Top Ten things I'd like to see addressed in pathfinder 2023


Pathfinder Second Edition General Discussion

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Temperans wrote:

At the risk of getting yelled at or getting this post removed its very much:

"The game is perfectly balanced the devs wouldn't make a mistake."

"But what about all these mistakes they made and all these things that don't follow that 'balance'."

"Uh... um... clearly thats the way the devs meant to balance it."

(Also the occasional you are just a power gamer or do you even know the system)

The PF2e community has its flaws for sure. I mean, I've been jazzed about the system since start of the core book playtest but hasn't stopped me from being critical of the parts that I think are bad. But when you start to criticize PF2e you have to be ready to pull out your logical fallacies bingo card:

- Straw Man (happens frequently, happened in this thread a ton)
- Bandwagon (the majority of players like it this way)
- Appeal to Authority (Paizo game designers are infallible)
- Anecdotal Evidence (Seems like everyone's personal experience is > than math/analysis/examples)
- Ad Hominem (You're a power gamer)
- Tu Quoque (this thread has tons of deflections, followed by assertions, followed by not addressing the evidence or claim. For me, this is the one internet discussions are most guilty of because a snappy TLDR/one liner 'wins' for enough people that it feels like the go to default response type for every internet thread)
- Special Pleading (But its fine [or not] in this one case because PF2e is the best TTRPG system I've played ever...)
- Gate Guarding (well you have to have played this for x number of years before you can comment on the system)

IMO its been like that for years since PF2e came out. I think it started as a reactionary impulse to try and prevent/minimize PF1e edition warring. But its left the community in a place where it becomes extremely difficult to provide critique because people can become combative rather quickly.


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Or y'know people just having a different opinion than you about the system.

Genuinely don't know what's worse, the tendency of internet arguments to devolve into crappy fallacies, or the prevalence of fallacy hunting and self victimization in those same discussions.


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Squiggit wrote:
Or y'know people just having a different opinion than you about the system.

A couple of the louder people in this form have very strong ideas which are somewhat valid, but only in the particular approach that they have to the game. They don't always see the different way other people play the game. I try not to be in this category, and I enjoy their comments mostly, but ...

Squiggit wrote:
Genuinely don't know what's worse, the tendency of internet arguments to devolve into crappy fallacies, or the prevalence of fallacy hunting and self victimization in those same discussions.

Yep that fact that you can label an argument, often doesn't have any bearing on whether or not it is a valid argument.


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HumbleGamer wrote:
1 psychic refocus

This and eidolons using mundane items I'm super curious about.

With the influx of Summoners and Psychics at tables I've played at recently, I've noticed GMs are pretty 50/50 on how they rule these two. We even had a long but fun quibble on the psychic refocus trick with one table. Hilariously, the Psychic player wasn't even the one who brought it up.


PlantThings wrote:
HumbleGamer wrote:
1 psychic refocus

This and eidolons using mundane items I'm super curious about.

Having the eidolon share the summoner skills, I find hard not having it to benefit from lvl 0 items or tool, but I'd like to hear it coming from paizo too.

There's also Skilled Partner that doesn't forbid anything, pointing out ( to me ) another reason the eidolon should be able to use anything that a skill feat might require:

-Alchemical Crafting
-Armor Assist
-Battle medicine
-Combat Climber
-Improvise tool
-Medical researcher
-Quick Repair
-Risky Surgery
-Snare Crafting
-Speciality Crafting

And these are just some of the lvl 1 skill feats available ( they can also choose lvl 2 and lvl 7 ones ).

What's left is alchemical stuff ( even if I'd allow it ).
This is what bothers me the most.

ps: I have also heard about someone questioning whether an eidolon might have had "pockets" where to put stuff, but I think that knowing they can use mundane items, they can also have pockets.

Dark Archive

Pathfinder Lost Omens Subscriber

One thing I think that I'm really missing is a feat that allows for limited use of Coercion in combat.

I would love something which allows you to use Intimidation to perhaps force people to attack you for a round. You would need quick Coercion as a prereq, so maybe a feat at master Intimidation.

Something simple, [>], enemies within 10ft of you have to make a will save or spend their next action attacking you.


JiCi wrote:

Shield usage... I swear they turned these into consumable items...

The Starfinder rules about shields seem better fit for Pathfinder.

Maybe to expand: you only get the shield's bonus to AC after Raising the Shield, but this essentially grants any attacker a free Sunder attempt on it. In Starfinder and in P1E, the opponent has to declare wanting to Sunder that shield, weapon or whatever. Right now, there's no reason to use a shield, unless they make a rule to allow you to transfer damage from yourself to the shield.

I also double-checked and there's no "Shield Parry" feat either.


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You realise that PF2 shield block prevents you from taking any damage up to the value of the shield's hardness, right?

Radiant Oath

Old_Man_Robot wrote:

One thing I think that I'm really missing is a feat that allows for limited use of Coercion in combat.

I would love something which allows you to use Intimidation to perhaps force people to attack you for a round. You would need quick Coercion as a prereq, so maybe a feat at master Intimidation.

Something simple, [>], enemies within 10ft of you have to make a will save or spend their next action attacking you.

I had similar thought, but for deception and out of combat. My heavy armor thaumaturge would like to be loud and help my friend sneak.


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Totally Not Gorbacz wrote:
You realise that PF2 shield block prevents you from taking any damage up to the value of the shield's hardness, right?

It's still a free Sunder attempt that can destroy my shield simply by Raising it. You can literally lose your shield after one or two encounters, because it tanked too much damage.

Liberty's Edge

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JiCi wrote:
Totally Not Gorbacz wrote:
You realise that PF2 shield block prevents you from taking any damage up to the value of the shield's hardness, right?
It's still a free Sunder attempt that can destroy my shield simply by Raising it. You can literally lose your shield after one or two encounters, because it tanked too much damage.

The Repair action fits neatly into other 10-minute activities and avoids this problem. There's even a quick repair skill feat to make it a functionally-guaranteed thing given 10 minutes.


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JiCi wrote:
Totally Not Gorbacz wrote:
You realise that PF2 shield block prevents you from taking any damage up to the value of the shield's hardness, right?
It's still a free Sunder attempt that can destroy my shield simply by Raising it. You can literally lose your shield after one or two encounters, because it tanked too much damage.

It's quite different.

To begin with, raising your shield provides more damage reduction than using the shield block reaction.

Then you have to consider that the damage is rolled before the player decides whether they want to use their shield block reaction or not.

Example1: knowing that you have a steel shield ( 5 hardness, 20hp/10bt ) and you are getting hit for 10 damage, you could consider using the reaction, having you and the shield being hit for 5 damage. The shield will still be ok for the shield raise action, as well as the shield block reaction.

Example2: knowing that you have a steel shield ( 5 hardness, 20hp/10bt ) and you are getting hit for 15 damage, you could consider not using the reaction. Gettin 15 damage but saving your shield for the shield raise action ( and another shield block, if needed ).

Also, consider that once the shield hits its BT you won't be able to perform both shield raise and shield block anymore.

And that apart from low level shields, shields meant to be use for blocking purposes ( sturdy ones plus, maybe, some other ones ) can't probably be destroyed with a block.

For example, a sturdy shield ( minor ) has Hardness 8, HP 64, and BT 32.

meaning that, in the worst case scenario ( 33hp ) would require a 41dmg block in order to be destroyed ( and it's a lvl 4 item, so it's quite rare to have the shield with exactly 33 HP and an enemy critting you for 41 damage ).

Finally, repairing a shield is a 10 min ( or less ) time activity, that is meant to be done between encounters ( as Arcaian mentioned ).


JiCi wrote:
Totally Not Gorbacz wrote:
You realise that PF2 shield block prevents you from taking any damage up to the value of the shield's hardness, right?
It's still a free Sunder attempt that can destroy my shield simply by Raising it. You can literally lose your shield after one or two encounters, because it tanked too much damage.

I mean, only if you, the player, A, has the shield block feat, and B, decided to use the shield block reaction. As far as I know, there is no way for most non rust monster enemies to damage a shield you don't use for shield block.

Dark Archive

Pathfinder Lost Omens Subscriber
AceofMoxen wrote:
Old_Man_Robot wrote:

One thing I think that I'm really missing is a feat that allows for limited use of Coercion in combat.

I would love something which allows you to use Intimidation to perhaps force people to attack you for a round. You would need quick Coercion as a prereq, so maybe a feat at master Intimidation.

Something simple, [>], enemies within 10ft of you have to make a will save or spend their next action attacking you.

I had similar thought, but for deception and out of combat. My heavy armor thaumaturge would like to be loud and help my friend sneak.

Draw Attention instead of Create a Diversion.

I can dig it.

Radiant Oath

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JiCi wrote:
Totally Not Gorbacz wrote:
You realise that PF2 shield block prevents you from taking any damage up to the value of the shield's hardness, right?
It's still a free Sunder attempt that can destroy my shield simply by Raising it. You can literally lose your shield after one or two encounters, because it tanked too much damage.

or you could take ten minutes and repair it, while others are refocusing or healing?

That said, several high level shields won't survive a single hit, which has been discussed and homebrewed to death. Personally, I wish they would just say "you can't block with this shield."


Old_Man_Robot wrote:


AceofMoxen wrote:
I had similar thought, but for deception and out of combat. My heavy armor thaumaturge would like to be loud and help my friend sneak.

Draw Attention instead of Create a Diversion.

I can dig it.

Hm. Mechanically Fascinated does exactly what you need. Only to make it unbreakable. But the name and theme is not a match.

Dark Archive

Pathfinder Lost Omens Subscriber
Errenor wrote:
Old_Man_Robot wrote:


AceofMoxen wrote:
I had similar thought, but for deception and out of combat. My heavy armor thaumaturge would like to be loud and help my friend sneak.

Draw Attention instead of Create a Diversion.

I can dig it.

Hm. Mechanically Fascinated does exactly what you need. Only to make it unbreakable. But the name and theme is not a match.

That could be a way to do it, though the Fascinated condition has some extra bells and whistle Draw Attention probably would not need.

I was thinking something closer to a deception check against Will to give an enemy a perception bonus against you and a perception penalty against everyone else. Scale targets with proficiency. Maybe slap a flat footed rider on there if an enemy crit fails.

Nothing fancy.


[too many people to quote]

Here's my problem: You don't get the shield's AC bonus unless you Raise the shield.

WHY WOULDN'T I RAISE MY SHIELD IF I HAD ONE? This is like Fighting Defensively with an item requirement.

I feel like...
1) the shield's stats should apply to you all the time. Yeah, good luck explaining that "your buckler doesn't protect you". I swear, there was supposed to be a "shield parry" feat, like Twin Parry, but that was dropped.

2) Raising the Shield should automatically grant you Shield Block, and vice-versa.

3) there should be a feat that halves the damage to your shield when using Shield Block, y'know, as if you deflected the blow instead of tanking it.

4) Quick Shield Block doesn't do anything like negating damage. If I have AC 20, the opponent rolls 21 and my shield grants +2 AC for 22, that attack is negated. Quick Shield Block blocks damage, but nowhere doe sit change the success of an attack roll.

Like I said, in Starfinder, you have a base AC shield bonus, but if you align it (a.k.a. Raise it), you get a higher bonus, until the end of your next turn. Under no circumstance does your shield is subject to damage unless the opponent explicitely sunders it.


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Old_Man_Robot wrote:
AceofMoxen wrote:
Old_Man_Robot wrote:

One thing I think that I'm really missing is a feat that allows for limited use of Coercion in combat.

I would love something which allows you to use Intimidation to perhaps force people to attack you for a round. You would need quick Coercion as a prereq, so maybe a feat at master Intimidation.

Something simple, [>], enemies within 10ft of you have to make a will save or spend their next action attacking you.

I had similar thought, but for deception and out of combat. My heavy armor thaumaturge would like to be loud and help my friend sneak.

Draw Attention instead of Create a Diversion.

I can dig it.

Isn't this just the Aid action? Aid doesn't require that you perform the same kind of action as the ally being aided, being loud and annoying with Intimidation to aid your ally in stealth is plenty viable.


So just to be clear:
Raising your shield gives the +AC. It does not cause the shield to take damage. It does not directly reduce damage.

The Shield Block reaction is what actually causes the shield to take some of the hit for you, and you get to know how much damage was rolled before choosing to use the reaction.

Dark Archive

Pathfinder Lost Omens Subscriber
Arachnofiend wrote:


Isn't this just the Aid action? Aid doesn't require that you perform the same kind of action as the ally being aided, being loud and annoying with Intimidation to aid your ally in stealth is plenty viable.

Different approaches to achieve similar outcomes.

Aid buffs an ally, where as Draw Attention would debuff an enemy. So a party could do both to really help out one member on a needed stealth check.


JiCi wrote:

Here's my problem: You don't get the shield's AC bonus unless you Raise the shield.

WHY WOULDN'T I RAISE MY SHIELD IF I HAD ONE? This is like Fighting Defensively with an item requirement.

Well, it will never be changed (in this edition at least), because it's kind of a baseline that circustance bonuses to AC like that demand one action. I'd recommend not waiting for the change.

JiCi wrote:


2) Raising the Shield should automatically grant you Shield Block, and vice-versa.

It does this already, depending on what you mean. Yes, you also need the feat (inherent in some classes) and spend a reaction.

JiCi wrote:


4) Quick Shield Block doesn't do anything like negating damage. If I have AC 20, the opponent rolls 21 and my shield grants +2 AC for 22, that attack is negated. Quick Shield Block blocks damage, but nowhere doe sit change the success of an attack roll.

As I'm reading it, QSB doesn't even do that: it only gives you another reaction to use Shield Block (damage reduction). Nothing else. Which means that you still must spend an action on Raise Shield, and then could use your additional reaction to Block.

https://2e.aonprd.com/Feats.aspx?ID=394
Also, as other people wrote, under no circumstance* your shield is subject to damage unless you use Shield Block**.
* unless there's an extremely special monster or effect
** Shield Block, not Raise Shield! Different actions! RS gives AC and allows SB, but you aren't forced to use SB.


JiCi wrote:


1) the shield's stats should apply to you all the time. Yeah, good luck explaining that "your buckler doesn't protect you". I swear, there was supposed to be a "shield parry" feat, like Twin Parry, but that was dropped.

2e is about actions, choices and trades.

You have tools that you can use or not.

At the beginning of your adventure ( low level characters ) you'll struggle more because of action management, but as you proceed, you'll have more possibilities and ways to deal with it.

For example, a lvl 1 character would require an action to raise their shield. A fighter might take the reactive shield, giving themselves a choice between expending 1 action to raise the shield, saving their reaction for something else, or use the action for something else, knowing that if they are going to be attacked ( or hit ) they'll have the possibility to raise their shield, making the attack fail.

by level 4, a fighter or a champion can choose to get both everstand stance and everstand strike. They'll be able to strike with their shield with their second attack and, if the strike hits, to raise their shield for free.

by lvl 10 a swashbuckler will be able to have parry or shield raised as a stance.

by lvl 12 the fighter could do the same.

At some point you might consider using haste on yourself, performing a strike with the action bonus, saving an action to raise the shield.

Reactive shield also synergizes in an excellent way with quick block, as they have different trigger ( the former on being hit, and the latter on taking damage ).

And so on.

JiCi wrote:


2) Raising the Shield should automatically grant you Shield Block, and vice-versa.

I don't get it.

Are you complaining about having to expend a general feat in order to unlock shield block for some classes ( spellcasters, for example )?

JiCi wrote:


3) there should be a feat that halves the damage to your shield when using Shield Block, y'know, as if you deflected the blow instead of tanking it.

There are some feats that enhance the shield durability.

I do somehow agree that having them locked between some classes/ancestries is probably not the best deal, but it's something any character can have access to.

Asking for a feat that halve the damage kinda brings out that you are not very familiar with the 2e ( progression how much damage should be prevented, along with shield uses per combat ).

A sturdy shield of the appropriate level, if properly used ( eventually with some consumables or feats ), allows a character to block 4/5 times per combat, which is definitely ok.

JiCi wrote:


4) Quick Shield Block doesn't do anything like negating damage. If I have AC 20, the opponent rolls 21 and my shield grants +2 AC for 22, that attack is negated. Quick Shield Block blocks damage, but nowhere doe sit change the success of an attack roll.

What?

Quick shield block doesn't grant +2 AC.
Raise shield grants +2 AC.

Quick shield block grants an extra reaction the player can use to perform a shield block.

If you have 22 AC with your shield raised and the enemy rolls a 21, the enemy doesn't hit you, and the shield gets no damage.

To conclude:

Shields are pretty strong even just because the +2 AC on shield raise ( something available to any character ).

Shield block offers an alternative to Attack of opportunity and other reactions, allowing you to mitigate parts of the damage. It's not meant to be spammed ( getting quick shield block and expecting to use 2 reactions per round to block attacks would probably disappoint you, as your shield won't last that much, though by aiming for hardness perks would drastically improve the numbers of hits the shield can withstand ).

If you want to maximize your shield effectiveness, I suggest you going for a dwarf fighter with champion dedication and paragon stance, or a dwarf champion with cleric dedication and everstand stance.


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It's just JiCi doing his usual thing of moving the goalposts after his hot take made without reading the rules (such as "shields do nothing!") turns out to be untrue.


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Totally Not Gorbacz wrote:
It's just JiCi doing his usual thing of moving the goalposts after his hot take made without reading the rules (such as "shields do nothing!") turns out to be untrue.

Shields do less than they should. Look at HEMA matches where they use shields, they aren't constantly dropping and raising them, instead, they are a part of each motion with many attacks coming from behind the shield. Unless you are very new to using a shield you aren't opening up your defenses and constantly having to spend a moment bringing your shield back into play.

It's sad that a level 20 fighter uses a shield worse than a guy who dons armor some weekends for sport.

Vigilant Seal

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3-Body Problem wrote:
Totally Not Gorbacz wrote:
It's just JiCi doing his usual thing of moving the goalposts after his hot take made without reading the rules (such as "shields do nothing!") turns out to be untrue.

Shields do less than they should. Look at HEMA matches where they use shields, they aren't constantly dropping and raising them, instead, they are a part of each motion with many attacks coming from behind the shield. Unless you are very new to using a shield you aren't opening up your defenses and constantly having to spend a moment bringing your shield back into play.

It's sad that a level 20 fighter uses a shield worse than a guy who dons armor some weekends for sport.

If I am not mistaken there is a stance a Fighter eventually gets which essentially permanently raises their shield until they choose to undo the stance. I don't know what level, but it does exist.


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Trixleby wrote:
3-Body Problem wrote:
Totally Not Gorbacz wrote:
It's just JiCi doing his usual thing of moving the goalposts after his hot take made without reading the rules (such as "shields do nothing!") turns out to be untrue.

Shields do less than they should. Look at HEMA matches where they use shields, they aren't constantly dropping and raising them, instead, they are a part of each motion with many attacks coming from behind the shield. Unless you are very new to using a shield you aren't opening up your defenses and constantly having to spend a moment bringing your shield back into play.

It's sad that a level 20 fighter uses a shield worse than a guy who dons armor some weekends for sport.

If I am not mistaken there is a stance a Fighter eventually gets which essentially permanently raises their shield until they choose to undo the stance. I don't know what level, but it does exist.

Lvl 12 paragon stance.

Anyway, I wouldn't stick with irl stuff when it comes down to balancing a board game.

Radiant Oath

Old_Man_Robot wrote:
Arachnofiend wrote:


Isn't this just the Aid action? Aid doesn't require that you perform the same kind of action as the ally being aided, being loud and annoying with Intimidation to aid your ally in stealth is plenty viable.

Different approaches to achieve similar outcomes.

Aid buffs an ally, where as Draw Attention would debuff an enemy. So a party could do both to really help out one member on a needed stealth check.

In my case, I had two stealthly allies to help, and we were low level, so hitting aird DC 20 would be harder than enemy will DC.


Totally Not Gorbacz wrote:
It's just JiCi doing his usual thing of moving the goalposts after his hot take made without reading the rules (such as "shields do nothing!") turns out to be untrue.

Shields are worthless unless you raised them, which is an action.

- You need to Raise the Shield in order to use Shield Block.

- Simply Raising the Shield only adds the AC bonus, which to me sounds pretty pathetic, especially since you just cannot normally keep it raised.

- Quick Shield Block allows you to Raise your Shield to then use Shield Block as a reaction, but UNLIKE Raising your Shield normally, the extra AC bonus isn't factored in. Like I said, you cannot negate an attack as a reaction if your AC would be enough for a Strike to miss with your Shield raised.

Here's another thing: Shields are added in Starfinder AFTER P2E... and for some reason, it's less of a hassle to use them.

Who actually complained about shields adding an AC bonus in P1E to warrant such a replacement again?


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HumbleGamer wrote:


Lvl 12 paragon stance.

Anyway, I wouldn't stick with irl stuff when it comes down to balancing a board game.

But therein is the problem. A TTRPG isn't a board game. It makes little sense to try and balance as though it is. What happens if you have to (or like to) use theater of the mind instead of visual aids?

Needing to burn an action for a +1 circumstance bonus to AC sounds ok at level 1 but will be annoying by level 3...


Jacob Jett wrote:
HumbleGamer wrote:


Lvl 12 paragon stance.

Anyway, I wouldn't stick with irl stuff when it comes down to balancing a board game.

But therein is the problem. A TTRPG isn't a board game. It makes little sense to try and balance as though it is. What happens if you have to (or like to) use theater of the mind instead of visual aids?

Needing to burn an action for a +1 circumstance bonus to AC sounds ok at level 1 but will be annoying by level 3...

Actually, this 2e is closer to a boardgame ( a normal dungeon crawler ) than to a standard rpg ( the resource management part as well as the math behind ).

3.0/3.5/1e/5e are, in my opinion, way too different to even make a comparison.

The fact you get bored by lvl 3 is probably because of the slow pace this game has ( i feel the same if the group I play with is slow and there's no lvl up every 1 or 2 sessions ). One way to "fix" this out is to start midgame ( some says lvl 8, but I'd prefer lvl 12, because characters are really different in terms of mechanics and possibilities. Free archetype also helps ).


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I will also point out that in narrative, your shield is not falling and being raised every 6 seconds, but is being constantly held up for as long as you spend actions. Keeping a shield raised in an effective fighting position takes some amount of mental and physical effort, which is represented by the action you need to spend every turn, just like the action you need to spend every round to sustain a spell. You can forgo raising a shield for a round or two to focus on more offence or defense, but just like a real Hema fighter, you will need to spend some time to get the shield back in position again. But the shield isn't constantly bobbing up and down in narrative any more than characters are moving 25 feet, stopping, and then moving 25 more feet all the time


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Agree to disagree. From me read through of the CRB thus far, it has plenty enough things to do from the role-playing perspective between exploration and downtime.

It compares just fine to PF1 and various editions of D&D (all of which are equally mathy). And speaking as someone with advanced degrees in mathy things, the mathematical basis for its balance point is suspect. If one sets aside all of the things in the various classes that aren't really very comparable including the relatively arbitrary number of skill proficiencies that each class receives, and narrowly focuses on just attack, defense, perception, saves, and when available spell proficiencies, some interesting things about the under lying maths begin to reveal themselves. For instance, examining just the classes in the CRB we can see that, fighters and monks start with more trained or expert proficiencies than anyone else (10 each). Fighters and champions get more boosts to these proficiencies than anyone else (20 each). Whereas the sad alchemist starts with 8 (as do 5 other classes) and receives the fewest bumps to the these proficiencies (6 total--ending up with 14 compared to fighter's and champion's 20). Folks who find the alchemist underwhelming can clearly see that there's a mathematical disadvantage that the class has just vis-a-vis this narrow band of comparable proficiencies.

From decades of experience taking games like this apart, tuning them, and reassembling them, I'd say that the game is focused on providing whoever plays a fighter with the best feeling experience. And in many ways other editions have done a better job of balancing the lower levels of the game in such a manner that everyone usually feels good about their character.

Much as I did for pretty much every TTRPG I've run in the last 20 years, I'll be rewriting all of the game's classes to suit the kind of environment I feel will provide my players the best combination of fun choices and good feels. For instance, imagine if alchemists looked more like this (again, setting aside their specialized class abilities):

Starting proficiencies: Perception=Trained, Attacks=Untrained(Alchemical weapons;Simple Weapons;Unarmed Attacks=Trained), Defense=Untrained(Medium Armor;Light Armor;Unarmored Defense=Trained), Fortitude=Expert, Reflex=Expert, Will=Trained

Class feature progressions:
- Level 7 - Alchemical weapons, simple weapons & unarmed attacks = expert; will saves = expert
- Level 9 - Perception = expert
- Level 11 - Fortitude saves = master; medium armor, light armor, & unarmored defense = expert
- Level 13 - Reflex saves - master
- Level 15 - Alchemical weapons, simple weapons & unarmed attacks = master; will saves = master
- Level 17 - Perception = master
- Level 19 - Fortitude saves = legendary; medium armor, light armor, & unarmored defense = master

The above is subtly different from what's published in the CRB. Making some similar changes to the fighter better aligns their maths.

[Edit: I say rewriting, but mostly it's more like tuning, except for fighters and monks that I'm reworking to actually have sub-class features.]


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Pronate11 wrote:
I will also point out that in narrative, your shield is not falling and being raised every 6 seconds, but is being constantly held up for as long as you spend actions. Keeping a shield raised in an effective fighting position takes some amount of mental and physical effort, which is represented by the action you need to spend every turn, just like the action you need to spend every round to sustain a spell. You can forgo raising a shield for a round or two to focus on more offence or defense, but just like a real Hema fighter, you will need to spend some time to get the shield back in position again. But the shield isn't constantly bobbing up and down in narrative any more than characters are moving 25 feet, stopping, and then moving 25 more feet all the time

That's not really how that works. What extra offense is unlocked by a warrior not using their shield effectively? None, in fact, you can often hide the path of a cut behind your shield giving your foe less of a chance to react. The movement of the shield is an integral part of each attack.


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HumbleGamer wrote:
Trixleby wrote:
3-Body Problem wrote:
Totally Not Gorbacz wrote:
It's just JiCi doing his usual thing of moving the goalposts after his hot take made without reading the rules (such as "shields do nothing!") turns out to be untrue.

Shields do less than they should. Look at HEMA matches where they use shields, they aren't constantly dropping and raising them, instead, they are a part of each motion with many attacks coming from behind the shield. Unless you are very new to using a shield you aren't opening up your defenses and constantly having to spend a moment bringing your shield back into play.

It's sad that a level 20 fighter uses a shield worse than a guy who dons armor some weekends for sport.

If I am not mistaken there is a stance a Fighter eventually gets which essentially permanently raises their shield until they choose to undo the stance. I don't know what level, but it does exist.

Lvl 12 paragon stance.

Anyway, I wouldn't stick with irl stuff when it comes down to balancing a board game.

That's a poor point of balance. The balance between having a shield and not should be the general damage and reach of a two-handed weapon versus the added defense and possible feints opportunities that come with using a shield. If anything two-handed weapon users should be the ones using an action to take a defensive stance to gain some added defense as needed.


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3-Body Problem wrote:
The movement of the shield is an integral part of each attack.

That certainly doesn't sound like something that should require zero effort or engagement to use properly. That's a good point.

So sounds like PF2 handles shields much better than PF1 or 5e.

3-Body Problem wrote:
That's a poor point of balance.

But it's not. Shields are quite good.


Jacob Jett wrote:


Much as I did for pretty much every TTRPG I've run in the last 20 years, I'll be rewriting all of the game's classes to suit the kind of environment I feel will provide my players the best combination of fun choices and good feels. For instance, imagine if alchemists looked more like this (again, setting aside their specialized class abilities):

Starting proficiencies: Perception=Trained, Attacks=Untrained(Alchemical weapons;Simple Weapons;Unarmed Attacks=Trained), Defense=Untrained(Medium Armor;Light Armor;Unarmored Defense=Trained), Fortitude=Expert, Reflex=Expert, Will=Trained

Class feature progressions:
- Level 7 - Alchemical weapons, simple weapons & unarmed attacks = expert; will saves = expert
- Level 9 - Perception = expert
- Level 11 - Fortitude saves = master; medium armor, light armor, & unarmored defense = expert
- Level 13 - Reflex saves - master
- Level 15 - Alchemical weapons, simple weapons & unarmed attacks = master; will saves = master
- Level 17 - Perception = master
- Level 19 - Fortitude saves = legendary; medium armor, light armor, & unarmored defense = master

The above is subtly different from what's published in the CRB. Making some similar changes to the fighter better aligns their maths.

Homebrew stuff is imo always fine if the players want it, but now we are talking about something different ( leaving apart the alchemist is, in my opinion, "the" exception ).

I am not saying that I am satisfied with the current state of the alchemist but rather than starting from the publish concept, I have seen several homebrew alchemists, and even I could come out with my version ( for example, rather than giving master weapon proficiency I would have given them 18 starting DEX or STR, because their mutagens and bombs would have make up with thaumaturge and inventor class. I would also have worked on the familiar, making it specialization specific, in order to "support a little" the alchemist ).

Just to say this doesn't mean one will necessarily be better or more balanced than another, but that it would be something some could appreciate while other won't.


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JiCi wrote:


- Quick Shield Block allows you to Raise your Shield to then use Shield Block as a reaction, but UNLIKE Raising your Shield normally, the extra AC bonus isn't factored in. Like I said, you cannot negate an attack as a reaction if your AC would be enough for a Strike to miss with your Shield raised.

This is just plain wrong.

It is Reactive Shield that let's you raise a shield as a reaction. And it does factor the raised shield's bonus to AC.

If your AC is 30 without the shield raised, you are attacked with a roll of 31, and you use your reaction for Reactive Shield, your AC becomes 32 and the attack misses.

Quick Shield block, on the other hand, gives you an extra reaction that you may only use to Shield Block. Thus you could both AoO and Shield Block in the same turn.

Or, take the previous example, but the attack roll is 41. It would be a critical hit, but raising your shield with Reactive Shield makes it only a normal strike. Then, with Quick Shield block, you can reduce the incoming damage.


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Squiggit wrote:

That certainly doesn't sound like something that should require zero effort or engagement to use properly. That's a good point.

So sounds like PF2 handles shields much better than PF1 or 5e.

It takes training but once you train it's just a part of how you make attacks while carrying a shield. It's like a boxer keeping a hand back and their chin tucked. It's just how you fight while you have a shield.

Quote:
But it's not. Shields are quite good.

If something is good but the way you use it breaks the illusion that your character is a skilled warrior the rule is stupid. Much like a lot of how Paizo wants to use action economy to balance* classes it falls flat to those who aren't the core audience of this messageboard.

*By balance they apparently mean worse than CRB classes.


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Pixel Popper wrote:
Or, take the previous example, but the attack roll is 41. It would be a critical hit, but raising your shield with Reactive Shield makes it only a normal strike. Then, with Quick Shield block, you can reduce the incoming damage.

How is this meant to work narratively? You use your shield to deflect an attack that would otherwise hit a vital area but somehow also block part of the attack in a way that damages your shield and saves you from damage. Yet, if you just blocked you'd still be critically hit and if you were just reactive you'd avoid the crit but not block any damage... Does Paizo understand how shields are actually used?

Vigilant Seal

3-Body Problem wrote:
Squiggit wrote:

That certainly doesn't sound like something that should require zero effort or engagement to use properly. That's a good point.

So sounds like PF2 handles shields much better than PF1 or 5e.

It takes training but once you train it's just a part of how you make attacks while carrying a shield. It's like a boxer keeping a hand back and their chin tucked. It's just how you fight while you have a shield.

Quote:
But it's not. Shields are quite good.

If something is good but the way you use it breaks the illusion that your character is a skilled warrior the rule is stupid. Much like a lot of how Paizo wants to use action economy to balance* classes it falls flat to those who aren't the core audience of this messageboard.

*By balance they apparently mean worse than CRB classes.

Who do you expect is the core audience of this message board?


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Trixleby wrote:
3-Body Problem wrote:
Squiggit wrote:

That certainly doesn't sound like something that should require zero effort or engagement to use properly. That's a good point.

So sounds like PF2 handles shields much better than PF1 or 5e.

It takes training but once you train it's just a part of how you make attacks while carrying a shield. It's like a boxer keeping a hand back and their chin tucked. It's just how you fight while you have a shield.

Quote:
But it's not. Shields are quite good.

If something is good but the way you use it breaks the illusion that your character is a skilled warrior the rule is stupid. Much like a lot of how Paizo wants to use action economy to balance* classes it falls flat to those who aren't the core audience of this messageboard.

*By balance they apparently mean worse than CRB classes.

Who do you expect is the core audience of this message board?

People who are generally pleased with PF2 and who don't feel that core aspects of the game are greatly in need of a rework.


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3-Body Problem wrote:
It takes training but once you train it's just a part of how you make attacks while carrying a shield.

An active part that requires constant engagement though, right?

Or do HEMA practitioners have their shield arm hang limply at their side and just automatically gain increased defenses, like a 5e character does?

Quote:
If something is good but the way you use it breaks the illusion that your character is a skilled warrior the rule is stupid.

Eh. If the problem is a disconnect between the rules and how you envision things, changing your perception is probably easier than changing the rules, especially if that rule serves a compelling purpose within the game design itself.

In general I think this is a bad rule of thumb because you can take any rule and likely be able to find someone, somewhere who finds its construction problematic, which would effectively mean all rules are stupid. A valid position to have, I suppose, but not a particularly helpful one for making games.


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The devs realized that having the game be less simulation and more game based is better for the health of the game and the fun of most players. I'm not sure if that's been said outright but it's what I believe and I'm pretty sure I've read others say the same. It's fun for most people to have choice and variety in the actions they can take from turn to turn. I know players in my group are always happy to narrowly get missed by a hit or a Crit because they raised their shield. If it was just a constant bonus it would be (probably too strong in a game where those +1s matter so much right from LVL 1) boring to me, and I think a lot of players. Yes, in real life you can pretty easily swing a sword more than three times in 6 seconds, or effortlessly put a second hand on a two handed weapon. It doesn't matter, it's about balance and fun.


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Gaulin wrote:
The devs realized that having the game be less simulation and more game based is better for the health of the game and the fun of most players. I'm not sure if that's been said outright but it's what I believe and I'm pretty sure I've read others say the same. It's fun for most people to have choice and variety in the actions they can take from turn to turn. I know players in my group are always happy to narrowly get missed by a hit or a Crit because they raised their shield. If it was just a constant bonus it would be (probably too strong in a game where those +1s matter so much right from LVL 1) boring to me, and I think a lot of players. Yes, in real life you can pretty easily swing a sword more than three times in 6 seconds, or effortlessly put a second hand on a two handed weapon. It doesn't matter, it's about balance and fun.

My Paladin is feeling untouchable in these past few sessions. I think I was only hit once and I still used Shield Block.

People talking s&+~ about Shield Block have no idea how good this is in actual play. Characters are rolling at most 10-ish damage at earlier levels and it increases a bit after striking runes come into play. Shields can grand up to 5 (or 6 with certain classes) damage resistance quite early on. It's damn good. A nightmare for ranged attackers as well (they rely mainly on dice rolls with little to no flat bonuses to damage).


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Only problem I have with shield block is the Sturdy or Wovenwood Shields are almost necessary to make it useful at higher levels, which limits the type of desirable shields. I'd rather see shields interesting and scale by level than a type of shield that scales while you forego other types of shields to obtain this one type of shield that allows you to keep using shield block.


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Deriven Firelion wrote:
Only problem I have with shield block is the Sturdy or Wovenwood Shields are almost necessary to make it useful at higher levels, which limits the type of desirable shields. I'd rather see shields interesting and scale by level than a type of shield that scales while you forego other types of shields to obtain this one type of shield that allows you to keep using shield block.

We've been on fighting on the same trenches on this topic. Yeah, Sturdy should've definitely been a rune. Even if they nerfed it somehow (slightly decreased hardness) or created shield types to apply different hardness and HP boosts (whatever). But this hasn't been as clear as with the launch of the Treasure Vault, with lots of cool base shields that simply don't exist past level 4 for specialized characters.

Thankfully, Paizo's team has been doing a lot, lot better when it comes to new block-oriented shields having reasonable Hardness and HP for their levels.


Squiggit wrote:
3-Body Problem wrote:
It takes training but once you train it's just a part of how you make attacks while carrying a shield.
An active part that requires constant engagement though, right?

Should a monk have to burn an action each round to keep their crane stance active? That takes more effort than keeping a shield active.

Quote:
Eh. If the problem is a disconnect between the rules and how you envision things, changing your perception is probably easier than changing the rules, especially if that rule serves a compelling purpose within the game design itself.

I would argue that the execution of the rule could have been done more elegantly than via an action with feat chains that add in reactions that are only endgame viable with sturdy shields. I don't think anybody will say that PF2 has done a particularly elegant job going from dents to slightly too low shield hardness and HP.


They could have done something other than the 50 percent break thresholds for shields as well given they are built to get beaten on. The broken threshold for shields at 50 percent following a uniform rule isn't necessary. They should make shields stop being effective at 25% or so hit points rather than 50 percent. Shields should have different rules for broken thresholds given their sole function is to take blows and absorb damage.


Gaulin wrote:
The devs realized that having the game be less simulation and more game based is better for the health of the game and the fun of most players. I'm not sure if that's been said outright but it's what I believe and I'm pretty sure I've read others say the same. It's fun for most people to have choice and variety in the actions they can take from turn to turn. I know players in my group are always happy to narrowly get missed by a hit or a Crit because they raised their shield. If it was just a constant bonus it would be (probably too strong in a game where those +1s matter so much right from LVL 1) boring to me, and I think a lot of players. Yes, in real life you can pretty easily swing a sword more than three times in 6 seconds, or effortlessly put a second hand on a two handed weapon. It doesn't matter, it's about balance and fun.

The designs could have shifted that balance easily enough while still giving players things to use their actions on.

A shield user might get actions related to feinting with their shield that gives a bonus to the feint attempt. They could get a shield bash that gives a bonus to an athletics attempt to shove or knockdown an opponent but that costs the shields AC bonus until the start of that character's next turn. There are plenty of options that can be balanced around.

For users of weapons that can use a variable number of hands, you could use stances that make changing the number of hands on a weapon mid-combat more meaningful. There are things like half-swording or using a hand on the hilt and a hand on the blade to block an attack from a larger weapon that could easily feel engaging and not disrupt balance significantly.

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