How fix spell attack


Pathfinder Second Edition General Discussion

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Melee spell attack rolls are defined Ok in the rules. I'm not sure I'd do anything other than that, but yes it is odd.

The spell is good enough if you like a few of the range touch spells
Goblin Pox, Shocking Grasp, Vampiric Touch, Blood Feast, Wyvern Sting aren't terrible. I've just never really had the need to use them much when there are just good ranged options.


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Pretty sure that Paizo in one of their videos said spectral hand does not provide flanking.

Even if they didn't you are not threatening the opponent when you use spectral hand. Also flanking only affects the creatures that are flanking (threatening with melee/reach weapons), it is not a free flat-footed to everyone.

So ruling that Spectral Hand benefits from flanking is giving melee touch spells the very +2 to attacks that people are asking for. But you are refusing "saying its fine" because you(r) GM has given you something equivalent for some spells.


Temperans wrote:

Asking ChatGPT if something is balanced is like asking a calculator if the color matches well. Yeah they'll give you an answer, but its not the answer to the question you really want.

Also balanced in what way? In word count? In color scheme? In number of feats? In equipment option? In fun? In value proposition?

AI is good for a lot of things, but its not good at deciding if a game is well made.

This probably would come down to data and parameters, how do you define balance, what are you comparing.

For example if you were comparing maritals Vs casters and your defining success as chance to hit with a spell attack, or enemies to fail a save against your spell vs the chance of martials getting a success on their attack roll then martial are much more successful than casters.

But if you were to try and weight things by versatility the casters would come off better.

RPG Superstar 2014 Top 32

Is there anything in the game for holding the charge anymore?

Perhaps the Wizard could get a class feature that if they miss a spell attack roll, they can hold the charge and not lose the spell (unless you crit-fail). Maybe it cost an action and you can't use any actions with manipulate or you lose it. They could then try again next round without losing the spellslot. While this won't help with accuracy, at least you could still choose to keep the resource of a spell slot.


Pathfinder Adventure Path Subscriber

I haven't seen mention of this video before, is there a chance you are thinking of the familiar ability "spell delivery?" Spectral hand, even with our reading that the hand has all the characters normal bonuses, is still not an always cast spell in encounters, because it pretty much takes up the first round. It was ok to cast in some boss fights where the enemy was very far away at the start of the encounter before I realized that it was a really good spell to use with a scroll as a pre-buff, but if it was within 30ft to start then there are plenty of less costly options. When our party is ambushed, I would probably not cast it at all unless we were fighting a solo monster that was keeping its distance. After all, it is really only shocking grasp, and gouging claw I use it for regularly at this point and I have better options for blasting multiple enemies.

True strike is the much bigger "spell fix" to spell attack roll spells as it doesn't take an extra round to set up. If the target being off-guard is enough of a boost to makes spell attack roll spells work fine, then the current system is good, because there are tons of ways the whole party can contribute to making a target off guard, even against targets at range. Even just grabbing or tripping them accomplishes this.

I agree that it is nice for delivering goblin pox, and especially vampiric touch as well, but vampiric touch gives you enough temp HP to make being in melee range a lot less dangerous any way, especially when paired with something like mirror image as your pre-buff. I can't imagine anyone really using the spell if they can't use it to get flanking with melee touch attack spells. At our table, we tend to try to make judgements that make options usable, because we like having more options. If we try something out and it is unbalancing, then we stop using it.

All along I have said that I would definitely consider creating a unique item as a GM for a player that was really wanting to focus on spell attack roll spells at my table but was in a party that was struggling to help that player land those spells. However, I doubt it would be necessary to even go past +1, because as soon as the party did figure out how easy it is to group debuff AC and boost attack rolls, then the item bonuses to land would only contribute to a caster player over-relying on only one kind of spell, which isn't how spells in PF2 are designed to work. One of the clearest lessons about spell casting from PF1 that I have seen addressed in PF2 is that being able to specialize in casting 1 spell or one very small group of spells leads players very quickly down paths of trying to solve every single encounter with that one spell, and feeling like casting any other spell is a complete waste of time. This happened in PF1 just by offering a +1, then a +2 option for spells of a specific school. GMs then either had to choose to respond in kind, by remaking NPCs who were actually good at casting the spells that they were going to cast, or just let the party walk all over enemies with spells until they ran into someting immune to the kinds of spells the party specialized in, and then things got very, very dangerous.

PF2 casters are much better off having 3 or 4 more spells they can cast in a day than they are having a +1 item bonus to attack rolls for spell attack spells. Encouraging casters to cast more cantrips at higher levels (which are the most common kind of spell attack roll spells cast) is not a good idea outside of the psychic who's cantrips are basically focus spells.

Liberty's Edge

Spectral Hand seems awesome to use with Imaginary Weapon.

The wording feels similar to that of Spirit Object which does benefit from flanking (confirmed by Mark Seifter as an intended benefit compared to TK Projectile). So I would say it can benefit from flanking while delivering the attack.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber
Grumpus wrote:

Is there anything in the game for holding the charge anymore?

Perhaps the Wizard could get a class feature that if they miss a spell attack roll, they can hold the charge and not lose the spell (unless you crit-fail). Maybe it cost an action and you can't use any actions with manipulate or you lose it. They could then try again next round without losing the spellslot. While this won't help with accuracy, at least you could still choose to keep the resource of a spell slot.

I've pitched the idea of an item which provides a flat check to retain the spell on a miss, but I've never introduced it in play yet.

I agree though that Spell Attacks would suck less if something happened on a miss.

Dark Archive

Pathfinder Lost Omens, Rulebook Subscriber
The Raven Black wrote:

Spectral Hand seems awesome to use with Imaginary Weapon.

The wording feels similar to that of Spirit Object which does benefit from flanking (confirmed by Mark Seifter as an intended benefit compared to TK Projectile). So I would say it can benefit from flanking while delivering the attack.

The Witch cantrip? I don't really see the connection between them. They're very different spells with very different use cases.

Liberty's Edge

Old_Man_Robot wrote:
The Raven Black wrote:

Spectral Hand seems awesome to use with Imaginary Weapon.

The wording feels similar to that of Spirit Object which does benefit from flanking (confirmed by Mark Seifter as an intended benefit compared to TK Projectile). So I would say it can benefit from flanking while delivering the attack.

The Witch cantrip? I don't really see the connection between them. They're very different spells with very different use cases.

Both have something (an item, a spectral hand) move to and attack a target and you make the melee spell attack roll in both cases.

That the spells mention it is a melee spell attack is IMO intended to interact with flanking rules, which apply to any melee attack.

Dark Archive

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

Spectral Hand seems awesome to use with Imaginary Weapon.

The wording feels similar to that of Spirit Object which does benefit from flanking (confirmed by Mark Seifter as an intended benefit compared to TK Projectile). So I would say it can benefit from flanking while delivering the attack.

The Witch cantrip? I don't really see the connection between them. They're very different spells with very different use cases.

Both have something (an item, a spectral hand) move to and attack a target and you make the melee spell attack roll in both cases.

That the spells mention it is a melee spell attack is IMO intended to interact with flanking rules, which apply to any melee attack.

I can certainly see how Spell Attacks feel better if people are just giving themselves random bonuses to those rolls.

Spectral Hand is much closer to Spiritual Weapon than the cantrip, and spiritual weapon got a series of erratas to clarify it into its current state. I think its too good to be true that a 2nd level, non-sustain, 1m duration, 120ft ranged, spell delivery method also can be used to gain flanking.


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I would have to agree that Spectral Hand giving flanking/off-guard is a little too good.

On the other hand, I'm gonna have to remember to mention it to the guy who plays the Psychic in my Abomination Vaults campaign. I'm sure he'd love a 120' range Imaginary Weapon...

Liberty's Edge

Old_Man_Robot wrote:
The Raven Black wrote:
Old_Man_Robot wrote:
The Raven Black wrote:

Spectral Hand seems awesome to use with Imaginary Weapon.

The wording feels similar to that of Spirit Object which does benefit from flanking (confirmed by Mark Seifter as an intended benefit compared to TK Projectile). So I would say it can benefit from flanking while delivering the attack.

The Witch cantrip? I don't really see the connection between them. They're very different spells with very different use cases.

Both have something (an item, a spectral hand) move to and attack a target and you make the melee spell attack roll in both cases.

That the spells mention it is a melee spell attack is IMO intended to interact with flanking rules, which apply to any melee attack.

I can certainly see how Spell Attacks feel better if people are just giving themselves random bonuses to those rolls.

Spectral Hand is much closer to Spiritual Weapon than the cantrip, and spiritual weapon got a series of erratas to clarify it into its current state. I think its too good to be true that a 2nd level, non-sustain, 1m duration, 120ft ranged, spell delivery method also can be used to gain flanking.

Spiritual Weapon clearly mentions that it does not grant flanking. Not that it cannot benefit from it. But it might be RAI that it does not. The other spells we are talking about do not even mention such a caveat though.


Pathfinder Adventure Path Subscriber

Clearing up language that is ambiguous is something I am hoping for with a lot of spells. I recognize that developers are human and will have only gotten to make so many changes in such a little amount of time, but there will be future errata too. I would still be very interested to hear feedback from anyone who has actually used spectral hand read as not being able to flank for its melee spell attack rolls, and whether the spell felt worth casting.

The hand having basically 1 hp and doing damage to you when it gets destroyed is a pretty big setback. Any AoE spell basically does an extra D6 points of damage to you and ends the spell, unless your hand manages to critically succeed the check. And it is still susceptible to Attacks of Opportunity. 120ft is excellent range for touch spells, but you already have amazing range with magic missile, fireball, and chain lighting. Its not like casters are lacking good ranged options that don't cary nearly the same amount of risk. And again, flanking is useless against any creature that is already off-guard, a condition that very many parties prioritize giving to enemies, especially solo creatures, without relying on flanking.

Liberty's Edge

Unicore wrote:

Clearing up language that is ambiguous is something I am hoping for with a lot of spells. I recognize that developers are human and will have only gotten to make so many changes in such a little amount of time, but there will be future errata too. I would still be very interested to hear feedback from anyone who has actually used spectral hand read as not being able to flank for its melee spell attack rolls, and whether the spell felt worth casting.

The hand having basically 1 hp and doing damage to you when it gets destroyed is a pretty big setback. Any AoE spell basically does an extra D6 points of damage to you and ends the spell, unless your hand manages to critically succeed the check. And it is still susceptible to Attacks of Opportunity. 120ft is excellent range for touch spells, but you already have amazing range with magic missile, fireball, and chain lighting. Its not like casters are lacking good ranged options that don't cary nearly the same amount of risk. And again, flanking is useless against any creature that is already off-guard, a condition that very many parties prioritize giving to enemies, especially solo creatures, without relying on flanking.

On closer reading, it does seem that the hand is still with you as an independent creature when not in use. Which makes it susceptible to AoE and other attacks that would target it when it's with you.

That is indeed a huge drawback. Not sure it's RAI.


Unicore wrote:
True strike is the much bigger "spell fix" to spell attack roll spells as it doesn't take an extra round to set up. If the target being off-guard is enough of a boost to makes spell attack roll spells work fine, then the current system is good, because there are tons of ways the whole party can contribute to making a target off guard, even against targets at range. Even just grabbing or tripping them accomplishes this.

Sorry Unicore but True Strike isn't better than just use use an attack cantrip + a bow with MAP-5 when using a Shadow Signet. True Strike doesn't fix anything. Maybe can be useful with a strong attack spell (using slot not cantrip) yet probably still better to sustain a spell like Flaming Sphere instead.

Even vs a Off-guard target True Strike isn't better than EA + Strike


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Pathfinder Adventure Path Subscriber

You are only talking about cantrips. True striking with cantrips is a bad idea. Truestrike as a first response is a bad idea. If you have a heropoint to spare, hero points are much better than true strike for casters. True strike is about having a back up plan for making spells like polar ray, disintegrate, or heightened shocking grasp land. You don't need a lot of those spell memorized in a day, so you don't need a lot of true strike spells memorized.

And we really are talking about spell attack roll spells vs single targets here, because that is where they shine better than saving throw spells, so I hope you are only looking at electric arc vs 1 target.

The metrics of measuring spell attack roll damage are quite possibly the source of confusion. At higher levels, cantrip damage is not where casters are being effective. That is where they are being economical. economical attacks can afford to miss. Economical attacks are not attacks that are tactically sound attacks to make at a solo monster unless there is a massive battlefield advantage that has lowered the difficulty of the encounter to nearly trivial (like kiting an ooze).

True strike with some of the focus spells and spell slots can be important enough for true strike. I agree that true strike is not the "every spell attack" accuracy solution. The game very much does not need an every spell attack accuracy solution because casters should not be only casting spell attack roll spells. That is the inherent design decision of PF2. You change spells based upon the target and tactical situation you are in.


I don't allow spectral hand to flank. No idea what the official stance on that might be. I don't think it creates any balance issues. Just makes a rarely used spell worth giving a try.

It looks cool if some wizard's main schtick is his spectral hand. I can visualize that in the game.


Unicore wrote:

You are only talking about cantrips. True striking with cantrips is a bad idea. Truestrike as a first response is a bad idea. If you have a heropoint to spare, hero points are much better than true strike for casters. True strike is about having a back up plan for making spells like polar ray, disintegrate, or heightened shocking grasp land. You don't need a lot of those spell memorized in a day, so you don't need a lot of true strike spells memorized.

And we really are talking about spell attack roll spells vs single targets here, because that is where they shine better than saving throw spells, so I hope you are only looking at electric arc vs 1 target.

The metrics of measuring spell attack roll damage are quite possibly the source of confusion. At higher levels, cantrip damage is not where casters are being effective. That is where they are being economical. economical attacks can afford to miss. Economical attacks are not attacks that are tactically sound attacks to make at a solo monster unless there is a massive battlefield advantage that has lowered the difficulty of the encounter to nearly trivial (like kiting an ooze).

True strike with some of the focus spells and spell slots can be important enough for true strike. I agree that true strike is not the "every spell attack" accuracy solution. The game very much does not need an every spell attack accuracy solution because casters should not be only casting spell attack roll spells. That is the inherent design decision of PF2. You change spells based upon the target and tactical situation you are in.

Sorry but still bad with non-cantrip spells too. Even a Fireball + Shortbow Strike still better even vs an off-guard enemy still hard to beat Fireball + Anything combination.

  • I don't made comparisons with Polar Ray because it's a one-shot spell. After it makes the Drained 2 condition it becomes worse than any other attack spell (and Drained condition is not that good vs non-pc characters because most enemies usually doesn't heal what makes the Drained most like an additional damage).
  • I also don't made comparison with Disintegrate because it isn't only a bad spell that requires 2-checks to work but also I can replicate this horrible condition in Pathfinder Damage Calculator.
  • I also don't made comparison with Shocking Grasp because it's melee and use it at range will require an extra metamagic action and I consider that most casters don't want to risk to use all their action at melee range not only risking an AoO but also using all their actions to cast True Strike + Shocking Grasp and then stay an entire round in the range of the enemies.
  • I also ignored focus attack spells because most stronger ones are divine and True Strike is occult/arcane and I didn't want to enter in MC combinations because it's too much workaround to just to make an attack spell to work with True Strike.

    There's no way Unicore. Attack Spells are subpar outside the SpellStrike usage.


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    Pathfinder Adventure Path Subscriber

    Casters don’t get electric arc and shortbow proficiency without ancestry or class feats and investing a lot of wealth in keeping their bow up to date on runes. If you build to shoot a bow as a caster, then attack roll spells are less ideal for you, not because of their accuracy, but because of how they interact with your bow. Item bonuses to spell attack rolls won’t fix that situation anyway.

    Again, true strike is the back up plan to heropoints for your big spell attack options. When you use a hero point to make sure you don’t miss, you follow up with a 1 action magic missile from a top slot or a force bolt. If you don’t have one to spare, then you use true strike with your spell attack roll spell, but only if it is a right spell for the job situation. Even if you want to take if flanking, spectral hand as a pre buff gives shocking grasp a range of 120ft.

    And if we are talking high level, like I’ve seen in the ruby Phoenix campaign I run. True target and shocking grasp is an excellent team set up combo to bring down a solo. Absolutely brutal.


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    Unicore wrote:
    Casters don’t get electric arc and shortbow proficiency without ancestry or class feats and investing a lot of wealth in keeping their bow up to date on runes. If you build to shoot a bow as a caster, then attack roll spells are less ideal for you, not because of their accuracy, but because of how they interact with your bow. Item bonuses to spell attack rolls won’t fix that situation anyway.

    That's the why Fiery Body's Produce Flame and Flaming Sphere also have its lines in these graphs.

    The idea of shortbows here is to show that even a weapon in a hand of a spellcaster is more efficient than to use all your actions with True Strike + attack spell.

    Unicore wrote:
    Again, true strike is the back up plan to heropoints for your big spell attack options. When you use a hero point to make sure you don’t miss, you follow up with a 1 action magic missile from a top slot or a force bolt. If you don’t have one to spare, then you use true strike with your spell attack roll spell, but only if it is a right spell for the job situation. Even if you want to take if flanking, spectral hand as a pre buff gives shocking grasp a range of 120ft.

    I don't know if you noticed but you reduced the attack spells with True Strike from "spell fix" to a "back up plan to heropoints" and now you are including a Spectral Hand to try to save the attack spells...

    Sorry Unicore, but all this is just your self-belief that the designers did a good job with the attack spells. The more I analyze it, the more I realize how subpar this is outside of use in spellstrikes and that it takes immense effort for these spells to barely match a standard save spell.

    Unicore wrote:
    And if we are talking high level, like I’ve seen in the ruby Phoenix campaign I run. True target and shocking grasp is an excellent team set up combo to bring down a solo. Absolutely brutal.

    Yes. A pretty good 2 spells using 1+2 actions to do a bit more damage than a Lightning Bolt.

    Anyway there's little reason to continue to putting Shocking Grasp in this discussion. This spell probably with be switched to Thunderstrike that's far superior because it's no more melee and no more a spell attack (yet I will miss Shocking Grasp to use in stronger SpellStrikes).


    Well potency should affect to spell attacks too, as any other attack type. So could add the Staves or Wands potency to them, in example. These items usually don't have it (I think) so when creating the loot set a chance for they to have Potency based on its level.

    Liberty's Edge

    True Strike + Potency runes for spell attacks feels like a disaster waiting to happen.

    Dark Archive

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    Pathfinder Lost Omens, Rulebook Subscriber
    The Raven Black wrote:
    True Strike + Potency runes for spell attacks feels like a disaster waiting to happen.

    Why? 2 spell slots and 3 actions per attack is a hell of a limiting factor.

    Liberty's Edge

    Old_Man_Robot wrote:
    The Raven Black wrote:
    True Strike + Potency runes for spell attacks feels like a disaster waiting to happen.
    Why? 2 spell slots and 3 actions per attack is a hell of a limiting factor.

    Cantrips do not take a spell slot.

    Elemental Toss is only one action.

    Spiritual Weapon uses spell attacks too.

    All these need to be taken into account too.


    YuriP wrote:
    Unicore wrote:
    True strike with some of the focus spells and spell slots can be important enough for true strike....
    Sorry but still bad with non-cantrip spells too. Even a Fireball + Shortbow Strike still better even vs an off-guard enemy still hard to beat Fireball + Anything combination....

    Yuri, Fireball + True Strike doesn't appear on any of the graphs you link to. So I can't see how you draw the conclusion that it's worse than Fireball + Shortbow from them. What am I missing?

    In any event, IMO "True Strike" is not the answer to the question "how do I maximize expected damage," it is the answer to the question "how do I maximize chance to hit with this spell."


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    Sorry I don't understand your question. True Strike cannot be used with save spells like Fireball.


    YuriP wrote:
    Sorry I don't understand your question. True Strike cannot be used with save spells like Fireball.

    My mistake, I got confused reading the threads. Second paragraph still holds though. TS is better seen as a tool to improve chance to hit than it is a tool to maximize expected damage.


    Yes I agree with you. That's the why I said that True Strike doesn't fix anything is just a spell to help to the hit chance of an attack that you really want to hit.

    Liberty's Edge

    Increasing the chance to hit through True Strike (mostly equivalent to a +4 bonus to hit) increases your average damage though.

    How many spell attacks will you be doing on a given adventuring day ?

    Making sure a high-damage spell attack gets the bonus is really worth it.

    IME it tends to make your caster the star of the encounter.


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    But it doesn't work like this The Raven Black. The cost of 1 spell + 1 extra action breaks any DPR effectiveness given by True Strike. That's what I try to show with the graphs that if you want to improve your DPR there are many better options more effective and more sustainable.

    The real true use of True Strike (yet this pun is intentionally :P) is when you really want that an attack hits like for example to use a Disintegrate to kill a creature that's hard to kill for some reason after the party had weakened it enough to you make your last hit with it and you don't want to loose this opportunity.
    This also good for some MC martials with very good action economy like monks with Ki Strike and that doesn't want to risk to fail and loose its focus point.

    Dark Archive

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    Pathfinder Lost Omens, Rulebook Subscriber

    Personally, I’ve used True Strike way more for martials than on any caster.

    My Fighter in Stolen Fates with a Bard MC uses True Strike all the GD time.


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    The Raven Black wrote:
    TBH if casters are that much worse than martials, I definitely do not see how boosting their spell attacks will be enough to put them on an equal footing, given all the things you have listed in the martials' favor.

    It won't, but it is a start. And most important, it will ease the pain on missing with limited resources. And just as I previously said, it is increasing the amount of viable options. Because right now Save Spells are outright better than Attack Spells.

    Unicore wrote:
    Martials desperately need special treatment either from their allies or the GM to survive 4 or more encounters in a short period of time.

    Not really, unless we are talking multiple fights back to back without any sort of rest and that still will affect caster more than martials.

    Unicore wrote:
    They are all dependent upon the same couple set of runes.

    The ones given out with auto progression and that are needed to open up the Rune Slots in the first place? Everybody needs those. And even then, specific magic items do exist as alternatives.

    Quote:
    Their damage can pretty terrible unless they pick up a two-handed weapon (which can really eat into their action economy if they want to do more than just swing their weapon), pick up a monk stance (which again eats actions) or use two weapons and get a special feat, which can eat a lot of actions and be even more restrictive about what else you can do other than attack. Or are a rogue with an off-guard enemy. between this and the rune issue, I would say martials are pretty restricted in what they spend their wealth on and what what feats they can get to significantly focus on doing more damage, with most of those feat options seriously eating into their action economy. In fact, I would argue that very many martials end up suffering massively from bad action economy. Rangers, Inventors, Investigators, Swashbucklers probably have it the worst from what I have seen, but I've even seen Rogues and Barbarians spend rounds on decent-sized battle maps doing nothing but run around with move actions. Small battlefields being another GM conceit almost required to play a smashmouth melee martial without having to invest heavily in movement options, not just for you, but for your whole party if you don't want to end up unconscious and rounds away from any ally support.

    Even that so called "terrible" damage is better than damage that doesn't hit at all most of the time. I don't see where martials are more limited with their wealth, if anything they are less limited, because there are less must haves. Sure, there are the runes, but let's not pretend that casters don't need any of those and for the weapon runes, they will pay for them indirectly regardless (Staves have them built in). Same for feats, maybe not all of them are equally good, but the ratio is way better than with the pickable caster feats.

    The difference with the action economy is, they have the options. The caster meanwhile will most of the time use all 3 actions for casting the spell (and by using the third action for said spell with the likes of metamagic, a 3-action spell, material/object interaction....). Movement is a problem for casters as well, many spells have short ranges, enemies won't position them in ideal formations and of course the party will get in the way.

    Unicore wrote:
    Casters have very good ways to exploit flanking, bard boosts and all the other attack roll centric game play. You have to get pretty high level before heightened Shocking grasp damage (with a hero point to catch a bad roll) followed up by a top slot magic missile or force bolt as a third action will not out perform martial single target damage. Yeah, that is their nova burst and it is not going to happen all that often (thank goodness casters can't just bury martial damage with cantrips and focus spells...oh no, we've forgotten the psychic!). But it does happen (I've seen it), and it can do so without casters having to rely on anything from the GM that the martial character does not.

    Oh no, the martial can't keep up with the caster's best few actions of the day. With Hero Points that is, which are even more limited than the other resources and are also needed to evade death? Sure that works once.... If the caster starts his turn right next to an enemy (which is very unlikely) and intends to end the turn right next to the enemy (even more unlikely). Even if it would, after a maximum of 2 rounds your most valuable resources are gone. Hopefully the battle is over by then and there aren't any more fights planned for today. Oh there's 3 more? Too bad.

    Unicore wrote:
    I think a very large amount of this woe-to-caster mentality really does center on the "Martials can do this all day and casters can't." That is an argument that is fundamentally about GM pacing and not game design. If you don't believe me about this, read the Encounter design sections of the GMG , especially looking at the dynamic encounters sections on page 48. Martials counting on full HP at the start of every encounter without using consumables is a massive GM conceit

    No the mentality of the martials is casters aren't allowed to outshine them for even 1 or 2 rounds per day, even when they are less potent for the rest of the day. That was not the problem of old PF and D&D though. The problem was, that casters were shutting down all challenges by themselves and the game already has multiple ways to make sure that doesn't happen anymore.

    Not exactly sure what you wanted to tell me with the dynamic encounter paragraph, but the party is expected to have all resources at the start of a battle (resources meaning HP and Focus Points, not spell slots)


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    Old_Man_Robot wrote:

    Personally, I’ve used True Strike way more for martials than on any caster.

    My Fighter in Stolen Fates with a Bard MC uses True Strike all the GD time.

    True Strike is great on Fighter (massive crit) and Swashbuckler (finishers).

    Not on spells where you are spending twice as many resources to do the same as a martial does with just normal attacks.

    Liberty's Edge

    Temperans wrote:
    Old_Man_Robot wrote:

    Personally, I’ve used True Strike way more for martials than on any caster.

    My Fighter in Stolen Fates with a Bard MC uses True Strike all the GD time.

    True Strike is great on Fighter (massive crit) and Swashbuckler (finishers).

    Not on spells where you are spending twice as many resources to do the same as a martial does with just normal attacks.

    I do not remember a martial doing something similar to a Searing Light. Nor to the Fireballs our casters throw left and right.

    I would be extremely interested in knowing how to do the same with just normal attacks.


    The Raven Black wrote:
    Temperans wrote:
    Old_Man_Robot wrote:

    Personally, I’ve used True Strike way more for martials than on any caster.

    My Fighter in Stolen Fates with a Bard MC uses True Strike all the GD time.

    True Strike is great on Fighter (massive crit) and Swashbuckler (finishers).

    Not on spells where you are spending twice as many resources to do the same as a martial does with just normal attacks.

    I do not remember a martial doing something similar to a Searing Light. Nor to the Fireballs our casters throw left and right.

    I would be extremely interested in knowing how to do the same with just normal attacks.

    That's a non sequitur and you know it.

    A level 3 Searing Light does less damage than 2 attack by the Fighter, and can only be used a single time. The fighter can follow up 20 times if they want to.

    Also fireball is not affected by true strike. Not to mention that a fighter can just as easily get the very scrolls people keep saying "its how you make casters better". So yeah that fighter can use fireball.

    Liberty's Edge

    Temperans wrote:
    The Raven Black wrote:
    Temperans wrote:
    Old_Man_Robot wrote:

    Personally, I’ve used True Strike way more for martials than on any caster.

    My Fighter in Stolen Fates with a Bard MC uses True Strike all the GD time.

    True Strike is great on Fighter (massive crit) and Swashbuckler (finishers).

    Not on spells where you are spending twice as many resources to do the same as a martial does with just normal attacks.

    I do not remember a martial doing something similar to a Searing Light. Nor to the Fireballs our casters throw left and right.

    I would be extremely interested in knowing how to do the same with just normal attacks.

    That's a non sequitur and you know it.

    A level 3 Searing Light does less damage than 2 attack by the Fighter, and can only be used a single time. The fighter can follow up 20 times if they want to.

    Also fireball is not affected by true strike. Not to mention that a fighter can just as easily get the very scrolls people keep saying "its how you make casters better". So yeah that fighter can use fireball.

    A Fighter using Fireball is definitely not a normal attack.

    A Searing Light will deal 10d6 damage to a fiend. At level 5. I do not remember a way for even a Fighter to deal this kind of damage with normal attacks. Or maybe you mean they could do it by Striking 21 times at the same fiend ? TBT I do not remember seeing such an encounter ever.


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    The Raven Black wrote:
    A Searing Light will deal 10d6 damage to a fiend. At level 5.

    I think this is kind of the issue with this. Searing light is good in 2 situations and kind of awful in every other situation, it deals less than fireball. This make its weird to only care about its highs and kind of forgetting that it doesn't make sense to prepare unless you know you are going to be fighting fiends or undead (and even then, its competing with fireball because of it being aoe for primal casters). Like its a silver bullet having your limited shot miss because you are running at -1 to hit kind of defeats the purpose of it, the 2 lists that get it don't even get true strike naturally to help it land. Given that fighters have +15% chance to hit and probably like 5% more chance to crit it makes it kind of easy for a fighter to deal the equivalent of 10d6 when searing light would. But again that isn't really the problem with the spell, the problem is that its pretty easy for fireball to outdamage it, you just need to get 3 creatures in it (I say 3 because spreading damage is worse than focusing on one) which makes it hard to justify preparing it even in situations were it would be good for it (its kind of fine on divine casters, they are meant to be kind of bad at blasting outside of fiends and undead). As a quick math thing a level 5 fighter with a greatsword has about a 15% to outdamage searing ray (due to it missing) and deals about the same damage on a 19 due to critting when the caster wouldn't against a fiend or undead with standard level 6 AC.


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    The Raven Black wrote:
    Temperans wrote:
    The Raven Black wrote:
    Temperans wrote:
    Old_Man_Robot wrote:

    Personally, I’ve used True Strike way more for martials than on any caster.

    My Fighter in Stolen Fates with a Bard MC uses True Strike all the GD time.

    True Strike is great on Fighter (massive crit) and Swashbuckler (finishers).

    Not on spells where you are spending twice as many resources to do the same as a martial does with just normal attacks.

    I do not remember a martial doing something similar to a Searing Light. Nor to the Fireballs our casters throw left and right.

    I would be extremely interested in knowing how to do the same with just normal attacks.

    That's a non sequitur and you know it.

    A level 3 Searing Light does less damage than 2 attack by the Fighter, and can only be used a single time. The fighter can follow up 20 times if they want to.

    Also fireball is not affected by true strike. Not to mention that a fighter can just as easily get the very scrolls people keep saying "its how you make casters better". So yeah that fighter can use fireball.

    A Fighter using Fireball is definitely not a normal attack.

    A Searing Light will deal 10d6 damage to a fiend. At level 5. I do not remember a way for even a Fighter to deal this kind of damage with normal attacks. Or maybe you mean they could do it by Striking 21 times at the same fiend ? TBT I do not remember seeing such an encounter ever.

    Really now? Those are your argument? That a fireball is not a normal attack for a martial, but its expected to be normal for a caster?

    That because this one spell is good against a specific set of creature that it mitigates all the other spells? Or any time you don't have that spell? Or any time you run out of that spell? Or any time you don't prepare enough? Or just the fact a Fighter can match the damage in 6 hits, and can keep swinging even after you used your 2 3rd level spells for the day?


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    Please try to not reduce the discussion to Casters vs Martials because this isn't the thread problem. It's like The Rules Lawyer says "in a fight of Martials vs Casters who wins is the dragon!".

    The main focus here is about the Spell Attacks that are subpar outside the usage as SpellStrikes and similar. It's a self contained caster problem where until we know cannot be simply solved just using a True Strike and this is specially problematic for cantrips in lower levels where the number of options that casters have are pretty low, specially for casters focused in spell slots like wizards.

    Liberty's Edge

    Temperans wrote:
    The Raven Black wrote:
    Temperans wrote:
    The Raven Black wrote:
    Temperans wrote:
    Old_Man_Robot wrote:

    Personally, I’ve used True Strike way more for martials than on any caster.

    My Fighter in Stolen Fates with a Bard MC uses True Strike all the GD time.

    True Strike is great on Fighter (massive crit) and Swashbuckler (finishers).

    Not on spells where you are spending twice as many resources to do the same as a martial does with just normal attacks.

    I do not remember a martial doing something similar to a Searing Light. Nor to the Fireballs our casters throw left and right.

    I would be extremely interested in knowing how to do the same with just normal attacks.

    That's a non sequitur and you know it.

    A level 3 Searing Light does less damage than 2 attack by the Fighter, and can only be used a single time. The fighter can follow up 20 times if they want to.

    Also fireball is not affected by true strike. Not to mention that a fighter can just as easily get the very scrolls people keep saying "its how you make casters better". So yeah that fighter can use fireball.

    A Fighter using Fireball is definitely not a normal attack.

    A Searing Light will deal 10d6 damage to a fiend. At level 5. I do not remember a way for even a Fighter to deal this kind of damage with normal attacks. Or maybe you mean they could do it by Striking 21 times at the same fiend ? TBT I do not remember seeing such an encounter ever.

    Really now? Those are your argument? That a fireball is not a normal attack for a martial, but its expected to be normal for a caster?

    That because this one spell is good against a specific set of creature that it mitigates all the other spells? Or any time you don't have that spell? Or any time you run out of that spell? Or any time you don't prepare enough? Or just the fact a Fighter can match the damage in 6 hits, and can keep swinging even after you used your 2 3rd level spells for the day?

    Spells are a caster things, aren't they ?

    Matching the damage in 6 hits ? I guess that would be with 6 first attacks (ie no MAP), though I would need to make the calculation. That means your Fighter is attacking the same fiend for 6 rounds. What are the other PCs doing ? How come your Fighter is still alive ?

    In these 6 rounds, your caster is left with 5 more rounds to cast any spell they have, including cantrips. While the Fighter is just hacking mindlessly at the fiend to equal the same damage dealt by the caster in 2 actions.


    Pathfinder Adventure Path Subscriber
    YuriP wrote:

    Please try to not reduce the discussion to Casters vs Martials because this isn't the thread problem. It's like The Rules Lawyer says "in a fight of Martials vs Casters who wins is the dragon!".

    The main focus here is about the Spell Attacks that are subpar outside the usage as SpellStrikes and similar. It's a self contained caster problem where until we know cannot be simply solved just using a True Strike and this is specially problematic for cantrips in lower levels where the number of options that casters have are pretty low, specially for casters focused in spell slots like wizards.

    Yuri, you are the one bringing in a short bow to this conversation.

    Sometimes, trying to overcome saving throw spells as a caster is exceedingly difficult. Especially higher level ones. Sometimes the whole party is debuffing AC and party buffing attack rolls and you have a boss whose AC is functionally 4 or 5 points lower. Not using a powerful spell in those situations because your third action is going to be a bow attack is a choice you can make, but it is not a necessary one and getting good with a bow requires investment from the caster. A spell attack roll spell and a top slot 3rd action missile can very easily be better caster damage than a save spell and a bow attack.

    Dark Archive

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    Pathfinder Lost Omens, Rulebook Subscriber
    The Raven Black wrote:
    Spells are a caster things, aren't they ?

    Nope. Not in this edition they aren’t.

    Caster specialise in them, but access to magic is ubiquitous, easy, and relatively low cost all round.

    Some classes splash into some kind of spellcasting easier than others, but martials with a bunch of spells is pretty common.

    Liberty's Edge

    Old_Man_Robot wrote:
    The Raven Black wrote:
    Spells are a caster things, aren't they ?

    Nope. Not in this edition they aren’t.

    Caster specialise in them, but access to magic is ubiquitous, easy, and relatively low cost all round.

    Some classes splash into some kind of spellcasting easier than others, but martials with a bunch of spells is pretty common.

    Right. What is the cost for this ? And for which efficiency ?


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    Just an archetype, something many will use if want some variation. And buffs don't require any sacrifice as don't need high stat for DC or attack.

    Dark Archive

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    Pathfinder Lost Omens, Rulebook Subscriber
    The Raven Black wrote:
    Old_Man_Robot wrote:
    The Raven Black wrote:
    Spells are a caster things, aren't they ?

    Nope. Not in this edition they aren’t.

    Caster specialise in them, but access to magic is ubiquitous, easy, and relatively low cost all round.

    Some classes splash into some kind of spellcasting easier than others, but martials with a bunch of spells is pretty common.

    Right. What is the cost for this ? And for which efficiency ?

    Let’s not play dumb here. It’s disproportionately easy for a martial to play in the caster space than the inverse.


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    Old_Man_Robot wrote:


    Let’s not play dumb here. It’s disproportionately easy for a martial to play in the caster space than the inverse.

    In this context I don't really agree. Martials have some decent access to utility magic, but trying to spend your archetype casting slots on blasting is objectively a horrible idea, your DCs are way behind the curve and so are your spell ranks (which means output) too.

    A sorcerer spending an ancestry feat to pick up a shortbow is getting way more mileage out of that than a fighter trying to cast scorching ray.

    Dark Archive

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    Pathfinder Lost Omens, Rulebook Subscriber

    That’s on me for not fully defining what I meant by “play in the space”.

    That said, if the critique is coming down to “a marital cannot be 100% as good at spellcasting than a a full caster with only archetype feats” then I think we have reached a discussion point where we have fundamental difference on what’s a reasonable balance point for archetypes.


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    Old_Man_Robot wrote:
    That said, if the critique is coming down to “a marital cannot be 100% as good at spellcasting than a a full caster with only archetype feats” then I think we have reached a discussion point where we have fundamental difference on what’s a reasonable balance point for archetypes.

    I mean, that's not what the critique is. The critique is that you said it's easier for a martial to invade a caster's space than the other way around in a thread about spell attack rolls.

    Pointing out that spell attacks (and damage dealing spells in general) are garbage on archetype martials feels like a natural extension of that.


    Squiggit wrote:
    Old_Man_Robot wrote:


    Let’s not play dumb here. It’s disproportionately easy for a martial to play in the caster space than the inverse.

    In this context I don't really agree. Martials have some decent access to utility magic, but trying to spend your archetype casting slots on blasting is objectively a horrible idea, your DCs are way behind the curve and so are your spell ranks (which means output) too.

    A sorcerer spending an ancestry feat to pick up a shortbow is getting way more mileage out of that than a fighter trying to cast scorching ray.

    They can cast it and they will only be 2 points behind full caster. 0 behind Warpriest, Magus, and "Summoner".

    The caster will be 2 points behind normal martials and 4 points behind Fighter and Gunslinger.

    If they use scrolls (which people use as a reason why casters should have bad spell attacks) they only need one feat that out scales to expert for Spell Attack. 4 behind full caster and 2 behind the rest.

    Of note that a boost to casters spell attack also makes martial archetyping better.

    Dark Archive

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    Pathfinder Lost Omens, Rulebook Subscriber

    Again, this isn’t a marital vs caster discussion. It’s a problem with internal caster spell performance across spell types.

    No one is asking for casters to be as good as martials for weapons, or have the same defences, or HP, or amount of 3 action utility, or any of the other things that come with being a martial.

    Many spell’s don’t care about your stats, if a martial wants to gain magic. Much of the much-praised utility aspects of magic can be accessed without having to invest beyond the bare minimum.

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