[For fun] Let's do a poll! What do you want to change in PF2?


Pathfinder Second Edition General Discussion

1 to 50 of 104 << first < prev | 1 | 2 | 3 | next > last >>

3 people marked this as a favorite.

After saw many topics about different things that many people wanted to change in the game I have the idea to make a pool (using Google Forms) with changes do you want to see in the PF2. But I first need the questions.

So want do you think that need to be changed or even added/removed in PF2? Please try to make your suggestion simples and generic without too much specific detail and please without asking for clarifications these usually are addressed to FAQ. I will exemplify with my own desires:

  • More martial Warpriest without losing Divine Font
  • Battle Forms heightened without size grow
  • Companions size grow being optional
  • Flexible Spellcasting as default rule without archetype nor spellslot reduction (spontaneous casters could be compensated in some other way)
  • More spellslots per rank (spell level)
  • MP (Spell/Mana Points) as Variant Rule option to Spell Slots
  • More and better focus spells for Wizards
  • Up to master progression to alchemists weapons proficiency
  • Unleash Psyche duration equals to rage (1 minute unleashed than 1 minute stupefied 1)
  • Devise a Stratagem roll as optional (being able to discard DaS roll and then able to try a normal roll to same target)
  • Removal of refocus expansion feats but integrate it into normal refocus activity (refocus 2 points at lvl 11 and 3 points at lvl 17 automatically).
  • Rework the Panache to removal critical failure effects and to not allow opponents becoming immune to it
  • Rework finishers to just end the Panache instead of block more attacks in same turn
  • Stroger hexes cantrips (stronger as Psychic Uniq Cantrips)

  • Wayfinders Contributor

    You still have time to edit the thread title. I think you mean "Poll" rather than "Pool" here.


    1 person marked this as a favorite.
    Hilary Moon Murphy wrote:
    You still have time to edit the thread title. I think you mean "Poll" rather than "Pool" here.

    Thanks!


    I’m pretty much on board with every bullet point. I would add either better accuracy with cantrips or higher base damage except for EA.


    Champions being rebuilt to accommodate non-deific faiths (animists, ancestor worshipers, etc.)


    Lucerious wrote:
    I’m pretty much on board with every bullet point. I would add either better accuracy with cantrips or higher base damage except for EA.

    OK added.

    PossibleCabbage wrote:
    Champions being rebuilt to accommodate non-deific faiths (animists, ancestor worshipers, etc.)

    Added too.


    A lot of these seem like overkill, especially more slots per level. Casters really only suffer from resource drain at low levels, and improvements to focus spells could solve that issue without mucking with the balance of higher levels.

    Investigator's problems run a bit deeper than DaS forcing you to keep the role. It's too tied up in the kludge surrounding the lead mechanic and it has very few ways to toy with DaS compared to other class mechanics. Archetyping feels mandatory with it because the class also has so few feats that do things other than make it's lead mechanic less awkward.


    Golurkcanfly wrote:

    A lot of these seem like overkill, especially more slots per level. Casters really only suffer from resource drain at low levels, and improvements to focus spells could solve that issue without mucking with the balance of higher levels.

    Investigator's problems run a bit deeper than DaS forcing you to keep the role. It's too tied up in the kludge surrounding the lead mechanic and it has very few ways to toy with DaS compared to other class mechanics. Archetyping feels mandatory with it because the class also has so few feats that do things other than make it's lead mechanic less awkward.

    OK, any suggestions in a few lines to resolve this for me to add the poll?


    YuriP wrote:
    Golurkcanfly wrote:

    A lot of these seem like overkill, especially more slots per level. Casters really only suffer from resource drain at low levels, and improvements to focus spells could solve that issue without mucking with the balance of higher levels.

    Investigator's problems run a bit deeper than DaS forcing you to keep the role. It's too tied up in the kludge surrounding the lead mechanic and it has very few ways to toy with DaS compared to other class mechanics. Archetyping feels mandatory with it because the class also has so few feats that do things other than make it's lead mechanic less awkward.

    OK, any suggestions in a few lines to resolve this for me to add the poll?

    Give the Investigator more ways to use DaS and make it more usable against non-leads. Like, it's always a free action to use by default, but you can reroll it against targets relevant to your lead with an action.

    As for more ways to use DaS, you could spend the DaS roll on maneuvers, you could spend low rolls to activate unique abilities, you could have several mutually exclusive rider effects attached to DaS (choose between DaS + RK, DaS + Stride, DaS + Demoralize, etc.), etc.

    The most important part is to make DaS involve more interesting decision-making rather than a binary "Can I hit this turn or can I not?"


    YuriP wrote:
    OK, any suggestions in a few lines to resolve this for me to add the poll?

    More spell slot at low level?

    Casters have enought slot at mid/high level (and can buy wands or scepter to add even more), but at low level, they are starved, especially those with only 3 slot per level, and *especially* if they chose to pick a focus spell that isn't great in every encounter.

    Having them start with more slot, and then "stabilize" at 3/level later would help low level caster without buffing high level ones. Something like starting with 6 level 1 slot at level 1, going up to 7 at level 2, and then "draining" those slot upward (so having 5 level 1/ 2 level 2 on level 3, 4/3 on level 4, to finally reach the current 3/3/2 on level 5) would work. The only downside would be that the "slot per level" chart would look less neat, but given how "feel bad" spellcasters are at low level, especially for new players, who care.


    Golurkcanfly wrote:
    YuriP wrote:
    Golurkcanfly wrote:

    A lot of these seem like overkill, especially more slots per level. Casters really only suffer from resource drain at low levels, and improvements to focus spells could solve that issue without mucking with the balance of higher levels.

    Investigator's problems run a bit deeper than DaS forcing you to keep the role. It's too tied up in the kludge surrounding the lead mechanic and it has very few ways to toy with DaS compared to other class mechanics. Archetyping feels mandatory with it because the class also has so few feats that do things other than make it's lead mechanic less awkward.

    OK, any suggestions in a few lines to resolve this for me to add the poll?

    Give the Investigator more ways to use DaS and make it more usable against non-leads. Like, it's always a free action to use by default, but you can reroll it against targets relevant to your lead with an action.

    As for more ways to use DaS, you could spend the DaS roll on maneuvers, you could spend low rolls to activate unique abilities, you could have several mutually exclusive rider effects attached to DaS (choose between DaS + RK, DaS + Stride, DaS + Demoralize, etc.), etc.

    The most important part is to make DaS involve more interesting decision-making rather than a binary "Can I hit this turn or can I not?"

    OK, added to the poll as "More ways to use Devise a Stratagem (DaS + RK, DaS + Stride, DaS + Demoralize, etc.)"

    Wait DaS + Stride? How is that?

    Scarablob wrote:
    YuriP wrote:
    OK, any suggestions in a few lines to resolve this for me to add the poll?

    More spell slot at low level?

    Casters have enought slot at mid/high level (and can buy wands or scepter to add even more), but at low level, they are starved, especially those with only 3 slot per level, and *especially* if they chose to pick a focus spell that isn't great in every encounter.

    Having them start with more slot, and then "stabilize" at 3/level later would help low level caster without buffing high level ones. Something like starting with 6 level 1 slot at level 1, going up to 7 at level 2, and then "draining" those slot upward (so having 5 level 1/ 2 level 2 on level 3, 4/3 on level 4, to finally reach the current 3/3/2 on level 5) would work. The only downside would be that the "slot per level" chart would look less neat, but given how "feel bad" spellcasters are at low level, especially for new players, who care.

    How about decrescent SpellSlots?

    Like:
    LvL 9 - 3
    LvL 8 - 3
    LvL 7 - 4
    LvL 6 - 4
    LvL 5 - 5
    LvL 4 - 5
    LvL 3 - 6
    LvL 2 - 6
    LvL 1 - 7

    This way I can put easily into the poll as option.


    YuriP wrote:

    How about decrescent SpellSlots?

    Like:
    LvL 9 - 3
    LvL 8 - 3
    LvL 7 - 4
    LvL 6 - 4
    LvL 5 - 5
    LvL 4 - 5
    LvL 3 - 6
    LvL 2 - 6
    LvL 1 - 7

    This way I can put easily into the poll as option.

    This work too. The spells "draining upward" idea was here only to make it so spellcasters at latter levels are exactly equivalent to how they are now (because I was warry of starting yet another "should caster be buffed" thread war), but I don't think that a few more low level slots would unbalance casters at any level, given how many spell need to be cast at the highest slot possible to be effective.

    Grand Lodge

    3 people marked this as a favorite.
    Pathfinder Adventure, Rulebook Subscriber

    Don't care what changes, I trust Paizo to handle it.


    TriOmegaZero wrote:
    Don't care what changes, I trust Paizo to handle it.

    I will put none of above in the poll too :P

    Anyway. I don't expect anything from this poll it's just for fun and to know the opinion of the people.

    ---

    Added rework MC archetype dedications (like balance stats requirements and give more useful effects for dedications like Fighter Dedication) to the poll.


    Are you going to make this a google poll or something?


    1 person marked this as a favorite.

    Yes, I will use a Google form. But I'm giving you some time to add more suggestions. I'll wait until Monday to give the most active users enough time to make suggestions.


    General proficiency feats get better at higher levels so they stay relevant to high level characters.

    That is my #1.


    4 people marked this as a favorite.

    Lore skill from backgrounds auto scaling like the Additional Lore feat.


    2 people marked this as a favorite.

    Canny Acumen should just increase the proficiency rank one step with a cap of master instead of waiting until level 17.


    - To make the swashbuckler work slightly better, I think panache should be a pool rather than a yes/no.

    This would allow the swashbuckler to better manage actions between rounds, and also make a good use of both precise strikes, vivacious speed ( the classic example is the swashbuckler using tumble through but without their movement speed because they still don't have panache) and bravado.

    - I'd also try a non arcane magus variant.

    War priest is excellent the way it is ( a nearly unkillable tank that provides support because of healings and spells ), but a divine magus could be a nice alternative for those who would like to play a more martial divine spellcasters.

    Maybe they could just choose cantrips from any tradition, to make things fair for both occult and divine ones.

    - effortless concentration available to divine spellcasters, psychics and magus ( is it magus for plural? ) .

    - lower the battle oracle stupified condition to 1. And entirely revise some lvl 3 major curses ( time curse is a joke, as well as lore curse).


    3 people marked this as a favorite.
    Pathfinder Rulebook Subscriber

    Probably the least important change suggested here but

    It'd be cool if Deadly and Fatal scaled more logically.

    Like looking at a Greatpick and a Scythe: the pick's fatal trait is almost twice as good as the deadly trait at level 4, but actually contributes less overall damage than deadly at level 20.

    Deadly gaining an extra die per striking rune (except the first one?) while Fatal gets you double dice at level 1 but then never adds more die than that makes their relational scaling really awkward.

    Not the only example of weirdly asymmetrical scaling in PF2 but it's one that's stood out to me.

    Backstabber is also weird in how poorly it scales, for another example.


    7 people marked this as a favorite.

    Reload weapons shouldn't be objectively worse than bows, needing an entire class to try (and largely fail) to be relevant.


    Karmagator wrote:
    Reload weapons shouldn't be objectively worse than bows, needing an entire class to try (and largely fail) to be relevant.

    It kills me how unwieldy a Gun Magus is.


    1 person marked this as a favorite.
    Quote:


    It kills me how unwieldy any class using reloading weapon is.

    fixed.


    OK added your suggestions and some suggestions that I take from other threads.

    From Red Griffyn post into "Potential Changes to Core 2 Classes":

  • Selectable Key Ability Score (KAS) selection of STR, DEX, or INT for Alchemists
  • Gloves that transfer weapon property runes to bombs. Essentially add the runes to pre-made bombs and quick alchemy bombs
  • Increase low level infusion count to give more resources at early levels or provide the perpetual infusions at L1 (Weaken bombs/alchemical items overall to justify these buffs to the class)
  • Give auto scaling E/M/L in craft as a class feature at L2/7/15.
  • Improve Alchemist MC to just give and advanced alchemy level of level-4 like the gunslinger as a L6 feat
  • Re-balance on mutagens making them less awful
  • Give the animal barbarian a 1D4 ranged unarmed thrown strike at level 1
  • Give ways to mitigate the -1 AC
  • Extend rage length to 2 minutes
  • Turn Raging Thrower as class feature instead of class feat
  • Change the superstition instinct anathema to allow spells/magic items/etc. from allies
  • Move raging resistance to L5
  • Allow more open selection of each cause for all kinds of traditionally good (holy) or evil (unholy)
  • Consider extending the range of reactions or creating a cause that is more considerate/less bounding on a ranged champion
  • Extend the blade ally free runes for all causes to all causes
  • Include a few more of the weirder less taken blade ally runes in the base selection and other feats that boost options (e.g., crushing, extending, etc.)
  • For Champion MC make the armour auto scaling with your class proficiency just like the sentinel archetype.
  • Make focus points qualify as a basic spell casting feature to allow to activate cast a spell magic items without 2 feats in a caster class
  • Remove ki spell feat tax
  • Consolidate monk weapons feats/stances into just the monastic weaponry feat
  • Remove the short/longbow because now we have a monk bow
  • Consider more diversity/boost in power to monk weapons
  • Re-balance Oracles to significant boost in power of the mystery benefits if they want to keep the current curse downsides
  • At least one CHA based caster should get the L6 wizard feat 'convincing illusion' cross listed
  • Let spell repetoir (i.e., spontaneous casters) use both kinds of staff spell charge mechanics
  • Level 1 Counterspell feat should also allow you to react/use the shield cantrip or w/e to just give a save to the spell for allies or penalize to hit if a spell attack roll
  • Level 10 Quickened casting feat should be boosted from once per day to once per hour
  • Turn Swashbuckler ranged weapon feat as build into the precise strike class feature
  • Give Swashbucklerand autoscaling style based skill that boosts to E/M/L at L2/7/15
  • Allow Swashbuckler to use Dex bonus as damage bonus instead of Str in similar way that Thief rogues does.

    From PlantThings into "Potential Changes to Core 2 Classes":

  • Add to Elemental Sorcerer's elemental type damage for Air, Earth, and Water could be versatile Slashing, Piercing, and Cold respectively, just so they're not all plain Bludgeoning.

    Albatoonoe wrote:

    General proficiency feats get better at higher levels so they stay relevant to high level characters.

    That is my #1.

  • General proficiency feats get better at higher levels so they stay relevant to high level characters

    Twiggies wrote:
    Lore skill from backgrounds auto scaling like the Additional Lore feat.
  • Lore skill from backgrounds auto scaling like the Additional Lore feat.

    Lucerious wrote:
    Canny Acumen should just increase the proficiency rank one step with a cap of master instead of waiting until level 17.
  • Canny Acumen should just increase the proficiency rank one step with a cap of master instead of waiting until level 17.

    HumbleGamer wrote:

    - To make the swashbuckler work slightly better, I think panache should be a pool rather than a yes/no.

    This would allow the swashbuckler to better manage actions between rounds, and also make a good use of both precise strikes, vivacious speed ( the classic example is the swashbuckler using tumble through but without their movement speed because they still don't have panache) and bravado.

    - I'd also try a non arcane magus variant.

    War priest is excellent the way it is ( a nearly unkillable tank that provides support because of healings and spells ), but a divine magus could be a nice alternative for those who would like to play a more martial divine spellcasters.

    Maybe they could just choose cantrips from any tradition, to make things fair for both occult and divine ones.

    - effortless concentration available to divine spellcasters, psychics and magus ( is it magus for plural? ) .

    - lower the battle oracle stupified condition to 1. And entirely revise some lvl 3 major curses ( time curse is a joke, as well as lore curse).

  • Make the swashbuckler's Panache to work as a pool rather than a yes/no
  • Make a non arcane magus variant
  • Effortless concentration available to divine spellcasters, psychics and magus
  • lower the battle oracle stupified condition to 1
  • Revise some level 3 for major curses of some misteries like Time and Lore misteries

    Karmagator wrote:
    Reload weapons shouldn't be objectively worse than bows, needing an entire class to try (and largely fail) to be relevant.
  • Make reload weapons need to be more stronger to be more in pair with Reload 0 weapons power, specially bows.


  • Twiggies wrote:
    Lore skill from backgrounds auto scaling like the Additional Lore feat.

    I wish all lore auto scaled to be honest

    Would love to have my warpriest of Apsu have legendary knowledge in dragons without sacrificing other skills that makes sense for her like athletics and religion

    Wayfinders Contributor

    You can do that. You just take: Additional Lore: Dragons as a skill feat. It won't compromise your other skill increases.


    My wishes

    -Update prestidigitation to allow for things like sparkles or illusionary rain in a 5x5 space while my bard sings a sad song or glowing eyes.
    -Witch buff without making cackle a core class feature, or at least changing the name
    -new dragon gods, both good and evil, for our characters to follow.
    -Less region locked feats. It doesn’t make sense that only people from a specific region can get magical tattoos, especially when trade and cultural exchanges exist.
    -make kobold, orcs, hobgoblins and lizardfolk common ancestries.
    -Make it to where anyone except extra planer beings can take holy/unholy damage.


    Hilary Moon Murphy wrote:
    You can do that. You just take: Additional Lore: Dragons as a skill feat. It won't compromise your other skill increases.

    Sure but if I’m not taking lore as part of starter skills that’s one level where my character doesn’t know anything about dragons despite following one


    3 people marked this as a favorite.

    I think it'd be nice, in terms of the auto-scaling lore, that you can CHOOSE to auto-scale if you want. There are some characters I'd play who started off as a farmer, or as a miner, but then they'd go on to become a legendary adventurer. And all of that adventuring experience... wouldn't translate at all into being better at being a farmer, or being better at being a miner.

    So I think getting the choice of auto-scaling would be a good compromise between those with background Lore skills that would get better over an adventurer's lifetime, and those Lore skills that simply wouldn't.


    I once saw someone who wrote that Lore skills should be along with languages and that the character should have global progression for them and languages similarly to Perception.

    Something like, "Lore and Languages skill" and then you would choose how much you wanted to train them.

    The idea was both to allow greater viability in progressing the Lores, and to move Create/Identify Forgery from society there. Or even merge the 3 into a single skill to also make Society a more attractive skill.

    For me Lore could compete with languages and if added with the intelligence bonus and instead of working as a standalone skill add circumstance bonus to another related skill. (for example Lore in Undead would give bonuses to checks for other skills that are used in relation to undead, like religion for example).


    YuriP wrote:

    I once saw someone who wrote that Lore skills should be along with languages and that the character should have global progression for them and languages similarly to Perception.

    Something like, "Lore and Languages skill" and then you would choose how much you wanted to train them.

    The idea was both to allow greater viability in progressing the Lores, and to move Create/Identify Forgery from society there. Or even merge the 3 into a single skill to also make Society a more attractive skill.

    For me Lore could compete with languages and if added with the intelligence bonus and instead of working as a standalone skill add circumstance bonus to another related skill. (for example Lore in Undead would give bonuses to checks for other skills that are used in relation to undead, like religion for example).

    But… what if our character has 10 int?

    Then with your proposal, my 10 int having warpriest of Apsu can’t gain lore in dragons at level 1


    CaptainRelyk wrote:
    But… what if our character has 10 int?

    A character always will have it's own Background lore and common + racial language as is today.

    The ideia to gain lore with int bonus is to avoid the currently competition with normal skills where the skills always are way more interesting and vast than a lore.
    Anyway due the differences into suggestions I will try to add the lore as a selector instead a combobox.


    YuriP wrote:
    CaptainRelyk wrote:
    But… what if our character has 10 int?

    A character always will have it's own Background lore and common + racial language as is today.

    The ideia to gain lore with int bonus is to avoid the currently competition with normal skills where the skills always are way more interesting and vast than a lore.
    Anyway due the differences into suggestions I will try to add the lore as a selector instead a combobox.

    But background lore doesn’t cover everything. I don’t see a background that gives dragon lore, and even if it does it might not fit my warpriest


    1 person marked this as a favorite.

    Maybe if we could have a customizable background when we choose any lore, a skill, and any two stat boosts, and then a generic feat?

    Wayfinders Contributor

    The only PFS-legal background that gives dragon lore likely wouldn't fit your Priest of Apsu. Hermea is all about dragon's experiment in perfecting humans.

    I faced a similar issue with Zot, but then I decided that Additional Lore would work better to gain that scaling proficiency. But after playing Zot, I decided it would be funnier if she didn't have draconic lore.

    Can you afford Arcana on your Priest? That way you'll know something of dragons before second level when you pickup Additional Lore.

    (And remember that you can freely retrain your character before you play them at Level 2. So you can start out with Arcana on Level 1 and switch it to some other skill just before Level 2 when you get additional lore.)


    Less underpowered wizards

    Grand Archive

    1 person marked this as a favorite.

    "I am Zot the Magnificent, and I fight foes in the same manner as my draconic ancestors... with a rapier!"


    Zot the Magnificent wrote:
    "I am Zot the Magnificent, and I fight foes in the same manner as my draconic ancestors... with a rapier!"

    Wait you can make a message as your PF character?

    Grand Archive

    "Of course you can! Because I am a mighty dragon, and dragons can do anything!"

    You can make a message with any alias you have, and your PFS characters show up as aliases on this board. It's great for Play-by-Posts on the Paizo forums.


    Clarify how to handle things like having an ability that uses your class dc when you don't have one. Magus can take a feat to give them crit specialization for brawling. But as spellcasters they get a spell dc but no class dc


    Zot the Magnificent wrote:

    "Of course you can! Because I am a mighty dragon, and dragons can do anything!"

    You can make a message with any alias you have, and your PFS characters show up as aliases on this board. It's great for Play-by-Posts on the Paizo forums.

    Are you limited to only the pfps on Paizo website or can you upload your own for your character? Say you commissioned art or made a heroforge?


    - Allow eidolons to wear and use tools to enable certain skill actions.
    - Make several psychic feats that do aoe friendly fire more party friendly.
    - Give oracles a spell list like the sorcerer and psychic.
    - Make overlapping languages during character creation allow you to choose another accessible language, like how skills work with backgrounds and some feats.


    Trombon wrote:
    Less underpowered wizards

    This is too abstract to put into poll.


    1 person marked this as a favorite.

    It has already been suggested so consider this a second to it, but auto-scaling of background lore should be the standard.


    Riddlyn wrote:
    Clarify how to handle things like having an ability that uses your class dc when you don't have one. Magus can take a feat to give them crit specialization for brawling. But as spellcasters they get a spell dc but no class dc

    I'm not putting clarifications into the poll due this is a default work of Paizo with the FAQ.

    About this specific case for we already have a similar situation with Warpriests that solve this using your Divine Spell DC. Probably will be the same for Magus but with Arcane Spell DC. We need to wait an errata of SoM to know.

    This is only one of many things in SoM that's need to be clarified/fixed. Until them the GM need to use to good old common sense to solve it.

    batimpact wrote:
    - Allow eidolons to wear and use tools to enable certain skill actions.

    I won't put this now because we don't know yet if this isn't the right way. There's a fair doubt if this wasn't simply an error. Maybe in SoM errata they put that Eidolons cannot need tools at all in the same way that they use unarmed attacks to represent it's weapons or that non-magical/alchemical mundane tools are an exception.

    batimpact wrote:

    - Make several psychic feats that do aoe friendly fire more party friendly.

    - Give oracles a spell list like the sorcerer and psychic.
    - Make overlapping languages during character creation allow you to choose another accessible language, like how skills work with backgrounds and some feats.

    Added to the poll options.

    Dark Archive

    YuriP wrote:

    OK added your suggestions and some suggestions that I take from other threads.

    From Red Griffyn post into "Potential Changes to Core 2 Classes":...

    Awesome lol. I'll just exist stage left!

    For other things this thread had some good items in it. Some of the things I noted in there are:

    1.) Gunslinger needs a 1 free action reload per round and running reload baked into the class chassis.

    2.) Wizard Focus Spells need a power bump.

    3.) Bard Warrior Muse, Cleric Warpriest, and druid wild shape subclasses need to be replaced by bounded spell caster progression with master proficiency in weapons/unarmed strikes and master in spell casting (same progression as the magus). They aren't fulfilling the class fantasy of gishes at all because of the inherent weaknesses in the caster chassis. For your poll I'd suggest breaking that into 3 seperate lines/questions (one for each).

    4.) Thaumaturge handedness issues need to be fixed. Ammunition thaumaturgy should allow 1H+ weapons.

    5.) Psychic needs a risk reward way to mitigate the stupefied condition.

    6.) All class features, with rare exception, should work with ranged weapons without a L1 feat or restriction to close quarters range. This includes:
    * Barbarian - Can't use most ranged with rage, needs a feat for thrown weapons.

    * Champion - Champion reaction needs you, the damaging enemy, and ally within 15 ft. Essentially, limiting you to thrown weapon range.

    * Fighter - Literal archery feats are trap options. Double Shot and Triple shot drop DPR (except against CR-2 enemies or lower) until you get to mobile shot stance at much higher levels.

    * Monk - Spend 1 feats to get ranged attacks with bows or 2 feats to enter a stance to throw shurikens. Limit range on those to 1/2 first increment which is likely within 30ft with shortbow. Somewhat patched by TV monk bow.

    * Swashbuckler - Precise Strike and finishers only work with melee weapons unless you spend 1 feat for thrown weapons only.

    * Rogue - Sneak attack will work with ranged, but requires a way to get flatfooted at range which are all outside the class! Thief dex to damage doesn't work on non-melee weapons.

    * Magus - No arcane cascade even though its way more optimal to never enter it and just spellstrike/recharge every turn.

    * Thaumaturge - fake hand juggling issue manifested out of thin air that could have been resolved by just 'wearing' your implements like in PF1e. Now means you have to spend a L1 feat for all non 1H+ weapons and all 1H+ weapons can't work with implement empowerment. Doesn't have a starting 18 attack stat.

    * Inventor - Doesn't have a starting 18 attack stat and as mentioned armor inventors don't get to play/have fun with their build in offensive class boosts.

    * Gunslinger - Singular Expertise prevents top level proficiency in bows. You only get it on crossbows and firearms. Since they have the reloading property you do worse damage and struggle with tight action economy.

    * Summoner - Summoner doesn't get the weapon scaling and the eidolon literally can't use weapons. Must spend a L2 feat for a 30ft ranged eidolon option.

    7.) Drow Shootist Archetype needs the archer crossbow terror feat (i.e., why is there an entire crossbow archetype but it doesn't have a +2 circumstance bonus damage per bolt type feat).

    8.) Marshal should drop the proficiency in martial weapon requirement.

    9.) Mind Smith weapons need a buff. They're all worse than normal weapons. The whole archetype except for the L8 ranged feat are trap feats/treadmills.

    10.) Spell shot should not be a separate class archetype for gunslinger. Fake out/risky reload/etc. feats are 'need to takes' and consuming your L2 feat really sucks.

    11.) A class archetype or sublcass for 'meld into eidolon' needs to be fleshed out for the summoner class.

    12.) We need a the emergence of a divination rune lord who avoided earth fall!

    13.) Neutral Champions need to come into existence. Currently just empty design space.


    2 people marked this as a favorite.
    Pathfinder Lost Omens, Rulebook Subscriber

    For Lores, I would make additional lore let you pick which lore skill scales. Basically you get a new lore, and can pick one lore skill you have to auto scale.


    4 people marked this as a favorite.

    I don't know that there's room for it in PF2, but... I miss the body horror Alchemist. The version of the class I fell in love with was about permanent discoveries, not consumable items.

    Grand Lodge

    4 people marked this as a favorite.
    Pathfinder Starfinder Roleplaying Game Subscriber

    The ship has long ago sailed on these, since they came up in playtest, but.

    Bring back a general feat at 1st level.

    Give us ways to have scaling proficiency not tied to class and archetype.

    Lay off on tagging any vaguely interesting character options as Uncommon. (Seriously, is the purpose of the rarity system to enforce power levels, or euro-centrism? It seems even the writers can't decide)

    1 to 50 of 104 << first < prev | 1 | 2 | 3 | next > last >>
    Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / [For fun] Let's do a poll! What do you want to change in PF2? All Messageboards

    Want to post a reply? Sign in.