Spellcasters and their problems ...


Pathfinder Second Edition General Discussion

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Henro wrote:
Darksol the Painbringer wrote:

So, since Wizards and other Spellcasters are "just fine" and Bards are so OP that parties lose out on them so much in place of any 4th member, should we nerf the Bard?

I won't say yes or no. But I will suggest that if people are saying Bard is bonkers OP that they trivialize encounters, it's not such an insane idea to propose.

I think the main thing that may be keeping Bards in maybe-it-all-works-out territory is diminishing returns. A Bard is an extremely strong addition to a party, but adding a second out does not give that same spike in party power (well, the second one is probably about as good as adding an average or slightly below average caster, so it's not exactly terrible either).

I do think that Bard may have come out quite a bit stronger than Paizo intended, though maybe not in ways that dominate to the point of needing a nerf. Beyond that, issuing nerfs tend to generate a lot more discontent than issuing buffs; and this is even more true in the realm of homebrew than it is in errata.

Diminishing returns doesn't sound like a balance consideration when the game assumes 4 differently classes characters in a party scenario, not 4 musketeers in a vacuum. A Bard's contribution is varied between parties but still universally liked and constantly applied and almost impossible to replicate from anyone else.


Darksol the Painbringer wrote:

So, since Wizards and other Spellcasters are "just fine" and Bards are so OP that parties lose out on them so much in place of any 4th member, should we nerf the Bard?

I won't say yes or no. But I will suggest that if people are saying Bard is bonkers OP that they trivialize encounters, it's not such an insane idea to propose.

Bards are very strong, but I think it's more because Paizo went nuts with the occult list. I'm totally ok with a bard having a much better chassis than other spellcasters, great cantrips and focus spells.

I think they went a bit overboard with spells like Synesthesia, that is so powerful that the other lists are blamed for not including it. But it's not the only gem you can find in the occult list, with great debuff, blasts and utility.

So if I were to balance things out (but then nobody likes nerfs so it won't ever happen), I would nerf synesthesia, move some spells from the occult list to the arcane list and there, done.


Henro wrote:
I think the main thing that may be keeping Bards in maybe-it-all-works-out territory is diminishing returns. A Bard is an extremely strong addition to a party, but adding a second out does not give that same spike in party power (well, the second one is probably about as good as adding an average or slightly below average caster, so it's not exactly terrible either).

I think a second is about as strong as they can buff different things like one Courage and one Defense. And 2 times the number of Synesthesia cast is pretty good.

Dark Archive

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Blue_frog wrote:
I'm totally ok with a bard having a much better chassis than other spellcasters, great cantrips and focus spells

Why them and not others?


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Pathfinder Adventure Path Subscriber
AnimatedPaper wrote:


And, in fact, access [to consumables] is not universal or should be assumed. Some games make heavy use of them, some do not. The game does assume that they will be available, but tables that do not have a lot of them are not playing the game wrong.

Which is why I try to redirect a lot of the big calls for a complete rebalancing of the wizard class to suggestions that players and GMs can look at for ways to make sure people have fun at their table, especially when they are not following the base assumptions of the game (like that consumables will be a readily available resource).

In that particular instance, where neither the GM nor the players have an interest in using consumables at the table, it might be a good idea for the GM to focus on Fewer, higher level/more challenging Encounters per day, especially ones where several extra level -2 monsters are thrown in the mix. Having two to three difficult encounters with lots of mooks running around with a couple of serious threat monsters will be a lot of fun for the whole party but not push the daily resources limits into places where consumables are as necessary for sustainable play.


Old_Man_Robot wrote:
Blue_frog wrote:
I'm totally ok with a bard having a much better chassis than other spellcasters, great cantrips and focus spells
Why them and not others?

Because they have less spells per level ?

You clearly said you didn't value those slots much, but some players, myself included, are totally ok with trading spells for features.


Pathfinder Rulebook Subscriber
Darksol the Painbringer wrote:

So, since Wizards and other Spellcasters are "just fine" and Bards are so OP that parties lose out on them so much in place of any 4th member, should we nerf the Bard?

I won't say yes or no. But I will suggest that if people are saying Bard is bonkers OP that they trivialize encounters, it's not such an insane idea to propose.

Its hard to argue for nerfing a class thats OP by making other players better.

Until you want to do that as a non-bard, and realise bards are waaaaay better at it.

I'm undecided on that front. I'm risk averse at heart, and the game is largely functional and nerfs that big risk unintended consequences.

I favor marginal boosts to other casters that correct some of their issues through new content over time, with the Bard as a cautionary goalpost to avoid going quite that far.

That means I'm pro things like new Transmutation Cantrips for Wizards, new feats that expand on school specialization or thesises, or which expand spell access where appropriate (it wouldn't break anything for Transmuted to have feats to open up capability similar to Wild Shape).

I'm against Errataing the base class for Wizard, because as printed I feel it falls into the range of "healthy", if flawed. It doesn't need math fixes, or proficiency fixes, or anything like that IMO.


Pathfinder Adventure Path Subscriber
Old_Man_Robot wrote:
Blue_frog wrote:
I'm totally ok with a bard having a much better chassis than other spellcasters, great cantrips and focus spells
Why them and not others?

The bard is pretty limited in the roll of versatile spell caster. They have few spells per day and a pretty small list of spells known.

The problem is the occult list is just too chock full of singular spells that can cover 5 or 6 utility options, so that this limitation is not as heavy as it looks on paper. Summon fey probably shouldn't be an occult spell as it is a real "cheater" spell, like a limited version of the wish spell that taps out in the mid level spells.

At the same time, for it to be useful to you, you have to have it as a signature spell which means losing out on a lot of other options. Alone it wouldn't be too much. But then you get shadow blast and illusory creature as well and suddenly a well constructed bard caster has 3 spells that can act like 50 spells, and they do have significant limitations in comparison to the wizard that might have all 50 of those spells in their book and the ability to prepare and cast any of them with 10 minutes notice, but for a quick "good enough" option, the bard ends up with at least having something worth trying in a pinch pretty easily.

I agree that the occult list was not the one I would have given a bard, but in actual play, I do find my own bard running out of spells very, very quickly, especially in comparison to my cleric. I am still waiting to find a game where I can play a wizard, as every table I join ends up with someone else really excited to play a wizard, and thus me wanting to help them do so and enjoy it by playing a class that will help support them, or falls apart and ends up with me GMing.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber
Blue_frog wrote:
Old_Man_Robot wrote:
Blue_frog wrote:
I'm totally ok with a bard having a much better chassis than other spellcasters, great cantrips and focus spells
Why them and not others?

Because they have less spells per level ?

You clearly said you didn't value those slots much, but some players, myself included, are totally ok with trading spells for features.

What about the other 3 slot casters?

Why are you okay with power disparity is the question.

Also, that’s not at all what I said.


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Old_Man_Robot wrote:


Why are you okay with power disparity is the question.

I'm okay with a general power disparity because Perfect Balance isn't an attainable goal, and someone is always going to be the worst class.

Always buffing whoever is currently the worst leads to power creep (by definition, since you're always buffing whoever is currently in last place), which most people consider to be undesirable.

Much better, IMO, to ensure that all classes are in the "playable" range and buff anyone who falls short to be somewhere in that range.

If we have one or two outliers that are in the "overpowered" area outside of that range out of all the classes, and that number isn't growing? Its probably not worth worrying about it, except as education so GMs and parties can be aware of how Bards (and maybe Fighters) change the game.

Again, I'm risk averse - and making sure all classes are at least viable is a realistic goal that doesnt guarantee constant power creep.


I feel one thing that makes Bard's way stronger than everyone is lingering composition. Without that feat they would just be "strong" but not feel like the king compared to everyone else.

Ignoring 100% of bards feature every combat they can give all allies +1 attack or defense or enemies -1 to everything for 3-4 rounds for 1 action.

At the same time I admit if they nerfed lingering composition I would probably never play a Bard again. It just isn't fun casting the same cantrip every single round imo.

Maybe I am overally optimistic but I feel every class has their place and am 100% happier with PF2E compared to every other system. I feel it is a good sign when the most "broken" thing we have is a class that adds +1 to everyone.

I am curious how the Magus/Summoner will turn out because those classes will be a true test of balance.
-Magus could overshadow every Gish and every new Gish class will have to follow suite.
-Or they could be so weak that players are just going to stick with Martial/Caster instead.
-I really hope they can make the Magus fun without make every gish combo currently turn bad


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KrispyXIV wrote:
Darksol the Painbringer wrote:

So, since Wizards and other Spellcasters are "just fine" and Bards are so OP that parties lose out on them so much in place of any 4th member, should we nerf the Bard?

I won't say yes or no. But I will suggest that if people are saying Bard is bonkers OP that they trivialize encounters, it's not such an insane idea to propose.

Its hard to argue for nerfing a class thats OP by making other players better.

Until you want to do that as a non-bard, and realise bards are waaaaay better at it.

I'm undecided on that front. I'm risk averse at heart, and the game is largely functional and nerfs that big risk unintended consequences.

I favor marginal boosts to other casters that correct some of their issues through new content over time, with the Bard as a cautionary goalpost to avoid going quite that far.

That means I'm pro things like new Transmutation Cantrips for Wizards, new feats that expand on school specialization or thesises, or which expand spell access where appropriate (it wouldn't break anything for Transmuted to have feats to open up capability similar to Wild Shape).

I'm against Errataing the base class for Wizard, because as printed I feel it falls into the range of "healthy", if flawed. It doesn't need math fixes, or proficiency fixes, or anything like that IMO.

Well, consider this.

Players want to be efficient buffers and supports for their party. We have had threads about this. The suggestions are always the same: Just roll a Bard.

There is no alternative.

When there is only one class that actively buffs everyone at all times, and does so on levels nobody can match or hope to aspire to, it really defeats the value of other buffers, when they don't have any unique values to bring to the table. Haste is an assumption from the game, just like item bonuses and high attributes are. Same with Invis and Flight. Inspire Courage? Not so much, since it is Bard only.

Also, the fact that cantrips like Inspire Courage trump full-on buff spells like Heroism is, in actuality, a breach of intended design. Spells are supposed to surpass cantrips and focus abilities, because they are far more limited in use each day. This has been the design for balance since the original playtest, and across the entire board besides this one instance, that balance is in check. Not to mention, an ability that can combine both cantrips and focus powers to overpower any spell combination is broken to the point of either buffing everything else to compensate, or nerfing the outlier. And guess which is much, much easier to do at this point in development.


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Yeah, beyond Lingering Performance, Inspire Heroics is a bit of a big deal too. It only lasts for a round, but raising the ceiling even higher is quite a thing. It feels like there are many more debuffs than buffs in the game, and Bard hits the biggest and most usable buffs at the relatively small cost of class feats and upkeep actions.

Occult is definitely a good list, but I feel like if it was just Occult itself (or any other list) being strong, Sorcerers would be hailed as powerhouses more often. They know and can cast more spells than anyone other than Wizard, after all. Bard being strong comes mainly from its compositions outshining spells in flexibility and effect, though how generous Paizo was with their chassis and feat selection certainly helps with that.

And despite that, I'm not really in favor of a big nerf to Bard's effects either. That cat's kind of out of the bag, and it would be a shame if their stronger effects weren't valid in the game, as something for other new design to have in mind.

At most,:
it might have been neat if Dirge of Doom was locked to Enigma, Lingering Performance was for Polymath (maybe initial Maestro benefit could be Inspire Competence?), and Inspire Heroics was for Maestro, instead of Maestro being able to get all of the core number- and action-enhancers. Maybe push those effects closer to 10, maybe prevent having more than one Muse. Even then, reducing flexibility doesn't do much good, so pushing back the levels to acquire more directly powerful effects would probably have the most effect and perhaps be fairest.

I'm really curious to see what Secrets of Magic contains for other classes, and am somewhat hopeful that it includes additions to casters that help them get closer to the strength, versatility and 'fun' of Bards. (Especially for Witch. Witch is cool but it could really use extra power and options.)


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Pathfinder Rulebook Subscriber
Darksol the Painbringer wrote:


Also, the fact that cantrips like Inspire Courage trump full-on buff spells like Heroism is, in actuality, a breach of intended design. Spells are supposed to surpass cantrips and focus abilities, because they are far more limited in use each day. This has been the design for balance since the original playtest, and across the entire board besides this one instance, that balance is in check. Not to mention, an ability that can combine both cantrips and focus powers to overpower any spell combination is broken to the point of either buffing everything else to compensate, or nerfing the outlier. And guess which is much, much easier to do at this point in development.

I think its important to keep in mind that the relationship between Spells, Focus Spells, and Cantrips varies based on the class in question.

Electric Arc and Inspire Courage arent really comparable because both are Cantrips - that was just a common mechanic to use since both are repeatable magical effects. Not an indication that all Cantrips (or Focus Spells for that matter) are of relatively equal power.

I do, personally, wish the gap was less large in this case. The gap between Bless, Heroism, and Inspire Courage/Heroics is too large as it stands - you can't even really be a "bad" bard by using these spells, the only real substitute is to multiclass Bard...


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Old_Man_Robot wrote:

Its tiring that these conversations always seem to devolve to the point of "The class isn't mechanically non-functional, ergo its fine." as if just working is the be-all-end-all.

I'm with you. I keep trying to convince myself to play a wizard, but it's so hard when other classes can do cooler stuff.

The arcane list for all the talk isn't more interesting than the Occult list in my opinion. Heal is a very powerful spell on the primal list. There are a lot of good feat and focus options on other classes that are more interesting than extra spell slots.

All the players touting wizards may just be more inventive and charismatic players who the DM goes along with who would do just as well playing a rogue or bard or any class in a clever fashion while talking the DM into going along with their plans. The wizard isn't necessary for their success.

I personally have never had to switch out a spell in 10 minutes to be successful. There's so many ways to accomplish the same thing in PF2 whether with spells or skills. I've found wild shape, tempest surge, inspire courage and defense, and healing font more useful than almost anything a wizard can do.

Wizards aren't the advantage to party success they were in PF1. I've played in three Paizo APs and four or so other campaigns and only one has had a wizard past lvl 5. The wizard in that campaign is the lowest performer in the group with her best contributions being casting haste on the martials.

The wizard isn't a needed or even desirable class in PF2. It's playable, sure. A wizard will surely have their moments at higher level like every caster does. But they have no real advantages over other classes now. They are nothing special. You won't miss a wizard in your group like you will a bard or cleric. Druids are more versatile in class role. A druid can be a caster, a martial, or a healer. A wizard can be only a caster effectively. Wizard is just a lower tier class in PF2 now. Play one if you like the class, but don't expect to outshine anyone.


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I feel like by default a casters have moments where they outshine everyone. If they get a lucky spell etc. Even something as simple as a crit fail fear is devastating.

I will also admit Bard/Clerics are probably the "best" classes at the support role. I would also say you wouldnt miss any class as much as those two. Everyone loves having supports on their team.

I would rather have a Bard in my group than a Fighter too.


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KrispyXIV wrote:
Zapp wrote:


The sad conclusion is that playing with the Core Rulebook, there effectively exists no reason to play a Wizard at all, unless you're so excited to play one you're blinded to actual performance analysis.
I'm 100% dead serious when I say this - I haven't seen a single case where I'd actually prefer a Arcane Sorcerer or Witch over a Wizard. They just don't offer anything that looks like it will actually surpass the extra spell slots and power of a thesis.

???

I have never even mentioned Arcane Sorcerers or Witches.

All this statement tells me is: if the Wizard is far too weak, those classes are even weaker.

When you're playing an official AP, raw damage output matters greatly for your survival, especially during low levels.

We have found that the Wizard is utterly insufficient. We have found that it would greatly benefit the party if the Wizard were replaced by a third martial heavy-hitter.

Low level play just doesn't need utility spells to any degree that justifies the wizard's inclusion in the group.

Yes, maybe if the group were to rest so very often that the Wizard gets to use his very top-level spell slots in almost every fight, then maybe. But that's just silly, when the rest of the group can take on new encounters all day long.

Yes, by the time the wizard gets 6th level spells, his presence is clearly valuable.

But before that it's just too much work, jumping throw way too many hoops when all your efforts can get you (and even that is a big if) is parity. All your arguments boil down to "once you get 3rd level spells, with a lot of work you can pull your weight".

But why go to all that trouble when you aren't actually needed, and when you can pull the same weight much easier by simply playing a strong dude with a big blade?

It appears inescapable that a much better charbuild tactic is to first play a Fighter or similar for seven or nine levels, and only at that time retire the martial and create a Wizard that joins the group.

Something is clearly very wrong with the PF2 class balance.


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Honestly when talking about bard.

Its almost always better to have 2 bards than 1 Bard and 1 Wizard.

2 bards lets them use bardic performance, while still having multiple actions to cast other spells. They can also specialize in different spells to ensure that there is a balance of control and damage. And because they are bard they are one of the best classes for skills, which means they can cover each other up.

At that point there is no reason to play a Wizard for anything other than some situational spell. Which Bards can get easily via feats. Or they can just get scrolls or wands, the same thing that supposedly make Wizards better.

And now Wizards dont even get 10th level spells, and their focus spells mostly dont scale what so ever. While, Bards are getting awesome spells that do scale to 10th level and are overall awesome.

*********************

Witch is in a better position for the same reason, it doesnt matter that they have the arcane list and only 3 spells per level. They are getting good focus spells so they dont need to use those slots to just get basic usability.


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Zapp wrote:

When you're playing an official AP, raw damage output matters greatly for your survival, especially during low levels.

We have found that the Wizard is utterly insufficient. We have found that it would greatly benefit the party if the Wizard were replaced by a third martial heavy-hitter.

Do me a favour and try that against a Greater Barghest at level 4, or really any higher-level enemy with a strong reaction. A failure on Hideous Laughter is worth far more than an additional source of damage, especially since anything with AoO usually has Will as one of their worse saves.

I can comfortably say that in that last fight my party had, if we had a fighter instead of a wizard, we would have TPKed.


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Cyouni wrote:

Do me a favour and try that against a Greater Barghest at level 4, or really any higher-level enemy with a strong reaction. A failure on Hideous Laughter is worth far more than an additional source of damage, especially since anything with AoO usually has Will as one of their worse saves.

I can comfortably say that in that last fight my party had, if we had a fighter instead of a wizard, we would have TPKed.

Large size, reach, AoO, hits like a truck due to level advantage, been there, done that, fun times. Minus the Wizard who actually had Hideous Laughter prepared part. Our Wizard tried to use Flaming Sphere instead and oh boy did it not work out...

P.S.: Cyouni is of course 100% correct, this was like our 4th session into PF2 and nobody already had sufficient system mastery to know how to boss fight yet.


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Personally I think that the thing wizards are really missing is something that show that they are the ones that study magic and do cool things with it both thematically and mechanically.

The thesis is a great first step and makes wizards a bit more unique but I feel there is room for a bit more.

The current wizard feat pool may be the problem. I don't feel the wizard has a unique identity. Many feats are shared with other casters and many others seem bland (or just terrible like eschew material).
A lot of their unique feats revolve around using their bonded item which is ok but not that exciting. They are good at counterspelling but that is a huge chain to have something a bit useful.
I think many feats could be more like "light thesis" that give them more ways to use magic in ways other can't. I think that for instance "silent spell" is a great wizard feat because it allow something other caster can't do : a sneaky spell. Sadly there are not enough feats like this one that can allow the wizard to break the rules other casters have to follow.

We have to remember that wizards lack something to do other than casting spells like wildshape divine font or bardic performances.
The schools focus spells exist but they do not alter how you play your wizard a lot.
They lack feats to push the few defining features they have : Only one feat for each school if I am not mistaken and no feat to push thesis.

Wizard was the generic caster in 1st ed and it was ok because the arcane list was by far the best and the defining feature of the wizard. Now that all 4 lists are made a bit more equal, the class need something else to shine.
By the way in first ed, wizard had arcanes discoveries that were a great way to convey the wizard identity : a class that understands magic more than any other and that can change the way it works.


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I honestly thought they would bring back arcane discoveries, School powers, and the Wizard feats when PF2 was released. But few showed up and those that did were meh.

So I was very disappointed.

Also it was weird when Wizard became more of a bad Arcanist. While everyone lost access to metamagic that should really be universal.

Silent and Stealthy magic really shouldn't be a Wizard only thing.


Pathfinder Rulebook Subscriber
Zapp wrote:
KrispyXIV wrote:
Zapp wrote:


The sad conclusion is that playing with the Core Rulebook, there effectively exists no reason to play a Wizard at all, unless you're so excited to play one you're blinded to actual performance analysis.
I'm 100% dead serious when I say this - I haven't seen a single case where I'd actually prefer a Arcane Sorcerer or Witch over a Wizard. They just don't offer anything that looks like it will actually surpass the extra spell slots and power of a thesis.

???

I have never even mentioned Arcane Sorcerers or Witches.

You said there was no reason to play a Wizard. I countered that in my opinion, they're the best Arcane caster available.

Also, I've run AoA twice now, and I can safely say both parties I ran for would have benefitted greatly from having a Wizard with any level of system mastery over their next weakest party member, a great deal.

In the party with a Bard, the Bard would have been able to be even better if they weren't devoting significant resources to being the parties utility caster in addition to being a Bard. It cost them significant spells known, and also cost them actions using magic the party needed instead of crippling Bard stuff in some scenarios. A Wizard would have been the perfect 4th party member after Fighter/Champion/Bard.

In the other party, the Arcane Sorcerer was often left saying, "Wow, this would be easy, if only I had access to spell X. I even wanted spell X, but I had to choose between X and Y and made the mistake." Had they been a Wizard, they could have had a spellbook with both.

You're talking about APs at low levels, and damage and survivability mattering... well, both my parties did fine with only a Wizards level of offensive ability, but without the Wizards flexibility and options. A Wizard would have been better than the Alchemist (by a lot) and no worse than the Arcane Sorcerer (literally the same).

Age of Ashes is pretty demanding at low levels... when you don't know PF2E yet. If either of my parties were to do it again, I have little doubt they'd crush it - regardless of class choice. And a well played Wizard would be an asset in any case.


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Arcane Sorcerer and Bards can now get Spellbooks Krispy. For the Sorcerer its even a relatively low level feat.

Also it sounds more like your party wanted an extra to deal with random things and not bother. The type of stuff usually relegated to an NPC that gets sent to help out the party.


Pathfinder Adventure Path Subscriber
Zapp wrote:


When you're playing an official AP, raw damage output matters greatly for your survival, especially during low levels.

We have found that the Wizard is utterly insufficient. We have found that it would greatly benefit the party if the Wizard were replaced by a third martial heavy-hitter.

Low level play just doesn't need utility spells to any degree that justifies the wizard's inclusion in the group.

Zapp, I think this is mostly true of the way that you have run your AP/APs? I don't think it is generally true for all tables. Which is great!

In PF2, it is really not hard for a GM to help make the strengths of a wizard shine in the way they run their table, unless the wizard is really struggling with their spell selection and constantly doing things like picking acid arrow in their second level slots, without even knowing true strike, when the party is 7th level. Then someone really needs to sit down with the player and go over some basic principles of magic, the PF2 edition. This is equally true of the player who wants to make a Dex based barbarian that is going to dual wield agile daggers while turning into a shark while playing through a modified version of the legacy of fire AP.

Other than real outliers, responding to the players you have can help everyone have fun with the character's they want to play.


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Ubertron_X wrote:
Cyouni wrote:

Do me a favour and try that against a Greater Barghest at level 4, or really any higher-level enemy with a strong reaction. A failure on Hideous Laughter is worth far more than an additional source of damage, especially since anything with AoO usually has Will as one of their worse saves.

I can comfortably say that in that last fight my party had, if we had a fighter instead of a wizard, we would have TPKed.

Large size, reach, AoO, hits like a truck due to level advantage, been there, done that, fun times. Minus the Wizard who actually had Hideous Laughter prepared part. Our Wizard tried to use Flaming Sphere instead and oh boy did it not work out...

P.S.: Cyouni is of course 100% correct, this was like our 4th session into PF2 and nobody already had sufficient system mastery to know how to boss fight yet.

Our group did the same. My sorcerer had two flaming spheres out at the same time. Did hardly nothing at all.

We only scraped by, by the skin of our teeth with only one character left standing due to a lucky crit.

We later mathed it out and realized we should have all died. We only made it out of sheer lucky die rolls.


I feel you can't say a class is bad because "Bard is better". From a pure numbers standpoint I am pretty sure Bard "might" just be the best class.

In general I feel spellcasting is good overall and the only problem I see is that spell attacks are only good when using true strike and just mediocre without it.

Normally when I pick a class I go by their base features and what they get because I love combining dedications. So here are my short list for casters of what stands out for them.

Bard
-Composition cantrips, yes they are really good.
-Muses: Originally I loved all the muses but after playing I feel Maestro just feels too good to pass up. Of course you can get more than one with a feat.

Cleric
-Domains: They just seemed ok for the most part and I haven't looked thoroughly at them.
-Healing/Harm Slots: Basically just extra spell slots, admittingly quite powerful spell slots.

Druid
-Druidic Order: Animal/Storm/Wild are all great but I don't really get Leaf.
-They get great focus spells and just fun in general.

Oracle
-Mysteries: I am not sure how powerful they are but they are super cool and thematic. If they weren't divine casters I would play them in a heartbeat.

Sorcerer
-Bloodline: Thematically they are great and main issue I have is some level 1 focus spells just feel SO bad. Normally by level 6 you are good though.
-One extra spell slot
-Special note: This is probably my favorite class. Just love the bloodlines so much. They are super cool to build around.

Witch
-Cantrip Hex: They are fun haven't played enough to know how powerful they are.
-Good familiar: I just don't really see what to do with familiars so I kind of wish they gave them something else :(

Wizard
-School: Mostly just give an okay focus spells and
-Thesis: Overall they seem powerful but not exactly super fun to me.
-One extra spell slot

So overall every class has fun features and I personally am not a fan of Wizard but if people want to be the "generic arcane caster" it fits the bill for them. They don't seem particular weak though.

I do admit if I want to be a sneaky Illusionist character Wizard will probably be the class I pick. Even though Sorcerer might be good too the early access to silent spell sounds so fun.

Spell slots are definitely good but imo they aren't exactly a "fun" feature to me. I also feel the same way for Clerics. Their main thing is cast more heals/harms but I just don't find that appealing.


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Cyouni wrote:
Zapp wrote:

When you're playing an official AP, raw damage output matters greatly for your survival, especially during low levels.

We have found that the Wizard is utterly insufficient. We have found that it would greatly benefit the party if the Wizard were replaced by a third martial heavy-hitter.

Do me a favour and try that against a Greater Barghest at level 4, or really any higher-level enemy with a strong reaction. A failure on Hideous Laughter is worth far more than an additional source of damage, especially since anything with AoO usually has Will as one of their worse saves.

I can comfortably say that in that last fight my party had, if we had a fighter instead of a wizard, we would have TPKed.

While probably true, the usual problem is that it doesn't take many cases of something like Hideous Laughter producing a marginal or no effect for it to feel like a waste of time. And as usual the element that your success or failure as a caster is dependent on the GM's die rolls, not yours doesn't help.


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Thomas5251212 wrote:
And as usual the element that your success or failure as a caster is dependent on the GM's die rolls, not yours doesn't help.

This is somewhat incidental, but I find this varies greatly from player to player. Some of my players enjoy rolling, some are ambivalent on who gets to roll, and I even have a guy who hates his dice luck and prefers to do as few rolls as possible.


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Henro wrote:
Thomas5251212 wrote:
And as usual the element that your success or failure as a caster is dependent on the GM's die rolls, not yours doesn't help.
This is somewhat incidental, but I find this varies greatly from player to player. Some of my players enjoy rolling, some are ambivalent on who gets to roll, and I even have a guy who hates his dice luck and prefers to do as few rolls as possible.

Oh, absolutely, people vary. But I think the general trend is to feel more involved in process when you're the one rolling the dice.


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Henro wrote:
Thomas5251212 wrote:
And as usual the element that your success or failure as a caster is dependent on the GM's die rolls, not yours doesn't help.
This is somewhat incidental, but I find this varies greatly from player to player. Some of my players enjoy rolling, some are ambivalent on who gets to roll, and I even have a guy who hates his dice luck and prefers to do as few rolls as possible.

It seems to me that that is a slightly different issue. If I roll a d20 and get a 7, I really have no expectation that my spells was a success.

If the spell has a saving throw and the DM only tells me my spell failed, I have no idea whether I was unlucky, the monster was immune or I simply targetted a strong save (particularly with something like the Barghest where Recall Knowledge is unlikely to be successful).


Those are definitely different issues, but I wasn't really discussing the information-yield property of being the one to make the die roll.


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Not sure if I'm allowed to join a discussion I have not fully read on, but my views on spellcasting, both as an AoA GM (players are almost level 14) and level 6 monk player on Extinction Curse, are as follows:

- The Divine list is simply awful. Not sugarcoating it. I don't really think I could, at this point, agree with anyone that argued otherwise. I feel like it needs 20+ spells that have the flavor and quality of Holy Cascade to feel fine.

- Casters, no matter how you feel about their power level, interact poorly with PF2E's action economy. With most spells and even the crappiest cantrips costing 2 actions, they don't get the opportunity to have many cool feats because of that, and they play in a pretty predictable way compared to martials.

- Cantrips suck at dealing damage. Electric Arc is the only *decent* one, and only when there are 2 or more enemies. The problem is that the equivalence of cantrips and a regular Strike by a martial is awful. I'm not running math on here because I'm sure many others have done it previously, maybe on this very thread, but the point is, cantrips cost two actions to do a very questionable version of a one-action Strike by any competent martial. Sure, you can and should argue that cantrips SHOULD be weaker than strikes, because being better than them is a job for spells that expend a slot, but it's still pretty awful, particularly until level 7 or so.

- Spell attacks suck because they are still hit-or-suck, and they are very hard to hit on desirable targets. They should either deal more damage than they do, be affected by runes or interact in a meaningful way with the action economy.

- Incapacitation is a very punishing trait, and IMO should only prevent crit failures, but still allow enemies to normal fail.

- It genuinely DOES feel better for casters on higher levels, with my level 13 players being very happy with their abilities right now, except for the cleric (which absolutely LOVES the class and is a monster when healing, but feels the divine list sucks (he is right)).

- Most of the cool martial feats give them new actions. Casters mainly get metamagic options that force them to spend a full round without doing anything else.

With all these mainly negative points, would I say I hate casters? No, not at all. They can and do feel very powerful every once in a while, and in general after level 7 they play very comfortably. But would I change a heck of a lot? Yes, for sure.


SandersonTavares wrote:

Not sure if I'm allowed to join a discussion I have not fully read on, but my views on spellcasting, both as an AoA GM (players are almost level 14) and level 6 monk player on Extinction Curse, are as follows:

- The Divine list is simply awful. Not sugarcoating it. I don't really think I could, at this point, agree with anyone that argued otherwise. I feel like it needs 20+ spells that have the flavor and quality of Holy Cascade to feel fine.

- Casters, no matter how you feel about their power level, interact poorly with PF2E's action economy. With most spells and even the crappiest cantrips costing 2 actions, they don't get the opportunity to have many cool feats because of that, and they play in a pretty predictable way compared to martials.

- Cantrips suck at dealing damage. Electric Arc is the only *decent* one, and only when there are 2 or more enemies. The problem is that the equivalence of cantrips and a regular Strike by a martial is awful. I'm not running math on here because I'm sure many others have done it previously, maybe on this very thread, but the point is, cantrips cost two actions to do a very questionable version of a one-action Strike by any competent martial. Sure, you can and should argue that cantrips SHOULD be weaker than strikes, because being better than them is a job for spells that expend a slot, but it's still pretty awful, particularly until level 7 or so.

- Spell attacks suck because they are still hit-or-suck, and they are very hard to hit on desirable targets. They should either deal more damage than they do, be affected by runes or interact in a meaningful way with the action economy.

- Incapacitation is a very punishing trait, and IMO should only prevent crit failures, but still allow enemies to normal fail.

- It genuinely DOES feel better for casters on higher levels, with my level 13 players being very happy with their abilities right now, except for the cleric (which absolutely LOVES the class and is a monster when healing, but feels the divine list...

I agree with a lot of things here.

I don't play cleric a lot but indeed the list seem lacking. It wasn't a bbig problem for me because I had a deity that gave a few useful spells on top of it and in general I find cleric abilities outside spells pretty useful.

The action economy part is so true... You are so limited in what you can do in your round. It seems that it will be a big problem for a martial caster like the magus we could playtest a bit.

Cantrips are bad but I disagree that's a problem. I think the ability of hitting basically any damage type is really good and cantrips should suffer a bit for that versatility so they aren't better than fighter hits against an ennemy weak to them (if they did wizards would be too good against enemies with weaknesses).

Spell attacks are just horrible. The touch CA was removed and nothing else was added to compensate. No item bonus on those attack with runes are just the nail in the coffin. Why would you ever use them when you can target saves ? They should indeed either hit like a truck or have a failure effect to be remotely worth it.

I have no problems with incapacitation. I just use those spells when incapacitation doesn't apply. But I agree having just critical fail become fail on big enemies would make the spells more versatile (and avoid the meta question of "Is that enemy my level or my level + 1 ?").


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Making Incapacitation only turn critical failures into failures would make it pointless. The reason Incapacitation exists is that the spells that have it take enemies out of fights on a normal failure. I do think they shouldn't turn successes into crits, though.


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Another thing about the divine spell list is that a lot of the spells unique to it are so specialized towards having a deity. I mean, I get it but non-cleric spellcasters with the divine spell list unnecessarily suffer from it. I'm not particular with having or not having deities but the idea of playing a godless divine spellcasters is a unique possibility that shouldn't get naturally shafted by their own spell list. This also applies to true neutral deities to a lesser extent.

I only started playing 2e after the APG released so the divine spell list got some fun new tools at that point so it didn't look too bad to me. But looking back, the divine spell list was so ridiculously barren I couldn't imagine how divine sorcerers managed.

SandersonTavares wrote:
- The Divine list is simply awful. Not sugarcoating it. I don't really think I could, at this point, agree with anyone that argued otherwise. I feel like it needs 20+ spells that have the flavor and quality of Holy Cascade to feel fine.

This all the way. And I assume you mean unique divine spells because the amount of overlap they currently have with the other traditions is another factor that makes the divine list more underwhelming that it has the right to be.


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dmerceless wrote:
Making Incapacitation only turn critical failures into failures would make it pointless. The reason Incapacitation exists is that the spells that have it take enemies out of fights on a normal failure. I do think they shouldn't turn successes into crits, though.

This is also a reasonable approach. Once my players test out the version I mentioned, where it only prevents crit fails, if I find it to be too strong, I may change to something like that.

PlantThings wrote:

Another thing about the divine spell list is that a lot of the spells unique to it are so specialized towards having a deity. I mean, I get it but non-cleric spellcasters with the divine spell list unnecessarily suffer from it. I'm not particular with having or not having deities but the idea of playing a godless divine spellcasters is a unique possibility that shouldn't get naturally shafted by their own spell list. This also applies to true neutral deities to a lesser extent.

I only started playing 2e after the APG released so the divine spell list got some fun new tools at that point so it didn't look too bad to me. But looking back, the divine spell list was so ridiculously barren I couldn't imagine how divine sorcerers managed.

SandersonTavares wrote:
- The Divine list is simply awful. Not sugarcoating it. I don't really think I could, at this point, agree with anyone that argued otherwise. I feel like it needs 20+ spells that have the flavor and quality of Holy Cascade to feel fine.
This all the way. And I assume you mean unique divine spells because the amount of overlap they currently have with the other traditions is another factor that makes the divine list more underwhelming that it has the right to be.

I agree that godless divine magic should be better supported. And when I mentioned Holy Cascade, I not only meant that it's exclusive and that's great, but also the thematic ways in which it works. It is a spell that you can use against any enemy, though it is very weak against most of them (dealing less than half the damage of a same-level Fireball, which is the same AoE and same save). However, if you use it against undeads and fiends, it's 12.5% stronger than that fireball, AND your friends inside the AoE only have to deal with the weak damage. It reinforces a narrow theme of fighting undead and fiends, sure, but I wouldn't really mind that as long as we got many more spells like it. Things that say "sure, don't call the cleric to deal with the goblins, but HOLY SH*T are we glad we brought them to deal with de demons. Give me spells that show that clerics (and divine casters) are absolutely unmatched against enemies of the divine and I'll be happy.


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SandersonTavares wrote:
I agree that godless divine magic should be better supported.

Speaking of godless divine magic, I think my biggest pet peeve with the divine list is how Neutral gods get shafted. Neither Nethys nor Pharasma get to make use of Divine Wrath or similar spells, and that really makes no sense to me.

This also extends to any other casters on the divine list. (How does it even work with Oracle, anyways?)


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Cyouni wrote:

Speaking of godless divine magic, I think my biggest pet peeve with the divine list is how Neutral gods get shafted. Neither Nethys nor Pharasma get to make use of Divine Wrath or similar spells, and that really makes no sense to me.

This also extends to any other casters on the divine list. (How does it even work with Oracle, anyways?)

Yep. They even get one less cantrip to cast with Divine Lance being unusable. They REALLY should have figured out something for these situations besides 'sorry, you're out of luck because you picked a neutral god!'. :P

On "any other casters on the divine list", every character can pick a deity [Step 10 Finishing Details of character creation]. As such, they only run into an issue if they didn't pick one or picked a neutral one.


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One can only hope true neutral only divine spells get released someday. I'd actually be very curious on what kind of spells those would turn out to be.

But more than likely, we'll just get generically good divine spells that are thematic and unique. I'm personally hoping for the divine spell list to eventually become the home for unique buff spells similar to how the occult spell list houses a good chunk of exclusive debuff spells.


They should just let neutral have to pick an alignment when casting such spells or force them to pick evil or good if they want to make it more narrow. Or choose between positive or negative damage. Neutral gods need something


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Or you know, neutral just gets normal damage, and doesn't trigger weaknesses.

Honestly that would had been the easiest solution, and would not have unbalanced anything.


I never really understand the action economy thing. Yes their turns can sometimes be just spell+move but isnt that true for pretty every TTRPG ever made? Also they still get fun third actions.

I feel having casters having super impactful effects that take two actions seem logical. Cantrips are 100% supposed to be worse than strikes. Martials are in general good at messing with action economy and good "unlimited" damage rather than spell slots
This is just what sets the classes apart.

They could have went the 5e route which made spells one action but "can only cast one spell a turn" but not sure if that would have been better. I LOVE 2e variable spells personally so am happy they kept it this way.

You still have a lot of options of what to do with your third action and hopefully they will add some more interesting 1 action spells and it should be even better. The main issue is balance is tight because if they make an op 1 action spell the game could really suffer since players could cast that spell three times in a row.

About the divine list it isnt really a defense but again I always felt like cleric list were super "bad/unfun" compared to all the other list and that holds true in 2e also. Nice thing is heal imo is so much better by default in PF2 but admittingly you could go Primal. The real question is it that bad other than heal? Also after looking at it I see A LOT of good spells buy they arent unique to divine. In 2e IMO +/- 1 are actually good so casters really get to mess with this to make monsters.

About spell attacks, I feel they seem so bad because IMO they knocked it out of the park with save spells. It feels SO good having enemies get effected by successes. I love it so much. I will say spell attacks fill a "niche" of feeling powerful if you hit but yeah failures suck.

The thing I dislike about incapicitation is because there isnt any real way to know if it will work unless your GM is nice. You can "guess" and recall knowledge but in general you just kind of hope. If a GM let me know beforehand incapicitation spell would not work I wouldnt mind it. So I am tempted to take them off my list. IMO it is so much better than PF1 (disable 1 round) and 5e (legendary resist). Just feel there "had" to be a better solution.


Pathfinder Adventure Path Subscriber

If you are a neutral divine caster, and you are trying to be good at damage, you do have one of the best flexible damage spell options in the game, in the form of harm. Harm is the only spell slot spell that can do damage (and pretty decent damage) with only one action. The neutral divine caster can also have a bunch of heal spells memorized for when harm is not useful and still use those spells for support.

The only problem I see some harm casters get into is thinking that they need to spend any actions moving up to use their spells, rather than trying to invite the enemy into charging into them so that they can nova harm the enemy on their next turn.

Personally, I think the utility spells of the divine list are also top notch, so, at least for my cleric, I never feel like I don't wish I just had more spell slots to load up with good spells. My cleric, of Ketaphys, definitely benefits from having a strong ranged weapon option, but keeping the divine spell list relatively narrow, with lots of ways of adding other spells to the list for specific flavorful options feels like it was the right move to me. Letting so many other casters get access to the list is a decision I could have lived without, but those are all options that don't have to be made, so it doesn't matter to me if they take extra work to make useful.


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RPGnoremac wrote:
I never really understand the action economy thing. Yes their turns can sometimes be just spell+move but isnt that true for pretty every TTRPG ever made? Also they still get fun third actions.

Just as an example, I think it be a lot more fun if some of the utility cantrips/spells were 1 action instead of 2. Like Detect Magic, Ghost Sound, Mage Hand, Prestidigitation, and Sigil. I don't think it would be unbalancing to be able to combo some of these with an offensive spell, but they would make caster turns a lot more flexible when they actually were used.


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The problem with the action economy is that there is no flexibility on a system that was supposed to be all about flexibility.

So casters spends months watching other people have fun with the action economy. All while they are locked out of it.

5e an attack and a spell are both 1 action. PF1 an attack is 1 standard action or 1 full action. While spells can be any action.

If 5-ft steps were a non-action things would not be as bad. But Paizo made steps in PF2 cost an action.
If Prepared casters could prepare metamagic like they could in PF1 then they would still have those 3rd action.
If spells were not mostly just 2 actions it would allow casters to do more stuff.
If quicken was not 1/day casters would be able to do more.
If metamagic rods were still available casters would be able to do more.
If Spell attacks were not behind regular attack while having to target the same AC casters wouldn't feel like those spells are mostly a waste of time.


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Well yes everything you mentioned is a direct buff to casters so of course they would be better but would be much stronger.

Comparing to other games pretty much every caster just moved and casted a spell. 5e there were some utility bonus spells which allowed you to cast a crappy cantrip.

PF1 there were a few spells that weren't standard actions but most were. Quicken spell in that game required you to be really high level to be useful.

If a caster has to step they can still cast a spell and if a fighter has to step they attack twice so it is fair.

Also spontaneous casters couldnt move and cast metamagic either in PF1 except for 5 feet.

For the most part I feel they probably could have made some utility spells / cantrips one action and more 1-3 action spells in the future. I hope more and more get made.

Yes martials are super cool but isnt that okay for them to be interesting for once? PF1 martials "could" be interesting but had to be built very specificly.

PF2E martials get to have diverse actions and casters get to cast varied unique spells. Seems good to me.


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PF1 Quickened increased the spell slot used which yes limited what could be used. But you could use it multiple times a day, which meant it was a lot more useful. Also PF1 martials were interesting if you look anywhere outside of Core. The core book had the worst balance because it had all the broken spells.

In any case, PF2 was sold as being more flexible than PF1 thanks to its 3 action system. But the actual game only martials get that benefit. Caster need to wait until level 10 to get a 1/day quicken. Martials get their action economy boosters at level 2, with no daily limit.

Everything looks fine from the martial perspective, but its an uphill battle from the caster perspetive. All because every single book that has been released has given more and more bonuses to martials.

Even APG that included 2 new casters had 90% of the stuff be about martials. It introduced a single caster archetype (Eldritch Archer), and casters cant even use it until level 14 because it requires expert proficiency.


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Djinn71 wrote:


Just as an example, I think it be a lot more fun if some of the utility cantrips/spells were 1 action instead of 2.

We houserule exactly that, including the attack cantrips, with the Flourish trait added to them. It's hella liberating, and our martials are not even close to being outdone with respect to damage. Everyone should at least try it for one session at their table. I can virtually guarantee you're group won't go back once they've had a taste of freedom. The 2 action cantrip idea should have never seen print, IMO.

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