| Temperans |
The minion rules, as bad as they are, dont make the creature feel like a puppet.
And people are saying that giving both 3 actions is bad. But the current version can already get 6 actions if you count quickened. I dont see a Problem with the Eidolon having 3 actions and the Summoner having 2 until the Eidolon is dismissed, banished, or killed.
Mark suggested a version of the current rules that removes Act Together that is effectively very similar. All I did was integrate Tandem Move as well and stopped them from being shared.
Do you think thats a fair compromise? Or is 5 actions (the exact same they can get at the moment) too much?
| KrispyXIV |
| 7 people marked this as a favorite. |
The minion rules, as bad as they are, dont make the creature feel like a puppet.
The only thing that makes it "feel like a puppet" is how you have chosen to interpret things.
That perspective is a choice, and not universal - see also, the fact that people disagree with you on the subject.
The rules and support material say the Eidolon is an independent creature, and it can use actions without the Summoner having to spend an action to let it do things (like a Minion does - a Minion literally requires the owner to act, an Eidolon does not).
If you choose to get 'puppet' from that, its your own doing - not the rules.
| Temperans |
If you share actions and one side is hugging all the actions. You are the puppet of the other side.
The minion rule was excused as, "you are commanding them to do something." People decided that was enough despite the debates. That ship has sailed and is too late to change it.
So we have 3 sets of rules at the moment:
1) A creatures gets actions and spends them how they like.
2) A creature gets actions when commanded unless they have a feat. Otherwise it acts according to the GM.
3) A creature gets actions when its controller gives it and only then.
The Eidolon currently sits in the last one. The only actions it gets are those actions the Summoner gives them, otherwise they just stand still. That is why I think its a puppet, because it can only act if the Summoner deems it fit for it to gain action.
| KrispyXIV |
| 3 people marked this as a favorite. |
If you share actions and one side is hugging all the actions. You are the puppet of the other side.
The minion rule was excused as, "you are commanding them to do something." People decided that was enough despite the debates. That ship has sailed and is too late to change it.
So we have 3 sets of rules at the moment:
1) A creatures gets actions and spends them how they like.
2) A creature gets actions when commanded unless they have a feat. Otherwise it tries to defend itself or escape according to the GM.
3) A creature gets actions when they are given to it and only then.
The Eidolon currently sits in the last one. The only actions it gets are those actions the Summoner gives them, otherwise they just stand still. That is why I think its a puppet, because it can only act if the Summoner deems it fit for it to gain action.
Uh, you're literally wrong again.
A Summoner and Eidolon share actions. That is literally what is written.
The Summoner does not give actions to the Eidolon, the Player decides who uses them.
Meaning that the correct option of the three you listed for Summoner is option 1.
| Temperans |
All characters get 3 actions. The only one that does not get 3 actions is the Eidolon. The eidolon must be given its actions by the Summoner otherwise it has no ability to act. It never gains action at the start of its turn, its all just the Summoner distributing his own. The fact that they must share when the PC has complete control is what makes the Eidolon a puppet.
Not matter how you try to justify it. The eidolon's actions are at the whim of the Summoner, who is the actual creature.
To you the Eidolon not getting it own actions might work. But for me the current version of the Eidolon will always be a puppet of the Summoner.
| KrispyXIV |
| 4 people marked this as a favorite. |
All characters get 3 actions. The only one that does not get 3 actions is the Eidolon. The eidolon must be given its actions by the Summoner otherwise it has no ability to move. The fact that they must share when the PC has complete control is what makes the Eidolon a puppet.
Not matter how you try to justify it. The eidolon's actions are at the whim of the Summoner, who is the actual creature.
To you the Eidolon not getting it own actions might work. But for me the current version of the Eidolon will always be a puppet of the Summoner.
Except that its equally valid with the current rules for the Summoner to be "the puppet" in your example.
The Summoner (class) is in an absolute sense "less" of a puppet situation than any other minion since the Summoner (character) and Eidolon can freely share actions in any manner they want, with either party receiving priority, at any time.
Only The Player controls either party - the same as any other sapient, independent character in a tabletop rpg.
ALL OF WHICH reflects a game construct meant to enforce balance between Players, which is a virtue you dont seem to consider at all, despite the fact that such balance is a primary feature of PF2E.
| Temperans |
Thats were you are wrong. By design the Summoner is the one who regains actions. And by design the summoner is the one who can dismiss the Eidolon by spending 3 actions.
The Eidolon has no control over the actions. You say he does, but thats not how the mechanics work.
Its just like how you tried to say "imagine climbing is flying". No matter how much you want to believe so. That is not how the mechanics work.
| Pronate11 |
| 1 person marked this as a favorite. |
Thats were you are wrong. By design the Summoner is the one who regains actions. And by design the summoner is the one who can dismiss the Eidolon by spending 3 actions.
The Eidolon has no control over the actions. You say he does, but thats not how the mechanics work.
Its just like how you tried to say "imagine climbing is flying". No matter how much you want to believe so. That is not how the mechanics work.
The class the summoner gains actions. The person and the eidolon share them. And yes, one can be dismissed, that’s because one can’t be on this plane alone while the other very much can.
| siegfriedliner |
| 2 people marked this as a favorite. |
So actions are short hand for player agency, they are how people alter and change the world around them. that's why when your dead or turned to stone you don't get any actions.
Eidolons don't get to act without the summoner choosing to let them by summoning the eidolon in the first place. So eidolons get zero agency without the summoner.
They also have zero agency apart from the summoner, if they leave a certain distance away from the summoner they dissappear, if there summoner is unconscious they dissappear, where as the summoner has no problem function without the eidolon being near.
Which means any agency the eidiolon has is given to them when they are summoned and dependant upon kindly master being present and conscious.
So the eidolon brings no agency of its own and all the the agency it has is dependant on their master.
| KrispyXIV |
| 5 people marked this as a favorite. |
So actions are short hand for player agency, they are how people alter and change the world around them. that's why when your dead or turned to stone you don't get any actions.
Eidolons don't get to act without the summoner choosing to let them by summoning the eidolon in the first place. So eidolons get zero agency without the summoner.
They also have zero agency apart from the summoner, if they leave a certain distance away from the summoner they dissappear, if there summoner is unconscious they dissappear, where as the summoner has no problem function without the eidolon being near.
Which means any agency the eidiolon has is given to them when they are summoned and dependant upon kindly master being present and conscious.
So the eidolon brings no agency of its own and all the the agency it has is dependant on their master.
Thats a perspective thats very carefully positioned to produce this conclusion.
While an Eidolon is summoned, it shares the agency of the Summoner precisely.
And because Summoning an Eidolon is the primary benefit of being a Summoner, both parties (and the unifying factor, the Player) are encouraged to maintain that parity as much as possible.
Theres an an imbalance in agency if you specifically go looking for it, but its pretty unlikely that it will come up in play because playing like that is fairly antithetical to playing a Summoner.
Rysky
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| 3 people marked this as a favorite. |
siegfriedliner wrote:So actions are short hand for player agency, they are how people alter and change the world around them. that's why when your dead or turned to stone you don't get any actions.
Eidolons don't get to act without the summoner choosing to let them by summoning the eidolon in the first place. So eidolons get zero agency without the summoner.
They also have zero agency apart from the summoner, if they leave a certain distance away from the summoner they dissappear, if there summoner is unconscious they dissappear, where as the summoner has no problem function without the eidolon being near.
Which means any agency the eidiolon has is given to them when they are summoned and dependant upon kindly master being present and conscious.
So the eidolon brings no agency of its own and all the the agency it has is dependant on their master.
Thats a perspective thats very carefully positioned to produce this conclusion.
While an Eidolon is summoned, it shares the agency of the Summoner precisely.
And because Summoning an Eidolon is the primary benefit of being a Summoner, both parties (and the unifying factor, the Player) are encouraged to maintain that parity as much as possible.
Theres an an imbalance in agency if you specifically go looking for it, but its pretty unlikely that it will come up in play because playing like that is fairly antithetical to playing a Summoner.
and this was true in P1 as well, it’s not like these are some horrible stipulations they just added for the P2 Playtest.
| siegfriedliner |
| 2 people marked this as a favorite. |
KrispyXIV wrote:and this was true in P1 as well, it’s not like these are some horrible stipulations they just added for the P2 Playtest.siegfriedliner wrote:So actions are short hand for player agency, they are how people alter and change the world around them. that's why when your dead or turned to stone you don't get any actions.
Eidolons don't get to act without the summoner choosing to let them by summoning the eidolon in the first place. So eidolons get zero agency without the summoner.
They also have zero agency apart from the summoner, if they leave a certain distance away from the summoner they dissappear, if there summoner is unconscious they dissappear, where as the summoner has no problem function without the eidolon being near.
Which means any agency the eidiolon has is given to them when they are summoned and dependant upon kindly master being present and conscious.
So the eidolon brings no agency of its own and all the the agency it has is dependant on their master.
Thats a perspective thats very carefully positioned to produce this conclusion.
While an Eidolon is summoned, it shares the agency of the Summoner precisely.
And because Summoning an Eidolon is the primary benefit of being a Summoner, both parties (and the unifying factor, the Player) are encouraged to maintain that parity as much as possible.
Theres an an imbalance in agency if you specifically go looking for it, but its pretty unlikely that it will come up in play because playing like that is fairly antithetical to playing a Summoner.
Actually the eidolon could act whilst its summoner was unconscious in 1e so that's new and the the summoner used to be able to have an eidolon up to 9999ft away before it vanished.
So if we had a chained and unchained eidolon in 1e this one is a super max.
| Sagiam |
| 2 people marked this as a favorite. |
As far as agency and free will goes, I think it's up to the player. A construct eidolon might act little more than a particularly smart computer, while a fiend eidolon might get up to all sorts of shenanigans.
As for the "the eidolon can't do any shenanigans unless you give it actions!" argument, well a Tiefling Rogue can't do anything unless you (the player) give him actions to do so anyway.
You're playing two characters. They're as sentient as any other character you make.
| Dargath |
| 1 person marked this as a favorite. |
Wait, did the Playtest finally get into the "reality is a lie" conspiracy department? Are we busting out the tinfoil?
Well if I’m being honest... the world is not what it seems to be.
That said I think the Summoner is probably more or less okay as presented. In my opinion I think the Eidolons as is are fine.
I would like the Summoner itself to have a bit more dialed up spellcasting, however as far as my table goes, and this is purely me, my DM is okay with free Archetype option from the Dungeon Master’s Guide so I am planning to take the Sorcerer Dedication and see how that feels. I’ll get my first session in this Friday.
That said I think the adjusted suggestion to allow a summoner to be able to cast a spell and the Eidolon still able to attack will be what I prefer, however shared MAP and the maths on who had which proficiency and how accurate one or the other will be may play out to be dissatisfactory. Now how much to adjusts the maths and still remain fair to other players should it turn out its completely implausible to use attack cantrips or spells as a Summoner and/or to have an accurate in melee Eidolon who doesn’t constantly miss, I do not know. I’m not sure at which levels and by how much proficiency either one half or the other ought to get and I’m not even sure if staying in the middle ground will be satisfactory.
I’m beginning to wonder if the class can even be done well at all.
That said I’d like the numbers at least on the Summoner’s spellcasting slots to be adjusted to slightly more than it currently has. I do enjoy low levels spells and spell slots, even for things like invisibility, haste, feather fall, and other fun spells like that. However it is my preference to play a caster with a powerful pet than purely a wizard in and of itself. I just love pet classes. I love printing 2 models and customizing them and painting them. I love having a dragon or an angel or a cool beast or even like the ancient spirit of a samurai warrior acting as my bodyguard. I think the Eidolons as is are pretty well done. On the other hand I’ve often wished for a tad more customization, but more like “I wish I could have the beast moveset on an Occult style caster” such as a demon but with charge, howl and whirlwind attack supported by occult magic over primal magic.
That said since I have no real play experience I can only speculate and read others feedback. I think it’s in a decent state based on what I’ve read but it could use some help on some cases. It appears it may be slightly fragile and possibly mildly too inaccurate or that the Summoner doesn’t really have any place in the game as there’s no room in the action economy for spells, and even if it does get room it’s math doesn’t support actually being effective. What I’ve read seems to be something like the summoner casts “Boost Eidolon” and the rest of the turn is done with the Eidolon attacking and/or moving end turn, and even attempting to cast a spell appears to be an effort in futility due to the proficiency being behind in terms of monster saves or AC in such that your offensive spell attacks often are ineffective relegating the role of the summoner character itself to merely a buffer/supporter... which feels like it stifles some concepts such as an ice mage with a white or silver dragon using cold breath for an arctic and frosty style adventurer.
I’ll see for myself. I have an instinct that says it’s probably close to being just right but it’s a little under cooked at the moment though.
Invictus Novo
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| 3 people marked this as a favorite. |
Huh, another of these threads. For my part, I like the way it is in the playtest. Needs some tweaks and clarifications, but I love the feel and flavor as well as some unique things that can happen as is.
I won't reiterate reasons for the above as I have stated them numerous times in other threads.
What we will see in this thread is the same points being made by the same people who made them in other threads. Some of this will devolve into arguments back and forth often between the same people arguing in other threads.
Bottom line is that some people love the chassis as it is now, though pretty much all of them are lobbying for particular tweaks (myself included). Some loath the chassis as is, feeling it is not the summoner they know or want. In the end, Mark and others will take the feedback and make adjustments accordingly.
| Deriven Firelion |
Deriven Firelion wrote:...Rysky wrote:Deriven Firelion wrote:The Eidolon is sapient and has free will. That is not an opinion.Rysky wrote:In your opinion. It doesn't feel like it to many of us.siegfriedliner wrote:Rysky wrote:The pathfinder 1 eidiolon was intelligent and capable of independent action without the summoner giving it one his.Temperans wrote:The eidolon is not acting on its own, just doing what I tell it.That's how it "worked" in P1 as well.Actions/rounds are a metagame construct.
In both P1 and P2 the Eidolon is sapient and acting on it's own.
The feel of mechanics and how they model what you call a "sapient" creature is an opinion. They can write what they want to write and if the mechanics don't feel like the idea they are trying to capture, then that is an opinion, not a fact. So I would stop trying to state something is a fact if a group of us are of the opinion that the mechanic does not properly mirror the idea behind the class.
That is what they are attempting to do here. Create mechanics that mirror the class concept and conceit. You are of the opinion that a shared hit point pool and actions sufficiently models that mechanic. Myself and a few others are of the opinion that a shared hit point pool and shared actions does not model a sapient creature.
So no matter how you try to force that idea down our throats does not make it so.
Our arguments are quite valid:
1. The creature has no actions unless the summoner gives it actions.2. Both the summoner and the eidolon go down at 0 hit points and share all damage no matter where that damage occurs. The eidolon could be unfettered and be a mile away and the summoner will still fall unconscious with dying 2 if a crit kills the eidolon, even while the eidolon is suddenly banished until the summoner is returned to life.
3. The eidolon cannot take even mental actions without the summoner having it do so such as recall
This is not mechanics.
| Deriven Firelion |
| 2 people marked this as a favorite. |
Making the eidolon act like a minion would make it feel less like a sapient, independent entity.
Giving 3 actions each to Summoner and eidolon means having two different players playing them. Is this the solution you are hoping for?
I would be mostly satisfied with the eidolon having an independent action all the time and able to take free actions and reactions on its own. And no shared MAP which really ruins the feel of being separate.
The whole completely linked telepathically is more of the not a real creature feel, but a manifestation of your mind.
Verzen
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| 2 people marked this as a favorite. |
I agree with the fact that the Eidolon does feel a bit puppetish.
And I'd be more than comfortable putting almost all emphasis on the Eidolon. Even if the Summoner gets 3 actions and the Eidolon gets 3 actions, that doesn't mean that those actions are necessarily powerful actions. The summoners 3 actions can be used for minor buffs or minor things while the Eidolons 3 actions are significantly more useful.
| CrimsonKnight |
| 2 people marked this as a favorite. |
So you keep on telling yourself that "the eidolon is a sapient creature" and that is a fact. I'll keep my money in my pocket, tell the designers I don't agree that their mechanics model a sapient creature, and move on.
I agree but all of my character ideas about the summoner reject the whole 2 sapient creature model because it doesn't make sense logically but I understand the balance and game mechanic side of shared action economy and MAP.
one concept I have is:
a gnome with a control box with a construct eidolon that with levels gets huge. (think gigantor) because that is what the mechanics actually work out to being like.
the other two are SYNTHESIS suits.
But RAW the summoner well isn't a summoner.
| Temperans |
| 1 person marked this as a favorite. |
Deriven Firelion wrote:
So you keep on telling yourself that "the eidolon is a sapient creature" and that is a fact. I'll keep my money in my pocket, tell the designers I don't agree that their mechanics model a sapient creature, and move on.I agree but all of my character ideas about the summoner reject the whole 2 sapient creature model because it doesn't make sense logically but I understand the balance and game mechanic side of shared action economy and MAP.
one concept I have is:
a gnome with a control box with a construct eidolon that with levels gets huge. (think gigantor) because that is what the mechanics actually work out to being like.the other two are SYNTHESIS suits.
But RAW the summoner well isn't a summoner.
That really fits the current summoner. A puppet master who is able to control a combat minion.
If they want to keep the current version they could call it "Puppeteer" or "Mechanist" and it would fit perfectly.
| KrispyXIV |
| 4 people marked this as a favorite. |
Hey! I have an idea.
You can play the class as intended, where both the Summoner and Eidolon are independent creatures, and it runs absolutely great!
Or I suppose you can continue to throw rocks at it from the sidelines as opposed to even trying to make it work... you do you.
| CrimsonKnight |
| 2 people marked this as a favorite. |
Hey! I have an idea.
You can play the class as intended, where both the Summoner and Eidolon are independent creatures, and it runs absolutely great!
Or I suppose you can continue to throw rocks at it from the sidelines as opposed to even trying to make it work... you do you.
here is the thing the eidolon is very much dependent on the summoner. like for everything such as existing
| KrispyXIV |
| 3 people marked this as a favorite. |
here is the thing the eidolon is very much dependent on the summoner. like for everything such as existing
Only for existing in the same place as the Summoner. Its very clear that its an actual creature - Angel or whathaveyou - wherever it normally resides.
Once its where the Summoner is, it is once again independent and capable of doing its own thing, or a least as much as the Summoner is, at the direction of the Player.
| CrimsonKnight |
| 1 person marked this as a favorite. |
CrimsonKnight wrote:
here is the thing the eidolon is very much dependent on the summoner. like for everything such as existingOnly for existing in the same place as the Summoner. Its very clear that its an actual creature - Angel or whathaveyou - wherever it normally resides.
Once its where the Summoner is, it is once again independent and capable of doing its own thing, or a least as much as the Summoner is, at the direction of the Player.
so then if it wants to it can just plane shift itself in no summoner needed. and it does want to because you the Player want it so. then like any entity from another plane it get its own three actions independent of the summoner or heath. I'm sorry every though around it invalidates it as an independent creature.
what you call throwing rocks is actually what we should be prasad for exposing bugs and design flaws before bringing this mess to market.
| KrispyXIV |
| 5 people marked this as a favorite. |
so then if it wants to it can just plane shift itself in no summoner needed. and it does want to because you the Player want it so. then like any entity from another plane it get its own three actions independent of the summoner or heath. I'm sorry every though around it invalidates it as an independent creature.
Nothing you've written here is supported by the rules, or description of the Summoner and Eidolon, or is demanded by the class.
Seriously, the class itself tells you its an independent creature. Just play it like that within the bounds of the rules, and it works just fine.
| KrispyXIV |
| 3 people marked this as a favorite. |
I remember Jason recently saying something about how disheartening it was to hear people slamming the design team on the playtest forums. Probably because of weird hyperbolic statements like "we should be prasad for exposing bugs and design flaws before bringing this mess to market."
Its a pretty universal truth that if you don't try and make something work, it almost certainly will not.
Its part of the whole class of things that count as a self fulfilling prophecy.
Its also a form of self-sabotage.
A good faith attempt to make the class work is needed for any version of it to work.
| CrimsonKnight |
| 2 people marked this as a favorite. |
I remember Jason recently saying something about how disheartening it was to hear people slamming the design team on the playtest forums. Probably because of weird hyperbolic statements like "we should be prasad for exposing bugs and design flaws before bringing this mess to market."
Frankly now I just feel sorry for them because they can't separate their self esteem from their work and take a bit of constructive criticism. We all want this to be a success(including Krispy and yourself but I could be wrong). You can't improve with only "yes" persons.
Verzen
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| 2 people marked this as a favorite. |
Ruzza wrote:I remember Jason recently saying something about how disheartening it was to hear people slamming the design team on the playtest forums. Probably because of weird hyperbolic statements like "we should be prasad for exposing bugs and design flaws before bringing this mess to market."Frankly now I just feel sorry for them because they can't separate their self esteem from their work and take a bit of constructive criticism. We all want this to be a success(including Krispy and yourself but I could be wrong). You can't improve with only "yes" persons.
I agree 100%. Criticism is healthy and improves products. Just saying, "Yes" all day long no matter what they do is not healthy and does not lead to the best products.
| graystone |
| 2 people marked this as a favorite. |
I remember Jason recently saying something about how disheartening it was to hear people slamming the design team on the playtest forums. Probably because of weird hyperbolic statements like "we should be prasad for exposing bugs and design flaws before bringing this mess to market."
If criticisms were unwanted, I'm not sure I understand the point of a playtest. You're meant to point out what doesn't seem to work for you: if you don't point out what looks like a flaw, you aren't taking the playtest seriously.
And for myself, I haven't seen "people slamming the design team": I HAVE seen people slamming the design itself but again is that unexpected in a playtest especially when they are trying an experimental casting method and seem to be seeing how far they can stretch the system? Add to that removing the customization system that attracted people to the class in PF1 and I'm not sure how discord wasn't expected.
Verzen
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| 1 person marked this as a favorite. |
Ruzza wrote:I remember Jason recently saying something about how disheartening it was to hear people slamming the design team on the playtest forums. Probably because of weird hyperbolic statements like "we should be prasad for exposing bugs and design flaws before bringing this mess to market."If criticisms were unwanted, I'm not sure I understand the point of a playtest. You're meant to point out what doesn't seem to work for you: if you don't point out what looks like a flaw, you aren't taking the playtest seriously.
And for myself, I haven't seen "people slamming the design team": I HAVE seen people slamming the design itself but again is that unexpected in a playtest especially when they are trying an experimental casting method and seem to be seeing how far they can stretch the system? Add to that removing the customization system that attracted people to the class in PF1 and I'm not sure how discord wasn't expected.
I find it interesting how people seem to think that a playtest should be filled with, "yes men"
It's remarkable. I mean, if I were testing a product and I would just act like nothing is wrong with it and everything was perfect then I wouldn't really be supplying much data, would I?
Especially if that data is flawed. People tend to ignore the negatives and only look at the positives while the negatives could absolutely destroy the class and should be ironed out. If the positives are good enough, then no attention needs to really be focused on those positives because they are already good.
That's like ironing out a sword and instead of hammering away at the dents at the base, you just admire the tip that you crafted, then called it good.
| KrispyXIV |
| 6 people marked this as a favorite. |
Ruzza wrote:I remember Jason recently saying something about how disheartening it was to hear people slamming the design team on the playtest forums. Probably because of weird hyperbolic statements like "we should be prasad for exposing bugs and design flaws before bringing this mess to market."If criticisms were unwanted, I'm not sure I understand the point of a playtest. You're meant to point out what doesn't seem to work for you: if you don't point out what looks like a flaw, you aren't taking the playtest seriously.
And for myself, I haven't seen "people slamming the design team": I HAVE seen people slamming the design itself but again is that unexpected in a playtest especially when they are trying an experimental casting method and seem to be seeing how far they can stretch the system? Add to that removing the customization system that attracted people to the class in PF1 and I'm not sure how discord wasn't expected.
There are constructive ways to present criticism, and then there's trashing ideas as 'dumb' or 'garbage' or 'wrong'.
There's also the fact that most of the critics here have refused to even try and make the new system work, instead making irrelevant comparisons to an old ruleset that had demonstrated, numerous flaws that had resulted in said old system getting the previous design consistently banned.
Beyond that, many of these critics have rejected the sorts of concessions and compromises the new system is based on for it to work - including things like accepting that a lot of the customization in the new class is intended to be narrative focused, as opposed to mechanical.
Of course it doesn't work if you refuse to work with it. Almost nothing works when you refuse to operate it as intended, and insist on using it like the 1.0 version that had a reputation for scarring everyone nearby, despite the fact that the design has been reworked at the ground up to avoid scarring.
The intent of the Playtest is to test the class In Play and in Good Faith.
There is no Good Faith if people refuse to attempt to play the class as its intended.
Xathos of Varisia
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| 4 people marked this as a favorite. |
If both the summoner and the eidolon have three actions apiece, it will be too powerful of a class. If the designers try to compensate for that by weakening both, then they won't survive on the battlefield.
What is the right balance to strike for a summoner type class for PF2? Is this current design that balance? If close to it, what adjustments need to be made.
Remember, any new class has to fit into the system and not cause the game to become unbalanced.
Verzen
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| 1 person marked this as a favorite. |
If both the summoner and the eidolon have three actions apiece, it will be too powerful of a class. If the designers try to compensate for that by weakening both, then they won't survive on the battlefield.
What is the right balance to strike for a summoner type class for PF2? Is this current design that balance? If close to it, what adjustments need to be made.
Remember, any new class has to fit into the system and not cause the game to become unbalanced.
It depends. Let's say the summoner has 3 actions, but those actions aren't worth all that much. Since the Eidolon uses the same MAP, attacking with the Summoner won't be worthwhile. So what should they do? Move and occasionally use boost Eidolon or Reinforce Eidolon? Or any other cantrip like that? If you make their focus powers cost 2 instead of 1 and give them like 5 different focus powers they can choose from, then the only thing you're really doing is giving them an extra action to move and not much else... unless you wanted to try to intimidate or some such. But I don't feel like that's too powerful at all.