Pathfinder 2.5e - Balancing PF2e


Homebrew and House Rules


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Greetings!

I've been working on a houserule doc for the last few months which attempts to balance the different classes and options of the game, with a high priority on getting the most "bang for your buck" in terms of changes.

This means I mostly did not go into changing various class feats, but tried focusing on the most core aspects of the different classes.

Keep in mind that this document is written from a perspective of an optimizer, but is also meant to make the classes more fun to play.

I've also included my rationale for most of the changes so you could understand where I'm coming from.

Lastly, this document is a work in progress and likely to change and have things added to it.

Feedback is welcome, though I would highly prefer feedback on the changes themselves, and not whether they necessary or not, since the point of this thread is not to argue class balance :)

Without further adieu, the document:
Pathfinder 2.5e

Silver Crusade

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BendKing wrote:

Greetings!

I've been working on a houserule doc for the last few months which attempts to balance the different classes and options of the game,
...
Feedback is welcome, though I would highly prefer feedback on the changes themselves, and not whether they necessary or not, since the point of this thread is not to argue class balance :)

This seems totally contradictory to me. The goal is to balance the classes but you don't want to argue about class balance?

You're powering up everybody but powering up some classes and archetypes a lot more than others. Which only makes sense if the original classes are significantly unbalanced.

Given that I think the existing classes are fairly well balanced I think your efforts are pretty much all making things worse.

And you need to do more work. For example, warpriest vs cloistered cleric. Warpriests are now very clearly far superior.


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pauljathome wrote:
BendKing wrote:

Greetings!

I've been working on a houserule doc for the last few months which attempts to balance the different classes and options of the game,
...
Feedback is welcome, though I would highly prefer feedback on the changes themselves, and not whether they necessary or not, since the point of this thread is not to argue class balance :)

This seems totally contradictory to me. The goal is to balance the classes but you don't want to argue about class balance?

You're powering up everybody but powering up some classes and archetypes a lot more than others. Which only makes sense if the original classes are significantly unbalanced.

Given that I think the existing classes are fairly well balanced I think your efforts are pretty much all making things worse.

And you need to do more work. For example, warpriest vs cloistered cleric. Warpriests are now very clearly far superior.

I don't see what is contradictory here. I don't want to debate whether the changes are necessary or not, I want feedback on whether they do what they're supposed to do well (buff the classes in both fun and meaningful ways).

If you don't agree the classes that got buffs need those buffs in the first place - that is just not something I'm personally interested in debating about. If, for example, you think the buffs that they got went too far, or that they are uninteresting, that would be a welcome feedback.

Given that you think the classes are fairly well balanced as-is, it seems like this document isn't really aimed at you, which is completely fine :)

And I definitely don't agree that Warpriest is "far superior" to Cloistered, but thanks for the suggestions.


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I think you are missing one of the design principles of the game. That Attack of Opportunity is supposed to be uncommon so you don't need to take the manipulate trait off everything. If it is too common then the solution is to take it off more monsters.

Removing Natural Ambition seems pointless. Just giving everyone an extra level 1 class feat like you did is enough. Natural ambition is now worth less. Personally I like that human is a strong ancestry pick. I don't want to devalue them.

If I was going to change the proficiency system I would make it smoother not more generic.

At the moment it is untrained is 0, trained gives 2+level, the other all give +2. I'd change it to untrained was level-2 , trained was level +0, and the other proficiency increases add +1. Plus there would be more ranks. But then I really am reworking the game.

But the different places it goes up and down for different characters is part of the charm of the game. The system is not generic by choice, and you are trying to make it so.

To rebalance casters in general I'd just allow a +1 rune to focus items to get +1 to their spell DC or attack. Maybe +1 as a level 5, +2 at level 13. Anyway clearly Paizo have declined to do such a thing. If they thought it was needed they have had plenty of oppourtunity to do it.

Your absolute worst idea is to make Electric Arc universal. I mean, I get your point. But just give the classes some other options. Scatter Scree is close enough. It would be good if they make a good cantrip with a fortitude save. Puff of Poison is not it. I find it amusing as a GM sitting there with a monster that has a Reflex Dc 7 higher than its Fortitude and 5 higher than its Will DC and the casters are using Electric Arc.

Rather than changing the Key Ability score of the Swashbuckler I would suggest a new optional rule: Allow the player to choose the Key Ability score of there class. Its is simple enough that Paizo might even officially adopt to as an optional rule anyway.

I don't feel qualified to comment on the Inventor or Alchemist issues.


Yes I agree that the martial feats that give you extra reactions are compulsory. But not everyone does. So I guess I'm happy with that.


Gortle wrote:

I think you are missing one of the design principles of the game. That Attack of Opportunity is supposed to be uncommon so you don't need to take the manipulate trait off everything. If it is too common then the solution is to take it off more monsters.

Removing Natural Ambition seems pointless. Just giving everyone an extra level 1 class feat like you did is enough. Natural ambition is now worth less. Personally I like that human is a strong ancestry pick. I don't want to devalue them.

If I was going to change the proficiency system I would make it smoother not more generic.

At the moment it is untrained is 0, trained gives 2+level, the other all give +2. I'd change it to untrained was level-2 , trained was level +0, and the other proficiency increases add +1. Plus there would be more ranks. But then I really am reworking the game.

But the different places it goes up and down for different characters is part of the charm of the game. The system is not generic by choice, and you are trying to make it so.

To rebalance casters in general I'd just allow a +1 rune to focus items to get +1 to their spell DC or attack. Maybe +1 as a level 5, +2 at level 13. Anyway clearly Paizo have declined to do such a thing. If they thought it was needed they have had plenty of oppourtunity to do it.

Your absolute worst idea is to make Electric Arc universal. I mean, I get your point. But just give the classes some other options. Scatter Scree is close enough. It would be good if they make a good cantrip with a fortitude save. Puff of Poison is not it. I find it amusing as a GM sitting there with a monster that has a Reflex Dc 7 higher than its Fortitude and 5 higher than its Will DC and the casters are using Electric Arc.

Rather than changing the Key Ability score of the Swashbuckler I would suggest a new optional rule: Allow the player to choose the Key Ability score of there class. Its is simple enough that Paizo might even officially adopt to as an optional rule anyway.

I don't feel qualified to...

Thanks for the feedback!

The issue with AoO is that it is both highly GM/Campaign dependent, and that later on 30% of monsters have it. It isn't as uncommon as you might think. In addition, since this document focuses on simple fixes, I prefer removing Manipulate from certain options rather than go monster by monster and remove their Attack of Opportunity.

Regarding Natural Ambition - fair commentary. I will consider it. It's one of the changes I'm least sold on right now, actually, and am looking for a better fix.

On the proficiency changes, like I said, I prefer simpler solutions to complex ones. Also, I actually like making it more generic. I don't think that the current solution of balancing classes using different progression rates and proficiencies, and thus creating level gaps where there are stark differences in proficiency that get resolves a couple of levels later is a good thing. It seems that you like this, so I suppose it's a matter of taste and we'll have to agree to disagree here.

I don't think Casters as a whole need rebalancing, actually, other than making sure they all have a cantrip as good as Electric Arc, because as-is non-Arcane/Primal casters are kind of forced to take an Ancestry which will let them get it (if you're optimizing).

Why give other classes Scatter Scree and not Electric Arc? What is the difference?

I actually agree on the optional rule that lets players choose their KAS. I might do that, but for now decided to steer clear of more extreme changes where possible to avoid.


Good to have some free house-rulinged PF2.5e stuff out there for PF2e, BendKing. ;)


Pathfinder Rulebook Subscriber
Gortle wrote:
I think you are missing one of the design principles of the game. That Attack of Opportunity is supposed to be uncommon so you don't need to take the manipulate trait off everything. If it is too common then the solution is to take it off more monsters.

Tricky to redo the whole bestiary hah.

In practice the issue I think is manipulate being on a lot of things that are DESIGNED to be used in melee. Spellstrike, some inventor abilities, etc, and they are all part of the regular damage routine.

Doesn't really make sense that something you want to do in melee gets you hit in the face, and it causes massive variances in class power.


CaffeinatedNinja wrote:
Gortle wrote:
I think you are missing one of the design principles of the game. That Attack of Opportunity is supposed to be uncommon so you don't need to take the manipulate trait off everything. If it is too common then the solution is to take it off more monsters.

Tricky to redo the whole bestiary hah.

It was very much a core assumption of the game. Paizo have not been as diciplined at keeping it as uncommon as they should have.

CaffeinatedNinja wrote:


In practice the issue I think is manipulate being on a lot of things that are DESIGNED to be used in melee. Spellstrike, some inventor abilities, etc, and they are all part of the regular damage routine.

So many classes do have in built weakensses


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Gortle wrote:
CaffeinatedNinja wrote:
Gortle wrote:
I think you are missing one of the design principles of the game. That Attack of Opportunity is supposed to be uncommon so you don't need to take the manipulate trait off everything. If it is too common then the solution is to take it off more monsters.

Tricky to redo the whole bestiary hah.

It was very much a core assumption of the game. Paizo have not been as diciplined at keeping it as uncommon as they should have.

CaffeinatedNinja wrote:


In practice the issue I think is manipulate being on a lot of things that are DESIGNED to be used in melee. Spellstrike, some inventor abilities, etc, and they are all part of the regular damage routine.

So many classes do have in built weakensses

Most of the weaknesses are either organic (Swashbuckler's dependence on Panache) or seen as bad form (stealing a Wizard's spellbook).

A lot of these other weaknesses are manufactured and exist on top of other weaknesses.

The Magus is already squishier than other melee combatants and is already severely hampered by upsets in action economy. It did not need to be further punished by an ability that gets increasingly common at high levels. It also has all the other weaknesses of melee classes (engaging flying or highly mobile enemies), except worse, since the opportunity cost for a Magus to activate an item to address a weakness is much higher than that of other martials (who can also get better ways to address these weakness without spending as many actions).

The Inventor is also squishier in melee and has its encounter powers attached to a backfiring mechanism, and it does not need it's AoO-like ability to trigger AoOs itself.

The Investigator is already hampered by a poor action economy. It did not need to have such a restricted weapon usage in melee, especially when ranged gives it both stronger weapons as well as addresses it's incredibly poor action economy.

Rather than letting weaknesses play out organically, some of these weaknesses are tacked on and enforced through specific abilities.

Core classes aren't excluded either, with stuff like Precision Immunity, which is just a blanket "your main feature is useless, not just hard to utilize" which is perhaps the most boring way to balance a mechanic. And Precision Immunity, while not terribly common, is still fairly common (7% of creatures) and creatures with it often share a theme. This makes themed adventures, like The Slithering, rather awkward for these characters, who are inorganically barred from their primary tools.

"Yes, but..." instead of "No" is the foundation of improv, which itself is the foundation of roleplaying. Generally, hard counters should be incredibly rare and should come with caveats like Golem Antimagic. And even then, Golem Antimagic only invalidates offensive spells and Golems in general mess with everyone.


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Giant Barbarians are stopped cold by low ceilings.
Dragon Barbarians are hurt significantly by damage reduction.
Most Barbarians and many Monks have a very hard time dealing with ranged opponents.
Rogues have to try for some of their control options, but at least sneak attack itself is still moderately OK to get.
Swashbucklers (other than Gymnast) are serverely hurt if preciscion damage is out.
Most casters are stuck if trapped at melee range by something they can't escape from. But really a well played/built caster of any type will have options from mid level.
Archers do really badly against things with resistance to piercing damage. Their other options are pretty bad, and most people don't have a back up.

Inherent issues with a class are not uncommon.


Gortle wrote:
Inherent issues with a class are not uncommon.

They are an issue when they can trivially be solved by going ranged and giving up almost nothing to do so (which is true in the case of Inventor, Magus & Inventor), thus all but invalidating a melee playstyle.


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Gortle wrote:

Giant Barbarians are stopped cold by low ceilings.

Dragon Barbarians are hurt significantly by damage reduction.
Most Barbarians and many Monks have a very hard time dealing with ranged opponents.
Rogues have to try for some of their control options, but at least sneak attack itself is still moderately OK to get.
Swashbucklers (other than Gymnast) are serverely hurt if preciscion damage is out.
Most casters are stuck if trapped at melee range by something they can't escape from. But really a well played/built caster of any type will have options from mid level.
Archers do really badly against things with resistance to piercing damage. Their other options are pretty bad, and most people don't have a back up.

Inherent issues with a class are not uncommon.

For Barbarians, they don't lose their entire main ability or are punished for it, and generally, ceilings that are low enough to prevent Giant Barbarians from using their abilities are not a consideration.

Casters are punished for poor positioning and exposing themselves, not for utilizing their main mechanic in the only position it's allowed to be used in. In addition, Archers can deal with piercing resistance, have abilities that *are still effective while doing less damage* and aren't suddenly barred or punished for using their main abilities.

And the comparison between Piercing Resistance and previously stated elements of poor design are laughable. Not only are there fewer enemies with Piercing Resistance in general (roughly 5% have any form of Piercing Resistance, compared to the 7% with outright immunity to Precision) and it doesn't rapidly increase in frequency like Attack of Opportunity.

And Monks have some of the easiest time dealing with ranged enemies as a melee class due to their excellent mobility, action economy, and plethora of ranged options. It's frankly the melee character type least impacted by enemies with superior range.


Not sure they improve fun. Depends on the players. Test it with your players and yourself as DM. If you can handle it and want to remember all your house rules as well as all the other rules, then go for it.

I'm trying to minimize house rules in this edition.


Deriven Firelion wrote:

Not sure they improve fun. Depends on the players. Test it with your players and yourself as DM. If you can handle it and want to remember all your house rules as well as all the other rules, then go for it.

I'm trying to minimize house rules in this edition.

The ones that are in play so far are working well (I still hadn't got the chance to test every class change).


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Golurkcanfly wrote:
For Barbarians, they don't lose their entire main ability or are punished for it, and generally, ceilings that are low enough to prevent Giant Barbarians from using their abilities are not a consideration.

This is just wrong. If your GM insists that a dungeon has normal height ceilings - very common in games where they are trying for a more realistic medieval feel. Then after a certain level a Giant Barbarians are just done. Then do not have an option to rage and not grow. Giants statue, Titans statue are thematically core to Giant Barbarians will make them large then huge. Lets not forget that is a huge creature with a weapon that is oversized for a huge creature. Barbarians are also fond of big two handed weapons and polearms. Think about how big that should be. Roleplaying wise a barbarian is always going to rage.

Yes published modules all tend to unrealistically have 10ft high or higher ceilings. Most GMs are generally reasonable people who won't make a module where one character is just forced to sit out. But that is just the universe being kind to the giant barbarian. It should be a crippling disadvantage in a lot of actual settings.


Gortle wrote:
Golurkcanfly wrote:
For Barbarians, they don't lose their entire main ability or are punished for it, and generally, ceilings that are low enough to prevent Giant Barbarians from using their abilities are not a consideration.

This is just wrong. If your GM insists that a dungeon has normal height ceilings - very common in games where they are trying for a more realistic medieval feel. Then after a certain level a Giant Barbarians are just done. Then do not have an option to rage and not grow. Giants statue, Titans statue are thematically core to Giant Barbarians will make them large then huge. Lets not forget that is a huge creature with a weapon that is oversized for a huge creature. Barbarians are also fond of big two handed weapons and polearms. Think about how big that should be. Roleplaying wise a barbarian is always going to rage.

Yes published modules all tend to unrealistically have 10ft high or higher ceilings. Most GMs are generally reasonable people who won't make a module where one character is just forced to sit out. But that is just the universe being kind to the giant barbarian. It should be a crippling disadvantage in a lot of actual settings.

Any argument that involves "realistic medieval feel" and Pathfinder together is hilariously invalid.

Heroic Fantasy is literally about taking mundane elements and making them fantastic and grand.


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Golurkcanfly wrote:

Any argument that involves "realistic medieval feel" and Pathfinder together is hilariously invalid.

Heroic Fantasy is literally about taking mundane elements and making them fantastic and grand.

Your comment is invalid. Everyone is playing their own game. Everyone has a different level of fantasy. Not everyone wants to play a game where the major villain is a stuffed toy. That something Pathfinder encourages not restricts.

Silver Crusade

You "could" play it that way, but it would require work, it's not the default.


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Pathfinder Rulebook Subscriber
Gortle wrote:


This is just wrong. If your GM insists that a dungeon has normal height ceilings - very common in games where they are trying for a more realistic medieval feel. Then after a certain level a Giant Barbarians are just done. Then do not have an option to rage and not grow.

Uh... growing larger is completely optional ability. It's a pair of feats some players don't even take and even then both growing to large and the option for huge are things you choose to activate independent of your damage boost.

It's a wildly different beast than a magus without a reach weapon getting smacked by AoOs or a rogue fighting an ooze.


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Ha Ha Ha ha. Thanks, that is just so preposterous.


Casters should become more powerful. For example, the number of spells per day and spells per level should be... let's say, tripled, so that sorcerers learn 12 spells per each level and cast 12 spells per level everyday. Under this change, monsters would learn and cast more spells as well, so the PCs will not terribly overpowered.

And the spell duration should be increased too. I really wish to see the spells be maintained at least one hour, or maybe several hours.

I have always wished my PC learn more ancestry feats. How about make the ancestry paragon rule as a default, so that every PC starts with two ancestry feats and gains another at every odd level thereafter?

Last but not least, class feats should be gained every level, so that at 20th level every PCs would learn 20 class feats.


Squiggit wrote:
Gortle wrote:
This is just wrong. If your GM insists that a dungeon has normal height ceilings - very common in games where they are trying for a more realistic medieval feel. Then after a certain level a Giant Barbarians are just done. Then do not have an option to rage and not grow.

Uh... growing larger is completely optional ability. It's a pair of feats some players don't even take and even then both growing to large and the option for huge are things you choose to activate independent of your damage boost.

It's a wildly different beast than a magus without a reach weapon getting smacked by AoOs or a rogue fighting an ooze.

To support this, I've GM'd for a Giant Barbarian who has plenty of room for Giant's Stature and very rarely uses it. He thought the feat looked cooler than the other 6th level feats after getting AoO from free archetype, but wasn't tied to growing big as part of the class fantasy or aesthetic, just thought getting an extra large reach would be useful from time to time. I regularly put the party in locations where there is plenty of room, but he only uses it every few sessions when the party fights creatures that are extra mobile or get in a position where he can block a chokepoint. The actual aesthetic he preferred was he anime oversized weapon look, which he felt was diminished by actually being large sized instead of small. Regularly opts not to take the extra action to grow big unless there's a big incentive to do so. Doesn't seem to mind being in locations with low ceilings (which I don't push them towards, they spend a lot of time outside or in 12-15' tall ceiling areas where Giant Stature is fine). No idea why this idea is, as Gortle puts it,
Gortle wrote:

Ha Ha Ha ha. Thanks, that is just so preposterous.

It's just how my table plays the game.


Gortle wrote:
Golurkcanfly wrote:

Any argument that involves "realistic medieval feel" and Pathfinder together is hilariously invalid.

Heroic Fantasy is literally about taking mundane elements and making them fantastic and grand.

Your comment is invalid. Everyone is playing their own game. Everyone has a different level of fantasy. Not everyone wants to play a game where the major villain is a stuffed toy. That something Pathfinder encourages not restricts.

You're complaining about realistic medieval feel using a discussion about a character that literally grows in size because they get angry.

The levels of cognitive dissonance required for that is unfathomable.

The game strictly *isn't trying* to be "medieval fantasy," so when you force a round peg into a square hole, things don't work as intended.


I've definitely got some thoughts on fixing alchemists.
-Alchemical bombs apply any debuffs to targets taking splash damage (not persistent damage or extra damaging effects, just debuffs like bottled lightning's flat footed, this includes the debilitating bomb feat chain which requires a save as well) This makes alchemical bombs better as a support option without needing to increase their attack bonus. It also makes bombs more viable for lower dex alchemists
-Alchemists should get a class feature at level 1 that lets them draw and use/strike with an alchemical item as a single action. Remove the quick bomber feat.
-Remove the alchemists "Signature Items" feature, instead alchemists get one perpetual infusion at level 1, their second at level 3, and they upgrade at the same levels (11 & 17). This fixes the alchemists horrendous early game resource issues without changing it at higher levels.
-Change the bomber's perpetual options to "Any common 1st level bomb"
-Change the Mutagenist's perpetual options to "Any common 1st level mutagen"
-Change the initial Chirurgeon benefit to: You gain the battle medicine skill feat. In addition you may use craft in place of any medicine check except to recall knowledge, and use your crafting proficiency to qualify for feats with a required medicine proficiency.
-Change the initial Mutagenist's benefit to: You do not suffer the drawbacks of any mutagens you have created. Mutagenic Flashback is added as a level 1 alchemist feat.

Alchemist could also do with a proper feat rebalancing but it would shift the balance of the class enough that it would basically require an entire rewrite.

As for suggestions on your changes:
-Get rid of the entire spell attack potency, instead change spellcaster progression to 5(expert)->11(Master)->15(Legendary). This change means casters will never be more than 1 point behind martials without giving them an extra bonus on top (and its one less rule to add)
-Propulsive being full str to damage makes composite bows a little too powerful, maybe create a new keyword to differentiate so thrown weapons can have full str, but composite bows still have half.
-most dex classes have mechanics to already balance not having dex to damage, like thief racket and panache bonus damage.
-Instead of a free class feat for everyone at level 1, consider a "universal" ancestry feat or versatile heritage that gives the option, so there's still an opportunity cost involved but it has better availability.
-spellcasting archetypes shouldn't get legendary proficiency (except maybe eldritch trickster rogue but maybe they could use class DC), and maybe should have their proficiency on a slightly slower track (1-2 levels). Auto raising it is a cool idea though.

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