Pathfinder Martial vs Caster Balance - is this right?


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I declare that most Martials balance better than casters because they're more likely to put a skill increase in Acrobatics.


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Hilary Moon Murphy wrote:
I declare that most Martials balance better than casters because they're more likely to put a skill increase in Acrobatics.

This reminds me of starfinder and how my ratfolk mechanic died.

I had no investments in acrobatics. My unarmed and strength were bad. No athletics I drowned in acid.

Every character I've built since then has had either acrobatics, Athletics or a good unarmed in pf2e specifically.


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Hilary Moon Murphy wrote:
I declare that most Martials balance better than casters because they're more likely to put a skill increase in Acrobatics.

Not really. Once that many casters have dex has secondary stat having a good Acrobatics is pretty common (specially for experienced players that know that if no improve their acrobatics they will end without a skill to use in Escape action).

Grand Archive

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What can you do with acrobatics that you can't with a spell?


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Escape without using a spellslot :P
Especially if you are bellow level 7 or is an Occult SpellCaster.

Grand Archive

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YuriP wrote:

Escape without using a spellslot :P

Especially if you are bellow level 7 or is an Occult SpellCaster.

Scrolls exist:P

Charm, Command, Ill Omen, Kinetic Ram, Sanctuary, Gravity Well, Levitate, Ooze Form, Paralyze, Phantom Prison


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Leomund "Leo" Velinznrarikovich wrote:
YuriP wrote:

Escape without using a spellslot :P

Especially if you are bellow level 7 or is an Occult SpellCaster.

Scrolls exist:P

Charm, Command, Ill Omen, Kinetic Ram, Sanctuary, Gravity Well, Levitate, Ooze Form, Paralyze, Phantom Prison

You are grappled, DC 5 flat check that

Ah crap they used attack of opportunity as well

Grand Archive

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Martialmasters wrote:
Leomund "Leo" Velinznrarikovich wrote:
YuriP wrote:

Escape without using a spellslot :P

Especially if you are bellow level 7 or is an Occult SpellCaster.

Scrolls exist:P

Charm, Command, Ill Omen, Kinetic Ram, Sanctuary, Gravity Well, Levitate, Ooze Form, Paralyze, Phantom Prison

You are grappled, DC 5 flat check that

Ah crap they used attack of opportunity as well

And? Neither of those automatically cause the spell to fail.


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Leomund "Leo" Velinznrarikovich wrote:
Martialmasters wrote:
Leomund "Leo" Velinznrarikovich wrote:
YuriP wrote:

Escape without using a spellslot :P

Especially if you are bellow level 7 or is an Occult SpellCaster.

Scrolls exist:P

Charm, Command, Ill Omen, Kinetic Ram, Sanctuary, Gravity Well, Levitate, Ooze Form, Paralyze, Phantom Prison

You are grappled, DC 5 flat check that

Ah crap they used attack of opportunity as well

And? Neither of those automatically cause the spell to fail.

And an acrobatics, strike or athletics doesn't have to deal with either.

Roll a 4 or below while grappled and your spell just fails. Not even just failed. It is lost. By by spell slot.


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The amount of ways that you can straight up just screw casters is outstanding.


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Deriven Firelion wrote:
Gortle wrote:
Temperans wrote:

The biggest issue with the whole spellbook thing is how we had to quote like 8 different sections just to figure out how this one thing works. Which is honestly insane amount of book flipping.

That is something that doesn't get talked about enough. In order to play a caster you have to flip through a bunch of pages just to kind of understand a bit of the rules, then still fail because you forgot about another rule. By comparison the biggest issue martials have is companions.

The only way to avoid that flipping is literally memorizing the rules, or actively having cheat sheets. Which just reinforces the whole "you have to master the system just to play properly".

******************
Before anyone says "but I didn't have issues" or "this doesn't affect a lot of players". No, this is clunky design and it only seems good if you have a computer/pdf where you can search for things. Heck that design principle is why Pathbuilder is so encouraged to even make characters in the first place, since it cuts down on all the page flipping.

Tell me about it. I'm despairing over Kingmaker kingdom rules at the moment. I need at least 4 windows open at different pages in the rules. I'd hate to think how bad it would be if I was using the physical book not the PDF. Then the players have separate rules with different page numbers. The last two sessions have just been rolling kingdon activities.

Have fun with that. I've had to write a bunch of modifications. So far it doesn't the payoff of first edition kingdom building rules which is causing the player that used to enjoy that part of kingdom building to lose interest. I may just let them build buildings without rolls and use rolls only for interesting tasks.

In the 1st edition Kingdom Building rules, it was a build lots of magic shops and become powerful. A little different in this one. I may wing it more to make it more interesting.

Possibly try Horizon of the Vast, the Starfinder AP - often called Kingmaker in Space. It's got decent rules which seem like they'd adapt to PF. Yes, it's SF and the terminoogy needs adapting but I remember it being quite decent in giving different ways to develop the colony which aren't so much, "Just do this and prosper".


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Leomund "Leo" Velinznrarikovich wrote:
YuriP wrote:

Escape without using a spellslot :P

Especially if you are bellow level 7 or is an Occult SpellCaster.

Scrolls exist:P

Charm, Command, Ill Omen, Kinetic Ram, Sanctuary, Gravity Well, Levitate, Ooze Form, Paralyze, Phantom Prison

Well, you can still do both. Try to Escape + Cast a Spell in case of failure instead of just risk to waste a spellslot, a scroll, wand usage or a staff charge and 2-action in your first trial.

Aboult suggested spells you give interesting suggestion with some funny effects mixed:

  • Charm: It's terrible to use in combat. The target that's grabbing you probable have +4 circumstance bonus against your charm spell.
  • Command: A good suggestion but your opponent will release you in it's next turn then it can try to grab you again with it's next action. :P
  • Ill Omen: Not only will work in your target next turn but also it can use it in another roll (usually a concentration skill check like RK) than use grapple as first action to keep you grabbed. Also don't work if the grabbed was a critical.
  • Kinetic Ram: I honestly don't if and how this will work with a grabbed vs who is grabbed it. This will force it to release you or will fail due you are grabbed to it?
  • Sanctuary: Is more useful to prevent a grapple than to escape from it. Yet it may still function once that Grapple is an attack action and a creature that fail in it's checks cannot try to attack you again and keep the grabbed. Also don't work if the grabbed was a critical.
  • Gravity Well: How this will supposedly free you from a grabbed?
  • Levitate: OK now you are floating while is grabbed and have -2 to Escape! kkkkkk
  • Ooze Form: OK now you are a grabbed Ooze but at least can have some athletics and unarmed attack bonus to try to Escape.
  • Paralyze: This may help you to be automatically freed in the of your opponent next turn but probably don't work vs opponents with a level higher than you due Incapacitation trait. Also don't work if the grabbed was a critical.
  • Phantom Prison: Now your opponent is trapped and you are still grabbed. I don't know what exactly happens now because your opponent still can feel that is grabbing you but cannot see you. Maybe this sensation may help him to disbelieve the illusion. Yet probably don't work vs opponents with a level higher than you due Incapacitation trait. Also don't work if the grabbed was a critical.


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    Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
    Leomund "Leo" Velinznrarikovich wrote:
    What can you do with acrobatics that you can't with a spell?

    I'm a fighter. I can't do anything with a spell.

    Grand Archive

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    YuriP wrote:
    Also don't work if the grabbed was a critical.

    lol


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    Leomund "Leo" Velinznrarikovich wrote:
    Deriven Firelion wrote:

    I just like to debate as I imagine Gortle and Leo do. Nothing they stated is going to allow the use of Spell Substitution with a spellbook for clerics and druids, which started the original discussion as Leo was trying to hard sell the wizard's abilities beyond what they can do because he likes the PF2 version.

    It will work in their home games if they so choose and doesn't really break anything. It would make the wizard a little more fun for some. If I played with someone that allowed it, wouldn't bother me a bit.

    My original point was that other casters are more versatile than the wizard using the core rules as they are known to operate, at least the sorcerer and bard in that regard, especially so if you are playing to high level. Sorcerer and bard poaching off other spell lists allows them to fill more roles and thus allow more diverse groups to be built.

    Oh, I certainly do. Also, as was shown, some people bring out rules I didn't notice.

    I guess I can't help but be curious, you said "using the core rules as they are known to operate", would you not allow Spell Blending or DBI to work on dedication spell slots? If not why not?

    Because as I believe the rules operate, only wizards and magus use spellbook preparation meaning "required for their class to operate" whereas other classes using spellbooks is purely cosmetic.

    Cleric and druids use list preparation.

    Magus and wizards use spellbook preparation.

    Witch uses the familiar.

    All the other classes generally use spell repertoire.

    I would likely allow the magus class to use Spell Substitution.

    To create a less confusing table, I tend to follow the rules in a simple fashion. Learn a Spell and the individual classes have clear methods of preparation and that doesn't change for the dedications.

    If I allow Arcane Thesis Spell Substitution for multiclass dedications, then when I play a Dual Class game which we've been doing lately, suddenly the druid and cleric when paired with the wizard gain full access to this feature as well even when it is pretty clear they prepare from a list.

    It's not something I feel the rules support. In my home games with Dual Class used, it sounds like a headache waiting to happen.


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    I always take Acrobatics with my casters. Flight checks key off acrobatics. Not having one escape skill if you get swallowed can be terrible.


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    Deriven Firelion wrote:
    I always take Acrobatics with my casters. Flight checks key off acrobatics. Not having one escape skill if you get swallowed can be terrible.

    I do too but Air Walk doesn't care about Acrobatics the way Flight does. It is a better choice all round if you have it.

    Escape is by default done with your unarmed attack modifier with an option for athletics or acrobatics. So if you are not going to rank your acrobatics there is not much point. With the changes in the rules to scale everyones unarmed attack proficiency.

    Still Catfall and Kip Up are nice pickups,

    Grand Archive

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    Deriven Firelion wrote:
    Leomund "Leo" Velinznrarikovich wrote:
    Deriven Firelion wrote:

    I just like to debate as I imagine Gortle and Leo do. Nothing they stated is going to allow the use of Spell Substitution with a spellbook for clerics and druids, which started the original discussion as Leo was trying to hard sell the wizard's abilities beyond what they can do because he likes the PF2 version.

    It will work in their home games if they so choose and doesn't really break anything. It would make the wizard a little more fun for some. If I played with someone that allowed it, wouldn't bother me a bit.

    My original point was that other casters are more versatile than the wizard using the core rules as they are known to operate, at least the sorcerer and bard in that regard, especially so if you are playing to high level. Sorcerer and bard poaching off other spell lists allows them to fill more roles and thus allow more diverse groups to be built.

    Oh, I certainly do. Also, as was shown, some people bring out rules I didn't notice.

    I guess I can't help but be curious, you said "using the core rules as they are known to operate", would you not allow Spell Blending or DBI to work on dedication spell slots? If not why not?

    Because as I believe the rules operate, only wizards and magus use spellbook preparation meaning "required for their class to operate" whereas other classes using spellbooks is purely cosmetic.

    Cleric and druids use list preparation.

    Magus and wizards use spellbook preparation.

    Witch uses the familiar.

    All the other classes generally use spell repertoire.

    I would likely allow the magus class to use Spell Substitution.

    To create a less confusing table, I tend to follow the rules in a simple fashion. Learn a Spell and the individual classes have clear methods of preparation and that doesn't change for the dedications.

    If I allow Arcane Thesis Spell Substitution for multiclass dedications, then when I play a Dual Class game which we've been doing lately,...

    I was talking about DBI and Spell Blending.

    Grand Archive

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    YuriP wrote:
    Also don't work if the grabbed was a critical.

    If you have been critically grabbed, that means that the enemy used an action and contributed to their MAP in order to do that. It also only lasts until the end of their next turn, unless they spend another action and crit succeed again.

    If the enemy is going to waste MAP and an action just to keep me restrained, I could do nothing on my turn and I'd still be meaningfully contributing to the combat.

    Such a situation is so incredibly unlikely, I feel no need to plan for it.

    I'd carry around a scroll of blink, just in case.


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    I know DC 5 flat check isn't huge but it is definitely notable


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    Leomund "Leo" Velinznrarikovich wrote:

    Oh, I certainly do. Also, as was shown, some people bring out rules I didn't notice.

    I guess I can't help but be curious, you said "using the core rules as they are known to operate", would you not allow Spell Blending or DBI to work on dedication spell slots? If not why not?

    DBI? Not sure what that is.

    I would probably allow Spell Blending as it has no limitations on how you prepare spells. Seems if you have it, you can use it. It doesn't even seem to indicate as part of the same tradition, so you could trade other spell lists for wizard spells or vice versa. Pretty wide open.

    Grand Archive

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    Deriven Firelion wrote:
    Leomund "Leo" Velinznrarikovich wrote:

    Oh, I certainly do. Also, as was shown, some people bring out rules I didn't notice.

    I guess I can't help but be curious, you said "using the core rules as they are known to operate", would you not allow Spell Blending or DBI to work on dedication spell slots? If not why not?

    DBI? Not sure what that is.

    I would probably allow Spell Blending as it has no limitations on how you prepare spells. Seems if you have it, you can use it. It doesn't even seem to indicate as part of the same tradition, so you could trade other spell lists for wizard spells or vice versa. Pretty wide open.

    Drain Bonded Item

    Grand Archive

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    Martialmasters wrote:
    I know DC 5 flat check isn't huge but it is definitely notable

    It is less notable if you have a hero point.

    The 20% chance moves down to a 4% chance


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    Deriven Firelion wrote:
    If I allow Arcane Thesis Spell Substitution for multiclass dedications, then when I play a Dual Class game which we've been doing lately,...

    Dual Class changes a lot of things. Yes as a GM you should do some interpretation for balance reasons. But honestly playing RAW is not a major problem. Dual class casters have far too many slots, unless it is a very long adventuring day it won't matter. Dual class characters feel the action economy a lot. That is their real limit.

    I do see that Spell Blending and Spell Substitution would work for any combination of the prepared casters as they all can put spells into spell books to make it work. Exception being Witch which has a Familiar problem.


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    Leomund "Leo" Velinznrarikovich wrote:
    YuriP wrote:
    Also don't work if the grabbed was a critical.

    If you have been critically grabbed, that means that the enemy used an action and contributed to their MAP in order to do that. It also only lasts until the end of their next turn, unless they spend another action and crit succeed again.

    If the enemy is going to waste MAP and an action just to keep me restrained, I could do nothing on my turn and I'd still be meaningfully contributing to the combat.

    Such a situation is so incredibly unlikely, I feel no need to plan for it.

    I'd carry around a scroll of blink, just in case.

    It also means you are unable to do anything but attempt to escape. It sounds like the enemy is winning this contest to me.


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    Gortle wrote:
    Deriven Firelion wrote:
    If I allow Arcane Thesis Spell Substitution for multiclass dedications, then when I play a Dual Class game which we've been doing lately,...

    Dual Class changes a lot of things. Yes as a GM you should do some interpretation for balance reasons. But honestly playing RAW is not a major problem. Dual class casters have far too many slots, unless it is a very long adventuring day it won't matter. Dual class characters feel the action economy a lot. That is their real limit.

    I do see that Spell Blending and Spell Substitution would work for any combination of the prepared casters as they all can put spells into spell books to make it work. Exception being Witch which has a Familiar problem.

    Not in my games.

    List casters don't use a spell book for preparation. You are using a general, non-specific rule and attempting to apply it to all prepared casters. It's pretty clear that clerics and druids once a spell is learned is added to their list, which is what they use for preparation.

    Non-specific general rules aren't applicable when something more specific applies.

    You seem to think List Casters don't exist or that they get to magically choose what type of preparation they do because a general rule written in another part of book exists that doesn't apply to the specifics of how clerics and druids prepare spells and how they learn them.


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    Leomund "Leo" Velinznrarikovich wrote:
    Deriven Firelion wrote:
    Leomund "Leo" Velinznrarikovich wrote:

    Oh, I certainly do. Also, as was shown, some people bring out rules I didn't notice.

    I guess I can't help but be curious, you said "using the core rules as they are known to operate", would you not allow Spell Blending or DBI to work on dedication spell slots? If not why not?

    DBI? Not sure what that is.

    I would probably allow Spell Blending as it has no limitations on how you prepare spells. Seems if you have it, you can use it. It doesn't even seem to indicate as part of the same tradition, so you could trade other spell lists for wizard spells or vice versa. Pretty wide open.

    Drain Bonded Item

    Drain Bonded Item seems to be non-specific. I would allow it to apply to any prepared caster class you have access to.

    Grand Archive

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    Lucerious wrote:
    Leomund "Leo" Velinznrarikovich wrote:
    YuriP wrote:
    Also don't work if the grabbed was a critical.

    If you have been critically grabbed, that means that the enemy used an action and contributed to their MAP in order to do that. It also only lasts until the end of their next turn, unless they spend another action and crit succeed again.

    If the enemy is going to waste MAP and an action just to keep me restrained, I could do nothing on my turn and I'd still be meaningfully contributing to the combat.

    Such a situation is so incredibly unlikely, I feel no need to plan for it.

    I'd carry around a scroll of blink, just in case.

    It also means you are unable to do anything but attempt to escape. It sounds like the enemy is winning this contest to me.

    That certainly would be the case if it was just 1 v 1. But in theory you have a team. If the enemy is spending its best action not doing damage and just restraining you, the enemy is certainly not winning that situation. That you can do nothing but attempt to escape is of ancillary importance.


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    Leomund "Leo" Velinznrarikovich wrote:
    Lucerious wrote:
    Leomund "Leo" Velinznrarikovich wrote:
    YuriP wrote:
    Also don't work if the grabbed was a critical.

    If you have been critically grabbed, that means that the enemy used an action and contributed to their MAP in order to do that. It also only lasts until the end of their next turn, unless they spend another action and crit succeed again.

    If the enemy is going to waste MAP and an action just to keep me restrained, I could do nothing on my turn and I'd still be meaningfully contributing to the combat.

    Such a situation is so incredibly unlikely, I feel no need to plan for it.

    I'd carry around a scroll of blink, just in case.

    It also means you are unable to do anything but attempt to escape. It sounds like the enemy is winning this contest to me.
    That certainly would be the case if it was just 1 v 1. But in theory you have a team. If the enemy is spending its best action not doing damage and just restraining you, the enemy is certainly not winning that situation. That you can do nothing but attempt to escape is of ancillary importance.

    I wasn’t aware the enemies fought alone.

    Anyway, MAP is of little issue to most monsters unless they are far under the PC’s level. The second attack just generally means it’s not a critical hit but a regular one. Either way, now there are only 3 (assuming the standard party of 4) PCs capable of doing anything which may not be enough to deal with the threat.

    I don’t think anyone is happy to lose their actions just so the enemy gets a -4/-5 to their attack.

    Grand Archive

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    Lucerious wrote:


    I don’t think anyone is happy to lose their actions just so the enemy gets a -4/-5 to their attack.

    I would do this in a heartbeat.


    Leomund "Leo" Velinznrarikovich wrote:
    Lucerious wrote:


    I don’t think anyone is happy to lose their actions just so the enemy gets a -4/-5 to their attack.
    I would do this in a heartbeat.

    This may be worth a poll, but I am sure you are the only one.

    You do realize that the MAP attack in question would most likely target the pinned PC; the PC that is now flatfooted? Suddenly that -4/-5 is now effectively-2/-3.

    Grand Archive

    Lucerious wrote:
    Leomund "Leo" Velinznrarikovich wrote:
    Lucerious wrote:


    I don’t think anyone is happy to lose their actions just so the enemy gets a -4/-5 to their attack.
    I would do this in a heartbeat.

    This may be worth a poll, but I am sure you are the only one.

    You do realize that the MAP attack in question would most likely target the pinned PC; the PC that is now flatfooted? Suddenly that -4/-5 is now effectively-2/-3.

    Yes, I am aware.


    I actually have a bigger problem with Leo's wizard's theses assesment. I don't think spell replacement and blending between classes should work at least RAI, but I'm not sure. But here:

    Leomund "Leo" Velinznrarikovich wrote:
    3) Arcane Thesis. The thesis are the most interesting aspects of the wizard because none of them, except metamagic, only interact with your wizard spells.

    Yes, metamagic definitely works for everything once you get it (unless there are some specific weird interactions). So everyone could get and use Silent Spell on all their spells after spending a whole lot of their class feats on Wizard dedication. Though yes, how this would interact with Psychic for example I'm not sure. Need to read the rules.

    Grand Archive

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    Errenor wrote:

    I actually have a bigger problem with Leo's wizard's theses assesment. I don't think spell replacement and blending between classes should work at least RAI, but I'm not sure. But here:

    Leomund "Leo" Velinznrarikovich wrote:
    3) Arcane Thesis. The thesis are the most interesting aspects of the wizard because none of them, except metamagic, only interact with your wizard spells.
    Yes, metamagic definitely works for everything once you get it (unless there are some specific weird interactions). So everyone could get and use Silent Spell on all their spells after spending a whole lot of their class feats on Wizard dedication. Though yes, how this would interact with Psychic for example I'm not sure. Need to read the rules.

    Sure...though it is not the thesis that is working with other spellcasting. The only thing the thesis is doing is allowing the gaining of a free wizard feat. Which is why I said what I did. Of course metamagic feats work with any spellcasting.

    Honestly, I really don't see a strong argument that can be made for RAI 'wizard thesis only work with wizard stuffs' as a blanket thing. To be fair, I also don't completely think an opposite RAI argument could be made either. Which is why I addressed the RAW and said 'why not?' (basically making a counter too-good-to-be-true argument).


    Leomund "Leo" Velinznrarikovich wrote:
    Errenor wrote:

    ...

    Leomund "Leo" Velinznrarikovich wrote:
    3) Arcane Thesis. The thesis are the most interesting aspects of the wizard because none of them, except metamagic, only interact with your wizard spells.
    Yes, metamagic definitely works for everything once you get it (unless there are some specific weird interactions). So everyone could get and use Silent Spell on all their spells after spending a whole lot of their class feats on Wizard dedication. Though yes, how this would interact with Psychic for example I'm not sure. Need to read the rules.
    Sure...though it is not the thesis that is working with other spellcasting. The only thing the thesis is doing is allowing the gaining of a free wizard feat. Which is why I said what I did. Of course metamagic feats work with any spellcasting.

    Ok, well, but you did basically say that "metamagic only interact[s] with your wizard spells" which made me puzzled. Also, it's free wizard feat which you can use with (almost) everything, so...

    Though I agree that it's not a great thesis. I have a character with it and I basically never use it at all: all essential metamagic I take as normal (meaning Reach and Silent Spell) and for everything else there's too little choice, too little use and I also always forget about it.
    Leomund "Leo" Velinznrarikovich wrote:


    Honestly, I really don't see a strong argument that can be made for RAI 'wizard thesis only work with wizard stuffs' as a blanket thing. To be fair, I also don't completely think an opposite RAI argument could be made either. Which is why I addressed the RAW and said 'why not?' (basically making a counter too-good-to-be-true argument).

    There are other issues we have similar questions about, like class DCs and multiclasses, and it's not clear there too. Also at least your reading doesn't look broken: if it's not for a wizard, why should it be for something else?

    Grand Archive

    Errenor wrote:
    Leomund "Leo" Velinznrarikovich wrote:
    Errenor wrote:

    ...

    Leomund "Leo" Velinznrarikovich wrote:
    3) Arcane Thesis. The thesis are the most interesting aspects of the wizard because none of them, except metamagic, only interact with your wizard spells.
    Yes, metamagic definitely works for everything once you get it (unless there are some specific weird interactions). So everyone could get and use Silent Spell on all their spells after spending a whole lot of their class feats on Wizard dedication. Though yes, how this would interact with Psychic for example I'm not sure. Need to read the rules.
    Sure...though it is not the thesis that is working with other spellcasting. The only thing the thesis is doing is allowing the gaining of a free wizard feat. Which is why I said what I did. Of course metamagic feats work with any spellcasting.

    Ok, well, but you did basically say that "metamagic only interact[s] with your wizard spells" which made me puzzled. Also, it's free wizard feat which you can use with (almost) everything, so...

    Though I agree that it's not a great thesis. I have a character with it and I basically never use it at all: all essential metamagic I take as normal (meaning Reach and Silent Spell) and for everything else there's too little choice, too little use and I also always forget about it.
    Leomund "Leo" Velinznrarikovich wrote:


    Honestly, I really don't see a strong argument that can be made for RAI 'wizard thesis only work with wizard stuffs' as a blanket thing. To be fair, I also don't completely think an opposite RAI argument could be made either. Which is why I addressed the RAW and said 'why not?' (basically making a counter too-good-to-be-true argument).
    There are other issues we have similar questions about, like class DCs and multiclasses, and it's not clear there too. Also at least your reading doesn't look broken: if it's not for a wizard, why should it be for something else?

    Looking back at my wording, you are right. I specifically said "interact with wizard spells". That was not what I meant in relation to metamagic thesis. My line of thinking was that if it somehow allowed access to some or many metamagic feats outside of wizard, it would be much more interesting. That said, I don't really know how it would be done.

    I tend to operate under, if it is not disallowed by RAW, not blatantly against RAI, and not game breaking, why not?


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    Have to add my experience into this debate now that I've played PF2e, mainly as a GM but also as a player, since the playtest and GM'd 4 Adventure Paths (one converted from 1e).

    Note that my group has remained the same for years and we play, literally, every weekend. Obviously, groups may vary. We tend toward maximization in combat for the most part, but are also good at figuring out how to be good at everything (social encounters).

    It is quite clear that martial character are far better at damaging opponents than casters. Over the course of a battle, a martial can impart 3 or 4 times as much damage as a caster trying to impart damage.

    So if anyone is looking for a game that provides casters with the ability to match or even come close to martials in damage production, PF2 ain't it.

    That being said, casters have other strengths. However, it requires system mastery to make an above average caster. There are plenty of utility spells that are still effective and a ton of good area-of-effect debuffs.

    But...other spells that impose cool effects work, maybe 45% of the time with full effect. This is demoralizing to caster players and people should know this ahead of time.

    It can be very boring to play a caster- lack of spells per day and automatic betterment of attack and DC causing this, in our opinion, after these 3-4 years.

    It is incredibly difficult to compare martials with casters. They do very different things. It is incredibly rare that a single caster could ever hope to take a single martial. I'd rather see a better parity in the game for casters.

    It's my hope the new remaster can address this. My group has discussed this and would love to see more feat options for spellcasters and spells which utilize different action costs like heal/harm.

    Once again, these opinions have come from playing this game since it came out, including all the years of PF1. It's clear to use that martials do more damage in terms of hit points than casters over a combat encounter (which is ok with us), but the comparable percentage is something we'd like to see higher. For instance, if a fighter can deal 100 points of damage over the course of an encounter, we'd like to see a wizard be able to impart 60, at least, if they are specialized in such things. This has not been the case with our group over these years.

    If a caster wanted to not be a damager, than allow options to increase their ability to debuff or apply other effects. Many times effects are negated or dulled due to high saving throws/low DCs.

    Martials also have the ability to have incredible armor classes, furthering their ability to dominate a battle. Combined with a lot of abilities to utilize the superbly wonderful 3-action system (not hyperbole, this system is awesome), it's more fun for a lot of players to be martials instead of casters.

    It's also our hope that new options for current classes come out more, rather than just new classes. Support for existing classes is a must and something we miss from PF1.

    Liberty's Edge

    no good scallywag wrote:

    Have to add my experience into this debate now that I've played PF2e, mainly as a GM but also as a player, since the playtest and GM'd 4 Adventure Paths (one converted from 1e).

    Note that my group has remained the same for years and we play, literally, every weekend. Obviously, groups may vary. We tend toward maximization in combat for the most part, but are also good at figuring out how to be good at everything (social encounters).

    It is quite clear that martial character are far better at damaging opponents than casters. Over the course of a battle, a martial can impart 3 or 4 times as much damage as a caster trying to impart damage.

    So if anyone is looking for a game that provides casters with the ability to match or even come close to martials in damage production, PF2 ain't it.

    That being said, casters have other strengths. However, it requires system mastery to make an above average caster. There are plenty of utility spells that are still effective and a ton of good area-of-effect debuffs.

    But...other spells that impose cool effects work, maybe 45% of the time with full effect. This is demoralizing to caster players and people should know this ahead of time.

    It can be very boring to play a caster- lack of spells per day and automatic betterment of attack and DC causing this, in our opinion, after these 3-4 years.

    It is incredibly difficult to compare martials with casters. They do very different things. It is incredibly rare that a single caster could ever hope to take a single martial. I'd rather see a better parity in the game for casters.

    It's my hope the new remaster can address this. My group has discussed this and would love to see more feat options for spellcasters and spells which utilize different action costs like heal/harm.

    Once again, these opinions have come from playing this game since it came out, including all the years of PF1. It's clear to use that martials do more damage in terms of hit points than casters over a combat encounter (which is...

    I think this assessment depends highly on what players expect from martials and casters and the kind of encounters they meet. For example, encounters with many lower level thugs will see a damaging caster inflict a huge lot of damage.

    Liberty's Edge

    3 people marked this as a favorite.

    My own point of view now concerning the PF2 martial vs caster balance is pretty simple : martials are all about the Strike. And casters are not.

    Almost every round in every fight, a martial will use the Strike action at least once.

    Casters are similarly all about casting spells. But spells have a lot more variety than Strikes : buffs, healing, attacks that target Will, Reflex, Fortitude or AC...

    And casters are definitely not as good as the Martial as far as the Strike or its magical equivalent is concerned.

    Just as martials are not as good as casters at using the various possibilities provided by spells.


    1 person marked this as a favorite.
    no good scallywag wrote:

    Have to add my experience into this debate now that I've played PF2e, mainly as a GM but also as a player, since the playtest and GM'd 4 Adventure Paths (one converted from 1e).

    Note that my group has remained the same for years and we play, literally, every weekend. Obviously, groups may vary. We tend toward maximization in combat for the most part, but are also good at figuring out how to be good at everything (social encounters).

    It is quite clear that martial character are far better at damaging opponents than casters. Over the course of a battle, a martial can impart 3 or 4 times as much damage as a caster trying to impart damage.

    So if anyone is looking for a game that provides casters with the ability to match or even come close to martials in damage production, PF2 ain't it.

    That being said, casters have other strengths. However, it requires system mastery to make an above average caster. There are plenty of utility spells that are still effective and a ton of good area-of-effect debuffs.

    But...other spells that impose cool effects work, maybe 45% of the time with full effect. This is demoralizing to caster players and people should know this ahead of time.

    It can be very boring to play a caster- lack of spells per day and automatic betterment of attack and DC causing this, in our opinion, after these 3-4 years.

    It is incredibly difficult to compare martials with casters. They do very different things. It is incredibly rare that a single caster could ever hope to take a single martial. I'd rather see a better parity in the game for casters.

    It's my hope the new remaster can address this. My group has discussed this and would love to see more feat options for spellcasters and spells which utilize different action costs like heal/harm.

    Once again, these opinions have come from playing this game since it came out, including all the years of PF1. It's clear to use that martials do more damage in terms of hit points than casters over a combat encounter (which is...

    This damage comparison is false and unsupportable. Casters do not deal less damage than martials over the course of battle. If you came to this conclusion after 3 years of play, you have some of the worst players I've ever heard of. If they are getting out damaged by that percentage, your players are so awful I can't even imagine what they're doing to fall so far behind in damage dealing.

    The fact you don't even include how badly casters out damage martials with AoE damage indicates to me you revived this thread to start more trolling on the matter.

    Casters absolutely wreck martials in AoE blasting damage and it's not even close. At the end of the fights, they don't even stay in the same ballpark.

    This seems like an ambiguous attempt to troll us all and start the usual infighting.


    9 people marked this as a favorite.

    I think that the impression that "casters are weak at damage" comes from the notion that "solo boss fights against Level+3 enemies are the only thing that matters" (i.e. we're going to look at only the times when AoE damage barely matters). Because, yes, martials are going to be the best at doing damage against single targets (particularly those of a higher level), but this is specifically their schtick and also a thing martials usually "pay for" in terms of "exposing themselves to danger."

    This is probably also where the idea that "casters are only good for debuffing" comes from, since debuffing the enemy who has superior math but only 3 actions is probably the single most useful thing anyone can do in that fight. Like Slow+"not ending your turn within the baddies' reach" means that the monster can't use any 2 action activities that aren't ranged.


    Martialmasters wrote:
    I know DC 5 flat check isn't huge but it is definitely notable

    My boss missed twice due to dazzle while trying to sting the party Rogue last night. Very dissapointing from a GM point of view. I came very close to getting him.....


    1 person marked this as a favorite.
    PossibleCabbage wrote:

    I think that the impression that "casters are weak at damage" comes from the notion that "solo boss fights against Level+3 enemies are the only thing that matters" (i.e. we're going to look at only the times when AoE damage barely matters). Because, yes, martials are going to be the best at doing damage against single targets (particularly those of a higher level), but this is specifically their schtick and also a thing martials usually "pay for" in terms of "exposing themselves to danger."

    This is probably also where the idea that "casters are only good for debuffing" comes from, since debuffing the enemy who has superior math but only 3 actions is probably the single most useful thing anyone can do in that fight. Like Slow+"not ending your turn within the baddies' reach" means that the monster can't use any 2 action activities that aren't ranged.

    This is flawed to only look at these Level +3 situations.

    But the other side is not completely obvious either.

    If you are fighting a bunch of Level -2 or Level -3 enemies such that the AOE is very effective, how dangerous really was the encounter? Yes the AOE speeds up the combat, but would the martials have just taken a little longer to sword them at little risk anyway?

    I've been thinking about trying to replicate the D&D 4e minion with increasing attack and dmg bonuses but not touching defenses and HPs for encounters with lots of lower level enemies. This could create a bit more value for AOE. Clearing these enemies fast is a real value because they are a lot and they are hitting hard (say like Level +0s)


    1 person marked this as a favorite.
    Pathfinder Adventure Path Subscriber

    level -2 enemies are plenty dangerous. You just have to use enough of them and put them in an encounter site where those numbers can be leveraged effectively. A great way to do this as a GM is to have stuff in the room to do other than try to move and attack PCs. Suddenly that action economy advantage is huge when enemies are looting the treasure in the room and making a break for it while the boss is fighting the party and getting angry her goons aren't doing what they are supposed to. This is a fun way to combine a level +2 or 3 monster (depending upon party level) and a handful of 4 or 6 level -2 creatures. As a fight it could easily get out of hand if all the enemies worked together, but you as the GM you have a lever now you can switch to change things up in a way that can keep tension high and get everyone moving all over the dungeon instead of standing around with murder faces on.


    1 person marked this as a favorite.
    Unicore wrote:
    level -2 enemies are plenty dangerous. You just have to use enough of them and put them in an encounter site where those numbers can be leveraged effectively. A great way to do this as a GM is to have stuff in the room to do other than try to move and attack PCs. Suddenly that action economy advantage is huge when enemies are looting the treasure in the room and making a break for it while the boss is fighting the party and getting angry her goons aren't doing what they are supposed to. This is a fun way to combine a level +2 or 3 monster (depending upon party level) and a handful of 4 or 6 level -2 creatures. As a fight it could easily get out of hand if all the enemies worked together, but you as the GM you have a lever now you can switch to change things up in a way that can keep tension high and get everyone moving all over the dungeon instead of standing around with murder faces on.

    You can always improve any system with good GMing, where does this type of encounter design show up in APs and PFS scenarios?


    7 people marked this as a favorite.

    Actually, from play experience level-2 enemies do get deadlier and level+2 less so as levels get higher. I think its the TTK ratio, which gets higher with level. At low levels a good crit Strike can kill a level-2 and conversely that level+2 can kill a PC in one crit Strike, so the outnumbered party can level the action economy quickly via raw damage. However, as you level up it takes two, then three, then four crits to down a level-2, and suddenly the fact there's twice as many of them than you matters and efficient spread AoE and crowd control becomes better. Reversedly, the big bad level+2 also needs four crits to down a PC now, so you don't need to worry so much about locking down or missing a few swings of your own
    This experience is brought to you by level 9 of AV where the g&*~%#n Cacodaemons nearly bodied the party through raw number of rolls and the soul harvester next door died unglamorously with not a single slotted spell used


    2 people marked this as a favorite.

    Here's my viewpoint on martials vs. casters.

    Try to make an all-martial party. Throw it at a published AP. You'll probably die horribly at some point.

    Now try to make an all-caster party. Throw it at a published AP. You'll probably die horribly at some point (though it's less likely since you actually have vaguely competent healing).

    Now make a balanced party. Much less likely to have problems.

    You do need them both. Without AoE or solid healing, martials are exceptionally sad. Without consistent single target damage, casters are sad.

    Liberty's Edge

    1 person marked this as a favorite.
    hsnsy56 wrote:
    PossibleCabbage wrote:

    I think that the impression that "casters are weak at damage" comes from the notion that "solo boss fights against Level+3 enemies are the only thing that matters" (i.e. we're going to look at only the times when AoE damage barely matters). Because, yes, martials are going to be the best at doing damage against single targets (particularly those of a higher level), but this is specifically their schtick and also a thing martials usually "pay for" in terms of "exposing themselves to danger."

    This is probably also where the idea that "casters are only good for debuffing" comes from, since debuffing the enemy who has superior math but only 3 actions is probably the single most useful thing anyone can do in that fight. Like Slow+"not ending your turn within the baddies' reach" means that the monster can't use any 2 action activities that aren't ranged.

    This is flawed to only look at these Level +3 situations.

    But the other side is not completely obvious either.

    If you are fighting a bunch of Level -2 or Level -3 enemies such that the AOE is very effective, how dangerous really was the encounter? Yes the AOE speeds up the combat, but would the martials have just taken a little longer to sword them at little risk anyway?

    I've been thinking about trying to replicate the D&D 4e minion with increasing attack and dmg bonuses but not touching defenses and HPs for encounters with lots of lower level enemies. This could create a bit more value for AOE. Clearing these enemies fast is a real value because they are a lot and they are hitting hard (say like Level +0s)

    Actually, as mentioned above, the key is in Time To Kill. Because it is what brings an encounter's threat level down to very manageable range.

    When you are facing a single enemy, the only thing that will bring the encounter threat level down is killing them. The threat goes from 100 percent to zero. There is not really an in-between stage.

    When you are facing a crowd, every round you spend with all of them (or even most of them) active carries a very real threat of PCs going down. But as soon as you disable enough of them, the encounter's budget goes down to a much more easily manageable threat level and PCs end up mopping the rest up pretty easily.

    The key to winning encounters in PF2 is actually written in the Building Encounters chapter.


    Calliope5431 wrote:

    Here's my viewpoint on martials vs. casters.

    Try to make an all-martial party. Throw it at a published AP. You'll probably die horribly at some point.

    Now try to make an all-caster party. Throw it at a published AP. You'll probably die horribly at some point (though it's less likely since you actually have vaguely competent healing).

    Now make a balanced party. Much less likely to have problems.

    You do need them both. Without AoE or solid healing, martials are exceptionally sad. Without consistent single target damage, casters are sad.

    I think 4 fighters with casting archetypes and reach weapons will roll over any published AP with relative ease. In-combat healing can be handled via healer's gloves, treat wounds or spells from archetypes, and AoE is not necessary if have solid tactics and lure swarms into bottle necks. Buffs from archetype casting lag many levels behind buffs from casters, but during levels 1-10, +1 is generally the biggest status bonus buff you're going to get, and those are available from lvl 4 onwards even on archetype casters.

    At level 11, casters get access to lvl 6 spells and +2 status bonus buffs, which archetype casters won't access until lvl 16, so I can see a case being made for casters for high level parties. Also damage spells get a huge bump too, with chain lightning doing more single target damage than most single target spells before that level, but for AoE. Not to mention wall of stone and synesthesia, which are game breakingly powerful. But for levels 1-10, there aren't many obstacles a mixed party can handle that a full martial party with casting archetypes and a diverse set of skills can't.


    4 people marked this as a favorite.

    The truth is most caster issues are because optimal caster play is restricted to only a handful of spells, since most spells are trash. I had necromancer wizard ally that only wanted to cast necromancy themed spells, he ended up doing less damage, being a slightly better buffer and less of a debuffer than my bard archetype dual flickmace fighter in almost all fights. He mostly cast animate dead (pretty bad) and grim tendrils (awful) and rouse skeletons (terrible), sometimes he cast haste and enlarge. I casted bless and mirror image and debuffed foes with prone (and clumsy and enfeebled with crushing rune) with double slice crits and fear from intimidate. With the +1 status bonus to coerce from bullhorn cantrip and +1 (+2 later) circumstance bonus from intimidating prowess my coerce check was better (and intimidate on par) with that of a charisma caster. His character had almost universally worse proficiencies, worse hp, worse AC, was worse at charisma based skill checks, athletics skill checks and was on par or slightly stronger with wisdom-based checks. He was better stealth and acrobatics, but that didn't really play much of a role in the campaign. Oh and he was better at recall knowledge of course and the GM was generous with information, so I guess he had that going for him.

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