even close and the OP is right.


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Overall balance is very good, without feeling too much like everything was made with a cookie cutter. So the rest of these comments are in a reasonably narrow range.

Fighter are the strongest class. The +2 to hit dominates the game.

Alchemists are the worst. No one in our group is prepared to even try one again. They don't seem to do anything well and their powers are just not strong in any dimension.

The casters with d8 hit points are fine. The casters with d6 hit points don't really feel like they are quite getting enough to justify their increased vulernability. So they will feel a bit weak if the party doesn't protect them. From mid level they are fine.

I don't agree Bards are too strong. It is just that buffing, control and utility magic still works very well.

Magic for direct damage is a little weak early on (before level 5). There are more hitpoints around so you notice it more, but overall it is fine. There are more necromatic and mental direct damage spells

Magic in the debuff role is a bit weak. Incapcitation makes it worse. Yes I know people will disagree with that but whatever.

Illusions are good which is fantastic for the game.

Cantrips are fine. Much stronger which is good. For sure Electric Arc is the best but the others have their place too so I am fine with that. A dedicated caster will take several different offensive cantrips.

Healing is easy out of combat - which devalues clerics a bit. But they have other things they can do. I'm happy it is now OK to adventure without a dedicated healer cleric.

The pet classes now have a real cost - actions and feats. So they seem balanced.

There are still a number of individual feats and powers (eg Cleave, Fury Instinct Barbarian) which are just too weak to be seriously used compared to other options. I live in hope but I am yet to see a game without a large portion of that.


Salamileg wrote:
There's also the Electric Arc debate. People generally agree it's more powerful than other cantrips, but there's disagreement on whether it needs a nerf or if all the other damage cantrips need a buff.

We shouldn't have to debate this.

Let Paizo fix it, let Paizo choose; they're the ones creating this easily-spotted lack of variety in the first place.


siegfriedliner wrote:
Casters are weaker than they were in 1e, so there is almost total consensus that this is the case

First thank you for switching to the correct spelling of consensus - my brain braced for a post full of "concensuses".

For all our criticism - let's take a moment and fully acknowledge this:

d20 casters (including PF1) were irrevocably broken. That mess simply had to go.

Sure, it's a shame Paizo possibly went overboard with the balance to the point where there's little reason to play a caster for the power (except healers) when WotC managed so much better (martials are very appreciated there; but casters can still win entire encounters on their own - without hoping to see a 1 on the d20, as they should).

Still. The PF1 magic paradigm had to go. Everything's better than that.

Calling casters "weaker" as if there's any debate is far too cautious. Their (high level) power have been devastated. Obliterated. Annihilated.

And yes, that's a good thing. A necessary thing.

Cheers :)


Unicore wrote:
I think everyone is still feeling like there is no clear consensus on how Battle medicine and the manipulate trait work as far as hands requirements, and whether it is balanced around working for character's with their hands full, or it it is supposed to require a commitment to having an open hand when used.

Consensus about rules interpretations is one thing. And Paizo should address the issue soon; they simply cannot remain unawares that particular issue is impossible to rule in an unequivocal way.

As I read the OP, his topic of discussion is consensus about gameplay and balance issues. That's something different.

Cheers :)


Gortle wrote:
Overall balance is very good, without feeling too much like everything was made with a cookie cutter. So the rest of these comments are in a reasonably narrow range.

That deserves repeating.

I haven't played an Alchemist (the reputed weak class), but I would be surprised if it's anything near the crippling weakness (thematically as well as power-wise) of the Beastmaster subclass of the 5th Edition Ranger.

To make a comparison between two core offerings, I mean.


swoosh wrote:
I can't agree, the only time I've seen 'too balanced' echoed as an argument tends to be rarely and mostly in peripheral threads, coming from people approaching the system from an antagonistic perspective. It's not really a serious opinion I've seen shared by people invested in 2e.

I wouldn't dismiss it.

Too balanced can (IIRC) be shorthand for "if your options don't differ in power, your choices don't matter".

Coming to your roleplaying game with the perspective it should be your player skill that determines the success of your character build is not uncommon, and it should not be lightly dismissed. After all, two decades of 3rd Edition alone has indulged players liking this (not to mention countless other games, tabletop and otherwise)

Zapp

PS. Just to add I'm aware of the opposing perspective: while player skill doesn't let you dominate the build phase (before play), it still has a profound impact during play (as you would expect from nearly every game).

I said this to forestall the inevitable objection, but also to note that just because the game has "play skill" is not a good argument to defend its lack of "build skill" (relative to PF1 that is). To many players, an ideal game has both. One does not replace the other.


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Gortle wrote:
Magic for direct damage is a little weak early on (before level 5). There are more hitpoints around so you notice it more, but overall it is fine.

Note the starting damage of Fireball:

d20 (3E and PF1) 5d6 (quickly rising to 6d6 and finally 10d6)
PF2 6d6
5E 8d6

I'd argue 5E but not PF2 designers took the proper consequence of having a game with significantly larger hit point pools (compared to d20). This is the main reason magic damage feels "a little weak early on"; damage expressions weren't updated (much) from PF1.

And oh, I'd say this feeling persists a couple of levels longer than level 5. Level 7 is the new level 5. Still, that's a third of the game (and maybe 80% of the game if you believe the surveys telling us people mostly play in the single digit levels). So it isn't nearly the small issue it can be presented as - casters definitely need an official low-level boost from Paizo. Especially Wizards, who have worse options to fall back on.


Gortle wrote:
Healing is easy out of combat - which devalues clerics a bit. But they have other things they can do.

Yess... how about healing in combat?! ;-)

(Their offensive damage is, like the Wizard, crap. That +8 per level bonus to 2-action Heals is what makes the class)

Quote:
I'm happy it is now OK to adventure without a dedicated healer cleric.

That is always nice.

Still, having a cleric (that heals in combat) have been invaluable to my group. We're playing an official AP, if that matters. The default difficulty has been, at times, brutal; much harder than anything we've experienced in AD&D, 3E, 4E or 5E.

Guess I'm just saying I'm not at all concerned about the devaluation of clerics... :-)

...and that if you're playing in an adventure devised by your GM, the combat medic is likely far less crucial there. (I know my own adventures were not nearly as lethal as Paizo's official AP, Extinction Curse; and my players managed swimmingly without them combat Heals there)

In fact, the cleric player is probably the one most thankful out-of-combat healing is free and plentiful, since he needs all his heals in combat!


Gortle wrote:
The pet classes now have a real cost - actions and feats. So they seem balanced.

Yes, but it bears mentioning that neither Paizo nor WotC has a palatable offering for the player wishing for a traditional beastmaster class:

A class *not* built on the presumption the pet is disposable.

In both games, animal companions are *very* fragile, and can't be used as melee brutes unless you've made your peace with them dying as soon as a monster looks at them twice.

Note: I'm not disputing Gortle's claim here. I'm talking about something else.

Silver Crusade

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Pathfinder Adventure Path Subscriber

I think the only agreement here is that it's "consensus" not "concensus".


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Quote:

"Zapp"]We shouldn't have to debate this.

Let Paizo fix it, let Paizo choose; they're the ones creating this easily-spotted lack of variety in the first place.

I'd argue the only lack of variety is due to the low number of cantrips that exist. The only caster who has taken Electric Arc in my games more frequently casts Ray of Frost because of how often she doesn't have two enemies within 30 feet of her (and if she does, her bigger concern is getting out of stride distance of them).

Zapp wrote:
Gortle wrote:
Magic for direct damage is a little weak early on (before level 5). There are more hitpoints around so you notice it more, but overall it is fine.

Note the starting damage of Fireball:

d20 (3E and PF1) 5d6 (quickly rising to 6d6 and finally 10d6)
PF2 6d6
5E 8d6

I'd argue 5E but not PF2 designers took the proper consequence of having a game with significantly larger hit point pools (compared to d20). This is the main reason magic damage feels "a little weak early on"; damage expressions weren't updated (much) from PF1.

And oh, I'd say this feeling persists a couple of levels longer than level 5. Level 7 is the new level 5. Still, that's a third of the game (and maybe 80% of the game if you believe the surveys telling us people mostly play in the single digit levels). So it isn't nearly the small issue it can be presented as - casters definitely need an official low-level boost from Paizo. Especially Wizards, who have worse options to fall back on.

The 5e designers have said that fireball was made intentionally overpowered for legacy reasons. If you go by the DMG's homebrew spell guidelines, Fireball should be a 5th level spell, not 3rd. Using as an example of 5e doing things right isn't really a good call.


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I'm starting to change my mind a bit on casters as I hit level 14 and learn more about how the mechanics work. There are some standout nasty spells out there. High level AoE blasting does some beastly damage martials can't even dream of.

Some spells that are really harsh:
1. Synesthesia

2. Confusion

3. AoE Fear is actually pretty nice.

4. Wall spells are still good.

5. Sunburst is still extremely nasty against Undead.

6. True Target is fricking nasty.

7. True Strike is good.

8. Low level slots are good for spells like see invisibility, faerie fire, haste, and slow.

9. Scrolls are extremely good, cheap to make, and useful for lower level casters to expand their spell slots.

10. Advancing to Legendary Caster with a 24 main casting stat can get nasty. You're looking at 19+8+7 a +34 attack roll and a DC 44 save on spells.

11. Weaknesses add a lot of damage.

The above is why I like to play a caster up to high level before I make changes. I'm starting to see a high level caster can devastate things in a way that a martial can't accomplish. Martials mostly do damage. They do it from level 1 to level 20.

Casters on the other hand have lots of tools that really start to add up and shine when you're facing a group of lvl 11 to 14 creatures at lvl 14. You really start to accelerate and shift fights substantially in the party's favor.


Salamileg wrote:
I'd argue the only lack of variety is due to the low number of cantrips that exist. The only caster who has taken Electric Arc in my games more frequently casts Ray of Frost because of how often she doesn't have two enemies within 30 feet of her (and if she does, her bigger concern is getting out of stride distance of them).

I'm playing an official AP where you rarely have bigger rooms than 30 ft across.

My players don't bother changing cantrips away from Electric Arc - having only one target only makes it comparable to other cantrips not significantly worse.

I can't imagine how Paizo could arrive at one cantrip dealing half damage on a miss AND target two monsters. Sure, it isn't four times better than the alternatives, but even the most cursory analysis should have rung the warning bells.

Quote:
The 5e designers have said that fireball was made intentionally overpowered for legacy reasons. If you go by the DMG's homebrew spell guidelines, Fireball should be a 5th level spell, not 3rd. Using as an example of 5e doing things right isn't really a good call.

What really isn't a good call is narrowly limiting a discussion just to score points. I'm not merely talking about Fireball. It was an example that I felt well illustrated the point.

Can I ask you instead to relay your opinion on casters pre level 7?

Most people defending the current balance ends up inadvertently confirming the criticism, since they point towards good cantrips and other abilities. But the criticism regards the spells. Are the spells good enough during the first part of the game? Good enough to justify playing a frail caster, that is?

(You can always play a character just for the fun of it, but that's not the issue here.)

Do casters earn their keep in a low-level party?

If the feeling is, the party is better off booting the wizard, and replacing her with another Barbarian (say)... are there other performance reasons to not do that. For example, if the wizard will later pay back that patience with god level performance (much like the old OD&D days) that could be a reason. Perhaps not a good reason, but still a reason.

Another reason might be that adventures assume the classic Fighter, Thief, Cleric, Wizard party, where some obstacles just can't be surmounted without arcane magic. (Again, not saying this is a particularly good reason).

But if arcane casters no longer bring anything essential to the table, what then? (What if a party of four Barbarians can complete adventures? What if Primal and Occult casters get all the needed goodies previously unique to Arcane casters?)

If caster classes are mostly supplied because "D&D has always had casters" without justifying their place in this edition, then yes, there is a problem.

In this context, discuss the 5E fireball is nothing but a diversion.


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Salamileg wrote:
There's also the Electric Arc debate. People generally agree it's more powerful than other cantrips, but there's disagreement on whether it needs a nerf or if all the other damage cantrips need a buff.

I mean this similar to the gnome flickmace debate where its hard to argue that its not the best option of its type but as to whether that is in fact a problem is more questionable.


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Zapp wrote:

Can I ask you instead to relay your opinion on casters pre level 7?

Most people defending the current balance ends up inadvertently confirming the criticism, since they point towards good cantrips and other abilities. But the criticism regards the spells. Are the spells good enough during the first part of the game? Good enough to justify playing a frail caster, that is?

I think levels 5 and 6 are a bit of a rough point for casters, but 1-4 they're fine. Casters have repeatedly swung combats in their favor. I'll mark games where I'm a player with (P), and games where I GM with (G). Games where I'm a player are Extinction Curse book 1 (I'll be avoiding spoilers) and games where I'm a GM are a homebrew campaign.

(P) At third level, our witch cast Sleep using a 1st level slot to take a minion that was wrecking us out of the fight. These things dealt persistent damage on every hit, meaning going down to 0 HP was a big threat to us.

(P) In the same fight, the same witch cast a second level Sound Burst that took out the boss's summon and did hefty damage to that boss.

(P) Final mention of that witch, but his Nudge Fate hex has come in handy countless times, and knowing what the APG version of it is we're pretty excited.

(P) Our druid doesn't have as many moments because the character hasn't been with us as long, but her healing has come in clutch several times and summons have been surprisingly useful for keeping enemies busy and doing things like knocking them prone.

(G) Flaming Spheres from both the witch and diabolic sorcerer have been brutal in combat, absolutely shredding the final boss of Plaguestone.

(G) The witch has gotten a lot of use out of Phantom Steed both in and out of combat. In combat, it gives her a lot of extra movement speed to get into better position (especially when outdoors). My campaign features a lot of overland travel, so this spell has saved them a lot of time by plopping the low-speed dwarf on its back.

(G) The sorcerer has gotten a lot of mileage out of command. Despite not having a success effect, it's failure effect can be brutal in a lot of circumstances. Not being able to take reactions is a nice cherry on top.

(G) The witch has Slow, which everyone already knows is a fantastic spell so I won't dwell on this too long. But it was absolutely vital in the first fight she used it since the enemy had a movement advantage from being underwater and was immune to the barbarian's rage damage.

(G) The party was tracking a Basilisk. The witch had succeeded on some Recall Knowledge checks and knew that weasels and ferrets were immune to its gaze. So, on first turn of combat, she cast flaming sphere. On her second turn, she cast Pest Form to turn into a ferret, leaving her completely safe.

(G) Also, she's only used it a couple times yet, but the witch's Lightning Bolt has been very effective in combat, usually softening up enemies that the barbarian can get them in a single swing.

EDIT: (G) Don't know how I could have forgotten the cleric! If she wasn't in the party, the barbarian would have died a long time ago. And she's been an excellent utility caster outside of combat too. As I mentioned, my campaign features a lot of travel, so being able to prepare navigation spells whenever necessary has been very helpful.

(G) The cleric once circumvented an entire encounter with creative use of Ventriloquism.

So while I think 5 and 6 are rough levels for proficiency reasons, and don't think it would break the game for casters to get expert at 5, I absolutely think casters pull their weight.

Also,

Quote:
In this context, discuss the 5E fireball is nothing but a diversion.

You were the one who brought up 5e fireball.


Pathfinder Rulebook Subscriber
Dansome wrote:
KrispyXIV wrote:

Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.

Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.

Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.

Sure, if you want to exclude traits and feats and archetypes you feel are "gamey" and "min/max", you're right. Of course, if you don't, it's not even close and the OP is right.

And yes, I do.

Blasting with the simple expenditure of a couple feats for things like Dangerous Sorcery and Overwhelming Energy feels much better than any build in PF1 which didn't flex extreme system mastery.


Pathfinder Adventure Path Subscriber
Zapp wrote:
Salamileg wrote:
I'd argue the only lack of variety is due to the low number of cantrips that exist. The only caster who has taken Electric Arc in my games more frequently casts Ray of Frost because of how often she doesn't have two enemies within 30 feet of her (and if she does, her bigger concern is getting out of stride distance of them).

I'm playing an official AP where you rarely have bigger rooms than 30 ft across.

I actually agree that there is a problem here, but it is probably that the early published adventures are relying on providing maps that are packed into adventure content where there isn't room for full page spreads except for multi-room dungeons.

If the whole system is broken, it is probably because the way people are interfacing with the APs is primarily in digital spaces where GMs don't feel up to the task of making larger encounter maps, and thus the maps that are getting published in the APs and modules are the only maps that are getting in the vast majority of games, and it is vastly undervaluing some spells, weapons and character options that are designed for a larger and more epic environment than narrow 25 square by 25 square maps that start in the middle and only give 60ft of movement before you fall of the edge. And unfortunately, the upcoming material is very likely to continue in this vein, as urban APs, dungeon crawls and combat arenas tend to do.

But it would be a mistake to try to balance every character option around fights in 30ft square rooms, because it would make the game completely unplayable for anyone who introduces their own encounters or maps or plays with elements of movement or mobility in more interesting ways. It also means that instead of dedicating hours and hours as a GM to try to balance underused material around the battle maps you are given, you can make your players consider other options a lot easier by introducing some random encounters on larger battle mats or outdoors, and make it clear that they need to be prepared for such possible encounters. You can even make these encounters feature lots of lower level enemies and not just big solo monsters and your party will be much happier that they thought to include an arcane caster with some AoE coverage. I mean, if it is a random encounter happening during overland travel, it is likely a single encounter adventure day, so make it a severe or even extreme encounter with no enemy higher than level -1 and you will be giving a whole different set of character options a real chance to shine in a significant encounter.

If you are an XP counter, you will have to adjust your balance somewhere else, but you can probably add one or two of these encounters per AP book and your party will recognize that it is a situation that they need to be prepared for, and there is a good chance your PCs move past at least one or two encounters anyway and need the extra XP before they enter the big boss dungeons anyway.

If you are a milestone GM, then you don't even have to worry about it.


Pathfinder Rulebook Subscriber

Re: Map Size - larger areas do occur occasionally in Age of Ashes, and give some longer range options a chance to shine.

There is one especially notable area in early Age of Ashes where both of the parties I ran for used a combination of Stealth and Long Ranged spells to deal with things in a more "narrative" style than combat, really.

One party used fireball artillery to devastate encounter groups well before they could close. The sorcerer essentially soloed 3-4 encounter groups, as what made it into contact with the party after that barely qualified as trivial.

The other made use of an Illusory creature-archer with arrows exploiting a signature Spectacle in this areas multiple weaknesses to create an Awesome Spectacle while keeping the illusion outside of the enemies range where they could perform any action that would allow them to disbelieve (actually extremely limited). Since an attack or spell that causes the spell to end without disbelief, the caster would then recast and make a Deception check to convince the enemy he had simply teleported to safety - creating a giant distraction while the party accomplished their objectives under Illusory Disguises.

Long-winded Moral of the Story - Big, open areas allow for some really powerful and interesting use of some spells and abilities... but you also need encounters capable of also taking advantage of those options, or they become extremely easy to trivialize.


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KrispyXIV wrote:
Dansome wrote:
KrispyXIV wrote:

Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.

Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.

Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.

Sure, if you want to exclude traits and feats and archetypes you feel are "gamey" and "min/max", you're right. Of course, if you don't, it's not even close and the OP is right.

And yes, I do.

Blasting with the simple expenditure of a couple feats for things like Dangerous Sorcery and Overwhelming Energy feels much better than any build in PF1 which didn't flex extreme system mastery.

one way to put it would be “blasting based on core rule book is dramatically better in PF2.” Blasting was basically a trap in PF1 prior to becoming a vehicle for metamagic debuffing when Ultimate Magic came out. AoE blasting for damage was eventually okay, but it’s way better out of the gate in PF2 then PF1. Single target blasting was not competitive for casters for damage without a big pile of splatbooks available, and even then only at high level.

None of which is to say that PF2 casters are fine; just saying that people who think PF1 casters were overpowered due to their spell blasting abilities are heavily misremembering things.

Dark Archive

Salamileg wrote:
(G) The party was tracking a Basilisk. The witch had succeeded on some Recall Knowledge checks and knew that weasels and ferrets were immune to its gaze. So, on first turn of combat, she cast flaming sphere. On her second turn, she cast Pest Form to turn into a ferret, leaving her completely safe.

While I absolutely love this, I'm pretty sure RAW it doesn't actually work, as nothing in Petrifying Gaze or Pest Form actually has the clause. Kudos for doing that though!

I have tendency to forget to include the fluff aspects of monsters when giving recall knowledge checks. Its something I should do more.


Deriven Firelion wrote:
I'm starting to change my mind a bit on casters as I hit level 14 and learn more about how the mechanics work.

Thank you. You certainly have more experience than I do.

But the real question remains:

What do you think of low-level casters?


KrispyXIV wrote:
Dansome wrote:
KrispyXIV wrote:

Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.

Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.

Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.

Sure, if you want to exclude traits and feats and archetypes you feel are "gamey" and "min/max", you're right. Of course, if you don't, it's not even close and the OP is right.

And yes, I do.

Blasting with the simple expenditure of a couple feats for things like Dangerous Sorcery and Overwhelming Energy feels much better than any build in PF1 which didn't flex extreme system mastery.

You could get some really high damage which scales way above what available in 2e if you were willing to use the stuff the buffed your spell level and the stuff that gave you a static damage boost be spell dice. Damage in the several hundred vs numerous enemies. But 1e was always a game of two halves the silly high power over the top optimized groups had a completely different game experience from everyone else.


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Zapp wrote:
Gortle wrote:
Magic for direct damage is a little weak early on (before level 5). There are more hitpoints around so you notice it more, but overall it is fine.

Note the starting damage of Fireball:

d20 (3E and PF1) 5d6 (quickly rising to 6d6 and finally 10d6)
PF2 6d6
5E 8d6

I'd argue 5E but not PF2 designers took the proper consequence of having a game with significantly larger hit point pools (compared to d20). This is the main reason magic damage feels "a little weak early on"; damage expressions weren't updated (much) from PF1.

And oh, I'd say this feeling persists a couple of levels longer than level 5. Level 7 is the new level 5. Still, that's a third of the game (and maybe 80% of the game if you believe the surveys telling us people mostly play in the single digit levels). So it isn't nearly the small issue it can be presented as - casters definitely need an official low-level boost from Paizo. Especially Wizards, who have worse options to fall back on.

fireball was changed to 8D6 in the playtest, however i recall mark saying that some spells were changed back, because they got too powerful with the 4 tier system of saves.


Pathfinder Adventure Path Subscriber

My experience with low level casters is that they are great, they just run out of big resources pretty quickly if they are focusing on casting spells that don't last for a whole battle.

My 5th level cleric is so versatile that I feel like I do everything except have the strongest repeatable attack routine, which is fine, because my party is quickly turning into a a bunch of Martials who would do that better than me even if I tried. But I am more effective at scouting than the rogue, who is better at out of combat healing than I am, I am as good at social skills as the charisma focused paladin, but I can talk to and negotiate with Animals and he can't, so we have our different areas of expertise, And I can lead us as silently and effectively through the wilderness as our ranger. Not to mention my combat healing is the unstoppable, and my bow attack is only -2 compared to my martial counterparts best attacks, despite the fact that I am in the pit of worst possible proficiency deficient levels. I still at least one crit about every 3 encounters, and since I am using a Longbow, everyone notices when I do.

My level 1 bard is in her 2nd PbP society scenario, and never lacks for a useful action in combat, nor a useful thing to do in myriad of environmental or social encounters one faces in society play. But there are so many ways to build your caster to have fun and effective things to do all of the time. Not yet for every possible caster build that existed in the past, but every class has multiple great build options, even at low levels.


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PF1 Blasting was the worst build short of basic mind control and illusion with a poor rulling.

The 4 reasons PF1 blasting stayed relevant were:

1) Damage scaled with caster level. So even low level spells could be used to deal not insignificant amount of damage.

2) Metamagics like Intensified, Maximized, Widen, Dazing, etc. even if they did increase spell slot usage had a incredibly good synergy with damage spells.

3) Caster could easily have 5 spells per spell level, with Stones of Power making it easy to have more. So bad rolls could be overcome with multiple spells when needed.

4) Quicken Spell was not 1/day. So a Blaster could at one point throw multiple high damage spells in 1 round. The reason "Going Nova" is a thing.

PF2 removed the free scalling, so now damage spells have a hard time keeping up as levels increase and HP ballons. Metamagic are weaker and take up action, making them harder to use and justify. There are less spell slots per level including those from items, so bad rolls/luck will severely affect spells. Finally, Quicken being 1/day means that casters cannot choose to go Nova to increase output, and they can't choose to use quicken spells to use their actions for something else.

******************
Examples of how much weaker metamagic are:

* PF1 Widen Fireball was 40ft radius vs PF2 being just 25ft radius.

* PF1 Widen Entangle was 80ft radius vs PF2 being just 25ft radius.

* Conceal Spell whent from something you could do in addition to metamagic feats to a metamagic feat. This one is more of a side grade.

* Still, Maximized, Empowered, and Extend are all gone.

* Reach went from increasing the reach up to Long (400+40ft/caster level) to just adding 30ft.


Pathfinder Rulebook Subscriber
siegfriedliner wrote:
KrispyXIV wrote:
Dansome wrote:
KrispyXIV wrote:

Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.

Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.

Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.

Sure, if you want to exclude traits and feats and archetypes you feel are "gamey" and "min/max", you're right. Of course, if you don't, it's not even close and the OP is right.

And yes, I do.

Blasting with the simple expenditure of a couple feats for things like Dangerous Sorcery and Overwhelming Energy feels much better than any build in PF1 which didn't flex extreme system mastery.

You could get some really high damage which scales way above what available in 2e if you were willing to use the stuff the buffed your spell level and the stuff that gave you a static damage boost be spell dice. Damage in the several hundred vs numerous enemies. But 1e was always a game of two halves the silly high power over the top optimized groups had a completely different game experience from everyone else.

I'm currently playing Pathfinder Kingmaker with mods that add in Blood Havoc on top of Primal Elemental bloodlines (+2 damage per die), spell specialization, and all the crazy metamagic (Dazing Spell).

Its a ton of fun, but I wouldn't call it appropriately balanced. Its fine when I'm the only player, can dial up the difficulty to make things less of a cakewalk, etc.

If it were tabletop opposition though, I'd be annihilating entire encounters on first initiative most times. That's not a good thing in a team game.


KrispyXIV wrote:
siegfriedliner wrote:
KrispyXIV wrote:
Dansome wrote:
KrispyXIV wrote:

Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.

Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.

Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.

Sure, if you want to exclude traits and feats and archetypes you feel are "gamey" and "min/max", you're right. Of course, if you don't, it's not even close and the OP is right.

And yes, I do.

Blasting with the simple expenditure of a couple feats for things like Dangerous Sorcery and Overwhelming Energy feels much better than any build in PF1 which didn't flex extreme system mastery.

You could get some really high damage which scales way above what available in 2e if you were willing to use the stuff the buffed your spell level and the stuff that gave you a static damage boost be spell dice. Damage in the several hundred vs numerous enemies. But 1e was always a game of two halves the silly high power over the top optimized groups had a completely different game experience from everyone else.

I'm currently playing Pathfinder Kingmaker with mods that add in Blood Havoc on top of Primal Elemental bloodlines (+2 damage per die), spell specialization, and all the crazy metamagic (Dazing Spell).

Its a ton of fun, but I wouldn't call it appropriately balanced. Its fine when I'm the only player, can dial up the difficulty to make things less of a cakewalk, etc.

If it were tabletop opposition though, I'd be annihilating entire encounters on first initiative most times. That's not a good thing in a team game.

That is highly debatable. Martial characters can easily reach the 100s or 1,000s of damage in PF1.

Everything when it comes to team games is a matter of conversation and everyone being on the same page. If everyone agrees to have the same power level there is no problem. The problem only arises when you get someone that is not following the same power level.


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Pathfinder Rulebook Subscriber
Temperans wrote:
KrispyXIV wrote:
siegfriedliner wrote:
KrispyXIV wrote:
Dansome wrote:
KrispyXIV wrote:

Blasting being weaker than previous is not consensus. It both scales better and benefits massively from the new critical rules. There also a larger variety of blasts across classes, and mental blasts are a thing.

Spell slots should not feel limited to the point you should run low on blasts unless you go all out every fight.

Largely, it feels much better to me excepting extremely gamey Crossblooded or similar schemes in PF1E.

Sure, if you want to exclude traits and feats and archetypes you feel are "gamey" and "min/max", you're right. Of course, if you don't, it's not even close and the OP is right.

And yes, I do.

Blasting with the simple expenditure of a couple feats for things like Dangerous Sorcery and Overwhelming Energy feels much better than any build in PF1 which didn't flex extreme system mastery.

You could get some really high damage which scales way above what available in 2e if you were willing to use the stuff the buffed your spell level and the stuff that gave you a static damage boost be spell dice. Damage in the several hundred vs numerous enemies. But 1e was always a game of two halves the silly high power over the top optimized groups had a completely different game experience from everyone else.

I'm currently playing Pathfinder Kingmaker with mods that add in Blood Havoc on top of Primal Elemental bloodlines (+2 damage per die), spell specialization, and all the crazy metamagic (Dazing Spell).

Its a ton of fun, but I wouldn't call it appropriately balanced. Its fine when I'm the only player, can dial up the difficulty to make things less of a cakewalk, etc.

If it were tabletop opposition though, I'd be annihilating entire encounters on first initiative most times. That's not a good thing in a team game.

That is highly debatable. Martial characters can easily reach the 100s or 1,000s of damage in PF1....

Pathfinder 2 makes God Mode games pretty easy to manage. Just run all encounters at level -3 compared to normal.

Its just predictable now, if you want to run at that power scale. The playing field is more level.


Unicore wrote:


I actually agree that there is a problem here, but it is probably that the early published adventures are relying on providing maps that are packed into adventure content where there isn't room for full page spreads except for multi-room dungeons.

If the whole system is broken, it is probably because the way people are interfacing with the APs is primarily in digital spaces where GMs don't feel up to the task of making larger encounter maps, and thus the maps that are getting published in the APs and modules are the only maps that are getting in the vast majority of games, and it is vastly undervaluing some spells, weapons and character options that are designed for a larger and more epic environment than narrow 25 square by 25 square maps that start in the middle and only give 60ft of movement before you fall of the edge. And unfortunately, the upcoming material is very likely to continue in this vein, as urban APs, dungeon crawls and combat arenas tend to do.

But it would be a mistake to try to balance every character option around fights in 30ft square rooms, because it would make the game completely unplayable for anyone who introduces their own encounters or maps or plays with elements of movement or mobility in more interesting ways. It also means that instead of dedicating hours and hours as a GM to try to balance underused material around the battle maps you are given, you can make your players consider other options a lot easier by introducing some random encounters on larger battle mats or outdoors, and make it clear that they need to be...

Of course the game should not be devoid of support for ranged magic, and it isn't.

Just that it's impossible to try to shunt "cramped conditions" away into some niche slot.

It isn't. It's the official default.

The argument "my caster rocks cause foes die before they catch up to us" is flawed in many ways.

First off, your language "the early published adventures" seems to suggest there's a mistake that's getting fixed as we speak.

Second, as stated, this just isn't how the game is presented and run. Building a character to focus on long range, dreaming of being able to fire without getting fired at, is a fool's errand given official material.

But more importantly, the game's balance is so delicate that even a single round of not getting your guns to bear is a huge handicap. For whole minutes or however long it takes you to run across a field, just forget about it.

The game math is predicated on the assumption every creature (friend or foe) can bring their guns to bear right away, in round one. It's that simple.

You will see plenty of encounters where the party can stay put and let the monsters come to them, and so a single round of inability isn't dooming the encounter.

But that is also just about the maximum.

Any encounter where your archer or caster can shoot at will at foes without relevant ranged attacks is trivialized, full stop.

Sure the GM (or Paizo) can select monsters with long range attacks that are just as good as melee attacks. But then that would TPK any party of melee warriors.

My point here is that Paizo can't write encounters like that, since it would drastically change encounter balance. Much more disruptive than the stupid incapacitation rule that everybody holds so dear. If they get their panties in a bunch at the mere thought of the caster pressing the win button maybe once a level, how come they don't faint dead outright when facing the notion the monsters need to just haplessly run for three or four combat rounds (which inevitably ends with no monsters actually reaching the heroes)...?


Casters need a way to help vs more powerful single target enemies. True strike is an example, but not one all casters can get.

As such my group just runs a NPC caster/buff monkey so we don't have to worry about a player feeling weak and frustrated.


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Pathfinder Rulebook Subscriber
Martialmasters wrote:

Casters need a way to help vs more powerful single target enemies. True strike is an example, but not one all casters can get.

As such my group just runs a NPC caster/buff monkey so we don't have to worry about a player feeling weak and frustrated.

Damage spells work better than perceived against these enemies when targeting saves. AC goes up just like saves do, meaning martials will actually miss more by a similar margin that caster accuracy falls by - except that casters still enjoy a large margin of half-damage on a miss.

Theres a general perception that dealing half damage doesn't "count" for some reason, when the truth is caster damage over time is fully relevant because of it...


KrispyXIV wrote:
Martialmasters wrote:

Casters need a way to help vs more powerful single target enemies. True strike is an example, but not one all casters can get.

As such my group just runs a NPC caster/buff monkey so we don't have to worry about a player feeling weak and frustrated.

Damage spells work better than perceived against these enemies when targeting saves. AC goes up just like saves do, meaning martials will actually miss more by a similar margin that caster accuracy falls by - except that casters still enjoy a large margin of half-damage on a miss.

Theres a general perception that dealing half damage doesn't "count" for some reason, when the truth is caster damage over time is fully relevant because of it...

Not been our experience and until the optimized NPC can show us the error of our ways we are gonna stick with what we are doing.


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Zapp wrote:

Just that it's impossible to try to shunt "cramped conditions" away into some niche slot.

It isn't. It's the official default.

I don't think it's fair to say that, and here are reasons why:

1) There are numerous spells with longer ranges in the core rulebook.
2) There are no pieces of guidance in the core rulebook that explicitly state a default assumption of encounter distances.
3) The published AP content has never claimed to be 100% of the possible style of content, and itself has no necessity to be as it happens to be - the authors could have chosen a lot more large area battles had they felt like it and would not be contradicting anything by doing so other than your declaration of what the "official default" is.


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Pathfinder Adventure Path Subscriber
Martialmasters wrote:

Casters need a way to help vs more powerful single target enemies. True strike is an example, but not one all casters can get.

As such my group just runs a NPC caster/buff monkey so we don't have to worry about a player feeling weak and frustrated.

I feel like this is a pretty big misconception. Everyone in the party should change their tactics when confronting powerful single target enemies. Caster have exceptionally useful spells that can do useful things with better accuracy than martial characters can in these situations. Goblin Pox, for example, is sickened 1 on a successful save, which is pretty much as useful as a failed save against something likely to make its next save anyway. Sickened is a beast of a condition because it is a penalty to everything, or else the target has to spend an action to make a check to clear it. For a level 1 spell that is a whole lot of bang for your buck that has no incapacitation trait. No it is not useful against all enemies and its range requires placing yourself in danger or using the reach metamagic feat, but those are fine trade offs. Fear is less debilitating, but longer range and stronger effect if the do fail. Grease is great against lumbering creatures, and right there you have 3 level 1 spells that target different saves that are all useful from level 1 to level 20 against powerful solo enemies. They won't kill it, but no one in the party is going to be mad that you used your turn to do one of these things. Things get better as you go up in level with the spells.

Spells don't one shot powerful solo creatures anymore, not even high level ones. It is a big paradigm shift from PF1, but one that was essential to making big solo monsters more worthy opponents. They still struggle to stay alive at higher levels for very long, but they don't get one-shot eliminated by any one player acting on their own.


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Zapp wrote:
Deriven Firelion wrote:
I'm starting to change my mind a bit on casters as I hit level 14 and learn more about how the mechanics work.

Thank you. You certainly have more experience than I do.

But the real question remains:

What do you think of low-level casters?

That depends.

Wizard and sorcerer: I didn't like them. I would build them differently this time around.

Bard: Good all the way up.

Druid: Good all the way up.

Cleric: Best healer.

Witch: My buddy is underwhelmed overall, but I think the witch has been useful. Most bang for the buck crafting potions. Evil Eye is a beast of a spell for helping the party.

I do want to try a wizard or sorcerer again because I didn't like them because I didn't understand the new magic paradigm. As an example, I did not realize Frightened lower AC and attack rolls. I didn't know Sickened could only be gotten rid of by spending an action. I didn't fully comprehend how conditions worked.

Now I'd like to see if some low level spells like Illusory Foe isn't cooler than it looked initially. I'd like to see how combining Flaming Sphere with a weapon of some kind. It's very easy to build a wizard that can use a weapon, which adds nice damage to my druid. I also found more effective spells that don't have the Incapacitation trait like fear, confusion, phantasmal killer, synesthesia, and ill omen.

I would make sure to build up magical crafting early, so I can make scrolls. I'm finding wands and scrolls using my spell DC pretty useful. You can heighten them and they pack a nice punch for no spell slot. And they get cheaper and cheaper as you level. Your DM and party has to take an interest in obtaining gold to fund consumable crafting. You can make 4 scrolls of the same type per crafting attempt. A spell cast from a scroll is as good as a spell cast from your slot.

I would build a wizard or sorcerer very differently now than when I first built them to level them up. I would focus on different skills and spells than I did when I first made an evoker. Things have changed, but there are good spells and effects out there that can really shift the tide in these short combats.


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Pathfinder Adventure Path Subscriber
Deriven Firelion wrote:
Zapp wrote:
Deriven Firelion wrote:
I'm starting to change my mind a bit on casters as I hit level 14 and learn more about how the mechanics work.

Thank you. You certainly have more experience than I do.

But the real question remains:

What do you think of low-level casters?

That depends.

Wizard and sorcerer: I didn't like them. I would build them differently this time around.

Bard: Good all the way up.

Druid: Good all the way up.

Cleric: Best healer.

Witch: My buddy is underwhelmed overall, but I think the witch has been useful. Most bang for the buck crafting potions. Evil Eye is a beast of a spell for helping the party.

I do want to try a wizard or sorcerer again because I didn't like them because I didn't understand the new magic paradigm. As an example, I did not realize Frightened lower AC and attack rolls. I didn't know Sickened could only be gotten rid of by spending an action. I didn't fully comprehend how conditions worked.

Now I'd like to see if some low level spells like Illusory Foe isn't cooler than it looked initially. I'd like to see how combining Flaming Sphere with a weapon of some kind. It's very easy to build a wizard that can use a weapon, which adds nice damage to my druid. I also found more effective spells that don't have the Incapacitation trait like fear, confusion, phantasmal killer, synesthesia, and ill omen.

I would make sure to build up magical crafting early, so I can make scrolls. I'm finding wands and scrolls using my spell DC pretty useful. You can heighten them and they pack a nice punch for no spell slot. And they get cheaper and cheaper as you level. Your DM and party has to take an interest in obtaining gold to fund consumable crafting. You can make 4 scrolls of the same type per crafting attempt. A spell cast from a scroll is as good as a spell cast from your slot.

I would build a wizard or sorcerer very differently now than when I first built them to level them up. I would focus on different skills...

Deriven Firelion, it has been really cool to see your developing ideas and experience with casters in play. Thanks for sharing.

Dark Archive

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Temperans wrote:

PF1 Blasting was the worst build short of basic mind control and illusion with a poor rulling.

The 4 reasons PF1 blasting stayed relevant were:

1) Damage scaled with caster level. So even low level spells could be used to deal not insignificant amount of damage.

[...]

Conversely, low level spell DCs in PF1 didn't scale at all with level, so it didn't take long for a 3rd level fireball to become a complete waste of a spell slot. Comparatively, a 3rd level fireball in PF2 has the same DC as any of the 9th level spells, so in any fight where the 10d6 PF1 version would have done full damage, the 6d6 PF2 version is doing 12d6 damage, and can still do 6d6 damage when the 10d6 version is doing half damage or nothing.


Pathfinder Adventure Path Subscriber
Zapp wrote:
Unicore wrote:
My long post above

Of course the game should not be devoid of support for ranged magic, and it isn't.

Just that it's impossible to try to shunt "cramped conditions" away into some niche slot.

It isn't. It's the official default.

The argument "my caster rocks cause foes die before they catch up to us" is flawed in many ways.

First off, your language "the early published adventures" seems to suggest there's a mistake that's getting fixed as we speak.

Zapp, I explicitly state that this is an ongoing problem not being fixed currently or very likely to change systemically in the next set of APs either, Right at the end of the paragraph that gets cut off in your quote.

My suggestion was in thinking about what feels like a problem for you as a player and a GM, like a GM instead of always as a developer because it is one that GMs can do a lot about in this system. Switching up encounters can be fun and present PCs with new and interesting challenges. If your party hates it, that is fine, but you can then remind them that they are choosing to play the game in a way that devalues certain options and pushing the party to prepare for facing different kind of challenges.

Which again, is a perfectly goodright fun way to play the game, it is just not the only one and some options in the game will look bad if you only play the game in a way which devalues those options.


Deriven Firelion wrote:
Witch: My buddy is underwhelmed overall, but I think the witch has been useful. Most bang for the buck crafting potions. Evil Eye is a beast of a spell for helping the party.

HOW?

The fact that she can craft 6 at a time instead of 4 doesn't pay off until you craft 2 batches and your savings (after something like 3 months) is basically 4 days of earning income. You still need to supply the base starting costs for six potions up front.


Unicore wrote:
Deriven Firelion wrote:
Zapp wrote:
Deriven Firelion wrote:
I'm starting to change my mind a bit on casters as I hit level 14 and learn more about how the mechanics work.

Thank you. You certainly have more experience than I do.

But the real question remains:

What do you think of low-level casters?

That depends.

Wizard and sorcerer: I didn't like them. I would build them differently this time around.

Bard: Good all the way up.

Druid: Good all the way up.

Cleric: Best healer.

Witch: My buddy is underwhelmed overall, but I think the witch has been useful. Most bang for the buck crafting potions. Evil Eye is a beast of a spell for helping the party.

I do want to try a wizard or sorcerer again because I didn't like them because I didn't understand the new magic paradigm. As an example, I did not realize Frightened lower AC and attack rolls. I didn't know Sickened could only be gotten rid of by spending an action. I didn't fully comprehend how conditions worked.

Now I'd like to see if some low level spells like Illusory Foe isn't cooler than it looked initially. I'd like to see how combining Flaming Sphere with a weapon of some kind. It's very easy to build a wizard that can use a weapon, which adds nice damage to my druid. I also found more effective spells that don't have the Incapacitation trait like fear, confusion, phantasmal killer, synesthesia, and ill omen.

I would make sure to build up magical crafting early, so I can make scrolls. I'm finding wands and scrolls using my spell DC pretty useful. You can heighten them and they pack a nice punch for no spell slot. And they get cheaper and cheaper as you level. Your DM and party has to take an interest in obtaining gold to fund consumable crafting. You can make 4 scrolls of the same type per crafting attempt. A spell cast from a scroll is as good as a spell cast from your slot.

I would build a wizard or sorcerer very differently now than when I first built them to level them

...

It's hard to argue with the results I'm seeing. Higher level mooks have a lot of hit points. It's a slog for martials to cut through a group of Level-2 creatures at lvl 14. It's much easier when a caster drops a high damage AoE spell, especially if the mobs have a few critical fails.

And reducing actions at high level can really slow down a powerful creature or group of creatures.

And having ranged attack spells to finish off runners that have high mobility a martial can't keep up with is helpful.

At higher level the things a caster does stand out a lot more than at lower level from what I am seeing. More useful information to reinforce why I wait to make changes until I see how a class does across all levels than just a handful that may be particularly bad.

At lvl 14 the martials are still doing single target damage while the bard is a Swiss Army Knife that can still pack a wallop in AoE damage.


Draco18s wrote:
Deriven Firelion wrote:
Witch: My buddy is underwhelmed overall, but I think the witch has been useful. Most bang for the buck crafting potions. Evil Eye is a beast of a spell for helping the party.

HOW?

The fact that she can craft 6 at a time instead of 4 doesn't pay off until you craft 2 batches and your savings (after something like 3 months) is basically 4 days of earning income. You still need to supply the base starting costs for six potions up front.

Hmm. I only make the witch pay for four potions to get six. Maybe that wasn't intended.

I really hope some of the APG rules are written better. Some of them are too vague and not well explained or are not so good as written.

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