How fix spell attack


Pathfinder Second Edition General Discussion

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Hero Points are not a valid argument for Spell Attacks being okay.
First of all they don't work the way it has been implied. They are not an auto success and certainly not worth spending on an estimated 60% hit rate. The moment a Hero Point needs to be spent is the moment the attack has missed in the first places. So the decision is not to buff an average hit rate by a certain number of percent. It is a retry with the same success rate as the first try with even the option of a critical failure.

Speaking of critical failures, they often have terrible side effects ind PF2e and since there is always a 5% chance for players to have a critical failure (let's be real here, the numbers are never high enough that a 1 is just a normal failure), players are encouraged to negate critical failures with Hero Points (both in and out of combat). That is in addition to needing one as a fail save if shit goes wrong, it's not very likely that players will have Hero Points to spare to begin with. And especially not for casually using them on bad success rates. Sure if the situation is right, but that is not the normal case.

The math is better with True Strike as you actually use the better result this time around. But there's a big difference. One has to decide before making the roll and it can't be combined with Hero Points as well. What about the amount of times, where True Strike was used, when the attack would have hit anyways, making the extra action and the spent resource a waste and also resulting in the resource not being available when it is actually needed. Even worse are the times where the attack misses despite using true strike, then all 3 actions and 2 resources suddenly become a waste.

That is on top of giving up the option to use a 3 action spell, metamagic, a spell catalyst, movement or an interaction to retrieve an item (scroll, wand, ...). How often is a caster expected to cast attack spells per day? Between 12 to 16 times, a good amount of which will miss (including top level spells). Casters are already behind martials in proficiency for most levels and Monster ACs are balanced around martial stats. So what exactly is the problem with an effective +2 to +4 bonus on very few attacks, which use multiple resources and on top prevents the user from all other actions?

I'm sure there are some white room scenarios with 10 ifs and buts as preconditions, but we all know those never happen at the table. And even if it was true and both True Strike and Shadow Signet were mandatory options that needed to be picked in order for the game's math on Attack Spells to work, then those options would either need heavy reworks or need to be removed from the game.


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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Spell attacks are behind spell saves and martial success rates for no good reason.

Potency runes for spell attacks wouldn't suddenly make casters show stealers from Martial characters and they would still lag behind proficiency wise till end game a decent amount of the time. Spells already need ideal conditions to hit marginally better than a martial does with their primary attack roll.

Paizo should bite the bullet and create potency runes.

Alternatively create a spellshape feat that works like true strike but only for spell attacks. It would still take an extra action so its balanced. They should thwn remove true strike from the game. Make it a 4th level feat as wizard feats at that level suck and move on.


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I would not remove truebstrike from the gane because it does have an use when trying to hit something specially difficult for everyone.

But it definetly should not be used as the reason to deny casters item bonus to spell attack.

Liberty's Edge

The above posts show that people want bonus to spell attacks for different reasons. It is impossible to deepen one of the reasons without getting bashed by those who want them for another reason.

Not to mention that people do not answer my questions but scorn them.

Lesson learned for me : no value in trying to deepen the topic.


The reason is always the same the lower hit rate that makes them less worth.

Dark Archive

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The Raven Black wrote:

The above posts show that people want bonus to spell attacks for different reasons. It is impossible to deepen one of the reasons without getting bashed by those who want them for another reason.

Not to mention that people do not answer my questions but scorn them.

Lesson learned for me : no value in trying to deepen the topic.

There is zero need to act like this. This whole issue isn’t that deep and there are multiple potential paths to solve it.

Spell Attacks are subpar due to their accuracy and lack of adherence to the 4 degree of success structure of other spells.

There is nothing to deepen because the premise from which you have approached the topic is false. You want to make it a topic about something else but they aren’t commensurate issues.


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Pathfinder Rulebook Subscriber
The Raven Black wrote:
The above posts show that people want bonus to spell attacks for different reasons. It is impossible to deepen one of the reasons without getting bashed by those who want them for another reason.

Why do you think people aren't allowed to have multiple reasons for wanting something?

But even that said I'm not sure I agree. The basic reason of 'the math on them sucks' is pretty consistent and most of the other talking points are extensions of that.

Liberty's Edge

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Old_Man_Robot wrote:
The Raven Black wrote:

The above posts show that people want bonus to spell attacks for different reasons. It is impossible to deepen one of the reasons without getting bashed by those who want them for another reason.

Not to mention that people do not answer my questions but scorn them.

Lesson learned for me : no value in trying to deepen the topic.

There is zero need to act like this. This whole issue isn’t that deep and there are multiple potential paths to solve it.

Spell Attacks are subpar due to their accuracy and lack of adherence to the 4 degree of success structure of other spells.

There is nothing to deepen because the premise from which you have approached the topic is false. You want to make it a topic about something else but they aren’t commensurate issues.

You might want to reread the posts above that were all about comparing poor casters and OP martials while other people were asking to compare spell attacks and save-based spells.

But whatever.

I hope spell attacks will feel better in Remastered without making the martials feel bad.

That's it.

Dark Archive

The internet isn’t a monolith and not all suggestions are of equal merit.

I’m unsure what to do with this totally new information.


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I had a big post to sum up my thoughts on this but the forum ate it...

Anyway, my point form thoughts on this after some time away playing entirely too much BG3 are:

1) Paizo needs a team to go back and fix balance issues post-release. Spell balance is a mess and loads of classes, Wizard being especially notable, have obvious must take feats and other levels where you wonder why any of the feats are meant to add to your build.

2) Saves should probably just work like AC. Casters feel bad in part because of how rarely they get to roll dice. Save spells also don't benefit from fortune effects or hero points because they aren't your attack to roll.

3) True strike should be changed and critical effects should be nerfed so we can enjoy proper hit rates with spells that target AC. This overvaluing of crits hurts casters more than the occasional WOW moment helps them.

4) Casters and multi-classing and now archetyping has always felt bad outside of specific builds but PF2 has done very little to address this flaw. Martials get more from poaching spells via archetyping than casters get going the other way.

5) Range is overvalued when Paizo's own scenarios rarely let you use more than 100 ft of it. They heavily nerf ranged damage versus melee and this is probably too heavy-handed.

6) The lack of themed caster support is baffling. The best classes in PF1 were the half-casters and they were all themed. This idea that every class gets all spells and should be a toolbox that holds the best ones is terrible for giving players anything but false choices in the spells they pick.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I kinda don't feel like taking part in spell attack conversations better since nobody analyses the interesting weird parts of math(I'm still fascinated by how its easier to hit high ac with spell attack than have high save fail vs dc) and just keeps commenting that it feels bad at highest level they have 15% smaller chance to hit than fighters do.

Like thing is that if spell attacks hit, they can do damage of about two or three non crit strikes, but main thing that makes them unsatisfying isn't them being inaccurate for relatively small gain, its that they do nothing on miss and if they aren't cantrips, you just lost resource. Martials don't have limited resources on their special things.

Like just saying, you don't actually need to change spell attack math much if non critical hit miss actually did something anyway.


CorvusMask wrote:

I kinda don't feel like taking part in spell attack conversations better since nobody analyses the interesting weird parts of math(I'm still fascinated by how its easier to hit high ac with spell attack than have high save fail vs dc) and just keeps commenting that it feels bad at highest level they have 15% smaller chance to hit than fighters do.

Like thing is that if spell attacks hit, they can do damage of about two or three non crit strikes, but main thing that makes them unsatisfying isn't them being inaccurate for relatively small gain, its that they do nothing on miss and if they aren't cantrips, you just lost resource. Martials don't have limited resources on their special things.

Like just saying, you don't actually need to change spell attack math much if non critical hit miss actually did something anyway.

The issue here isn't just that they do nothing and cost a resource on a miss but that you can always have better odds of landing a failed save if you manage to target the weakest save with an appropriate spell. So it's fighting against your learned system mastery without offering sufficient reward for doing so.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Well yeah, but that requires for you to always being able to figure out the weakest save or creature always having a weakest save. And again lot of save spells have good effects even if enemy succeeds, so I don't see that refuting my point.


Unicore wrote:
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.

No I bring the shortbow to casters I didn't put a full martial class in the discussion. I mentioned the shortbow because it's more simple to understand that casters can use weapons and many times that's more efficient the try to compensate an attack spell with a True Strike. But if you think that's too much just remember that all casters can use other simple weapons, including druids and warpriests having good armors and shields and bards and oracles having access to martial weapons.

I didn't want to turn the discussion into another useless martial vs caster discussion. I'm trying to focus into spell attack efficiency over saves here only.

Liberty's Edge

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YuriP wrote:
Unicore wrote:
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.

No I bring the shortbow to casters I didn't put a full martial class in the discussion. I mentioned the shortbow because it's more simple to understand that casters can use weapons and many times that's more efficient the try to compensate an attack spell with a True Strike. But if you think that's too much just remember that all casters can use other simple weapons, including druids and warpriests having good armors and shields and bards and oracles having access to martial weapons.

I didn't want to turn the discussion into another useless martial vs caster discussion. I'm trying to focus into spell attack efficiency over saves here only.

IIRC there was a quote or link in another similar thread (maybe the Remastered wizard thread) where Mark Seifter explained that no attack-boosting item for casters was a deliberate choice so that players of casters would explore all the possibilities provided by spells (especially the save-based ones) rather than just focus on spell attacks to the detriment of the rest simply because the attack-boosting item would be there.


3-Body Problem wrote:
1) Paizo needs a team to go back and fix balance issues post-release. Spell balance is a mess and loads of classes, Wizard being especially notable, have obvious must take feats and other levels where you wonder why any of the feats are meant to add to your build.

The remaster project is partially this. I thing that the changes in how often the errata is release was also focused in this (but this errata political change probably was affected by the remaster project. I just expect that they back their focus in erratas after remaster release).

3-Body Problem wrote:
2) Saves should probably just work like AC. Casters feel bad in part because of how rarely they get to roll dice. Save spells also don't benefit from fortune effects or hero points because they aren't your attack to roll.

I disagree that "Saves should probably just work like AC". It's still fun see the others rolling their saves as the same way its fun to you rolling it. But I agree that fortune effects could be used in saves too. (including I use this as house-rule for hero points in my tables. I allow my players to force the others to re-roll save checks that comes from the player adding misfortune to it.

3-Body Problem wrote:
3) True strike should be changed and critical effects should be nerfed so we can enjoy proper hit rates with spells that target AC. This overvaluing of crits hurts casters more than the occasional WOW moment helps them.

I disagree completely here. The current critical system is very fun and intuitive. It's greater evolution from what we have in PF1 or 5e.

IMO True Strike don't need to be changed. Just be stoped to be treated like a patch because it isn't a patch.

3-Body Problem wrote:
4) Casters and multi-classing and now archetyping has always felt bad outside of specific builds but PF2 has done very little to address this flaw. Martials get more from poaching spells via archetyping than casters get going the other way.

Currently the Michael Sayre posted a change the will improve the casters MC options a lot.

IMO it still laking good non-mc archetypes for casters but the MC ones are pretty good.

3-Body Problem wrote:
5) Range is overvalued when Paizo's own scenarios rarely let you use more than 100 ft of it. They heavily nerf ranged damage versus melee and this is probably too heavy-handed.

I partially agree here.

Yes the range is really overvalued because its rare to have a situation with maps that have space to distance diferences in weapons and spells to be significative. But I don't think that the ranged attack in general needs to be improved because even with shorter distances the risks that melee characters take are far greater. My only complains about ranged attacks are that attack spells usually subpar outside the usage with SpellStrike like abilities but you can easily compensate this using save ones and the reload weapons that are subpar when compared to bows and thrown weapons but this is was already discussed in another topic.

3-Body Problem wrote:
6) The lack of themed caster support is baffling. The best classes in PF1 were the half-casters and they were all themed. This idea that every class gets all spells and should be a toolbox that holds the best ones is terrible for giving players anything but false choices in the spells they pick.

I agree but we saw an interview with Mark Seifter a former member of rule books design team explaining that the removal of the schools opened the space to more thematic classes that's no more under the hood of wizard schools like for example a dedicated necromancer class.

Maybe we get some new interesting themed casters in a near future.

The Raven Black wrote:
IIRC there was a quote or link in another similar thread (maybe the Remastered wizard thread) where Mark Seifter explained that no attack-boosting item for casters was a deliberate choice so that players of casters would explore all the possibilities provided by spells (especially the save-based ones) rather than just focus on spell attacks to the detriment of the rest simply because the attack-boosting item would be there.

I remember this post too.

That's why I still defend that reduce many attack spells to one-action (using a spellshape(metamagic), item or a buff spell like a lesser version of Fiery Body/Ferrous Form) could be a more interesting and fun solution than just give some attack bonus to them. Yet we can get something like Attenuators or just change the Shadow Signet to be automatic (automatically target the worse between AC, Reflex and Fortitude instead of you have to try to guess or recover using some homebrew/MC specific RK check that give that info) too.


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Pathfinder Adventure Path Subscriber

With a baby on the way and a shiny playtest in my hands, I am just not going to spend my time showing you all the math the developers already know about how much easier it is to take advantage of tactics to hurt solo boss creatures with spell attack roll spells rather than just trying to target them with saving throw spells and do half damage.

We've done it on these boards before and you can go find it.

House ruling hero points to affect enemy saving throw spells is a massive, massive boost to their effectiveness and would incredibly bias how much more effective saving throw spells are than attack roll spells. Far more than interpreting spectral hand as allowing the caster to flank with the hand.

I can only imagine that casters playing with that house rule would really feel like spell attack roll spells are a waste of time.

Dark Archive

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If it’s so easy to compensate for and unnecessary to support, I assume you ban all weapon potency runes in your games Unicore?


Necklace of Fireballs doesn't require a feat or archetype to use. It does need a free hand, so while some common fighter builds can't easily use it, rogues, monks, and casters-whose-tradition-doesn't-give-fireball often can.


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Pathfinder Adventure Path Subscriber
Old_Man_Robot wrote:
If it’s so easy to compensate for and unnecessary to support, I assume you ban all weapon potency runes in your games Unicore?

If in this hypothetical situation Martials also had easy access to powerful attack options that targeted Fortitude/Reflex/Will, their attacks naturally did more damage than they currently do, and most of their damaging options took 2 actions instead of 1...then yes I probably would rather see a martial item like the shadow signet ring than item bonuses just to their attack roll abilities.

AC is the easiest defense to debuff, but all characters sometimes need to make attacks vs enemies that are not debuffed at all. Martials don't really have any other options, so they either have to spend actions debuffing themselves, or just trying to power through with laws of averages to eventually get hits. Usually the best plan for martials is a combination of the two.

Casters can just try to figure out what the lowest save is and target that. If having a different tactical meta for casters than martials doesn't enrich the game for you then there really is no point in having martial characters play differently from casters at all.


One thing it should be considered is action economy, and how multi-attack penalizes the chance to hit.

It’s clear that martial has more chance for the 1st hit, but for high AC the remaining the chance drops a lot.

A caster can try a saving throw one plus an attack with no penalty, and maybe that was taken into account when the whole was made.
But, this usually requires some special configs, like Quicken casting or mixing 1 with 2 action spells.

Then, if looking for some balance in that way, we should check for difference. Putting the Fighter aside, as the only one getting legendary proficiency, but the other martials getting degrees earlier than casters, we could assume like near 2 points of difference in proficiency, another 2 (average) for Potency items, for a total of 3-4 points of difference. Martials also have ways to reduce the multi-attack penalty, like dual-wielding or quick shoot.

Probably would need a time and playtest to check if combining all the above it is balanced for everyone if the magic has no Potency option available on items.


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What they did with the Kineticist seems like a good plan for casters. Make an item that tops out at +2 item bonus would probably resolve the issue.


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Maybe allowing to use an extra action to grant (i.e.) +2 to attack. It does not overlap with True Strike as it uses too that action, and grants some way to make more worth to use the Attack spell instead the Saving one if you can afford it.


Dark_Schneider wrote:

A caster can try a saving throw one plus an attack with no penalty, and maybe that was taken into account when the whole was made.

...we could assume like near 2 points of difference in proficiency, another 2 (average) for Potency items, for a total of 3-4 points of difference...

Maybe? It's legit to point out that a caster doing spell + (regular) strike does that strike at probably about the same chance to hit as a martial's second strike - i.e. 4 points down from martial maximum.

But was it designed that way - i.e. under the assumption that a caster would use their third action to strike - and is it a viable option? Well how often do casters need a free hand to cast? That imposes a big limit on weapon choices (and defense, if we consider shields), particularly for ranged combatants. Though IIRC spell components and manipulate actions are getting some treatment in the remaster, so maybe this becomes less of a problem? Not sure. Also third actions tend to have a lot of non-strike utility value. Even if it meant pumping out a good amount of extra damage, I'm not sure a lot of casters want to stand as still as a stump (e.g. presumably getting whaled upon by antagonists) to do it.


I think the somatic component “free hand” means not having it constrained, but you can hold items while casting. Then if we go for the material component, some classes bypass it (like Sorcerer) mostly and if we have the combo class using material component + spell requiring material component, probably was intended as way to force you to not wear some equipment (at least one “real” free hand). I can think about the Wizard without the feat to bypass material or the Witch.


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You don't need a free hand to cast without material components (and many classes can convert them to somatic) also in remaster looks like that the non-cost material component will be removed at all.


spells attacks are currently the equivalent of a back weapon or side arm. it's not supposed to be as good as your make thing.

making them better would mean casters no longer had any lesser magic options.

It would be ok, if they were only allowed to use those kinds of spells. which is sort of the point of kineticist.

otherwise in my opinion it would reduce every martial to just being a meat shield, and just completely render moot any of the low ac martial classes.

Dark Archive

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ikarinokami wrote:


spells attacks are currently the equivalent of a back weapon or side arm. it's not supposed to be as good as your make thing.

making them better would mean casters no longer had any lesser magic options.

It would be ok, if they were only allowed to use those kinds of spells. which is sort of the point of kineticist.

otherwise in my opinion it would reduce every martial to just being a meat shield, and just completely render moot any of the low ac martial classes.

That's a lot to put on a staggered +2 bonus.


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Pathfinder Rulebook Subscriber
ikarinokami wrote:


making them better would mean casters no longer had any lesser magic options.

Lesser magic options is what cantrips, focus spells, and lower level slots are for.


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Squiggit wrote:
ikarinokami wrote:


making them better would mean casters no longer had any lesser magic options.
Lesser magic options is what cantrips, focus spells, and lower-level slots are for.

that's not really true, there are quite a few focus spells that are extremely powerful.

Lower-level spells slots are not really a lesser option. Slow, Haste, true strike, invisibly, mirror image, Heroism etc, there are tons of spells options that are amazing with "lower" spell slots.


ikarinokami wrote:
Squiggit wrote:
ikarinokami wrote:


making them better would mean casters no longer had any lesser magic options.
Lesser magic options is what cantrips, focus spells, and lower-level slots are for.

that's not really true, there are quite a few focus spells that are extremely powerful.

Lower-level spells slots are not really a lesser option. Slow, Haste, true strike, invisibly, mirror image, Heroism etc, there are tons of spells options that are amazing with "lower" spell slots.

Notice how you only mentioned buff spells with the sole exception of Slow which has a specially good effect on success but not incapacitate.

Damaage effects and incapacitation effects in low spell level slots are out right unusable.


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Temperans wrote:
ikarinokami wrote:
Squiggit wrote:
ikarinokami wrote:


making them better would mean casters no longer had any lesser magic options.
Lesser magic options is what cantrips, focus spells, and lower-level slots are for.

that's not really true, there are quite a few focus spells that are extremely powerful.

Lower-level spells slots are not really a lesser option. Slow, Haste, true strike, invisibly, mirror image, Heroism etc, there are tons of spells options that are amazing with "lower" spell slots.

Notice how you only mentioned buff spells with the sole exception of Slow which has a specially good effect on success but not incapacitate.

Damaage effects and incapacitation effects in low spell level slots are out right unusable.

seriously, what would even be the point of playing a martials if low level spells slots could do comparable damage of a martial plus buff, and heal and slow.


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I mean people are main complaint is about about max level spell attacks, which just generally have the issue of not really doing enough to justify using them over max level save spells. Like level 6 disintegration deals on average 14 more damage on a successful hit than level 6 chain lightning while being single target and having to do a spell attack before the save happens which can make it deal quite a bit less than chain lightning even on single targets.


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I'd think the easiest thing is to allow potency runes on the wizard's bonded item. Familiars will need something probably that is similar.
Cool bonus if the wizard adds a potency rune to a weapon bonded item that means its not just flavor or some wierd build.
I feel the more fun enchanted things the better. It feels more fantasy tropey if I can add a potency rune to that bauble or scepter that powers up my spells as a wizard instead of each thing having to be its own item.


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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

6th level spell shape (metamagic) feat that for 1 action you get +2 to your next spell attack before the end of that round useable only on spells at least 1 or 2 ranks below your maximum.

Fixes the problem nicely, its a feat that comes online when it starts being relevant (the gap between 5 and 7), remains relevant all game, balanced in that you can't use your maximum damage potential spells with it for those worried about the off chance of an extreme damage spike.


Cyder wrote:

6th level spell shape (metamagic) feat that for 1 action you get +2 to your next spell attack before the end of that round useable only on spells at least 1 or 2 ranks below your maximum.

Fixes the problem nicely, its a feat that comes online when it starts being relevant (the gap between 5 and 7), remains relevant all game, balanced in that you can't use your maximum damage potential spells with it for those worried about the off chance of an extreme damage spike.

True strike is better than this and it's trivial to get so many that you'll never run out.

Yes I believe it was a mistake for this spell to either..

Exist at all

Or

Not be on every classes spell list

Liberty's Edge

Martialmasters wrote:
Cyder wrote:

6th level spell shape (metamagic) feat that for 1 action you get +2 to your next spell attack before the end of that round useable only on spells at least 1 or 2 ranks below your maximum.

Fixes the problem nicely, its a feat that comes online when it starts being relevant (the gap between 5 and 7), remains relevant all game, balanced in that you can't use your maximum damage potential spells with it for those worried about the off chance of an extreme damage spike.

True strike is better than this and it's trivial to get so many that you'll never run out.

Yes I believe it was a mistake for this spell to either..

Exist at all

Or

Not be on every classes spell list

I wonder if that last point was for matters of balance, of Tradition's identity or something else.


The Raven Black wrote:
Martialmasters wrote:
Cyder wrote:

6th level spell shape (metamagic) feat that for 1 action you get +2 to your next spell attack before the end of that round useable only on spells at least 1 or 2 ranks below your maximum.

Fixes the problem nicely, its a feat that comes online when it starts being relevant (the gap between 5 and 7), remains relevant all game, balanced in that you can't use your maximum damage potential spells with it for those worried about the off chance of an extreme damage spike.

True strike is better than this and it's trivial to get so many that you'll never run out.

Yes I believe it was a mistake for this spell to either..

Exist at all

Or

Not be on every classes spell list

I wonder if that last point was for matters of balance, of Tradition's identity or something else.

I would assume they treat it as under the mind essence because it doesn't make a lot of sense for occult to get it gameplay wise, it only had 3 spell attacks in core, ray of enfeeblement and Tk projectile and maneuver .


Martialmasters wrote:
Cyder wrote:

6th level spell shape (metamagic) feat that for 1 action you get +2 to your next spell attack before the end of that round useable only on spells at least 1 or 2 ranks below your maximum.

Fixes the problem nicely, its a feat that comes online when it starts being relevant (the gap between 5 and 7), remains relevant all game, balanced in that you can't use your maximum damage potential spells with it for those worried about the off chance of an extreme damage spike.

True strike is better than this and it's trivial to get so many that you'll never run out.

Yes I believe it was a mistake for this spell to either..

Exist at all

Or

Not be on every classes spell list

I'm currently running a 5e game and it has been noted how bad True Strike is in that system. We spitballed some ideas and our table concluded that if it's ever worth using it will become a meta must-have so we decided to keep it so bad it isn't worth trying to use. Some concepts are just too toxic to be worth balancing.


ikarinokami wrote:
Temperans wrote:
ikarinokami wrote:
Squiggit wrote:
ikarinokami wrote:


making them better would mean casters no longer had any lesser magic options.
Lesser magic options is what cantrips, focus spells, and lower-level slots are for.

that's not really true, there are quite a few focus spells that are extremely powerful.

Lower-level spells slots are not really a lesser option. Slow, Haste, true strike, invisibly, mirror image, Heroism etc, there are tons of spells options that are amazing with "lower" spell slots.

Notice how you only mentioned buff spells with the sole exception of Slow which has a specially good effect on success but not incapacitate.

Damaage effects and incapacitation effects in low spell level slots are out right unusable.

seriously, what would even be the point of playing a martials if low level spells slots could do comparable damage of a martial plus buff, and heal and slow.

Oh, so much this. They did a fabulous job in eliminating the unfair free damage scaling (per "caster level") for lower level slots that used to exist in PF1...


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SuperBidi wrote:

Shadow Signet is not useful before level 10 as targeting High AC gives you the same chances to hit than targeting Moderate saves before that level. The Shadow Signet has been made to solve the lack of Potency Runes on spell attack rolls, which is only getting important at level 10+.

Also, with Shadow Signet you can target your choice of Fortitude or Reflex, when save spells target only one save. You can of course have many of them targeting multiple saves, but most traditions target only 2 types of save anyway (Will and Fortitude for Divine and Occult, Reflex and Fortitude for Primal). So overall it's a bonus to spell attack roll spells.

This is so wrong and you have not looked into the math at all.

The only time spell attack and martial attack are equal is at level 1, then they start lagging behind and never catch up.
and thats ignoring that martial get 3 chances / round while a spell attack you can only do once, and if you miss you have just forfeited your turn without doing anything and that feels terrible to play.

Shadow signet a terrible bandaid that the added at to high level to even matter for alot of campains.

so the only solution for casters is to only use save spells and most of them do.
but the problem with spell attack is still 100% there.

Edit: Sry if this came across as Agressive, after reading it again its abit hostile.
was ment to point out the error that a fix is not needed before level 10.

(left the original message intact and added this instead, since some obvously have read it already and it felt wrong to edit)


I previously posted, I think 150 or so posts ago. I have more data for the interested on my proposed solution.

My initial fix was to add in +1/+2 spell attack runes at 5/13. This rune has a 1 action tax to activate and the activation has the metamagic trait.

The activation also pushed up the critical threshhold of the attack by the same amount as the bonus (IE; if you activated a +1 spell attack rune and would normally hit on a 15, your attack would be at +1 and you would critically hit on 26 instead of 25)

This was an attempt to balance out magical critical hits, which seem especially powerful overall, while still improving the feel and mitigating the pain points of casters. No change was made to saves as overall, with more generous and well defined RK checks as expected in the remaster, they perform mostly adequately. Again, my goal is not to boost overall actual power as casters do perform within the parameters of the other classes, but rather to enhance the feel of the casters to make the mechanical aspects more palatable.

After some experimentation, I have made the following adjustments to that system:

The rune functions adequately to change the feel of at least Sorcerers and Bards, without wildly changing their damage output or behavior. My players are much happier with this.

I also elected to create a commonly available weapon, the spellcaster's ring, in three flavors - Int, Wis, and Cha, all of which can make a 1d4 attack in electrical, cold, fire, sonic, or force damage. Each ring uses its associated casting stat as the base for attack rolls with it, and if it has a spell attack rune on it, it treats that spell attack rune as a potency rune and can have striking runes added. The ring has a 30 foot range and has the free hand trait.

Effectively, the ring is just a weak single action cantrip comparable to a returning throwing dagger - literally half of an electric arc with an attack roll rather than a save. However, again, the feel improves for casters when they gain the option to participate in damage dealing in a magical *feeling* way.

I view this as progress. I'll continue updating as I get more chances to do balance testing. Best of luck to everyone!


Just want to jump in to highlight that metamagic can't be used with psychic amps. Any hotfix item should be aware of that, unlike Shadow Signet.

Maybe even if that's a Special entry on the item.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Staves can have fundamental (potency and striking) runes.


Pathfinder Rulebook Subscriber
Ed Reppert wrote:
Staves can have fundamental (potency and striking) runes.

Thats if tou want to hit someone with a strike right?


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Yes. Fundamental Runes, as currrently implemented, don't affect spellcasting. If we (if Paizo) add a rune type that affects spellcasting, it would imo be a good idea not to call it a potency rune.


Pathfinder Rulebook Subscriber
Ed Reppert wrote:
Yes. Fundamental Runes, as currrently implemented, don't affect spellcasting. If we (if Paizo) add a rune type that affects spellcasting, it would imo be a good idea not to call it a potency rune.

Good point.


Spell potency rune fits given the purpose is to boost spell attacks. Can also make it Spell striking rune to add bonus damage (an extra 3d6 in the last few levels really should not unbalance anything).


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Pathfinder Adventure Path Subscriber

Why though?

Why not just design spell damage and accuracy from the beginning to be at the level you would want them to be?

I mean the thing about weapon runes is they only apply to one weapon. “Here is an item that works on all spells” might as well just be built into the spells to begin with. What interesting choice would this enable?

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