| Verdyn |
"Fix issues" implies that there is something wrong or something is not working properly. It is different when something is just not liked. In that situation, the onus for adaption changes from the thing not liked to the one not liking.
Look kids, Uncle Leo says not to vote unless the system is wrong, otherwise, no matter how much you dislike it you're supposed to just sit there and stew.
Leomund "Leo" Velinznrarikovich
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| 3 people marked this as a favorite. |
Leomund "Leo" Velinznrarikovich wrote:"Fix issues" implies that there is something wrong or something is not working properly. It is different when something is just not liked. In that situation, the onus for adaption changes from the thing not liked to the one not liking.Look kids, Uncle Leo says not to vote unless the system is wrong, otherwise, no matter how much you dislike it you're supposed to just sit there and stew.
OR
You could adjust the system to fit your preferred playstyle, as it was designed to be able to do.
Arcaian
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Leomund "Leo" Velinznrarikovich wrote:The amount of difficulty is one thing, that was the first point. The second is not about how difficult something is but how that difficulty is presented. You can have a Moderate encounter in which you critically fail a save against a paralysis effect because your Fortitude is terrible and your team still wins quite easily in the end. The difficulty was not high, but that doesn't change the fact that spending 3-4 rounds doing nothing feels terrible and having like a 25% chance for that to happen every time you're targeted by a similar effect is something that can be felt as mandatory to avoid at all costs."...it's not just about difficulty." (and then proceeds to talk about difficulty)
This is the whole thing though. The game is intended to be the way you are describing. It is also designed to be easily toned down if the players want less difficulty. How is this a bad thing?
I definitely agree that abilities that remove you from play are just frustrating as a player - I think my ~5th ever table of a tRPG was PFS at a con where I was playing a special, and my pregen wizard got failed a Feeblemind save and I just went off and got lunch, came back 2 hours later to hear the ending of the scenario. It was not an enjoyable experience - and I do think most players will try to avoid them as best as possible.
My experience is that there aren't that many encounters where critically failing a save takes you out of the combat entirely, except via hit point damage, but they do exist. I don't quite agree that everything is designed around you being the best you possibly can be at a save or you'll be failing constantly. Putting it in a spoiler to avoid a wall of text:
Looking at the paralysis example you gave, in a moderate encounter one could fight two ghouls, or one Elite Ghast to have a moderate encounter. Against the ghouls, they have to hit you, then you need to make a DC 15 Fort save - requiring 8 con if you're one of the classes that are Expert, or 12 con if you aren't - to only critically fail on a one. The Ghast is DC 18 - way higher, definitely requiring max con/a class with good fort saves, but I don't think an APL+2 Elite enemy really counts for a situation in which "the difficulty is not high".
Carrying that on to higher levels, a Leng Ghoul is a 10th level creature with a DC 28 fort save, and 2 for a moderate encounter on-level. Everyone's at least an Expert by 10th level, plus a +1 item bonus on saving throws from armour, giving you 14 con as the value you need to avoid critically failing except on a natural 1. If you're one of the classes with Master fortitude saves, you need 10 con to only crit fail on a natural one. This isn't requiring a huge amount of optimization! :)
That being said, these saves will have a full impact on a failure, rather than critical failure - but they need that successful Strike, and they have incapacitation, so it's a little more muddled on the maths there. Ideally I'd have picked a group of paralysis-inflicting monsters that make it bad on a critical fail, but I didn't notice till I'd opened them all up, and paralysis is relatively rare amongst monsters :) A skaveling is a fair comparison here - similar ability, still requires the Strike, but is slowed 1 on a fail and paralysed on a crit fail. It's level 5, DC 22 - so if you're on-level with it and still only trained, you'd need a very optimized amount of con (18), to avoid crit-failing on a 2. On someone who is expert, it'd be possible to minimize your crit-fail chances with a 14 con - and again, it requires a successful strike first, and has the Incapacitation trait.
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For these enemies with challenging save DCs, you do want your saving throw ability scores that aren't boosted by your class to be optimized, but someone like a barbarian doesn't need to have the highest possible CON to avoid crit-failing against enemies that aren't bosses. Against bosses it becomes almost impossible to minimize your crit-fail chance, but that does make sense for the balance and the design of the game - I'd just be hesitant to use bosses with abilities that easily can take PCs entirely out of the fight. It makes things highly luck-dependent, and it isn't going to be a fun time for the players.
Leomund "Leo" Velinznrarikovich
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I can understand an aversion to character incapacitating effects. Some folks are very sensitive to that. If you wish to avoid such situations, there are simple options.
1) Expand the incapacitation trait to not be level based.
2) Give a +1 or +2 against these kind of effects.
3) Just don't play with such spells or effects.
| Unicore |
| 9 people marked this as a favorite. |
The game doesn’t expect the game to adjust the balance though by default. Many of the severe party killing encounters in APs have explicit write ups about monster tactics and how they won’t over Pursue parties. The assumption that every encounter can be defeated and that a party will never lose a character that gets in over their head is not built into game, it’s players bringing it with them.
If a level +2 monster doesn’t have a 25% chance of taking out 1 PC each round (at least for a couple of rounds), it is really not much of a serious threat if it is supposed to be able to hold its own alone against a party of 4. If it is your character going down every time, then there probably is a party wide issue to talk through, but the diversity of monsters and their tactics give a lot of different builds time to shine.
The designers that write APs have talked about their own learning curve with the system and dialing in encounters, especially low level ones. There are so many different ways to approach balance in PF2. Many of them require no official support at all, and steps have been taken already to balance APs differently.
| nick1wasd |
| 9 people marked this as a favorite. |
To Verdyn's point about "there's no straightforward math for noobie GMs to use if it's over tuned" or whatever the exact phrasing was, the first or second page of every Bestiary ever, and the GMing section of the CRB, has the "weak/elite" templates, and the "easy adjustment chart for DC" with the +/- 2,5,8,10 values of whatever is in question at the moment respectively. Both forms of the GM Screen also tout the +/- chart and DCs by level chart, making it painfully easy to find the math to move the power curve to something more appropriate to the party's capabilities, up OR down.
| Temperans |
To Verdyn's point about "there's no straightforward math for noobie GMs to use if it's over tuned" or whatever the exact phrasing was, the first or second page of every Bestiary ever, and the GMing section of the CRB, has the "weak/elite" templates, and the "easy adjustment chart for DC" with the +/- 2,5,8,10 values of whatever is in question at the moment respectively. Both forms of the GM Screen also tout the +/- chart and DCs by level chart, making it painfully easy to find the math to move the power curve to something more appropriate to the party's capabilities, up OR down.
1) Not everyone has or uses a GM screen. I certainly only started using it now after a year of GMing, and only because I knew they existed.
2) Even if the game does provide ways to adjust things. That does not mean a new GM will know when to do it. Much less by how much.
3) Most people assume that the book is correct and that they don't need to change anything for pre written adventures. I am 100% sure new GMs that have little experience with the hobby would more likely assume changing stuff is for making your own campaign and not for pre-written campaigns.
| nephandys |
| 2 people marked this as a favorite. |
nick1wasd wrote:To Verdyn's point about "there's no straightforward math for noobie GMs to use if it's over tuned" or whatever the exact phrasing was, the first or second page of every Bestiary ever, and the GMing section of the CRB, has the "weak/elite" templates, and the "easy adjustment chart for DC" with the +/- 2,5,8,10 values of whatever is in question at the moment respectively. Both forms of the GM Screen also tout the +/- chart and DCs by level chart, making it painfully easy to find the math to move the power curve to something more appropriate to the party's capabilities, up OR down.1) Not everyone has or uses a GM screen. I certainly only started using it now after a year of GMing, and only because I knew they existed.
2) Even if the game does provide ways to adjust things. That does not mean a new GM will know when to do it. Much less by how much.
3) Most people assume that the book is correct and that they don't need to change anything for pre written adventures. I am 100% sure new GMs that have little experience with the hobby would more likely assume changing stuff is for making your own campaign and not for pre-written campaigns.
I think you're severely underestimating new GMs and the ease with which information can be accessed these days. I had never played a TTRPG in like 20 years and never GM'd one and I had no problem finding or using this info. It's all throughout the books and in every single online resource for pathfinder. Even outside of pathfinder there are a lot of resources suggesting that GM's modify prewritten material for their group. Sure if you went and bought the Core Rulebook and a module or adventure path and didn't look at anything online prior to or after your purchase you might not know, but that has got to be the minority of people in 2021.
For GM screens specifically - they've been around forever and they're sold for most if not all systems suggesting they're not this super-secret thing no one would know about. Almost any time you see a depiction of people playing a TTRPG there is a GM Screen involved. Even better for pathfinder 2e the entire thing is on AoN.
| Captain Morgan |
| 3 people marked this as a favorite. |
Archive of Nethys and PF2.easytool both have automatic weak/elite adjustments as well.
Also everyone should have a screen. It should really be at the top of every GM's purchase list, arguably above rulebooks. You can get most of the relevant content from online, but you can't get a GM screen. Pathfinder is too crunchy a game to not have that information in front of you.
| Unicore |
| 6 people marked this as a favorite. |
I think the missing piece here is that new GMs will make mistakes. So will 20 year veteran GMs. When your players are clearly frustrated and struggling with encounters, it is time to pay attention and look for ways to make the game more fun again for everyone.
This is stuff that is talked about in the GM section of the core rulebook though.
| Golurkcanfly |
| 2 people marked this as a favorite. |
If the game default is balanced around "maximum values," then that just means the default guidelines only work for experienced groups, which are the groups that need the guidelines the least.
A new GM will first need to hit a point where they understand that the guidelines overestimate the strength of average characters, because let's face it: PF2e does not attract the same build optimization crowd as 3.x of PF1e. More players will build towards flavor rather than pushing all their key stats. This is especially true of new players who don't understand the breadth of the system's math expectations.
Now, this issue could be lessened by any number of means including, but not limited to:
A) Standardizing defensive proficiency increases (alternatively, rework proficiency altogether since it's current form creates "lurch levels" where APL+/- balance gets a little funky)
B) Having saving throws key off of multiple stats (Fort takes highest of STR/CON, Ref highest of INT/DEX, Will highest of WIS/CHA)
C) Removing/reducing factors that contribute to the bonus range that widens as you level (ability scores don't increase as you level and DCs are adjusted to match)
But, as-is, the guidelines mislead the ones who need them most and are less necessary for groups they're actually "keyed to".
| Unicore |
| 3 people marked this as a favorite. |
I think people are confused.
The First 2 APs had overturned encounters, especially in the first couple of levels. These are lessons that the AP writers have been learning from and do not require changing the mechanics of the game to adjust. AP writers were too used to old systems where over powered monsters were not as much of a challenge as they are in PF2 and threw too many severe encounters at groups, combined with GMs not reading the tactics closely enough on the creatures and playing those powerful enemies far more lethally than they needed to be.
It is really easy to just let an extra player in on your game, or even just adjust encounters down to be a better fit for 3 PCs if your specific party is struggling. These are very basic adjustments that even new GMs should learn how to make quickly because you will not always have exactly 4 players in your party anyway.
Changing the rules to balance around preliminary encounter building is a very, very backwards approach to game design.
| dmerceless |
It's not about balancing around preliminary encounters, it's the fact that the descriptions the guidelines give to certain difficulties are only accurate if you have a party where everyone has well built characters with the correct stats maxed and the rest well distributed, well thought out tactics and at least a decent knowledge of how the "meta" of PF2 works (like how important numerical buffs and debuffs are). Otherwise everything is much harder than the label says. Or at least, that's what I've seen in 2 years playing the game with tons of different people.
| Ravingdork |
| 6 people marked this as a favorite. |
It's not about balancing around preliminary encounters, it's the fact that the descriptions the guidelines give to certain difficulties are only accurate if you have a party where everyone has well built characters with the correct stats maxed and the rest well distributed, well thought out tactics and at least a decent knowledge of how the "meta" of PF2 works (like how important numerical buffs and debuffs are). Otherwise everything is much harder than the label says. Or at least, that's what I've seen in 2 years playing the game with tons of different people.
Odd. That's almost the exact opposite of what I've seen. Unless they're intentionally building gimpy characters, I've seen newbs and veterans alike do extremely well (have lots of fun) over and over and over again,, all the while being afforded the unique ability to run almost any concept they want.
I've only ever seen complaints about the general power and balance if PF2e online; never in actual games (at least not any I've experienced or witnessed).
| Cyouni |
| 4 people marked this as a favorite. |
It's not about balancing around preliminary encounters, it's the fact that the descriptions the guidelines give to certain difficulties are only accurate if you have a party where everyone has well built characters with the correct stats maxed and the rest well distributed, well thought out tactics and at least a decent knowledge of how the "meta" of PF2 works (like how important numerical buffs and debuffs are). Otherwise everything is much harder than the label says. Or at least, that's what I've seen in 2 years playing the game with tons of different people.
My party involving the 10 Wis wizard, 10 Wis rogue, and 10 Cha druid who nevertheless likes to use Wild Empathy and invested a bunch of skill ranks in would say otherwise.
| Unicore |
dmerceless wrote:It's not about balancing around preliminary encounters, it's the fact that the descriptions the guidelines give to certain difficulties are only accurate if you have a party where everyone has well built characters with the correct stats maxed and the rest well distributed, well thought out tactics and at least a decent knowledge of how the "meta" of PF2 works (like how important numerical buffs and debuffs are). Otherwise everything is much harder than the label says. Or at least, that's what I've seen in 2 years playing the game with tons of different people.My party involving the 10 Wis wizard, 10 Wis rogue, and 10 Cha druid who nevertheless likes to use Wild Empathy and invested a bunch of skill ranks in would say otherwise.
10 wisdom wizards are a common occurrence at start, but never boosting wisdom is a strange choice for a player who plays the game and starts to feel like they are failing a lot of will saves. Rogues get some ways around the problem too. The 10 CHA Druid is only an issue because the player has a thing they want to do, that they are not building for or boosting. This is a strong argument against over optimizing your character for being able to do only one thing.
| Golurkcanfly |
| 2 people marked this as a favorite. |
There's other elements that come with PF2e's monster design that underestimate the challenge provided by certain monsters, especially casters.
Caster-type enemies tend to have inflated DCs, with notable examples being the Lich and Demilich, who have caster DCs of an optimized PC several levels higher than them.
Even when you are equal in level to them, unless you're pumping your saves, you are going to be critically failing against them by quite a bit. And if they're a boss? That's when you're more likely to crit fail than to succeed.
Normally the justification for these sorts of creatures is that they have fewer tricks than PCs (not necessarily the case, as they always have their full spell slots and have numerous abilities on top of them) and caster enemies have thematic spells (which shouldn't be considered because many have very strong spells that happen to be thematic).
| Arakasius |
Your party can act like a bunch of independents and just do their own stuff and then the need for optimized stats becomes more necessary. Or you can use some teamwork and then the optimization need falls away. I’ve found there is a spectrum and the more you work as a team the less you need to optimize. If you do both you’ll steamroll encounters and if you do neither well then you might be in for some tough times.
| dmerceless |
10 wisdom wizards are a common occurrence at start, but never boosting wisdom is a strange choice for a player who plays the game and starts to feel like they are failing a lot of will saves. Rogues get some ways around the problem too. The 10 CHA Druid is only an issue because the player has a thing they want to do, that they are not building for or boosting. This is a strong argument against over optimizing your character for being able to do only one thing.
Yeah. Actually, this is an important thing to say. I don't think starting with 10 Wisdom is a huge issue. Even 10 Con can be manageable. The issue is that if you don't keep boosting those stats as you level, you get to the point where you crit fail saves on 6s or 7s. Those four boosts per 5 levels look a lot less freeing when you take that into account.
| Squiggit |
| 3 people marked this as a favorite. |
I think it's more of a spectrum. Teamwork helps a lot in mitigating weird stats, but it's simply a true statement that a lot of enemies have very high DCs designed to make them reasonable threats against optimizers and that can make them feel pretty bad if you aren' that.
There's some real asymmetry in how vulnerable a Str/Int/Cha + X character can feel compared to a Dex/Con/Wis + X character and it's not an asymmetry that I feel is compensated really by... anything. It's just kind of bad balance.
| Golurkcanfly |
| 4 people marked this as a favorite. |
I think it's more of a spectrum. Teamwork helps a lot in mitigating weird stats, but it's simply a true statement that a lot of enemies have very high DCs designed to make them reasonable threats against optimizers and that can make them feel pretty bad if you aren' that.
There's some real asymmetry in how vulnerable a Str/Int/Cha + X character can feel compared to a Dex/Con/Wis + X character and it's not an asymmetry that I feel is compensated really by... anything. It's just kind of bad balance.
This is why I suggested having saving throws key off the highest of two stats.
Fort is STR/CON, as both are bolstering your body
Reflex is DEX/INT, representing physical movement as well as mental reflex
Will is WIS/CHA, which represents both the current form of Will saves as well as how CHA represents force of personality (or sometimes will itself) since CHA is kind of a grab bag of ideas compared to the other five.
This should allow players to be more expressive with their character building without worry of gimping themselves and bolsters the two common dump stats (INT/CHA).
| Golurkcanfly |
Honestly I would prefer the attribute-less approach Paizo was toying with.
I also would not mind this, seeing as how PF2e is more of a tactical roleplaying game than other systems.
The idea provided above is just a quick and easy solution to make the DEX/CON/WIS priorities less "required"
| Gortle |
Unicore wrote:10 wisdom wizards are a common occurrence at start, but never boosting wisdom is a strange choice for a player who plays the game and starts to feel like they are failing a lot of will saves. Rogues get some ways around the problem too. The 10 CHA Druid is only an issue because the player has a thing they want to do, that they are not building for or boosting. This is a strong argument against over optimizing your character for being able to do only one thing.Yeah. Actually, this is an important thing to say. I don't think starting with 10 Wisdom is a huge issue. Even 10 Con can be manageable. The issue is that if you don't keep boosting those stats as you level, you get to the point where you crit fail saves on 6s or 7s. Those four boosts per 5 levels look a lot less freeing when you take that into account.
So we need to lower those nasty high Spell DCs?!?
:)
| Secret Wizard |
Secret Wizard wrote:Honestly I would prefer the attribute-less approach Paizo was toying with.Maybe it would be a more balanced game. I don't see that as a good thing. But attributes need to mean something else we are we playing a totally different game.
My point is, if you are changing INT/CHA/STR to be applied to saves, then the attribute-to-save system is the problem.
I also believe that the need to maximize an attribute makes attribute progression a bit predictable too.
It all ends up being a little bit boring in the end.
| Temperans |
Lets not forget character image is often defined by attributes
It is a compromise between balance on one side and tradition/characterisation on the other.
Balance is required but going all the way drains the flavour from the game.
Absolute balance would be no different than having an improve group just do whatever.
Great for the people who want to roleplay.
Horrible for the people who want to play a game.
| PossibleCabbage |
This is why I suggested having saving throws key off the highest of two stats.
If we're just straight up homebrewing, I kind of like how 13th Age bases your three key defenses on the middle one of a set of three stats (e.g. your Armor class modifier is the middle one of Con, Dex, and Wis)
| Squiggit |
| 8 people marked this as a favorite. |
Balance is required but going all the way drains the flavour from the game.
Absolute balance would be no different than having an improve group just do whatever.
Great for the people who want to roleplay.
Horrible for the people who want to play a game.
Statements like these suggest you can't have fun with a game unless someone else is struggling and I can't wrap my head around that at all.
| Unicore |
| 2 people marked this as a favorite. |
Unicore wrote:10 wisdom wizards are a common occurrence at start, but never boosting wisdom is a strange choice for a player who plays the game and starts to feel like they are failing a lot of will saves. Rogues get some ways around the problem too. The 10 CHA Druid is only an issue because the player has a thing they want to do, that they are not building for or boosting. This is a strong argument against over optimizing your character for being able to do only one thing.Yeah. Actually, this is an important thing to say. I don't think starting with 10 Wisdom is a huge issue. Even 10 Con can be manageable. The issue is that if you don't keep boosting those stats as you level, you get to the point where you crit fail saves on 6s or 7s. Those four boosts per 5 levels look a lot less freeing when you take that into account.
At the same time, there is no reason to boost a save stat not tied to a major attack above 18. Having a 10 in a save stat by the end of the game is an active choice to leave yourself a vulnerability, especially since saves are a proficiency you can boost to keep off the absolute floor of level+trained.
There are a lot of choices the developers could have made differently. I think they got the general balance of on level creatures exactly right. I think the issue is the general expectation of too many games that high level solo monsters are not going to be that difficult of a fight. To me and my tables, this was a broken feature of PF1 and most other RPGs for way too long.
The semi lich has brutally high spell DCs for sure. They also have 2 low saves that can be brutally abused as undead creatures. Seriously, a level 13 cloistered cleric should have a spell DC of 31 or 32. That means a level +2 enemy, and thus one likely to be caught alone has to roll a 9 to succeed against heal and with only a minor amount of debuffing might have a 10% chance of crit failing. I agree that it is possible to cherry pick bad match ups and for parties to even stumble into those match ups sometimes making an encounter feel impossible. But creatures need to be scary if they are expected to fight the party alone. Teamwork can boost chances by so much in PF2 and the game needs to acknowledge that or we end up with boss fights that don’t feel all that bossy.
| Golurkcanfly |
dmerceless wrote:Unicore wrote:10 wisdom wizards are a common occurrence at start, but never boosting wisdom is a strange choice for a player who plays the game and starts to feel like they are failing a lot of will saves. Rogues get some ways around the problem too. The 10 CHA Druid is only an issue because the player has a thing they want to do, that they are not building for or boosting. This is a strong argument against over optimizing your character for being able to do only one thing.Yeah. Actually, this is an important thing to say. I don't think starting with 10 Wisdom is a huge issue. Even 10 Con can be manageable. The issue is that if you don't keep boosting those stats as you level, you get to the point where you crit fail saves on 6s or 7s. Those four boosts per 5 levels look a lot less freeing when you take that into account.At the same time, there is no reason to boost a save stat not tied to a major attack above 18. Having a 10 in a save stat by the end of the game is an active choice to leave yourself a vulnerability, especially since saves are a proficiency you can boost to keep off the absolute floor of level+trained.
There are a lot of choices the developers could have made differently. I think they got the general balance of on level creatures exactly right. I think the issue is the general expectation of too many games that high level solo monsters are not going to be that difficult of a fight. To me and my tables, this was a broken feature of PF1 and most other RPGs for way too long.
The semi lich has brutally high spell DCs for sure. They also have 2 low saves that can be brutally abused as undead creatures. Seriously, a level 13 cloistered cleric should have a spell DC of 31 or 32. That means a level +2 enemy, and thus one likely to be caught alone has to roll a 9 to succeed against heal and with only a minor amount of debuffing might have a 10% chance of crit failing. I agree that it is possible to cherry pick bad match ups and for parties to...
Part of the issue with these encounters isn't that they're overtly lethal, but that they can really mess with player enjoyment as both bosses and as mooks. Caster enemies with save or suck spells plus inflated DCs can easily turn one or more players into non-contributors for a fight, either through weight of modifiers (as bosses) or just through quantity (but while also having higher DCs than APL players) as mooks.
This is also exacerbated by Vancian casting trying to limit caster power via a daily resource which only happens at the player end. Creatures, by default, get all of their spells for the day for the combat, and for the narrative default (players are active, enemies are reactive), they don't necessarily need to worry about rationing spells out the same way players do.
| Temperans |
Gortle wrote:Balance is required but going all the way drains the flavour from the game.Temperans wrote:Statements like these suggest you can't have fun with a game unless someone else is struggling and I can't wrap my head around that at all.Absolute balance would be no different than having an improve group just do whatever.
Great for the people who want to roleplay.
Horrible for the people who want to play a game.
It's not about someone struggling. Its about having at least 1 thing that each player can do that is very cool. Those abilities by definition tend to be hard to balance as their very premise is to be better than other options.
Shoots and ladders for example is a board game that is "balanced" due to everyone having access to the same board/dice. However, any specific square might be really good or really bad. The mix is what makes it good. Same thing with chess, everyone has the same pieces, but not every piece has the same ability. Which allows you to do some crazy things if you are smart about movement. Even checkers has some asymmetry with the way pieces can be upgraded and jump around.
Also note, that I am currently playing a Phantom Thief that doubled down on skill and is slowly becoming more paranoid due to multiple near death experiences in a PF1 campaign. It's not that I want others to suffer, it's that I want for there to be interesting abilities that work amazing in the context they are meant to be used in. Even if it means that a character has to be worse at something.
How this relates to the thread? I highly believe that ability score to damage should not be for Str only. Specially classes should not be designed around spending an action just to buy back the damage they should had gotten from the start. All that does is reduce the amount of special abilities that can be added, while making turns a lot less versatile. What is the point of 3 action economy when you are forced to take an action just to catch up? That just sounds like it's really a 3 action economy for only some classes, 2 actions for everyone else. Its the same reason why I dislike casters being so hamstrung with their feats compared to martials. They spend 2/3 of their actions, a limited resource, and have worse base to do less if they are not: buffing, debuffing, or attacking minions.
| Golurkcanfly |
| 1 person marked this as a favorite. |
Temperans wrote:...they should had gotten from the start...This is the foundation of it all. The assumption that the stat to damage is assumed and that to not get it is to fall behind.
I disagree.
Not having stat to damage is the standard and getting stat to damage is a bonus.
What? Most characters will have stat-to-damage built in, and monster design reflects this.
This is such a backwards take given the actual mechanical structure of the game where stat bonuses to damage are assumed by comparing creature and player statistics.
Not to mention how most sustained options have a "stat-to-damage" attachment.
| Cyouni |
| 2 people marked this as a favorite. |
Leomund "Leo" Velinznrarikovich wrote:Temperans wrote:...they should had gotten from the start...This is the foundation of it all. The assumption that the stat to damage is assumed and that to not get it is to fall behind.
I disagree.
Not having stat to damage is the standard and getting stat to damage is a bonus.
What? Most characters will have stat-to-damage built in, and monster design reflects this.
This is such a backwards take given the actual mechanical structure of the game where stat bonuses to damage are assumed by comparing creature and player statistics.
Not to mention how most sustained options have a "stat-to-damage" attachment.
looks at any non-Thief Dex characters and any characters trying to use ranged weapons
Monster design also reflects this as well - as soon as you see an agile/finesse attack on a monster, it's downgraded 1 level in damage in comparison.
| Temperans |
It is a fact that every class that uses Finesse weapons as their core has some sort of "damage booster" action or thing.
Rangers use Bows as their core and get bonuses to ranged attacks. Swashbuckler are almost forced into Finesse and get panache. Monks have a built in damage boost via unarmed strike which is normally meh for all other classes. Rogues get their sneak attack.
Thief Rogue is the only exception being the only class able to actually get dex to damage and keep their Sneak attack. But the precedent is horrible since Thief should had gotten something more appropriate for the name.
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Here is an interesting thing. The PF2 creature damage is all over the place.
I checked the 4 "no-prep characters", each is creature 2 so it's easy to compare and see they all have the stats as player's should.
Then you look at various NPC that aren't as clearly based on PC classes and you see anywhere from +0 for non-combat NPCs, to a woping +4 (Navigator NPC). If you look at the NPCs that clearly are based on PC classes there is an almost consistent +2 to all of their attacks. Every single rogue based NPC I saw was based on thief rogue to explain their Dex to damage. Except that Assassin had +8 when a +1 Rapier with +5 Dex is only +6 damage.
Heck the Monster Hunter NPC, uses a composite bow with +6 damage. Despite them having only +3 Str. Heck the Advisor NPC is clearly a caster, but they get +2 damage despite having +0 Str; But they do have +2 Dex. How much damage do you think for a +0 Str Troubadour which is clearly based on a Bard (has inspired courage)? If you answered +3 same as their Dex you would be correct.