Remastered Wizard reveals and speculation


Pathfinder Second Edition General Discussion

1,201 to 1,250 of 1,359 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

4 people marked this as a favorite.
3-Body Problem wrote:
PossibleCabbage wrote:
The entire premise of a game like this is "rolling dice is fun when you care about the outcome". Fireball would be better if it was 2d6+24, but it would absolutely be less fun.

Hard disagree. The game is more fun when your actions feel like they matter and planning the perfect ambush on a group of enemies only to roll 1s and 2s on your Fireball and also find out that half the group made their saves feels terrible. There's a reason why the PF1 blasters always made use of maximize spells and would often prefer to cast a spell of a lower level maximized than take a risk on a higher level spell that could whiff.

Also, if this supposition of yours is true, why don't we see martial characters starting with 2dx and no modifiers to their damage? Why is it fine for a fighter to get inevitability but not a caster?

People absolutely love rolling moar dice over rolling 1d10+45. This is why PF2 martial damage bumps from runes come in dice, and why Power Attack is "roll more dice", not "add a static number" like PF1 was.

The number of people who are on the spectrum/invested in the math deep enough to analyse the minutae of dice and the RNG of what they do < the number of people who are giddy to roll more dice.


2 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Do you have numbers to back that hypothesis up? Ibwould argue people value consistency and reliability more than randomness. You don't see many people buying products that work awesomely half the time over something that works as intended.

In fact many psychologists would argue people prefer consistency over randomness and only luke randomness when the pay off is huge. The pay off for spells is not disproportionately large enough to lose consisyency and the idea your limited resource will pay off.

Too many fallacies in Paizo designers logic around prepared casters always having the right tool available all the time with a super limited number of spots.


1 person marked this as a favorite.
Totally Not Gorbacz wrote:
People absolutely love rolling moar dice over rolling 1d10+45.

The 40k community has to keep pushing back against GW putting in ever more dice edition after edition because it isn't fun. The old 3.x Epic Level Handbook outright suggested using average damage because the designers knew that rolling 20d6 - 40d6 round after round would get terribly tedious in short order.

Quote:
This is why PF2 martial damage bumps from runes come in dice, and why Power Attack is "roll more dice", not "add a static number" like PF1 was.

Give me the flat boosts. I'd much rather get a sword that gets +[average value of extra weapon dice rounded down] at odd levels of extra dice and +[average damage of extra weapon dice] at even levels. I also always took average HP per level when rolling for HP used to be a thing.

There's also the fact that this design trend runs counter to how people actually played the classes back when you could build around maximized spells and high static damage modifiers. When given the option it was clear that the community always went for as sure a thing as they could have the system give them and ignored feats/spells that were higher risk even if they did offer the potential for higher rewards.


5 people marked this as a favorite.

It also doesn't thematically make sense that the class known for their careful study and planning to have such swingy effects be the core of their spellcasting. You'd think Wizards would be constantly refining their spells to be ever less and less variable and have such damage and effect fixing be core to their class identity. Sorcerers should be the class that gets unstable versions of Wizard spells with less fixed damage and the potential for both high and low rolls.


3 people marked this as a favorite.
3-Body Problem wrote:
Totally Not Gorbacz wrote:
People absolutely love rolling moar dice over rolling 1d10+45.

The 40k community has to keep pushing back against GW putting in ever more dice edition after edition because it isn't fun. The old 3.x Epic Level Handbook outright suggested using average damage because the designers knew that rolling 20d6 - 40d6 round after round would get terribly tedious in short order.

Quote:
This is why PF2 martial damage bumps from runes come in dice, and why Power Attack is "roll more dice", not "add a static number" like PF1 was.

Give me the flat boosts. I'd much rather get a sword that gets +[average value of extra weapon dice rounded down] at odd levels of extra dice and +[average damage of extra weapon dice] at even levels. I also always took average HP per level when rolling for HP used to be a thing.

There's also the fact that this design trend runs counter to how people actually played the classes back when you could build around maximized spells and high static damage modifiers. When given the option it was clear that the community always went for as sure a thing as they could have the system give them and ignored feats/spells that were higher risk even if they did offer the potential for higher rewards.

Miniatures wargames aren't TTRPGs. Minfig gamers will want to finish the battle in a reasonable time, because it's already a time hog complete with setting minis/terrain up and tearing it all down, and leaving your precious painted minis at the store/con/tourney/random dude's house isn't an option. So, everything that's tedious/time consuinmg is actively counter to what they're after. TTRPGs are much more relaxed in that regard, doubly so now that so many people play them via VTTs.

I see that you're an invested optimiser and that's fine, but you have to realise that you're in a rather small minority of people who play the game. Out of 20 PF players that I game on a regular basis, one person, maybe two is invested in the crunch to a nearly comparable degree. The rest just likes rolling a lot of dice.


Totally Not Gorbacz wrote:
[Y]ou have to realise that you're in a rather small minority of people who play the game. Out of 20 PF players that I game on a regular basis, one person, maybe two is invested in the crunch to a nearly comparable degree. The rest just likes rolling a lot of dice.

Prove it.

We saw that when given a chance the PF1 community absolutely valued fixed bonuses over pretty much everything else. Casters rushed to get maximize spell. Melee martials rushed to get Power Attack. If it offered a fixed bonus that wasn't laughably under tuned or over-specialized players took it. The draw to this optimization was so strong that PF2 had to be specifically designed to force players into taking skill feats and that feats in generally had to be crafted to avoid giving fixed bonuses less they be taken over all other options.


12 people marked this as a favorite.
Pathfinder Rulebook Subscriber

I don't think it has anything to do with being an optimizer. The casual players in my groups feel really bad when they roll a bunch of 1s too... and I've never seen the barbarian player get upset she's rolling 2d12+16 instead of 8d6.

Do you have any studies pointing to how the average TTRPG player views dice rolling?


8 people marked this as a favorite.

wizard just seem nerfed, and it wasn't that strong of a class to begin with. not what I expected honestly


5 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Sorry no time to math while the women’s World Cup is on.

People like second edition. It is massively popular. One of the key differences? Dice matter. It was a very intentional game decision. The Barbarian is the only one getting over a +10 with static bonuses to damage with regularity. The fighter eventually gets there, but it is eventually. It does not require studies to confirm what the game design intention is.


3 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Unicore wrote:

Sorry no time to math while the women’s World Cup is on.

People like second edition. It is massively popular. One of the key differences? Dice matter. It was a very intentional game decision. The Barbarian is the only one getting over a +10 with static bonuses to damage with regularity. The fighter eventually gets there, but it is eventually. It does not require studies to confirm what the game design intention is.

It wasn't a question of design intention but whether it was good or even largely enjoyable design. Finish watching the world cup then take time to read before jumping to assumptions what people are discussing.


7 people marked this as a favorite.
Unicore wrote:

Sorry no time to math while the women’s World Cup is on.

People like second edition. It is massively popular. One of the key differences? Dice matter. It was a very intentional game decision. The Barbarian is the only one getting over a +10 with static bonuses to damage with regularity. The fighter eventually gets there, but it is eventually. It does not require studies to confirm what the game design intention is.

PF2 is popular because it is balanced, not because it is a better coinflip simulator than its competitors. PF2 would likely be as successful if many of those bonus dice were converted to some average value of flat damage.

Also, if random is desirable why do we no longer roll for stats or roll for HP at each level? Why do martial characters add a stat modifier to their damage instead of simply doubling up on weapon damage dice at level 1? Heck, if we wanted the dice to matter why have modifiers to rolls at all when we could set threshold values that simply set certain actions at a fixed probability of success and balance the game from there?


4 people marked this as a favorite.
3-Body Problem wrote:
Totally Not Gorbacz wrote:
[Y]ou have to realise that you're in a rather small minority of people who play the game. Out of 20 PF players that I game on a regular basis, one person, maybe two is invested in the crunch to a nearly comparable degree. The rest just likes rolling a lot of dice.

Prove it.

We saw that when given a chance the PF1 community absolutely valued fixed bonuses over pretty much everything else. Casters rushed to get maximize spell. Melee martials rushed to get Power Attack. If it offered a fixed bonus that wasn't laughably under tuned or over-specialized players took it. The draw to this optimization was so strong that PF2 had to be specifically designed to force players into taking skill feats and that feats in generally had to be crafted to avoid giving fixed bonuses less they be taken over all other options.

What, are you asking me to produce written statements by my gaming group about their preferences? Sure, will carrion pigeon be OK or do I have to send them by fax?


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Because rolling the dice for an event that is happening right now is fun. Rolling the dice for things that will affect every other aspect of your play experience with that character are not.

There are diceless RPGs if you want a game of pure consistency. For some reason, they never seem all that popular.


Totally Not Gorbacz wrote:
What, are you asking me to produce written statements by my gaming group about their preferences? Sure, will carrion pigeon be OK or do I have to send them by fax?

You made a general claim when you said, "People absolutely love rolling moar dice." This flies in the face of what we see proven time and time again in studies of human psychology and also goes against how people played when the option to build for higher baseline numbers was present. Such being the case, I would like you to offer evidence that your claim is valid for a significant section of PF2's player cohort.


3 people marked this as a favorite.
Totally Not Gorbacz wrote:
3-Body Problem wrote:
PossibleCabbage wrote:
The entire premise of a game like this is "rolling dice is fun when you care about the outcome". Fireball would be better if it was 2d6+24, but it would absolutely be less fun.

Hard disagree. The game is more fun when your actions feel like they matter and planning the perfect ambush on a group of enemies only to roll 1s and 2s on your Fireball and also find out that half the group made their saves feels terrible. There's a reason why the PF1 blasters always made use of maximize spells and would often prefer to cast a spell of a lower level maximized than take a risk on a higher level spell that could whiff.

Also, if this supposition of yours is true, why don't we see martial characters starting with 2dx and no modifiers to their damage? Why is it fine for a fighter to get inevitability but not a caster?

People absolutely love rolling moar dice over rolling 1d10+45. This is why PF2 martial damage bumps from runes come in dice, and why Power Attack is "roll more dice", not "add a static number" like PF1 was.

The number of people who are on the spectrum/invested in the math deep enough to analyse the minutae of dice and the RNG of what they do < the number of people who are giddy to roll more dice.

Gonna agree with the bag here. Power attack and cantrip spellstrike have been explained to me as less powerful than two fighter strikes.....and those people may be right but I don't care if they are because two fighter strikes aren't nearly as fun to me.


Unicore wrote:

Because rolling the dice for an event that is happening right now is fun. Rolling the dice for things that will affect every other aspect of your play experience with that character are not.

There are diceless RPGs if you want a game of pure consistency. For some reason, they never seem all that popular.

Except that nobody has proposed removing dice from PF2, we're proposing that players would respond favorably to being given more options to reduce risk and assure a higher baseline expected value for their abilities. I would likely enjoy playing a blaster wizard more if I was allowed to take half the damage dice from each spell and replace them with the average of what they would normally roll. I'd even argue that this might make sense as an ability that a Battle Wizard might value as they can more easily plan around spells with less variable damage.


WWHsmackdown wrote:
Gonna agree with the bag here. Power attack and cantrip spellstrike have been explained to me as less powerful than two fighter strikes.....and those people may be right but I don't care if they are because two fighter strikes aren't nearly as fun to me.

In PF2 power attack and two strikes both roll essentially the same dice, so that isn't even what we're talking about. We're saying that many players would trade the current version of power attack for the older version that served the same purpose by adding flat damage in exchange for lowering your chance to hit.


2 people marked this as a favorite.
3-Body Problem wrote:
Totally Not Gorbacz wrote:
What, are you asking me to produce written statements by my gaming group about their preferences? Sure, will carrion pigeon be OK or do I have to send them by fax?
You made a general claim when you said, "People absolutely love rolling moar dice." This flies in the face of what we see proven time and time again in studies of human psychology and also goes against how people played when the option to build for higher baseline numbers was present. Such being the case, I would like you to offer evidence that your claim is valid for a significant section of PF2's player cohort.

Can you point me to those studies of human psychology?


4 people marked this as a favorite.

Stepping back a little. After see that the designers change the Divine Font to no more depend from Cha and to allow metal armors for druids potentially makes them also able to dump Dex (druids nows welcomes Sentinel Archetype and its heavy armors) this makes me believe that the Cantrip changes was basically a part of a general move from MAD. Because in fact this change in cantrip benefits Eldritch Archers and Magus that now can more easily dump their spellcasting attribute diminishing their MAD and this is not a consequence but the real intention behind the change.

So IMO the cantrip nerfs to spellcasters was more like a consequence than the main intention and probably the designers just think "OK lets remove this bonus and add an extra dice instead, this will diminish the AVG dmg a little for casters but will help the martial-casters to avoid the MAD".

About Wizard schools. My impression is that designers was just lazy. They needed to change how schools works to avoid any possible legal problems after abandon de OGL and just made the new schools a copy of bloodlines stat blocks with 18 spells instead of 9 nerfing the school wizards and knowing that if someone don't like it can simply change to School of Unified Magical Theory (Universalist) in trade of have 1 less top spell casting per day.

The main problem IMO is that the designers simply thinks that Wizards is already good as they are while ignores the vocal part of the community that disagree. Specially because those who disagree have other casters and kineticist to play instead.

---

Changing the subject a bit. The thing that surprised me the most was the removal of Silent spell feat. This reinforce the theory that you no more need to "cast" your spells loudly is really no more needed. This with the boosts in how focus spells works indirectly hurts considerably the psychics that looses 2 of its differentials from other classes.


Unicore wrote:

Sorry no time to math while the women’s World Cup is on.

??? All the time in the world between each exciting play.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
YuriP wrote:

Stepping back a little. After saw that the designers change the Divine Font to no more depend from Cha and to allow metal armors for druids potentially makes them also able to dump Dex (druids nows welcomes Sentinel Archetype and its heavy armors) this makes me believe that the Cantrip changes was basically a part of a general move from MAD. Because in fact this change in cantrip benefits Eldritch Archers and Magus that now can more easily dump their spellcasting attribute diminishing their MAD and this is not a consequence but the real intention behind the change.

So IMO the cantrip nerfs to spellcasters was more like a consequence than the main intention and probably the designers just think "OK lets remove this bonus and add an extra dice instead, this will diminish the AVG dmg a little for casters but will help the martial-casters to avoid the MAD".

I feel like we should stop saying there was a cantrip nerf when so far we have:

3d4 60 foot range
2d4 30 foot range, 2d6 melee
Two 2d4 multitarget cantrips

The average single target baseline seems to be going up, not down. Produce Flame got buffed in its best use case relative to other cantrips. (Melee.) 2d4 only seems like the default for multitarget or cantrips with extra effects. (It sounds like Divine Lance may be going down to 2d4, but we don't know that for sure yet, nor do we know what else it got besides a massive usability boost from spiritual damage.)

What I think we can safely expect to be nerfed is Electric Arc, probably down to 2d4. I get that people would rather have seen other cantrips buffed than having the best one nerfed, but it doesn't sound like enormous, sweeping buffs were ever on the table here. Hopefully we will still have a single target, save based cantrip for 3d4, like Spout or Scatter Scree.


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Squiggit wrote:

I feel like if they were adding some cool new thing to wizards they would be advertising it, not turning it into some secret thing people need to treasure hunt for clues to.

Makes more sense imo to just assume this is what wizards look like.

You'd think so, but they also chose to highlight two of the worst familiar abilities (Rune and Winter) before showing us the full page of options which were way better. And in the preview James Cases pointed out Ceremonial Knife and the combination of Nails and Hair, rather than the much more significant Coven Spell or Spirit Familiar. I'm not sure how they are choosing what gets previewed but it definitely isn't by picking the most mechanically powerful options.

I ultimately agree that it probably is best not to get one's hopes up. If you're not happy with the wizard class now, I am leery you'll be happy with it after the remaster.

Dark Archive

6 people marked this as a favorite.
YuriP wrote:


The main problem IMO is that the designers simply thinks that Wizards is already good as they are while ignores the vocal part of the community that disagree. Specially because those who disagree have other casters and kineticist to play instead.

I love some genuine, open, honest, community engagement on how and why they think this though.

I feel like the “pls help wizards” crowd generally put forward actual arguments around the issues they have, but the response back is either silence or general comments which lack actual insight.

So if I’m wrong, I’d actually love to to know why. Because I just don’t see how I can be.

No amount of “play like this” resolves most of the core complaints, and “just play something else” isn’t actually an answer.

The asks for the Wizard have never been that large, but now it seems like the class is getting worse with no evident counterpoint.


2 people marked this as a favorite.
Temperans wrote:
So this is actively removing options and choice.

Except, if the remix is genuinely backwards compatible (and the signs so far indicate that it will be), the original-flavour Wizard is still right there, ready to be used if required. So this is an extra option layered on top of that, not a replacement.

At worst, you might want to assign the newer spells to appropriate old-schools, but even that is not strictly necessary.

Temperans wrote:
Also yeah, what happened with you can tell the same stories and "this will be compatible with the regular core".

AFAICT, what happened to it is that it is proceeding nicely!


2 people marked this as a favorite.
YuriP wrote:
So IMO the cantrip nerfs to spellcasters was more like a consequence than the main intention and probably the designers just think "OK lets remove this bonus and add an extra dice instead, this will diminish the AVG dmg a little for casters but will help the martial-casters to avoid the MAD".

There's pretty good indication you're right. In the hour long video they just released with the remaster preview pdf, the designers explicitly say that a goal of the remaster is to allow more freedom of character design, and thus they took a look at (rules that acted as) restrictions Now for casters, it's a bit of a head scratcher because you would take your +4 anyway, because that's your attack trait. But for someone like the Magus, removing the dependency of spell damage on attribute bonus helps free up character options.

The move obviusly strongly affects damage at lower levels, but shouldn't have much effect at higher ones. Once you're talking 6+ dice, the probability distribution is pretty narrow.


5 people marked this as a favorite.
glass wrote:
Temperans wrote:
So this is actively removing options and choice.

Except, if the remix is genuinely backwards compatible (and the signs so far indicate that it will be), the original-flavour Wizard is still right there, ready to be used if required. So this is an extra option layered on top of that, not a replacement.

At worst, you might want to assign the newer spells to appropriate old-schools, but even that is not strictly necessary.

Temperans wrote:
Also yeah, what happened with you can tell the same stories and "this will be compatible with the regular core".
AFAICT, what happened to it is that it is proceeding nicely!

The specialist wizard of basic PF2 can not use the spells of the remaster, as those spells lacks the schools tags to know which one are on the school. You can play a basic wizard with basic spells while the rest of people play Remaster? posibbly, but is quite weird, honestly.


3 people marked this as a favorite.

A point I don't think is talked about is how, with the new Wizard subclasses, you add one cantrip and one spell from your Curriculum every spell rank to your spellbook, whereas the original subclass only ever gave you a single 1st-rank spell. So, in addition to the 2 spells you gain every time you level up, you're also gaining a spell every 2 levels (up to spell rank 9) that's related to your subclass. That's 9 (8 different rank spells plus the cantrip, not counting the 1st-rank spell since you got that in the original subclasses) spells to add to your spellbook for free.

This pushes Wizards to be even more of the prepared Arcane spellcaster than they already were before. Less time and money spent learning your bread-and-butter spells. And it helps you can heighten the lower level spells into the higher level Curriculum slots, so if you don't want a spell, you can heighten a lower level one to something else.

Sorry for those who REALLY don't like these changes, but I'm okay with them. But I'm not okay with how some of y'all talk about the design team, attacking their character and making assumptions of their decisions. Might be a good idea to ease up on that if you want your complaints to be taken seriously.


6 people marked this as a favorite.

I did mention the additional splls known and they are a good addition, especially with some of them being uncommon. But ultimately, they save you about 1400 gp, which is less then 5% of wealth of a new 17th level character (with Magical Shorthand). Not nothing, but hardly a big saving grace.

Dark Archive

3 people marked this as a favorite.

What would be the alternative here if they didn’t auto-add your curriculum spells to your spellbook? Restrict your list of available options AND make you pay to learn the only ones you could get?


Pathfinder Rulebook Subscriber

I agree that we shouldn’t speak ill of the devs. I often disagree with them but that is the nature of things, no one is going to agree with anyone all of the time. People acting in good faith can disagree.

I am hoping there are unreleased wizard buffs that help, like spell sub being a class feature, but who knows.

I do think just making curriculum bigger would have helped a lot of these concerns. If they were 4 spells a level, and picked with a kind to having lower level spell slots that don’t become dead it would help a lot.

I think spell blending is going to be even more popular to ditch the now useless slots.


1 person marked this as a favorite.

Re: dice. I'd agree with people who say that PF 2e is popular because it's balanced. I'd also say that people like it because you're rolling more dice.

It's all about hitting the sweet spot between 1d12+143 damage on the barbarian and 40d4 on the wizard. Because both of those feel stupid. You want enough variance that die rolls matter without clogging up the game with piles of dice and making everything super variance-based.

In this regard, I think PF 2e succeeds beyond pretty much any competitive system. PF 1e had power attacks for 1d12+2d6+50 damage or so, and maximize spell metamagic could turn things from "10d6 damage" to "also have 60 damage". People do , I think, like to have some variation without it choking the entire game.

In this regard, I'd say that the cantrips are a wash. 2d4 vs. 1d4+4 isn't enough of a difference to matter in terms of randomness , their ranges are just so close together. I personally would prefer 1d4+4, but I think that's sort of a tiny thing to argue about. I'm more concerned about the expectation damage, and I am sad about that, but I think that's a larger problem than whether or not 2d4 feels better than rolling 1d4+4.

Re: wizard nerfbats. I find it pretty indefensible, but I also think the people criticizing the devs for not understanding their own game do not understand how to develop a game (no offense!). It's fair that some of the remaster things missed the mark, but you can get some things wrong and not destroy the game.

For instance, if fireball were 5d6 or 7d6 instead of 6d6 base damage, it's unlikely it'd change play experience that much. The things that would smash the game balance would be (in my opinion) making meteor swarm 40d6 (*cough cough* other TTRPGs *cough cough*) or making wizards 2-slot casters or something. Wizard is worse than other casters (and probably was even prior to the remaster), but no one is arguing it's as bad as the original witch or alchemist were. It's certainly nowhere near as bad as the PF 1e fighter was compared to the PF 1e druid, for instance.

I know I'm going to get blowback for saying "it could be worse", but seriously, I do not expect perfection from the game designers. They have a crazy number of things on their plates and they had to redesign an entire system to scrub every OGL reference from it while also fixing witch and alchemist and revamping stuff (like monster Grab) so that they interacted more with the system. And do it all in about six months. We can be mad with the finished product, sure, but given how squarely they hit the mark with the witch, cleric, and kineticist fixes I'm not going to throw things.


Old_Man_Robot wrote:
Errenor wrote:

Ugh, I just understood something. Universalist is whacked, and completely, it's gone. Meaning it's right here, and it's a school like any other: School of Ars Grammatica. Enjoy. And they did say and imply that before.

Also I don't understand your remark on Bond Conversation. It's already open to anyone and doesn't depend on schools.

There is something called Universal Magical Theory, which they said is not a school.

I don’t believe we have anymore details than that.
Calliope5431 wrote:
I believe they said universalist would be pretty similar actually. Ars Grammatica has far too much theming (especially enchantment theming) to be "universal", too.

Oh, yes. I was wrong. I searched a little and reviewed the part of PaizoCon presentation of remaster about that: "You don't have a curriculum, but you can gain additional feats and spells kind of like you did beforehand. It really functions much like the original Universalist, I think. The only thing which is different about it really is that the class feats that gave you unique spells for universalist are now just feats for School of Unified Magical Theory. So if you want to use the spell Hand of the Apprentice - you can do that..." And then about full simple weapon proficiency.

What is the difference between class feats and feats for a school, I'm not sure.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Blave wrote:
I did mention the additional splls known and they are a good addition, especially with some of them being uncommon. But ultimately, they save you about 1400 gp, which is less then 5% of wealth of a new 17th level character (with Magical Shorthand). Not nothing, but hardly a big saving grace.

Depends somewhat on the game. Being able to turn wealth into spells known relies a lot on GM fiat too. So even if it's not a huge W, making the baseline wizard have a slightly meatier spell selection is nice.

Old_Man_Robot wrote:
What would be the alternative here if they didn’t auto-add your curriculum spells to your spellbook? Restrict your list of available options AND make you pay to learn the only ones you could get?

I mean that's how schools work right now so yeah.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

The new magical shorthand helps. Skill feat that turns a success into a crit success for spells. Appears to work with assurance too.

That being said, it is a strange “benefit” as most other classes just know their whole common spell list.


1 person marked this as a favorite.
YuriP wrote:
The thing that surprised me the most was the removal of Silent spell feat. This reinforce the theory that you no more need to "cast" your spells loudly is really no more needed.

Jason Bulmahn: "... the change is more of a presentational one. Because we still understand that you have to speak words and do handwavy stuff when you cast spells, so that's not really changing." https://youtu.be/0rD0kKi97kc?t=3659

So yes, speaking stays for most classes.

Dark Archive

Squiggit wrote:

Old_Man_Robot wrote:
What would be the alternative here if they didn’t auto-add your curriculum spells to your spellbook? Restrict your list of available options AND make you pay to learn the only ones you could get?
I mean that's how schools work right now so yeah.

In the current version, I feel that with greatly higher capacity to fill your bonus slot with something from the appropriate school, even if it’s not your first choice, it would not be a fully dead slot.

Whereas if they didn’t auto-add these spell options, it could create situations where a slot might be literally unusable until you got into a town and had the chance to learn them, or some such.

Giving you the spells eliminates that possibility. Which is a good and sound choice.

So I’m very glad it’s there, but I feel something like that had to be included with such a restricted list.


Errenor wrote:
YuriP wrote:
The thing that surprised me the most was the removal of Silent spell feat. This reinforce the theory that you no more need to "cast" your spells loudly is really no more needed.

Jason Bulmahn: "... the change is more of a presentational one. Because we still understand that you have to speak words and do handwavy stuff when you cast spells, so that's not really changing." https://youtu.be/0rD0kKi97kc?t=3659

So yes, speaking stays for most classes.

So why they remove the Silent Spell feat?

Liberty's Edge

1 person marked this as a favorite.

As long as they didn't significantly change staff nexus, I plan to just eat any spell slots I can't fill with something I care about to get more uses of something I do.


1 person marked this as a favorite.
YuriP wrote:
Errenor wrote:
YuriP wrote:
The thing that surprised me the most was the removal of Silent spell feat. This reinforce the theory that you no more need to "cast" your spells loudly is really no more needed.

Jason Bulmahn: "... the change is more of a presentational one. Because we still understand that you have to speak words and do handwavy stuff when you cast spells, so that's not really changing." https://youtu.be/0rD0kKi97kc?t=3659

So yes, speaking stays for most classes.
So why they remove the Silent Spell feat?

The most obvious possibilities are that an ability which affects the way you cast magic being called "Silent Spell" too closely resembled the OGL metamagic feat (silly, but that's the same story for a lot of OGL stuff). Another answer that can double up with the previous is that maybe Silent Sprll is redundant when Conceal Spell is already a thing.


1 person marked this as a favorite.
YuriP wrote:
Errenor wrote:
YuriP wrote:
The thing that surprised me the most was the removal of Silent spell feat. This reinforce the theory that you no more need to "cast" your spells loudly is really no more needed.

Jason Bulmahn: "... the change is more of a presentational one. Because we still understand that you have to speak words and do handwavy stuff when you cast spells, so that's not really changing." https://youtu.be/0rD0kKi97kc?t=3659

So yes, speaking stays for most classes.
So why they remove the Silent Spell feat?

Don't have much more than that.


1 person marked this as a favorite.
Temperans wrote:
Both fall under the "you cannot copyright mechanics" that allows FPS games and boardgames to exist. The school names might be trademarked, but that is...

It is easy to be glib about mechanics not being subject to copyright on a message board. But if it was actually your money on the line, but you might have to take into account that the line between mechanics and expression thereof (which very much is subject to copyright) is all kinds of fuzzy.

Paizo's money - potentially their entire business - is on the line. So they cannot afford to be glib: They have to take these things seriously.

Alaryth wrote:
The specialist wizard of basic PF2 can not use the spells of the remaster, as those spells lacks the schools tags to know which one are on the school.

Of course they can! They cannot put them in their school specific slots or apply any other school-specific bonuses to them, but they are Arcane spells. They can prepare and cast them just fine.


1 person marked this as a favorite.
CaffeinatedNinja wrote:
I do think just making curriculum bigger would have helped a lot of these concerns. If they were 4 spells a level, and picked with a kind to having lower level spell slots that don’t become dead it would help a lot.

This is incredibly easy to house rule though. Just tell your GM your theme and ask if you can take an alternate spell as a school spell.

Frankly, it wouldn't surprise me at all if there were something in the official class remaster rules supporting that sort of flexibility. After all, the new schools are supposed to represent actual brick-and-mortar wizard schools throughout Golarian. There aren't only 2-4 of them. So it would be perfectly reasonable for there to be regional variations of the same basic school.

And for organized play, any new AP that includes a local wizard school is likely to give additional options, since giving new AP-themed character concepts (backgrounds etc.) is very typical of these publications.

Dark Archive

It just occurred to me that the number of focus spells the Wizard currently has access to looks to be going down as well.

With 8 schools, and at 2 a school, plus 1 from Hand of the apprentice, there was a total of 17 focus spells for the Wizard.

Since we aren’t getting 8 replacement schools, and each school looks to still have 2 focus spells, it means some existing spells are getting removed.

From the Feat list above, we can see that hand of the apprentice is potentially gone.

Do we have a list of the other focus spells with the new schools?


1 person marked this as a favorite.

There's at least 6 new schools that have been shown or mentioned, plus the universalist one. If there's only two more unannounced, we'd already be back to where we started.


Blave wrote:
There's at least 6 new schools that have been shown or mentioned, plus the universalist one. If there's only two more unannounced, we'd already be back to where we started.

What's the list? I only know about Boundaries, Ars Grammatica, Battle Magic, and Civic Engineering (plus Universalist).


Does the different curriculum spells override for RAW purposes the uncommon limitations?

I'm curious as for example Ars Grammatica has for 9th level an uncommon spell as it's only choice.

It would make for example one of the few ways to get teleport without having to ask for uncommmon allowance.


3 people marked this as a favorite.
Totally Not Gorbacz wrote:
3-Body Problem wrote:
Totally Not Gorbacz wrote:
What, are you asking me to produce written statements by my gaming group about their preferences? Sure, will carrion pigeon be OK or do I have to send them by fax?
You made a general claim when you said, "People absolutely love rolling moar dice." This flies in the face of what we see proven time and time again in studies of human psychology and also goes against how people played when the option to build for higher baseline numbers was present. Such being the case, I would like you to offer evidence that your claim is valid for a significant section of PF2's player cohort.
Can you point me to those studies of human psychology?

At a high level we can point to the prevalence of risk aversion among the general population:

https://en.wikipedia.org/wiki/Risk_aversion_(psychology)

This would predispose most people to want reliable lower variance abilities even if they don't offer the same reward. Example: Most people will reject an 85% chance to win $1000 if it is put up against a 100% chance to gain $800.

There is also negativity bias which shows that while we might revel in the rare cases when the dice spike in our favor most of us will more keenly feel the weight of the times when the dice run below average. It will make more people feel better more often to increase the floor and lower the ceiling on things like spell damage and expected odds of successfully landing all-or-nothing spells.

There don't appear to be many easily available studies that show a preference for or against variability in gaming specifically but we can look at how games are actually played. Whenever players are given a chance they vastly prefer to specialize and try to make imposing their will upon the game world as consistently viable as possible. This proved true in PF1 and proves true in PF2 albeit within much tighter confines. It also proves true with how players build in CRPGs based on TTRPGs which use essentially the same rulesets as the game they are based upon.

EDIT: I did find one poll with a very tiny sample size that shows how much randomness people find most desirable in a CRPG.

https://forums.rpgmakerweb.com/index.php?threads/variance-in-damage.45801/

It suggests that people like enough randomness to not have a completely predictable outcome but with little enough variance that they can plan around expected outcomes with only the rare chance to being surprised one way or the other.

TLDR; People show time and time again that we mostly avoid risk as often as possible.


4 people marked this as a favorite.

Nothing was added to improve the wizard? Nothing we haven't seen? It's just change the name of the schools to curriculum, toss on some spells, and roll with it. Somewhat cheaper spells added to the spellbook?

Are the focus spells any better? Any other info?


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

All was info we basically already had about Curriculum.

Blave wrote:
There's at least 6 new schools that have been shown or mentioned, plus the universalist one. If there's only two more unannounced, we'd already be back to where we started.

And more can be printed in the future.


1 person marked this as a favorite.
Calliope5431 wrote:
Blave wrote:
There's at least 6 new schools that have been shown or mentioned, plus the universalist one. If there's only two more unannounced, we'd already be back to where we started.
What's the list? I only know about Boundaries, Ars Grammatica, Battle Magic, and Civic Engineering (plus Universalist).

We've also heard of Mentalism and Protean Form I believe. They were name dropped sometime a month back and are in the first couple pages of this thread alongside Battle and Civic

1,201 to 1,250 of 1,359 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Remastered Wizard reveals and speculation All Messageboards