How fix spell attack


Pathfinder Second Edition General Discussion

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The Raven Black wrote:
Calliope5431 wrote:
The Raven Black wrote:
It would be interesting to know the breakdown of attack spells and the various save spells in each Tradition.

You ask? I deliver!

(note that this isn't all spells with the Attack trait since that's a lot of other options like Telekinetic Maneuver)
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As we can see, Arcane and Primal have the vast majority of the spell attacks, with occult having the fewest. Arcane is fairly balanced between saves, while Divine really loves its Fortitude and Will saves and sucks at Reflex. Occult similarly sucks at Reflex and is heavily weighted towards Will, while Primal is good at Fortitude and Reflex but awful at Will.

Also note that I didn't comb through each list for attack spells. So the list of Will saves will include things like Charm, which is pretty much not a combat spell, or Catch Your Name, which definitely isn't (and caster's imposition which...really is irrelevant). I can filter that later...

Wow. Thanks a lot. Arcane really has the greatest versatility.

Versatility on saves does not equal greatest versatility. Arcane certainly doesn't have the greatest versatility when it comes to doing different things with magic.

It has the most versatile combat saving throw spells. I have not found that to be necessary.


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Caster monsters have serious action economy issues against parties, which would show a bigger problem with casting being effective at challenging martials.

I rarely use solo caster monsters in battle. The action economy advantage of a party versus a caster monster is too insanely one sided because casting is action intensive with limited effectiveness.

A caster monster using a 2 action spell attack spell against a 4 to 5 person party is an even bigger loser situation than a PC using such a spell on a monster the party is engaging. If the monster cast some single target attack roll spell, be such an incredible waste of 2 actions and a spell slot to have their damage likely erased by one 2 action heal and then get hammered by 9 plus other actions.


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Bluemagetim wrote:
Squiggit wrote:
Bluemagetim wrote:


Speaking of the receiving end. Do caster foes casting the same spell attack spells do so better than players at the same level?
NPC casters tend to be designed with martial or even fighter level accuracy because Paizo realizes that having spell attacks that fail constantly would make for a boring enemy encounter.
Then this whole thread is was really solved when this was mentioed earlier. All the arguments for spell attack not getting those pluses are undermined by the fact that monsters need thise bonuses to pose a threat to players with spell attacks. Its safe to assume monsters are attempting to apply tactical bonuses the same way players are by causing fear and trying to flank. The same applies the other way, players need the same bonuses to pose a threat with spell attacks to monsters.

I don't necessarily disagree. I think there is a very good reason shadow signet and true strike exist. And I've actually made the exact same argument you did earlier in another thread.

But making the argument based on "monsters cast like this" is profoundly misleading.

Monster statblocks are built to be simple. They sacrifice much of the versatility (signature spells, consumables, etc) and class abilities (double slice + agile grace is a good example), and party synergy (shared prey on a ranger, cleric-level healing) that PCs possess for that simplicity. In exchange, so that they're still a match for at-level PCs, they get bigger numbers: more hp, higher to-hit bonuses, and so on.

Let's turn your argument on its head. Spontaneous monster spellcasters don't have signature spells, either. But I doubt anyone would argue this means PCs shouldn't have signature spells either. Monsters have more hit points than equivalent level PCs - should all PCs get more HP to compensate?

They're simply not comparable. PCs do not have the numbers bonuses that monsters have. Likewise, monsters do not have skill feats, class features, or synergistic parties (usually).


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Bluemagetim wrote:

A fey blooded sorcerer can in one turn use fairy dust then charm triggering their bloodline effect twice.

Resulting in two concealed allys one foe that cant attack the caster from charm. Leaving the tankiest character as the only target left the enemies can go after without any hindrance.
In the right hands charm can work in battle.

As someone playing a fey blooded sorcerer this weekend who was not aware of the potency of this power, THANK YOU for pointing it out!


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Calliope5431 wrote:
In exchange, so that they're still a match for at-level PCs, they get bigger numbers: more hp, higher to-hit bonuses, and so on.

That's only sort of true. Compared to my Ranger, at a wide variety of levels, a moderately statted monster (per creature building rules) tends to have slightly more HP, similar AC, similar to hit, and so on. The numbers vary a little, but not by a significant margin (even HP, where they're consistently ahead, is often not even necessarily enough to soak an extra attack).

Monster numbers tend to be a bit inflated, but for an 'average' monster of any given level they're not that far ahead of a robustly statted character.

Spellcaster attack rolls is one of the very notable exceptions to this paradigm, because they tend to be designed with stat lines more similar to a fighter than casters or even other martial statlines.

So while it's true that monster and player stats don't line up perfectly, it doesn't seem coincidental that one of the bigger discrepancies is in caster attack rolls, considering the state of attack rolls for PC spellcasters.


Pathfinder Lost Omens, Rulebook Subscriber

Ok going back to a party going up against a mirror of their own group compared to a severe encounter of 4 same level monsters.
Level 1 party.
They have a fighter, cleric, rogue, wizard. Would the challenge rating be less than…hold on let me pull 4 same level monsters….5 minutes later…
Keeping it simple. Four Nixies. They have hydraulic push and a +9 spell attack.
Ok probably not a fair example at level 1 given how quickly the party could go down. Most likely will come down to luck of the rolls.

Im thinking it gets easier for the party at higher levels against 4 same level monster verses their same level mirror party.


Pathfinder Lost Omens, Rulebook Subscriber
Bluemagetim wrote:

Ok going back to a party going up against a mirror of their own group compared to a severe encounter of 4 same level monsters.

Level 1 party.
They have a fighter, cleric, rogue, wizard. Would the challenge rating be less than…hold on let me pull 4 same level monsters….5 minutes later…
Keeping it simple. Four Nixies. They have hydraulic push and a +9 spell attack.
Ok probably not a fair example at level 1 given how quickly the party could go down. Most likely will come down to luck of the rolls.

Im thinking it gets easier for the party at higher levels against 4 same level monster verses their same level mirror party.

Ok it looks like at level 6 putting the party up against 4 same level monsters is extreme. So its harder at that level.

And the example i looked at had vampiric touch at a +17 and fire ball at a 24 dc.
With the encounter difficulty being extreme it changes my thoughts on this.
That is a level when casters are not going to be as effective as same level monster casters and its represented well in the expected difficulty rating.
So then It looks like its expected that a mirror of the players group would be easier to beat then 4 same level monsters at level 6.

I guess you are all right probably about the monsters not being comparable.


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Squiggit wrote:
Calliope5431 wrote:
In exchange, so that they're still a match for at-level PCs, they get bigger numbers: more hp, higher to-hit bonuses, and so on.

That's only sort of true. Compared to my Ranger, at a wide variety of levels, a moderately statted monster (per creature building rules) tends to have slightly more HP, similar AC, similar to hit, and so on. The numbers vary a little, but not by a significant margin (even HP, where they're consistently ahead, is often not even necessarily enough to soak an extra attack).

Monster numbers tend to be a bit inflated, but for an 'average' monster of any given level they're not that far ahead of a robustly statted character.

Spellcaster attack rolls is one of the very notable exceptions to this paradigm, because they tend to be designed with stat lines more similar to a fighter than casters or even other martial statlines.

So while it's true that monster and player stats don't line up perfectly, it doesn't seem coincidental that one of the bigger discrepancies is in caster attack rolls, considering the state of attack rolls for PC spellcasters.

Oh it's definitely NOT a coincidence. It's just that rather than inflated numbers PCs have other tools to deal with the accuracy discrepancy.

Such as true strike, shadow signet, inspire courage, and AC debuffing. The PC toolbelt is generally broader than the monster one.

In addition, monsters in modules very rarely have decent synergy. Most encounters consist of groups containing just one statblock, at the most two or three. "Four ghouls" is a standard fight. "One ghoul, one wizard, one healer, and one tank" isn't.

PCs aren't just identical copies of the same statblock, and it matters a lot. It means that the bard can buff the wizard's attacks, debuff enemy ac with synesthesia, even as the fighter knocks the enemy prone, and thus allow for a lot more damage than if there were just four copies of the wizard's statblock.


Pathfinder Lost Omens, Rulebook Subscriber
Calliope5431 wrote:
Squiggit wrote:
Calliope5431 wrote:
In exchange, so that they're still a match for at-level PCs, they get bigger numbers: more hp, higher to-hit bonuses, and so on.

That's only sort of true. Compared to my Ranger, at a wide variety of levels, a moderately statted monster (per creature building rules) tends to have slightly more HP, similar AC, similar to hit, and so on. The numbers vary a little, but not by a significant margin (even HP, where they're consistently ahead, is often not even necessarily enough to soak an extra attack).

Monster numbers tend to be a bit inflated, but for an 'average' monster of any given level they're not that far ahead of a robustly statted character.

Spellcaster attack rolls is one of the very notable exceptions to this paradigm, because they tend to be designed with stat lines more similar to a fighter than casters or even other martial statlines.

So while it's true that monster and player stats don't line up perfectly, it doesn't seem coincidental that one of the bigger discrepancies is in caster attack rolls, considering the state of attack rolls for PC spellcasters.

Oh it's definitely NOT a coincidence. It's just that rather than inflated numbers PCs have other tools to deal with the accuracy discrepancy.

Such as true strike, shadow signet, inspire courage, and AC debuffing. The PC toolbelt is generally broader than the monster one.

In addition, monsters in modules very rarely have decent synergy. Most encounters consist of groups containing just one statblock, at the most two or three. "Four ghouls" is a standard fight. "One ghoul, one wizard, one healer, and one tank" isn't.

PCs aren't just identical copies of the same statblock, and it matters a lot. It means that the bard can buff the wizard's attacks, debuff enemy ac with synesthesia, even as the fighter knocks the enemy prone, and thus allow for a lot more damage than if there were just four copies of the wizard's statblock.

Some monsters are known to use good combat tactics, set up ambushes and can assess the party for optimal targets too though.


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Bluemagetim wrote:
Some monsters are known to use good combat tactics, set up ambushes and can assess the party for optimal targets too though.

Not to speak for Calliope, but I believe they're saying that you won't see the same breadth of synergistic options in NPC stat blocks typically. That isn't to say that monsters can't or shouldn't be played tactically. There's a few reasons there.

Monsters with the same variety of player options is a lot of cognitive load for even experienced GMs and having three to four in a single encounter can make things rough. As well, large stat blocks tend to eat into page count, which makes spreading out impactful NPCs a bit more necessary than if you threw them all into one heavy encounter and left the adventure with a number of more generic feeling encounters.

And also there's just things that players can do that would be unfun on the recieving end of if you had to deal with them all of the time. I know my group sometimes gets upset when faced with certain abilities that they wouldn't bat an eye at if they possessed them. (Did you know there's an AP that allows an NPC to use a Reaction to instantly drop an opponent prone on a successful Feint? - Those sorts of abilities getting heaped on in every battle would grow tedious outside of the odd encounter, I feel)


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This is my first post, so I hope I'm not accidentally retreading old ground, but I think the real issue with Spell Attack is that it's actually a very situational option but it looks like a general option?

What I mean is, there's a lot situational spells that are obviously situational. You don't prepare create food unless you want to create food, for instance. Incapacitation and dispel spells are less obviously dead outside your highest slots, but most people get it once you show them the rules.

Spell attacks, though? You can't grasp that they're behind the to-hit curve unless you know the monster building guidelines or else figure it out from martial attack scaling. To make things worse, they're actually OK at low levels and it takes a while before you hit 5th and see your misses pile up, and this is made worse by how many cantrips and focus spells are Spell attack. Its absolutely not obvious that the (say) Cleric firing divine lance and fire rays from 1st through 4th level is supposed to pivot to slotted save spells, so you instead get bad feeling and tons of misses. You need to absolutely dive into game math to realise that spellcaster progression is tied to monster saves and lag behind monster AC.

That's why Spell attacks are an issue: they're a non obvious specialist spell that people are trained by cantrips to view as the bread and butter damage Spell which they aren't.


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Pathfinder Adventure Path Subscriber

Ryangwy , welcome to the boards! For a first take, I think your comment is very insightful. I agree that the perception issue around spell attack roll spells is “the issue” that has people rushing to invent a mechanical solution to a communication problem.

It looks to me like the remaster is pulling back on low level spell attack roll spells that are not free or mostly free resources. Any exceptions are going to be niche spells where their niche is pretty clearly not “all the time spells.” It is aspect of the remaster I will be looking out for when the player core is released.


More in depth, looking at creatures ST we have that 1 is better than AC, other is "equal" (could vary +-1) and the other is worse.
So when using ST spells we have a 33% of being better, equal or worse than using an attack spell depending if we have info or the prepared spells.

Then casters are directly under the line of martials in hit rate in average.

But, in the case of ST, usually with succeed it applies a minor effect, so it is designed that against strong creatures you use those spells to apply those minor effects (so casting the spells round-by-round to hold some effect) and against minor targets you apply the full effect, congruent with the fact that many heightened spells applies to multiple targets.

In the case of attack spells the support, instead applying minor effect, is True Strike or reducing the target AC in some way. Notice that against an asleep target it is -6 to AC.

Liberty's Edge

Bluemagetim wrote:
Squiggit wrote:
Bluemagetim wrote:


Speaking of the receiving end. Do caster foes casting the same spell attack spells do so better than players at the same level?
NPC casters tend to be designed with martial or even fighter level accuracy because Paizo realizes that having spell attacks that fail constantly would make for a boring enemy encounter.
Then this whole thread is was really solved when this was mentioed earlier. All the arguments for spell attack not getting those pluses are undermined by the fact that monsters need thise bonuses to pose a threat to players with spell attacks. Its safe to assume monsters are attempting to apply tactical bonuses the same way players are by causing fear and trying to flank. The same applies the other way, players need the same bonuses to pose a threat with spell attacks to monsters.

Interestingly, in all my years of PFS, I have NEVER seen an opponent in a combat prepare their spells according to information they would have on the PCs.

The opponents are stuck with the spells they have. They do not have the versatility of PCs.

Comparison, in this case, is definitely not reason.

Liberty's Edge

Also, IIRC, I have never seen an opponent in PF2 cast True Strike before casting their big attack spell.


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Ryangwy wrote:

Its absolutely not obvious that the (say) Cleric firing divine lance and fire rays from 1st through 4th level is supposed to pivot to slotted save spells, so you instead get bad feeling and tons of misses. You need to absolutely dive into game math to realise that spellcaster progression is tied to monster saves and lag behind monster AC.

That's why Spell attacks are an issue: they're a non obvious specialist spell that people are trained by cantrips to view as the bread and butter damage Spell which they aren't.

One or two of the three Save numbers will usually be below AC even at levels 1-4. So while it is true that the caster's attack bonus does not lag behind the martials' at levels 1-4, even at low levels finding the right save and exploiting it (or alternately; debuffing AC first) can be a better caster strategy for 'difficult' monsters than just blasting away at AC.

Good observation about new players; it makes sense that a GM or more experienced players at the table may have to explain "don't just blast away: find or create an advantage" to them. Particularly if they are coming from a more "just blast away" style ttrpg.


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WWHsmackdown wrote:
That's a bit misleading bc a "same lvl" caster enemy is designed to be fought by 4 PCs.

Except it's not. Same level enemy against 4 PCs is a Trivial encounter. 40 xp. Unless you mean that 'designed to be fought' includes trivial encounters.

4 same levels is Extreme though. Which is according to definition, because it means PC deaths are very probable. Which is expected in roughly equal forces conflicts.


Errenor wrote:
WWHsmackdown wrote:
That's a bit misleading bc a "same lvl" caster enemy is designed to be fought by 4 PCs.

Except it's not. Same level enemy against 4 PCs is a Trivial encounter. 40 xp. Unless you mean that 'designed to be fought' includes trivial encounters.

4 same levels is Extreme though. Which is according to definition, because it means PC deaths are very probable. Which is expected in roughly equal forces conflicts.

I mean it's designed to adequately fight 4 individuals at once instead of match up evenly in a one on one, pound for pound. I would expect something with a quarter of the action economy to have the stats to use each of those actions more productively than a PC


Pathfinder Lost Omens, Rulebook Subscriber
Errenor wrote:
WWHsmackdown wrote:
That's a bit misleading bc a "same lvl" caster enemy is designed to be fought by 4 PCs.

Except it's not. Same level enemy against 4 PCs is a Trivial encounter. 40 xp. Unless you mean that 'designed to be fought' includes trivial encounters.

4 same levels is Extreme though. Which is according to definition, because it means PC deaths are very probable. Which is expected in roughly equal forces conflicts.

This is why I was trying to bring up the idea of comparing a 4 same level encounter to the players facing a mirror of themselves.

The 4 same level monsters will be better at spell attack then the mirror version of the caster in the group. Would the mirror encounter be extreme also?


Pathfinder Lost Omens, Rulebook Subscriber
The Raven Black wrote:
Also, IIRC, I have never seen an opponent in PF2 cast True Strike before casting their big attack spell.

Ive seen monster stat blocks that have spell strike. If they have it they should use it.


Pathfinder Lost Omens, Rulebook Subscriber
The Raven Black wrote:
Bluemagetim wrote:
Squiggit wrote:
Bluemagetim wrote:


Speaking of the receiving end. Do caster foes casting the same spell attack spells do so better than players at the same level?
NPC casters tend to be designed with martial or even fighter level accuracy because Paizo realizes that having spell attacks that fail constantly would make for a boring enemy encounter.
Then this whole thread is was really solved when this was mentioed earlier. All the arguments for spell attack not getting those pluses are undermined by the fact that monsters need thise bonuses to pose a threat to players with spell attacks. Its safe to assume monsters are attempting to apply tactical bonuses the same way players are by causing fear and trying to flank. The same applies the other way, players need the same bonuses to pose a threat with spell attacks to monsters.

Interestingly, in all my years of PFS, I have NEVER seen an opponent in a combat prepare their spells according to information they would have on the PCs.

The opponents are stuck with the spells they have. They do not have the versatility of PCs.

Comparison, in this case, is definitely not reason.

In a way every caster monster choice for an encounter is picking out spells for the encounter. Sometimes a GM is doing it to make an encounter less challenging and sometimes more challenging right?

So in that way the GM making encounters always has the most versatile spell list.


Pathfinder Lost Omens, Rulebook Subscriber
Ruzza wrote:
Bluemagetim wrote:
Some monsters are known to use good combat tactics, set up ambushes and can assess the party for optimal targets too though.

Not to speak for Calliope, but I believe they're saying that you won't see the same breadth of synergistic options in NPC stat blocks typically. That isn't to say that monsters can't or shouldn't be played tactically. There's a few reasons there.

Monsters with the same variety of player options is a lot of cognitive load for even experienced GMs and having three to four in a single encounter can make things rough. As well, large stat blocks tend to eat into page count, which makes spreading out impactful NPCs a bit more necessary than if you threw them all into one heavy encounter and left the adventure with a number of more generic feeling encounters.

And also there's just things that players can do that would be unfun on the recieving end of if you had to deal with them all of the time. I know my group sometimes gets upset when faced with certain abilities that they wouldn't bat an eye at if they possessed them. (Did you know there's an AP that allows an NPC to use a Reaction to instantly drop an opponent prone on a successful Feint? - Those sorts of abilities getting heaped on in every battle would grow tedious outside of the odd encounter, I feel)

Good points. I can see the work load issue of too many smart pc like enemies. Turns encounters in to chess matches with both sides having so many options.

Encounters like that all the time would just be frustrating for the players and the GM.
I just meant that if you're going to fight hobgoblins you can expect them to be organized and use tactics. If your party is being hunted by assassins an ambush would be expected.

Liberty's Edge

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Bluemagetim wrote:
The Raven Black wrote:
Bluemagetim wrote:
Squiggit wrote:
Bluemagetim wrote:


Speaking of the receiving end. Do caster foes casting the same spell attack spells do so better than players at the same level?
NPC casters tend to be designed with martial or even fighter level accuracy because Paizo realizes that having spell attacks that fail constantly would make for a boring enemy encounter.
Then this whole thread is was really solved when this was mentioed earlier. All the arguments for spell attack not getting those pluses are undermined by the fact that monsters need thise bonuses to pose a threat to players with spell attacks. Its safe to assume monsters are attempting to apply tactical bonuses the same way players are by causing fear and trying to flank. The same applies the other way, players need the same bonuses to pose a threat with spell attacks to monsters.

Interestingly, in all my years of PFS, I have NEVER seen an opponent in a combat prepare their spells according to information they would have on the PCs.

The opponents are stuck with the spells they have. They do not have the versatility of PCs.

Comparison, in this case, is definitely not reason.

In a way every caster monster choice for an encounter is picking out spells for the encounter. Sometimes a GM is doing it to make an encounter less challenging and sometimes more challenging right?

So in that way the GM making encounters always has the most versatile spell list.

That does not often happen when playing printed adventures and never in PFS though.

Liberty's Edge

Bluemagetim wrote:
Errenor wrote:
WWHsmackdown wrote:
That's a bit misleading bc a "same lvl" caster enemy is designed to be fought by 4 PCs.

Except it's not. Same level enemy against 4 PCs is a Trivial encounter. 40 xp. Unless you mean that 'designed to be fought' includes trivial encounters.

4 same levels is Extreme though. Which is according to definition, because it means PC deaths are very probable. Which is expected in roughly equal forces conflicts.

This is why I was trying to bring up the idea of comparing a 4 same level encounter to the players facing a mirror of themselves.

The 4 same level monsters will be better at spell attack then the mirror version of the caster in the group. Would the mirror encounter be extreme also?

Yes. "Extreme-threat encounters are so dangerous that they are likely to be an even match for the characters".

The mirror encounter is exactly an even match for the characters.

And the budget for an Extreme encounter is equal to 4 opponents of the party level. Which is what the 4 PCs party would be if valued like an encounter.


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Ruzza wrote:
Bluemagetim wrote:
Some monsters are known to use good combat tactics, set up ambushes and can assess the party for optimal targets too though.

Not to speak for Calliope, but I believe they're saying that you won't see the same breadth of synergistic options in NPC stat blocks typically. That isn't to say that monsters can't or shouldn't be played tactically. There's a few reasons there.

Monsters with the same variety of player options is a lot of cognitive load for even experienced GMs and having three to four in a single encounter can make things rough. As well, large stat blocks tend to eat into page count, which makes spreading out impactful NPCs a bit more necessary than if you threw them all into one heavy encounter and left the adventure with a number of more generic feeling encounters.

And also there's just things that players can do that would be unfun on the recieving end of if you had to deal with them all of the time. I know my group sometimes gets upset when faced with certain abilities that they wouldn't bat an eye at if they possessed them. (Did you know there's an AP that allows an NPC to use a Reaction to instantly drop an opponent prone on a successful Feint? - Those sorts of abilities getting heaped on in every battle would grow tedious outside of the odd encounter, I feel)

Yup that's pretty much my point. There's also the issue that unless the GM is trying to build a particularly tough encounter, monster "parties" aren't built around synergy like PC parties are.

As a very simple example, how many times when building your character have you asked the other players: "do we have healing?" It's not exactly an uncommon question. Now, how many times as a GM do you ask yourself "do the monsters in this fight I'm building have healing?"

PCs having a combat healer is standard. Monsters having one is not. And there are a whole host of other examples ("do we have AoE?", "do we have a tank?" and so on) of party synergy decisions that are second nature for players building their characters but not for GMs building encounters.

So yes, monsters can use tactics. So can a party of 4 barbarians. But the party of 4 barbarians has a lot less synergy than a party of 1 barbarian, 1 bard, 1 rogue, and 1 cleric, no matter how tactically they play. There's a reason parties are not usually 4 PCs with the same class, after all.


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Bluemagetim wrote:
The Raven Black wrote:
Bluemagetim wrote:
Squiggit wrote:
Bluemagetim wrote:


Speaking of the receiving end. Do caster foes casting the same spell attack spells do so better than players at the same level?
NPC casters tend to be designed with martial or even fighter level accuracy because Paizo realizes that having spell attacks that fail constantly would make for a boring enemy encounter.
Then this whole thread is was really solved when this was mentioed earlier. All the arguments for spell attack not getting those pluses are undermined by the fact that monsters need thise bonuses to pose a threat to players with spell attacks. Its safe to assume monsters are attempting to apply tactical bonuses the same way players are by causing fear and trying to flank. The same applies the other way, players need the same bonuses to pose a threat with spell attacks to monsters.

Interestingly, in all my years of PFS, I have NEVER seen an opponent in a combat prepare their spells according to information they would have on the PCs.

The opponents are stuck with the spells they have. They do not have the versatility of PCs.

Comparison, in this case, is definitely not reason.

In a way every caster monster choice for an encounter is picking out spells for the encounter. Sometimes a GM is doing it to make an encounter less challenging and sometimes more challenging right?

So in that way the GM making encounters always has the most versatile spell list.

Yes, your GM can totally tailor encounters to party weaknesses (or strengths, but that happens less). I've done it before. It's often frowned upon, though, since the point of encounters isn't to murder the PCs. It can come off as absurdly mean-spirited, too.

Also it's a ton of work. Most GMs use the bestiaries specifically so that they don't have to handmake their monsters.

"You are fighting a customized anti-encounter designed to murder your party" is just not the default assumption.


Pathfinder Lost Omens, Rulebook Subscriber
Calliope5431 wrote:
Bluemagetim wrote:
The Raven Black wrote:
Bluemagetim wrote:
Squiggit wrote:
Bluemagetim wrote:


Speaking of the receiving end. Do caster foes casting the same spell attack spells do so better than players at the same level?
NPC casters tend to be designed with martial or even fighter level accuracy because Paizo realizes that having spell attacks that fail constantly would make for a boring enemy encounter.
Then this whole thread is was really solved when this was mentioed earlier. All the arguments for spell attack not getting those pluses are undermined by the fact that monsters need thise bonuses to pose a threat to players with spell attacks. Its safe to assume monsters are attempting to apply tactical bonuses the same way players are by causing fear and trying to flank. The same applies the other way, players need the same bonuses to pose a threat with spell attacks to monsters.

Interestingly, in all my years of PFS, I have NEVER seen an opponent in a combat prepare their spells according to information they would have on the PCs.

The opponents are stuck with the spells they have. They do not have the versatility of PCs.

Comparison, in this case, is definitely not reason.

In a way every caster monster choice for an encounter is picking out spells for the encounter. Sometimes a GM is doing it to make an encounter less challenging and sometimes more challenging right?

So in that way the GM making encounters always has the most versatile spell list.

Yes, your GM can totally tailor encounters to party weaknesses (or strengths, but that happens less). I've done it before. It's often frowned upon, though, since the point of encounters isn't to murder the PCs. It can come off as absurdly mean-spirited, too.

Also it's a ton of work. Most GMs use the bestiaries specifically so that they don't have to handmake their monsters.

"You are fighting a customized anti-encounter designed to murder your party" is just not the default...

Right , players usually have the goal of killing the enemy group, gm intentions are much more varied and as the oerson deciding on what is included in an encounter your versatility is the entire bestiary. Thats what i meant. I just dont think saying a single monsters stat block is limited matters when the gm has all the choices and near limitless versatility when choosing what is in an encounter.

With that said and considering 4 same level is like putting the part up against a threat just as likely to kill them as they the enemy right? The same level caster type monsters when using a spell attack will be better at it then caster players will. Given an encounter (for the sake of argument)all the same qualities and capabilities the same level enemies have the advantage specifically at spell attack. I think it is because for it to effective against players it needs to hit and those +15 to +17 at same level caster type monsters for a level 6 party dwarfs the +12 the player caster has. Players are missing out on that same level of effectiveness. The design is that players should not have that level of effectiveness with spell attack. I see that. Its just when you are the player spell attack looks like the under performer of spells when you do it and something to actually be worried about when enemies do it.


Pathfinder Lost Omens, Rulebook Subscriber
Bluemagetim wrote:
The Raven Black wrote:
Also, IIRC, I have never seen an opponent in PF2 cast True Strike before casting their big attack spell.
Ive seen monster stat blocks that have spell strike. If they have it they should use it.

I reread this and apologize. I think i come off here as rude.

It is rare that monsters have true strike.

Liberty's Edge

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Bluemagetim wrote:
Bluemagetim wrote:
The Raven Black wrote:
Also, IIRC, I have never seen an opponent in PF2 cast True Strike before casting their big attack spell.
Ive seen monster stat blocks that have spell strike. If they have it they should use it.

I reread this and apologize. I think i come off here as rude.

It is rare that monsters have true strike.

No problem. I did not think you were rude at all. And yes, if they have the spell, they should use it just like a PC would.

Liberty's Edge

Bluemagetim wrote:

Right , players usually have the goal of killing the enemy group, gm intentions are much more varied and as the oerson deciding on what is included in an encounter your versatility is the entire bestiary. Thats what i meant. I just dont think saying a single monsters stat block is limited matters when the gm has all the choices and near limitless versatility when choosing what is in an encounter.

With that said and considering 4 same level is like putting the part up against a threat just as likely to kill them as they the enemy right? The same level caster type monsters when using a spell attack will be better at it then caster players will. Given an encounter (for the sake of argument)all the same qualities and capabilities the same level enemies have the advantage specifically at spell attack. I think it is because for it to effective against players it needs to hit and those +15 to +17 at same level caster type monsters for a level 6 party dwarfs the +12 the player caster has. Players are missing out on that same level of effectiveness. The design is that players should not have that level of effectiveness with spell attack. I see that. Its just when you are the player spell attack looks like the under performer of spells when you do it and something to actually be worried about when enemies do it.

I think the comparison is not fair. The mirror encounter would not have better attacks than the PCs. And pre-written opponents have those because of the reasons given above.

I agree that it seems unfair, but that feeling is actually an illusion.


Pathfinder Lost Omens, Rulebook Subscriber
The Raven Black wrote:
Bluemagetim wrote:

Right , players usually have the goal of killing the enemy group, gm intentions are much more varied and as the oerson deciding on what is included in an encounter your versatility is the entire bestiary. Thats what i meant. I just dont think saying a single monsters stat block is limited matters when the gm has all the choices and near limitless versatility when choosing what is in an encounter.

With that said and considering 4 same level is like putting the part up against a threat just as likely to kill them as they the enemy right? The same level caster type monsters when using a spell attack will be better at it then caster players will. Given an encounter (for the sake of argument)all the same qualities and capabilities the same level enemies have the advantage specifically at spell attack. I think it is because for it to effective against players it needs to hit and those +15 to +17 at same level caster type monsters for a level 6 party dwarfs the +12 the player caster has. Players are missing out on that same level of effectiveness. The design is that players should not have that level of effectiveness with spell attack. I see that. Its just when you are the player spell attack looks like the under performer of spells when you do it and something to actually be worried about when enemies do it.

I think the comparison is not fair. The mirror encounter would not have better attacks than the PCs. And pre-written opponents have those because of the reasons given above.

I agree that it seems unfair, but that feeling is actually an illusion.

Sorry yeah i threw a two things out there.

The mirror party wouldn't have better spell attack, right, they would have the same as the players. But the same level caster type monsters would have more spell attack then the players if the party was up against an encounter with 4 same level foes that have similar capabilities to the players. Both encounters are extreme but the spell attacks would be more accurate in the latter if they are used at all in either situation by the either the players or the foes.


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Pathfinder Adventure Path Subscriber

But 4 caster monsters with increased spell attack modifiers and good spell attack roll spells to cast against a party of 4 would almost exclusively be scorching ray. An incredibly unlikely situation.

Spell attack is almost always most optimal for targeting higher level enemies, when you vastly out number your opponent. So monsters getting to fight solo PCs is almost a non-event, and thus the best case use of spell attack roll spells is taken away from the monsters. The increased spell attack bonus is mostly a recognition that they will be most used when the monster is lower level than the PCs and hitting in those situations is already difficult. Also remember monsters never get hero points. 1 hero point in a clutch fight is always better than a +2 or +3 to general spell attack accuracy.


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Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:

But 4 caster monsters with increased spell attack modifiers and good spell attack roll spells to cast against a party of 4 would almost exclusively be scorching ray. An incredibly unlikely situation.

Spell attack is almost always most optimal for targeting higher level enemies, when you vastly out number your opponent. So monsters getting to fight solo PCs is almost a non-event, and thus the best case use of spell attack roll spells is taken away from the monsters. The increased spell attack bonus is mostly a recognition that they will be most used when the monster is lower level than the PCs and hitting in those situations is already difficult. Also remember monsters never get hero points. 1 hero point in a clutch fight is always better than a +2 or +3 to general spell attack accuracy.

Spell attack having a niche that monsters do not commonly enjoy is a good consideration.

You mentioned the hero point before. I get what you are saying with it, but isn't the point of a hero point to actually break the balance of the game in your favor for that one moment?
If so its probably not something to balance combat around if its intended to throw balance out the window on rare occasion.


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Bluemagetim wrote:
Unicore wrote:

But 4 caster monsters with increased spell attack modifiers and good spell attack roll spells to cast against a party of 4 would almost exclusively be scorching ray. An incredibly unlikely situation.

Spell attack is almost always most optimal for targeting higher level enemies, when you vastly out number your opponent. So monsters getting to fight solo PCs is almost a non-event, and thus the best case use of spell attack roll spells is taken away from the monsters. The increased spell attack bonus is mostly a recognition that they will be most used when the monster is lower level than the PCs and hitting in those situations is already difficult. Also remember monsters never get hero points. 1 hero point in a clutch fight is always better than a +2 or +3 to general spell attack accuracy.

Spell attack having a niche that monsters do not commonly enjoy is a good consideration.

You mentioned the hero point before. I get what you are saying with it, but isn't the point of a hero point to actually break the balance of the game in your favor for that one moment?
If so its probably not something to balance combat around if its intended to throw balance out the window on rare occasion.

Yep, but it's effectively another bonus to PC spell attacks that monsters don't have.

The point is that PCs don't need bigger numbers because they have hero points, true strike, coordinated debuffing, and shadow signet.


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Pathfinder Lost Omens, Rulebook Subscriber
Calliope5431 wrote:
Bluemagetim wrote:
Unicore wrote:

But 4 caster monsters with increased spell attack modifiers and good spell attack roll spells to cast against a party of 4 would almost exclusively be scorching ray. An incredibly unlikely situation.

Spell attack is almost always most optimal for targeting higher level enemies, when you vastly out number your opponent. So monsters getting to fight solo PCs is almost a non-event, and thus the best case use of spell attack roll spells is taken away from the monsters. The increased spell attack bonus is mostly a recognition that they will be most used when the monster is lower level than the PCs and hitting in those situations is already difficult. Also remember monsters never get hero points. 1 hero point in a clutch fight is always better than a +2 or +3 to general spell attack accuracy.

Spell attack having a niche that monsters do not commonly enjoy is a good consideration.

You mentioned the hero point before. I get what you are saying with it, but isn't the point of a hero point to actually break the balance of the game in your favor for that one moment?
If so its probably not something to balance combat around if its intended to throw balance out the window on rare occasion.

Yep, but it's effectively another bonus to PC spell attacks that monsters don't have.

The point is that PCs don't need bigger numbers because they have hero points, true strike, coordinated debuffing, and shadow signet.

This goes to the point of perception thats been argued.

These benefits that shore up a seeming low spell attack bonus are not obvious and not always available. Which means there is really nothing straightforward about what I would consider conceptually the most direct and blunt kind of spell casting.
We have these discussions i think because a spell attack in my mind is the most blunt expression of spellcasting but as it is designed it is not blunt at all, but very methodical if used where it works best.


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Yeah that's pretty fair.

The preponderance of non-attack spells (fireball, lightning bolt, wall of force, etc) does help with that (most PCs are more likely to cast those) but I agree it's counterintuitive.


Bluemagetim wrote:
We have these discussions i think because a spell attack in my mind is the most blunt expression of spellcasting but as it is designed it is not blunt at all, but very methodical if used where it works best.

Its not really that methodical, they just basically need a fortune effect to work consistently as they don't do stuff on a failure, which gives save spells usually around a +40-50% chance to actually do something (which is why shadow signet doesn't actually help that much). Even with flat footed they don't really outperform save spells until you get a fortune effect.


Calliope5431 wrote:
Bluemagetim wrote:
Unicore wrote:

But 4 caster monsters with increased spell attack modifiers and good spell attack roll spells to cast against a party of 4 would almost exclusively be scorching ray. An incredibly unlikely situation.

Spell attack is almost always most optimal for targeting higher level enemies, when you vastly out number your opponent. So monsters getting to fight solo PCs is almost a non-event, and thus the best case use of spell attack roll spells is taken away from the monsters. The increased spell attack bonus is mostly a recognition that they will be most used when the monster is lower level than the PCs and hitting in those situations is already difficult. Also remember monsters never get hero points. 1 hero point in a clutch fight is always better than a +2 or +3 to general spell attack accuracy.

Spell attack having a niche that monsters do not commonly enjoy is a good consideration.

You mentioned the hero point before. I get what you are saying with it, but isn't the point of a hero point to actually break the balance of the game in your favor for that one moment?
If so its probably not something to balance combat around if its intended to throw balance out the window on rare occasion.

Yep, but it's effectively another bonus to PC spell attacks that monsters don't have.

The point is that PCs don't need bigger numbers because they have hero points, true strike, coordinated debuffing, and shadow signet.

Paizo should add them in to make caster items more interesting and useful. They wouldn't impact the game much and would at least appease that group that wants better spell attack rolls.

It's hard to understand these discussions when months (if not over a year ago) some posters were claiming the Shadow Signet ring would lead to overpowered spell attack spells, but it didn't happen. These threads are still popping up.

I think they're popping up because at low level spell attack rolls are some of the best spells for a caster. So low level casters really notice the lack of item bonuses to spell attack rolls with the slower proficiency progression and lack of quality save spells until you hit about 3rd rank spells. So this is another low level caster problem.

Paizo should toss in a lower level item bonus to spell attack rolls to smooth this experience over as the shadow signet ring is higher level when players have mostly started using save spells over spell attack roll spells.


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Pathfinder Adventure Path Subscriber
Bluemagetim wrote:


We have these discussions i think because a spell attack in my mind is the most blunt expression of spellcasting but as it is designed it is not blunt at all, but very methodical if used where it works best.

I think the more they are really just cantrips and focus spells, or other specific niche spells, the less likely players will look at them as default blunt damage spells. at the very least, they are not spells burning up your spell slots.

The longer these conversations go on, the more clear it is why shocking grasp is getting replaced with a saving throw targeting spell that will do even more damage at higher levels.


Pathfinder Lost Omens, Rulebook Subscriber
Unicore wrote:
Bluemagetim wrote:


We have these discussions i think because a spell attack in my mind is the most blunt expression of spellcasting but as it is designed it is not blunt at all, but very methodical if used where it works best.

I think the more they are really just cantrips and focus spells, or other specific niche spells, the less likely players will look at them as default blunt damage spells. at the very least, they are not spells burning up your spell slots.

The longer these conversations go on, the more clear it is why shocking grasp is getting replaced with a saving throw targeting spell that will do even more damage at higher levels.

I wont miss shocking grasp.


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Bluemagetim wrote:
Unicore wrote:
Bluemagetim wrote:


We have these discussions i think because a spell attack in my mind is the most blunt expression of spellcasting but as it is designed it is not blunt at all, but very methodical if used where it works best.

I think the more they are really just cantrips and focus spells, or other specific niche spells, the less likely players will look at them as default blunt damage spells. at the very least, they are not spells burning up your spell slots.

The longer these conversations go on, the more clear it is why shocking grasp is getting replaced with a saving throw targeting spell that will do even more damage at higher levels.

I wont miss shocking grasp.

Yeah same thunderstrike is way better.

But I wouldn't OBJECT to an item bonus to spell attacks - they're miss none vs. save half, and they generally deal damage equal to...a save half spell. Except for things like disintegrate, polar ray and chromatic ray they're usually not that spectacular. They can be (see: searing light) but they definitely require you to build around them.

Shadow signet + true strike makes them decent at single-target damage, though.


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Bluemagetim wrote:
Given an encounter (for the sake of argument)all the same qualities and capabilities the same level enemies have the advantage specifically at spell attack. I think it is because for it to effective against players it needs to hit and those +15 to +17 at same level caster type monsters for a level 6 party dwarfs the +12 the player caster has. Players are missing out on that same level of effectiveness. The design is that players should not have that level of effectiveness with spell attack....

No, the design is that the GM doesn't have to run four fully fleshed-out and maximal-tactic-using enemies to make a severe encounter severe. Because that takes a lot of work and bogs the game down in terms of minutes spent per round. As Raven and others have said multiple times, the bigger numbers will be there on the monster side to give equivalency in a case where four individual players who know their characters are using every trick they have, while the GM is running the game, the monsters, describing the scene, dealing with effects on scenery, etc. and so NOT playing the monsters in as detailed a manner as the players play their PCs.

Deriven Firelion wrote:
I think they're popping up because at low level spell attack rolls are some of the best spells for a caster. So low level casters really notice the lack of item bonuses to spell attack rolls with the slower proficiency progression and lack of quality save spells until you hit about 3rd rank spells. So this is another low level caster problem.

I don't think the items will break the game either. But I do see it as a player problem not a game problem. (1) Paizo offers a big swing spell with higher raw damage but some compensating problem such as lower chance to hit. (2) Players see that high damage, want to use it all the time in every circumstance, and start complaining about the compensating limitation. If Paizo "fixes" this problem by simply giving in and getting rid of the compensation, that's going to result in higher average caster damage. If that effect is large enough, now there's a subsequent need to increase other PC and monster abilities to compensate.

It is a vicious cycle. There really needs to be a recognition on the part of players that if one spell at a level does considerably more than another spell at the same level, then having a more difficult time using the former (or getting some extra benefit from the latter) is a well-designed part of the package and not Paizo being mean or unfair by preventing them from spamming their favorite spell. Otherwise, what the player is demanding is going to 'flatten' the game experience. If every time Paizo adds in a class or set of spells which are big swing or high-damage-compensated-for-by-limited-tactical-use spells, many the player community react by complaining they can't build an entire character concept around spamming that spell, then Paizo is left with the no-win choice of (a) just leaving those players unhappy or (b) removing that variance from the game so that every spell is 'fit for the purpose' of constant, all-encounter use.

I don't want the latter. Do you? So given that some higher damage spells are going to be compensated for by limited use, and there will always be players that look at those and say "hmmm...I love the higher damage, but that use limitation doesn't let me build the way I want to so I'm going to complain about how it needs to be fixed", what do you suggest?


here's an idea: give players the option to get a bonus to spell attack roll instead of the normal effect of heightening.

say most slotted spell attack spells get the following trait:

Pinpoint: when heightening this spell, for each rank added you may choose to replace the normal heightened effect with a +2 circumstance bonus to the spell attack rolls. For instance, when heightening Scorching Ray from rank 2 to rank 7 (+5 ranks), you could choose to heighten it 3 times for +3d6/+6d6 damage, and increase the accuracy 2 times for +4 circumstance bonus to attack.

The idea here is offering the best of both worlds: Players who want their spell attack rolls to hit often can have that, and players who want them to hit hard can have that too.

Liberty's Edge

I don't have much to say about this right now but I want to chime in about one thing said a few posts back:

The idea that PCs don't need to have accuracy parity with on-level NPCs because "they have Hero Points, True Strike, and Shadow Signet" is an INSANE take because all three of those assumptions are flawed for different reasons:

Hero Points: These are the "Save my life" currency and points and the VAST majority of players, including myself, that I've been at a table with have NEVER used their last Hero Point to do ANYTHING AT ALL because doing so DRAMATICALLY increases the chance their character sheet will be ashes and scrap paper within the following 2 hours. The fact that they put "reroll a check" on par for spending them with "save your PCs life from guaranteed/determined death" was an insane decision. Sure, if you end up with two or three Hero Points then you should probably be using them but even the most generous GM I've ever seen only awarded one at the start of every session (with them resetting every time) and one for every 2 hours of gameplay if the player actually meaningfully RPd and interacted with the game more than just rolling dice.

True Strike: Not every Spellcaster has access to this or even if they do they should not be ASSUMED to be using as many as half of the Spell Slots on it every day. This is NUTS to assume that the entire balance of Spellcasters is based around this one Spell.

Shadow Signet: Rarity: Uncommon (In other words it isn't generally available to everyone) + It comes from a splatbook and isn't a component of even the expanded set of what is considered the "Core" rules.


Pathfinder Lost Omens, Rulebook Subscriber
Themetricsystem wrote:

I don't have much to say about this right now but I want to chime in about one thing said a few posts back:

The idea that PCs don't need to have accuracy parity with on-level NPCs because "they have Hero Points, True Strike, and Shadow Signet" is an INSANE take because all three of those assumptions are flawed for different reasons:

Hero Points: These are the "Save my life" currency and points and the VAST majority of players, including myself, that I've been at a table with have NEVER used their last Hero Point to do ANYTHING AT ALL because doing so DRAMATICALLY increases the chance their character sheet will be ashes and scrap paper within the following 2 hours. The fact that they put "reroll a check" on par for spending them with "save your PCs life from guaranteed/determined death" was an insane decision. Sure, if you end up with two or three Hero Points then you should probably be using them but even the most generous GM I've ever seen only awarded one at the start of every session (with them resetting every time) and one for every 2 hours of gameplay if the player actually meaningfully RPd and interacted with the game more than just rolling dice.

True Strike: Not every Spellcaster has access to this or even if they do they should not be ASSUMED to be using as many as half of the Spell Slots on it every day. This is NUTS to assume that the entire balance of Spellcasters is based around this one Spell.

Shadow Signet: Rarity: Uncommon (In other words it isn't generally available to everyone) + It comes from a splatbook and isn't a component of even the expanded set of what is considered the "Core" rules.

Ok for arguments sake lets remove these three things from the argument against some kind of improvement for spell attack spells.

What is left?


Pathfinder Lost Omens, Rulebook Subscriber
Bluemagetim wrote:
Themetricsystem wrote:

I don't have much to say about this right now but I want to chime in about one thing said a few posts back:

The idea that PCs don't need to have accuracy parity with on-level NPCs because "they have Hero Points, True Strike, and Shadow Signet" is an INSANE take because all three of those assumptions are flawed for different reasons:

Hero Points: These are the "Save my life" currency and points and the VAST majority of players, including myself, that I've been at a table with have NEVER used their last Hero Point to do ANYTHING AT ALL because doing so DRAMATICALLY increases the chance their character sheet will be ashes and scrap paper within the following 2 hours. The fact that they put "reroll a check" on par for spending them with "save your PCs life from guaranteed/determined death" was an insane decision. Sure, if you end up with two or three Hero Points then you should probably be using them but even the most generous GM I've ever seen only awarded one at the start of every session (with them resetting every time) and one for every 2 hours of gameplay if the player actually meaningfully RPd and interacted with the game more than just rolling dice.

True Strike: Not every Spellcaster has access to this or even if they do they should not be ASSUMED to be using as many as half of the Spell Slots on it every day. This is NUTS to assume that the entire balance of Spellcasters is based around this one Spell.

Shadow Signet: Rarity: Uncommon (In other words it isn't generally available to everyone) + It comes from a splatbook and isn't a component of even the expanded set of what is considered the "Core" rules.

Ok for arguments sake lets remove these three things from the argument against some kind of improvement for spell attack spells.

What is left?

I believe one was that player party composition and numbers generally offer more varied tactical advantages than the typical monster encounter has at their disposal.

What else?

Liberty's Edge

Bluemagetim wrote:

Ok for arguments sake lets remove these three things from the argument against some kind of improvement for spell attack spells.

What is left?

I suppose that Bon Mot could be one thing but again that's a specific character choice that requires a specific build that leans heavily into Charisma.

I don't have the answers to the questions and concerns here and I won't pretend to but the disparity between the accuracy of Martials between NPCs and PCs is quite decidedly smaller than the difference in Spell Attack between NPCs and PCs.

I can only hazard a guess that the difference is intentional, I just can't say why as that hasn't really been explained or accounted for, but it is certainly something that is interesting and worthy of note, I think.


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Bluemagetim wrote:
What else?

There was the argument that if you approach spell attacks as a fourth kind of save to exploit on occasion instead of as a bread and butter then they are not better or worse than save spells.


Pathfinder Lost Omens, Rulebook Subscriber
Themetricsystem wrote:
Bluemagetim wrote:

Ok for arguments sake lets remove these three things from the argument against some kind of improvement for spell attack spells.

What is left?

I suppose that Bon Mot could be one thing but again that's a specific character choice that requires a specific build that leans heavily into Charisma.

I don't have the answers to the questions and concerns here and I won't pretend to but the disparity between the accuracy of Martials between NPCs and PCs is quite decidedly smaller than the difference in Spell Attack between NPCs and PCs.

I can only hazard a guess that the difference is intentional, I just can't say why as that hasn't really been explained or accounted for, but it is certainly something that is interesting and worthy of note, I think.

From what I read in threads leading up to this there were two things i remember.

One was the shift away from touch attack.
The other was that a version of magic items increasing to hit were playtested but not favored in the playtest.

So far most seem to be ok with a +1 magic item for spell attack to help with the levels where accuracy is at its worst.

Liberty's Edge

Themetricsystem wrote:
Bluemagetim wrote:

Ok for arguments sake lets remove these three things from the argument against some kind of improvement for spell attack spells.

What is left?

I suppose that Bon Mot could be one thing but again that's a specific character choice that requires a specific build that leans heavily into Charisma.

I don't have the answers to the questions and concerns here and I won't pretend to but the disparity between the accuracy of Martials between NPCs and PCs is quite decidedly smaller than the difference in Spell Attack between NPCs and PCs.

I can only hazard a guess that the difference is intentional, I just can't say why as that hasn't really been explained or accounted for, but it is certainly something that is interesting and worthy of note, I think.

The Raven Black wrote:
Bluemagetim wrote:


Speaking of the receiving end. Do caster foes casting the same spell attack spells do so better than players at the same level?

Just checked one on AoN. Not sure if all others are like this, but it had the same DC as my Witch, but a +2 to attack spells.

Now, a martial foe nearby that felt like a Barbarian had +3 to melee attacks and +6 to ranged attacks compared to my Barbarian.

Not a smaller accuracy for martials here. Pretty much the opposite actually.

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