Mechanics vs the power of imagination


Summoner Class

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So there have been a few of us unhappy with the mechanics of this new summoner particularly when it comes to customisation of the summoner and one of the more interesting responses I get to my complaints has been advising me to double think it, if these mechanics aren't working for you and you need to more customisable options "imagine harder, recalibrate to our perception."

I find this interesting obviously pathfinder 1e was more interesting in mechanics that vaguely represented the reality of the setting and I assumed 2e was the same. But should I have been viewing pathfinder.

Have I been viewing pathfinder 2e as wrong should I be treating 2e as a game where the rules are suggestions and I cna have wierd and wonderful adventures in the space between?


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Yes.

But more seriously, the dynamics of the rules have changed from 1e to 2e, often to give GMs more power to make decisions via fiat. There's still plenty of mechanical crunch, but it seems that one of the design goals is to make things a little more up to GM interpretation.


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The mechanics of PF2E are designed such as to make the conversion between narrative and mechanics seemless, easy, and intuitive by making mechanics apply to as broad a range of narrative situations as possible.

Its a robust mechanical system that means a player can say, "I really don't like this guy. I want to set up an elaborate scheme to defraud him of his family valuables, using my magic to impersonate a fake noble woman and making him fall in love - then run off with all his stuff."

And the system allows you to take that narrative, and resolve it as a single roll, or as few rolls as possible.

The GM can respond, "OK. Thats an 'Earn Income' check using Deception during downtime - the level of the NPC determines the level of the action and its DC, and because you're willing to use your magical resources to sell the whole thing I'll give you a +4 status bonus to the check (as supported by numerous examples in APs, and by illusion magic like Disguise). I'm not going to set a specific time, but you can do it until (consults the chart for earn income, determines what time period the GM wants for the activity, determines that gold total) you've earned a total of X GP, which is his liquid worth."

What makes PF2E my favorite system is the ability of the system to translate narrative to mechanics intuively and simply.


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, PF Special Edition Subscriber
siegfriedliner wrote:

So there have been a few of us unhappy with the mechanics of this new summoner particularly when it comes to customisation of the summoner and one of the more interesting responses I get to my complaints has been advising me to double think it, if these mechanics aren't working for you and you need to more customisable options "imagine harder, recalibrate to our perception."

I find this interesting obviously pathfinder 1e was more interesting in mechanics that vaguely represented the reality of the setting and I assumed 2e was the same. But should I have been viewing pathfinder.

Have I been viewing pathfinder 2e as wrong should I be treating 2e as a game where the rules are suggestions and I cna have wierd and wonderful adventures in the space between?

It really depends, some GMs are by nature or because they have to be rules as writen. And if there is any reason to say no you can't. Just think of something else. Wonderful adventures can always happen.


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KrispyXIV wrote:

The mechanics of PF2E are designed such as to make the conversion between narrative and mechanics seemless, easy, and intuitive by making mechanics apply to as broad a range of narrative situations as possible.

Its a robust mechanical system that means a player can say, "I really don't like this guy. I want to set up an elaborate scheme to defraud him of his family valuables, using my magic to impersonate a fake noble woman and making him fall in love - then run off with all his stuff."

And the system allows you to take that narrative, and resolve it as a single roll, or as few rolls as possible.

The GM can respond, "OK. Thats an 'Earn Income' check using Deception during downtime - the level of the NPC determines the level of the action and its DC, and because you're willing to use your magical resources to sell the whole thing I'll give you a +4 status bonus to the check (as supported by numerous examples in APs, and by illusion magic like Disguise). I'm not going to set a specific time, but you can do it until (consults the chart for earn income, determines what time period the GM wants for the activity, determines that gold total) you've earned a total of X GP, which is his liquid worth."

What makes PF2E my favorite system is the ability of the system to translate narrative to mechanics intuively and simply.

I get that a single roll is the quickest way to resolve player highjinks but it has to be the least interesting way to do it.


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Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, PF Special Edition Subscriber
siegfriedliner wrote:
KrispyXIV wrote:

The mechanics of PF2E are designed such as to make the conversion between narrative and mechanics seemless, easy, and intuitive by making mechanics apply to as broad a range of narrative situations as possible.

Its a robust mechanical system that means a player can say, "I really don't like this guy. I want to set up an elaborate scheme to defraud him of his family valuables, using my magic to impersonate a fake noble woman and making him fall in love - then run off with all his stuff."

And the system allows you to take that narrative, and resolve it as a single roll, or as few rolls as possible.

The GM can respond, "OK. Thats an 'Earn Income' check using Deception during downtime - the level of the NPC determines the level of the action and its DC, and because you're willing to use your magical resources to sell the whole thing I'll give you a +4 status bonus to the check (as supported by numerous examples in APs, and by illusion magic like Disguise). I'm not going to set a specific time, but you can do it until (consults the chart for earn income, determines what time period the GM wants for the activity, determines that gold total) you've earned a total of X GP, which is his liquid worth."

What makes PF2E my favorite system is the ability of the system to translate narrative to mechanics intuively and simply.

I get that a single roll is the quickest way to resolve player highjinks but it has to be the least interesting way to do it.

Yep sounded like cool npc interaction at least to me or even a mini adventure/ sidequest


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siegfriedliner wrote:


I get that a single roll is the quickest way to resolve player highjinks but it has to be the least interesting way to do it.

I mean, I skipped over the roleplaying aspect of the example including description, interaction, etc. To address just the mechanical aspect of it.

The players and GM don't need to roll a ton of dice to make situations interesting.


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Take "my dragon can fly" for our example.

I think we only have one person suggesting "treat climb like flying" levels of imagination. But I do think we have more people okay with "grab the spell for early flight, then use focus for flight, and eventually your eidolon can fly permanently" levels of imagination.

Take "damage is shared".

That can be an eidolon using the summoner's life force to stay manifested. That can be a leash on a daemon or demon that would otherwise just kill the summoner. That could be a holy summoner manifesting stigmata so that they don't take the pain of their angel lightly and fall into sin. That can be a summoner who sucks at their job, and got their life force tangled up. That can be a condition for a velstrac/kyton working with a summoner- or just a perk, if the summoner is more philosophically aligned. That can be divine punishment for binding a god's servant (however lowly). That can be the empowering element that makes the eidolon so much stronger and more permanent than summons. That can be a twist of the fey bargain or infernal contract. That can be the animating force of the construct. With Synthesis, that could be the result of splitting off part of your flesh into a separate being.


QuidEst wrote:


I think we only have one person siggesting "treat climb like flying" levels of imagination.

I'm just offering a solution.

Climb speeds aren't limited in description just to Spider Man abilities, with both insect and snake style climbing being the very starting points for rationales provided... and the ability to traverse vertical obstacles is the most fundamental aspect of Flight.

Its not a huge lift, mentally speaking.


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KrispyXIV wrote:
siegfriedliner wrote:


I get that a single roll is the quickest way to resolve player highjinks but it has to be the least interesting way to do it.

I mean, I skipped over the roleplaying aspect of the example including description, interaction, etc. To address just the mechanical aspect of it.

The players and GM don't need to roll a ton of dice to make situations interesting.

I would probably want multiple rolls so their were multiple chances for complications and interesting things to emerge out of it


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siegfriedliner wrote:
KrispyXIV wrote:
siegfriedliner wrote:


I get that a single roll is the quickest way to resolve player highjinks but it has to be the least interesting way to do it.

I mean, I skipped over the roleplaying aspect of the example including description, interaction, etc. To address just the mechanical aspect of it.

The players and GM don't need to roll a ton of dice to make situations interesting.

I would probably want multiple rolls so their were multiple chances for complications and interesting things to emerge out of it

Requiring multiple rolls in situations like this is statistically setting up players to fail.

Requiring multiple consecutive successes is always to the players detriment, and is one of my biggest pet peeves in gaming.

Way too often, its done by DMs that don't understand the probability related consequences who take something that could be resolved simply and make it statistically improbable for success to actually be achievable, by requiring enough rolls that the nature of random numerical skew means at least one bad roll is extremely likely.

Even though PF2E mitigates this with its design of generally only having critical failures come with negative consequences - which is probably one of the most often misunderstood or overlooked aspects of the ruleset I see most often - making players roll more is just baiting them to roll a 1 more than they should have to.

I'm not saying that you personally don't understand the probabilities well enough to manage this, but its something I've found extremely frustrating in the past.

My goal as a GM isn't to make failure more likely for Players. Its to help them tell a story. Complications are an important part of that, but making Complications too common reduces the players feeling of agency because it reduces the sense that they have control in the narrative.

Side rant over.


I roll 4e skills challenges for these so generally they need to get a majority of successes. But I tend to note failed rolls if their interesting for potential future complications.


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It also can become particularly frustrating for players who focus on non-combat situations such as social encounters, where they have to make numerous rolls just to talk to someone and then end up failing a lot in a single encounter with an NPC, especially when their roleplay is otherwise exceptional. (As is often the case with my group - I play with a lot of actors and theater kids.)

Contrasting with say, combat, where someone playing a combat beast just steamrolls and succeeds more often than not and the social character is left feeling frustrated.

2E mitigates this a whole lot, with only really needing one roll in most situations, and is super welcomed.


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siegfriedliner wrote:
I roll 4e skills challenges for these so generally they need to get a majority of successes. But I tend to note failed rolls if their interesting for potential future complications.

Thats a significantly different scenario in my mind than a sequence of rolls, and is how I generally default to resolving checks for the group as a whole or significant plot challenges. One roll per player in a skill themed encounter, needing more success than failure.

And yeah, asking the player to explain their failure and working that into future events is great - or capitalizing on it to personalize a future development if I see an opportunity is a good use for the failed rolls (or critical successes, on the opposite end).

My original scenario example was meant to illustrate how well the system can accommodate a narratively complex diversionary side event in a mechanically sound and consistent way.


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CrimsonKnight wrote:
siegfriedliner wrote:
KrispyXIV wrote:

The mechanics of PF2E are designed such as to make the conversion between narrative and mechanics seemless, easy, and intuitive by making mechanics apply to as broad a range of narrative situations as possible.

Its a robust mechanical system that means a player can say, "I really don't like this guy. I want to set up an elaborate scheme to defraud him of his family valuables, using my magic to impersonate a fake noble woman and making him fall in love - then run off with all his stuff."

And the system allows you to take that narrative, and resolve it as a single roll, or as few rolls as possible.

The GM can respond, "OK. Thats an 'Earn Income' check using Deception during downtime - the level of the NPC determines the level of the action and its DC, and because you're willing to use your magical resources to sell the whole thing I'll give you a +4 status bonus to the check (as supported by numerous examples in APs, and by illusion magic like Disguise). I'm not going to set a specific time, but you can do it until (consults the chart for earn income, determines what time period the GM wants for the activity, determines that gold total) you've earned a total of X GP, which is his liquid worth."

What makes PF2E my favorite system is the ability of the system to translate narrative to mechanics intuively and simply.

I get that a single roll is the quickest way to resolve player highjinks but it has to be the least interesting way to do it.
Yep sounded like cool npc interaction at least to me or even a mini adventure/ sidequest

That's perfectly fine if you wanted to run it that way.

The difference being I don't think Krispy had to look up the earn an income rules to write that paragraph. (I know I wouldn't have needed to.)
But if I wanted to do that scenario in PF1, well, I don't exactly know the Heist rules out of Ultimate Intrigue off by heart. Which means spending half a session digging through books and rules.
Or you can resolve the whole thing with one roll.
By handing more fiat power to the GM, the rules became simpler and easier to use.


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Sagiam wrote:


By handing more fiat power to the GM, the rules became simpler and easier to use.

To the player, as well.

If a player was specialized in Deception and wanted to use it to Earn Income during downtime, the system supports the player going to the GM saying, "Id like to use Deception instead of another skill to earn income, and here's the scenario I'm envisioning to make that happen."

That's why the system is magical.

It gives narrative power to everyone involved, and still maintains a solid mechanical foundation with the best internal balance in any TTRPG I've ever seen.


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Imagintation is something that everyone has, anyone can use, and which needs no rules. A game such a pathfinder is something that has rules to limit what players can do, whether its for balance or to allow more people to do things.

A game that lacks the mechanics to support imagination and verisimilitude is no better than reading a script.
A game that is pure mechanics is no better than a simulation guide.

PF2 is supposed to fit inbetween. A game were there are clear mechanics for how things work. But lose enough the GM and players can describe their actions and things in different ways. However, the 2 are inherently linked. If a game fails to meet the mechanics of the class it has failed at that class. No amount of imagination can save it.

That is the point we are we the Summoner and Magus. They both have a very specific themes and mechanics that are unique to Pathfinder and no other game I know of has them. Those unique themes and mechanics have been warped and or destroyed in this playtest, to the point that neither of them feel right. Many of us have pointed it out, but some refuse to see it.

Imagine this scenario: The Swashbuckler instead of a lightly armored mobile/agile charismatic warrior gave us a heavily armored slow moving beserker. The mechanics of the class would had clashed with expectation and no amount of imagination would solve it.

Same thing is happening now. They adverticed a Summoner, but they are giving us something that does not feel or play like a Summoner. They adverticed a Magus, but they are giving us simething that does not feel and struggles to play like a Magus. No amount of imagination will fix a bad class.

Silver Crusade

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Calling a heavily armed berserker a “Swashbuckler” is world’s difference than a Summoner not doing this specific summoning thing in a way you like.

It “plays” like a P1 Summoner, cause you have your Eidolon. That was what defined the Summoner.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

No. It wasnt. What defined the summoner was having a customizable pet. Not a completely watered down but mathematically enhanced summon monster spell.

Where is the FLAVOR ? Its just not there.


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Verzen wrote:

No. It wasnt. What defined the summoner was having a customizable pet. Not a completely watered down but mathematically enhanced summon monster spell.

Where is the FLAVOR ? Its just not there.

Verzen, the flavor is there. Flavor has nothing to do with mechanics.

Its the "customization mechanics" that you're missing.

What defined the 1E summoner was the "man and his summoned companion dynamic" - the customizable pet was just how that was implemented.

The implementation has changed, not the concept.


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Rysky wrote:
It “plays” like a P1 Summoner, cause you have your Eidolon. That was what defined the Summoner.

I mean if that's all it takes to be a summoner, then we don't need a new class: we can just take the druid class and with the power of imagination call it a summoner as we can just call our animal companion a summoned Eidolon... You know, since mechanics are meaningless in the face of imagination. I mean, where do you make the line on what mechanics you need and how much imagination can cover? ;)


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graystone wrote:
I mean, where do you make the line on what mechanics you need and how much imagination can cover? ;)

Where it makes the most sense.

No one is suggesting mechanics are unimportant or irrelevant - suggesting that is a misrepresentation of many peoples position - but there's definitely a sweet spot between "minimal mechanics" and "mechanics only", and its not like its impossible to find.

Generally, that sweet spot is near, "What do we need mechanics to address, and what can we leave to the player?"

Theres absolutely no need to tie the description of the Eidolon or its physical shape to mechanics - it can be left entirely to the player.

On the other hand, the balance concerns of PF2E mean that combat mechanics need to be solidly established in the core writeup of the class, and only minimally up to the player.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
KrispyXIV wrote:
Verzen wrote:

No. It wasnt. What defined the summoner was having a customizable pet. Not a completely watered down but mathematically enhanced summon monster spell.

Where is the FLAVOR ? Its just not there.

Verzen, the flavor is there. Flavor has nothing to do with mechanics.

Its the "customization mechanics" that you're missing.

What defined the 1E summoner was the "man and his summoned companion dynamic" - the customizable pet was just how that was implemented.

The implementation has changed, not the concept.

There's a joke about how the British sailed all over the world in search of spices and then decided they liked none of them.

Same concept here. The playtest summoner is the equivalent of the British while all the other classes make up various different cultures where they enjoy flavor for their food.


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Verzen wrote:
KrispyXIV wrote:
Verzen wrote:

No. It wasnt. What defined the summoner was having a customizable pet. Not a completely watered down but mathematically enhanced summon monster spell.

Where is the FLAVOR ? Its just not there.

Verzen, the flavor is there. Flavor has nothing to do with mechanics.

Its the "customization mechanics" that you're missing.

What defined the 1E summoner was the "man and his summoned companion dynamic" - the customizable pet was just how that was implemented.

The implementation has changed, not the concept.

There's a joke about how the British sailed all over the world in search of spices and then decided they liked none of them.

Same concept here. The playtest summoner is the equivalent of the British while all the other classes make up various different cultures where they enjoy flavor for their food.

In your opinion.


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KrispyXIV wrote:
Where it makes the most sense.

Which is a meaningless metric as 'what makes sense' varies from person to person. :P

KrispyXIV wrote:
Generally, that sweet spot is near, "What do we need mechanics to address, and what can we leave to the player?"

You're missing the area between what's needed and what is wanted. A car WORKS perfectly fine if they only come in one color but people like to put their own spin on things: there is a reason for a multitude of animal companions instead of a single blob of mechanics and you pick what animal type it was with your imagination. The single blob of mechanics works, but isn't satisfying as people don't want them to work identically. With one blob of mechanics per spell list, it's not hard to see it as pretty limiting with magic items and/or feat evolutions coming later than start and slow to come about.

KrispyXIV wrote:
absolutely no need to tie the description of the Eidolon or its physical shape to mechanics - it can be left entirely to the player.

It DOES have mechanical impact: number of limbs/hands for instance in one area it has impact. My 10 armed angel can use multiple tool sets, have bolas handy for ranged trips, a Net for a ranged grapple, carry a shield, ect... A humanoid shape means it can wear humanoid gear [like dark clothes for stealth, or winter clothing for cold or High-Fashion for impression checks].


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Verzen wrote:
KrispyXIV wrote:
Verzen wrote:

No. It wasnt. What defined the summoner was having a customizable pet. Not a completely watered down but mathematically enhanced summon monster spell.

Where is the FLAVOR ? Its just not there.

Verzen, the flavor is there. Flavor has nothing to do with mechanics.

Its the "customization mechanics" that you're missing.

What defined the 1E summoner was the "man and his summoned companion dynamic" - the customizable pet was just how that was implemented.

The implementation has changed, not the concept.

There's a joke about how the British sailed all over the world in search of spices and then decided they liked none of them.

Same concept here. The playtest summoner is the equivalent of the British while all the other classes make up various different cultures where they enjoy flavor for their food.

Yes, like the immense mechanical flavour of Rogues, who get a total of three major options for class paths, all of which are massively generic. Plus sneak attack.

The Playtest Summoner has more meaningful and flavourful options than the Rogue as written with only 4 Eidolon base types, AND more options for picking up characterful abilities as evolution feats along the way.

If the only thing that happens in the full release is is the addition of 2-3 base types of Eidolon per spellcasting tradition, Summoners will already be the most customizable class in 2E by a huge margin.


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GameDesignerDM wrote:
Verzen wrote:
KrispyXIV wrote:
Verzen wrote:

No. It wasnt. What defined the summoner was having a customizable pet. Not a completely watered down but mathematically enhanced summon monster spell.

Where is the FLAVOR ? Its just not there.

Verzen, the flavor is there. Flavor has nothing to do with mechanics.

Its the "customization mechanics" that you're missing.

What defined the 1E summoner was the "man and his summoned companion dynamic" - the customizable pet was just how that was implemented.

The implementation has changed, not the concept.

There's a joke about how the British sailed all over the world in search of spices and then decided they liked none of them.

Same concept here. The playtest summoner is the equivalent of the British while all the other classes make up various different cultures where they enjoy flavor for their food.

In your opinion.

Well, yeah. Who else's opinion would it be?

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
KrispyXIV wrote:
Verzen wrote:
KrispyXIV wrote:
Verzen wrote:

No. It wasnt. What defined the summoner was having a customizable pet. Not a completely watered down but mathematically enhanced summon monster spell.

Where is the FLAVOR ? Its just not there.

Verzen, the flavor is there. Flavor has nothing to do with mechanics.

Its the "customization mechanics" that you're missing.

What defined the 1E summoner was the "man and his summoned companion dynamic" - the customizable pet was just how that was implemented.

The implementation has changed, not the concept.

There's a joke about how the British sailed all over the world in search of spices and then decided they liked none of them.

Same concept here. The playtest summoner is the equivalent of the British while all the other classes make up various different cultures where they enjoy flavor for their food.

Yes, like the immense mechanical flavour of Rogues, who get a total of three major options for class paths, all of which are massively generic. Plus sneak attack.

The Playtest Summoner has more meaningful and flavourful options than the Rogue as written with only 4 Eidolon base types, AND more options for picking up characterful abilities as evolution feats along the way.

If the only thing that happens in the full release is is the addition of 2-3 base types of Eidolon per spellcasting tradition, Summoners will already be the most customizable class in 2E by a huge margin.

That's.. that's linear customization. What we're asking for is exponential customization. Do you know the difference?


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KrispyXIV wrote:
The Playtest Summoner has more meaningful and flavourful options than the Rogue as written

With skill increases and skill feats every level, this isn't really a fair evaluation: part of their chassis IS skill monkey and can be quite "meaningful and flavourful".

KrispyXIV wrote:
If the only thing that happens in the full release is is the addition of 2-3 base types of Eidolon per spellcasting tradition, Summoners will already be the most customizable class in 2E by a huge margin.

Really? Druids have 22 animal companions to pick from, with 4 Advanced Options and 10 Specialized options [and the druid can take 3]. So if we are calling base pet forms customizations, 3 per spell list leaves it pretty far from the "most customizable class".


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KrispyXIV wrote:
Verzen wrote:
KrispyXIV wrote:
Verzen wrote:

No. It wasnt. What defined the summoner was having a customizable pet. Not a completely watered down but mathematically enhanced summon monster spell.

Where is the FLAVOR ? Its just not there.

Verzen, the flavor is there. Flavor has nothing to do with mechanics.

Its the "customization mechanics" that you're missing.

What defined the 1E summoner was the "man and his summoned companion dynamic" - the customizable pet was just how that was implemented.

The implementation has changed, not the concept.

There's a joke about how the British sailed all over the world in search of spices and then decided they liked none of them.

Same concept here. The playtest summoner is the equivalent of the British while all the other classes make up various different cultures where they enjoy flavor for their food.

Yes, like the immense mechanical flavour of Rogues, who get a total of three major options for class paths, all of which are massively generic. Plus sneak attack.

The Playtest Summoner has more meaningful and flavourful options than the Rogue as written with only 4 Eidolon base types, AND more options for picking up characterful abilities as evolution feats along the way.

If the only thing that happens in the full release is is the addition of 2-3 base types of Eidolon per spellcasting tradition, Summoners will already be the most customizable class in 2E by a huge margin.

Your underselling the rogue, the rogues defining feature is the king of skills for which they are still is not beaten, at first level the rogue has 1 skill feat on everyone else (which gives them dozens of options), lots more proficiencies to pick, as well as sneak attack and 4 class paths. Not to mention the rogue clan use a variety of armor, a variety of weapons, shields. That is a lot more options and customization all of which are not options for the eidolon.


Verzen wrote:


That's.. that's linear customization. What we're asking for is exponential customization. Do you know the difference?

I'm not sure that means what you think it means.

In 1E, the customization of an Eidolon progressed at a non geometric rate, as you received evolutions at a linear rate.

In 2E, the Eidolons evolutions actually are non-linear, as the value of an 8th level evolution is worth more than two 4th level evolutions. Doubly so since a higher level choice can be used for a lower level choice, but not vice versa.

...not that this is really relevant.

You want to break everything down into tiny components to build your eidolon for yourself, to not real purpose.

For balance purposes, all of their combat numbers are going to be outside your control regardless.

The only meaningful customization at level 1 is going to be descriptive, or essentially equivalent regardless. Thats why you get base type and weapon damage type - because those can't break the balance of the class.

Customization of things like limb types and combat abilities are outside your influence for a reason, and that reason is balance (and a newly friendly lack of complexity).

Liberty's Edge

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Verzen wrote:
There's a joke about how the British sailed all over the world in search of spices and then decided they liked none of them.

First, forgive the derail but ...

Dark tangent:
I will never resist the opportunity to push back when I read/hear things like this being said in public, even if it is in reference to some joke.

It wasn't just the British or even really them primarily in the first place.

Beyond that, they weren't in search of spices or even valuable resources like gold, they wanted vast stretches of land they could conquer which didn't have organized governments who would/could fight back against them, timber, and slaves. All that talk of spices is literally just "the victors write the history books" in action as a way to make our ancestors seem nobler and less monstrous than they really were. People are far more comfortable reading that simple greed in the name of vanity and luxury are the genesis of their existence versus rape and genocide.


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siegfriedliner wrote:


Your underselling the rogue, the rogues defining feature is the king of skills for which they are still is not beaten, at first level the rogue has 1 skill feat on everyone else (which gives them dozens of options), lots more proficiencies to pick, as well as sneak attack and 4 class paths. Not to mention the rogue clan use a variety of armor, a variety of weapons, shields. That is a lot more options and customization all of which are not options for the eidolon.

I like how "King of Skills", which is literally just "the same skills as everyone else, but more" gets consideration as a potent class feature...

...but having two bodies with two points of influence on the world and different statblocks and different personalities and capabilities is routinely dismissed.

You're applying wildly different standards here, to support a conclusion you've already drawn. The Summoner gets a lot of cool features, if you don't just ignore their existence.


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KrispyXIV wrote:
siegfriedliner wrote:


Your underselling the rogue, the rogues defining feature is the king of skills for which they are still is not beaten, at first level the rogue has 1 skill feat on everyone else (which gives them dozens of options), lots more proficiencies to pick, as well as sneak attack and 4 class paths. Not to mention the rogue clan use a variety of armor, a variety of weapons, shields. That is a lot more options and customization all of which are not options for the eidolon.

I like how "King of Skills", which is literally just "the same skills as everyone else, but more" gets consideration as a potent class feature...

...but having two bodies with two points of influence on the world and different statblocks and different personalities and capabilities is routinely dismissed.

You're applying wildly different standards here, to support a conclusion you've already drawn. The Summoner gets a lot of cool features, if you don't just ignore their existence.

When you talking about Eidolon customization you have to remember that not only doesn't it get its own pool of customization with evolution points it is also locked out of the customization every other "character" in the game gets through skill feats, archtypes, armor, weapons, heritages.These make a huge difference in the feel of every character and eidolons have nothing like it.

It seems wrong that to build a level 1 summoner on roll 20 took half an hour and to build a level 1 eidiolon took me 2 minutes.


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siegfriedliner wrote:

When you talking about Eidolon customization you have to remember that not doesn't it get its own pool of customization with evolution points it is locked out of the customization every other "character" in the game gets through skill feats, archtypes, armor, weapons, heritages.These make a huge difference in the feel of every character and eidolons have nothing like it.

Like so many other things with the Summoner class, the Summoner and Eidolon together are limited to the same number of Class Feat options as any other Player.

The Summoner Player is not entitled to more resources just for playing a Summoner. In fact, the fact that they get a second character should be (and is, in the playtest) significantly offset to maintain parity with other Players.

An Eidolon Base form comes with several abilities built in to simulate many of the choices made during character creation, like ancestry and background (due to being an Angel, for example).

Everyone wants more options for Eidolons... but some are adding to that "within reason".

In this case, "within reason" means without elevating Summoner Players over other players.

That means, ultimately, that a Summoner can't have significantly more options and choices than anyone else... especially if those options or choices also increase the characters power.


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KrispyXIV wrote:
siegfriedliner wrote:

When you talking about Eidolon customization you have to remember that not doesn't it get its own pool of customization with evolution points it is locked out of the customization every other "character" in the game gets through skill feats, archtypes, armor, weapons, heritages.These make a huge difference in the feel of every character and eidolons have nothing like it.

Like so many other things with the Summoner class, the Summoner and Eidolon together are limited to the same number of Class Feat options as any other Player.

The Summoner Player is not entitled to more resources just for playing a Summoner. In fact, the fact that they get a second character should be (and is, in the playtest) significantly offset to maintain parity with other Players.

An Eidolon Base form comes with several abilities built in to simulate many of the choices made during character creation, like ancestry and background (due to being an Angel, for example).

Everyone wants more options for Eidolons... but some are adding to that "within reason".

In this case, "within reason" means without elevating Summoner Players over other players.

That means, ultimately, that a Summoner can't have significantly more options and choices than anyone else... especially if those options or choices also increase the characters power.

Your going to also have to accept for the eidolon to move from the most customizable pc in pathfinder 1e and the least customizable pseudo pc in pathfinder 2e is never going to be a thing that was going to be easy to swallow for someone who liked the original warts and all. But also its pretty common refrain but if their was the choices to prioritize those resources on the eidolon (literally give up access them for the summoner) most players would choose that because the custimzable eidolon was always the point of the class.


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KrispyXIV wrote:
..but having two bodies with two points of influence on the world and different statblocks and different personalities and capabilities is routinely dismissed.

Mainly because it's not always a good thing: "different statblocks" means chances are likely good for one and bad for the other. "two points of influence" also means 2 points of attack. You think we're underselling it and we think you're overselling it.

KrispyXIV wrote:
You're applying wildly different standards here, to support a conclusion you've already drawn. The Summoner gets a lot of cool features, if you don't just ignore their existence.

It's not us using "wildly different standards", it's you. The 2 bodies use the same pool of skills but only one gets the skill feats: the rogue gets twice the skill increases and feats AND can use them all. He's not making 1/2 his rolls with minuses and without skill feats... I'm not ignoring cool features but evaluating them far differently than you as I don't see them in nearly as favorably as you seem to.


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siegfriedliner wrote:


Your going to also have to accept for the eidolon to move from the most customizable pc in pathfinder 1e and the least customizable pseudo pc in pathfinder 2e is never going to be a thing that was going to be easy to swallow for someone who liked the original warts and all.

Oh, I can understand this in theory.

I loved the concept in 1E, and the point buy character building was fun (in concept).

I love point buy character creation in systems like Shadowrun, or Mutants and Masterminds.

But it works there because its a level playing field, and everyone is working from the same system and to the same standards.

The 1E summoners entire concept was essentially point buy in DnD, which fundamentally put you on a different (and generally superior) character building dynamic from anyone else.

It was cool, but it was not remotely fair.

I'll happily trade what I consider to be dead weight mechanics that other players dislike for the new Summoner, which has so far generated only mild reservations about OPness.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber
KrispyXIV wrote:
Verzen wrote:


That's.. that's linear customization. What we're asking for is exponential customization. Do you know the difference?

I'm not sure that means what you think it means.

In 1E, the customization of an Eidolon progressed at a non geometric rate, as you received evolutions at a linear rate.

In 2E, the Eidolons evolutions actually are non-linear, as the value of an 8th level evolution is worth more than two 4th level evolutions. Doubly so since a higher level choice can be used for a lower level choice, but not vice versa.

...not that this is really relevant.

You want to break everything down into tiny components to build your eidolon for yourself, to not real purpose.

For balance purposes, all of their combat numbers are going to be outside your control regardless.

The only meaningful customization at level 1 is going to be descriptive, or essentially equivalent regardless. Thats why you get base type and weapon damage type - because those can't break the balance of the class.

Customization of things like limb types and combat abilities are outside your influence for a reason, and that reason is balance (and a newly friendly lack of complexity).

Lol linear customization.

"Pick one thing out of 10 things. Lots of customization!"

Exponential customization.

"Pick one thing here and one thing there."

The difference is, is that with linear customization, you have 10 options.

With exponential customization, you have 10 items you can pick and choose from. With exponential, you just need 3 options 3 different times indicate a ton of variation.

Lets say you have 3, 3, 3.

A, B, C

D, E, F

G, H, I

You can have

A, D, G

A, E, G

A, F, G

A, D, H

A, D, I

A, E, H

A, E, I

A, F, H

A, F, I

Then you can do the same with B, and C,

For a total of like 27 different combinations with just having us being able to pick and choose the options we want for our Eidolons rather than picking each individual package. See how 27 different Eidolons is significantly more than the 10 you say is a lot? Linear vs exponential customization, man.

Quote:
In 2E, the Eidolons evolutions actually are non-linear, as the value of an 8th level evolution is worth more than two 4th level evolutions. Doubly so since a higher level choice can be used for a lower level choice, but not vice versa.

ROFL!!!

That's not what linear customization vs exponential customization means.

Quote:
You want to break everything down into tiny components to build your eidolon for yourself, to not real purpose.

Imagine that's how they treat any other character. You can get lots of customization. You pick the fighter, cleric, rogue, or mage. That's four characters for customization. There are at least 10 classes at release! That's a lot of customization! .. Can you DO anything within those classes? Nope. Fighters all get the same feats, the same weapon choices, the same damage, the same stats, etc etc. All fighters are clones of one another.

That's not PF2e's design philosophy. PF2e is exponential customization. NOT linear.

Sczarni

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Pathfinder Lost Omens, Rulebook Subscriber

It's funny how you claim it breaks the class if we have exponential customization while every class has exponential customization.


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Verzen wrote:
It's funny how you claim it breaks the class if we have exponential customization while every class has exponential customization.

You keep using that word.

I do not think it means what you think it means.


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KrispyXIV wrote:
Verzen wrote:
It's funny how you claim it breaks the class if we have exponential customization while every class has exponential customization.

You keep using that word.

I do not think it means what you think it means.

A princess bride reference inconceivable

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
KrispyXIV wrote:
Verzen wrote:
It's funny how you claim it breaks the class if we have exponential customization while every class has exponential customization.

You keep using that word.

I do not think it means what you think it means.

LOL Are you a flat earther, too?

Exponential means just that. EXPONENTIAL.

You include just ONE more option, what happens? The growth is not linear. It is EXPONENTIAL.

I don't know how else to explain maths to you.


Verzen wrote:
KrispyXIV wrote:
Verzen wrote:
It's funny how you claim it breaks the class if we have exponential customization while every class has exponential customization.

You keep using that word.

I do not think it means what you think it means.

LOL Are you a flat earther, too?

Exponential means just that. EXPONENTIAL.

You include just ONE more option, what happens? The growth is not linear. It is EXPONENTIAL.

I don't know how else to explain maths to you.

In order for something to be exponential, it has to experience growth that is both non-linear and the rate of growth continues to increase at each iteration, generally with the added qualifier that the rate of growth is "very rapid".

Exponential customization would mean that your options double at every interval (or similar), such as at every level.

You're looking to describe non-linear growth, where the increase in customization isn't described by a constant or flat progression.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
KrispyXIV wrote:
Verzen wrote:
KrispyXIV wrote:
Verzen wrote:
It's funny how you claim it breaks the class if we have exponential customization while every class has exponential customization.

You keep using that word.

I do not think it means what you think it means.

LOL Are you a flat earther, too?

Exponential means just that. EXPONENTIAL.

You include just ONE more option, what happens? The growth is not linear. It is EXPONENTIAL.

I don't know how else to explain maths to you.

In order for something to be exponential, it has to experience growth that is both non-linear and the rate of growth continues to increase at each iteration, generally with the added qualifier that the rate of growth is "very rapid".

Exponential customization would mean that your options double at every interval (or similar), such as at every level.

You're looking to describe non-linear growth, where the increase in customization isn't described by a constant or flat progression.

Quote:
Exponential growth is proportional to the current value that is growing, so the larger the value is, the faster it grows.

If you add in just one more option at each level, what happens?

4*4*4 = 64 different combinations.. Just by adding one more per iteration of when you get abilities.

1*1*1 = 1
2*2*2 = 8
3*3*3 = 27
4*4*4 = 64
5*5*5 = 125

The rate of growth is not linear. It's exponentially growing.

You have a linear progression of 10 options. Just having 5 options to pick from at level 1, 7, and 15 would indicate 12.5 times more customization than what you desire. This is why I do not like the "pick your own package" option. It innately leads to far far far less customization potential.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

And even with the feats, you're essentially choosing whether you want an evolution feat to customize your Eidolon or a feat for your Summoner and it just doesn't feel very satisfying at all.


Verzen wrote:

Quote:
Exponential growth is proportional to the current value that is growing, so the larger the value is, the faster it grows.

If you add in just one more option at each level, what happens?

4*4*4 = 64 different combinations.. Just by adding one more per iteration of when you get abilities.

1*1*1 = 1
2*2*2 = 8
3*3*3 = 27
4*4*4 = 64
5*5*5 = 125

The rate of growth is not linear. It's exponentially growing.

You have a linear progression of 10 options. Just having 5 options to pick from at level 1, 7, and 15 would indicate 12.5 times more customization than what you desire. This is why I do not like the "pick your own package" option. It innately leads to far far far less customization potential.

Uh... if you're "counting" customization as unique combinations of possible options, and not based on how many absolute choices you get to make, you're already describing the current Summoner.

You get 5+ options to customize your character (summoner and eidolon) at every even level.

That already meets your standard, for all intents and purposes.


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graystone wrote:
Really? Druids have 22 animal companions to pick from, with 4 Advanced Options and 10 Specialized options [and the druid can take 3]. So if we are calling base pet forms customizations, 3 per spell list leaves it pretty far from the "most customizable class".

If by Druids, you mean "any character whois trained in Nature and spends exactly as many class feats as a Druid when you consider they get a bonus feat at 1, like every other class"...

...including Summoners.

Animal Companions are not really a unique Druid class feature. Its a feat tree theyre not really better at than anyone with Beast Master.

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