Early level caster experience and the remaster


Pathfinder Second Edition General Discussion

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R3st8 wrote:
Can't you just do the same as a psychic and use Possession + Become Thought?

Probably.

That doesn't help a Wizard do it though.


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AestheticDialectic wrote:
3-Body Problem wrote:
AestheticDialectic wrote:
I presume if you are using a summoning spell you are using a summon which has abilities you want to double up on. For instance, what activity often uses two actions? Casting spells. My favorite example has been the Unicorn from summon fae which can use it's two actions on a two action heal. If you don't need to move, this is 2 2 action spells a turn and you have a meat shield. Four actions a turn and something that by doing something like healing and putting itself in an annoying position for the enemy should come with down sides. I agree with the opportunity cost here. Summons shouldn't...
I hard disagree as making summoning spells situation shuts down the Summon playstyle and makes it non-viable. Given how beloved this playstyle is, even with the understanding the the horde-style summoner isn't coming back, the weak state of PF2 summoning is inexcusable.
If a class only did summoning, I would agree with you, but that is not what summon spells are and not the context they're in. Summon spells are in the context of being a part of the tool kit of full dedicated spellcasters, and as such should be one tool among many. All spells should be a trade off with one another the turn you cast them. A tactical decision about what you plan to use now versus later, and what you are giving up to do so. A summon spell should be on par with other spells you might choose to use the turn you use them, and should not give you 5 actions per turn for instance, 4 is already pretty damn good

Its funny "if a class only did summoning", but let me not derail the thread with that can of worm.

Overall I do agree with you that summons are a tool kit that require tactical decisions. However, I still do think that summons in the context of PF2 are not balanced correctly. In a game where math is more loose summons being 5 levels below is okay; However, in PF2 a level-2 creature is trivial, a level-5 creature is less than trivial, a level-7 creature is outright useless outside of casting support spells or the GM being nice and wasting an action on it.

The action thing is more complex and I don't want to talk about it right now.


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3-Body Problem wrote:
R3st8 wrote:
Can't you just do the same as a psychic and use Possession + Become Thought?

Probably.

That doesn't help a Wizard do it though.

I mean fair enough to be clear I agree the wizard was over nerfed I just feel like a pf1 wizard that has access to clone would probably also have access to greater possession since they are both at the same level, weirdly dying mid regular possession would make your easy to revive since your body would be left behind at safety and thus there is no need for recovery and the enemy cant cast spell to prevent it.


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Temperans wrote:

Its funny "if a class only did summoning", but let me not derail the thread with that can of worm.

Overall I do agree with you that summons are a tool kit that require tactical decisions. However, I still do think that summons in the context of PF2 are not balanced correctly. In a game where math is more loose summons being 5 levels below is okay; However, in PF2 a level-2 creature is trivial, a level-5 creature is less than trivial, a level-7 creature is outright useless outside of casting support spells or the GM being nice and wasting an action on it.

The action thing is more complex and I don't want to talk about it right now.

-4 is trivial, and yes -5 is lower than that, but ofc you must also recognize that summons shouldn't contribute to damage or have save or suck aspects, yes? Perhaps a level 15 creature is too low for one of your precious 10th level slots, but outside that specific scenario, I still find them okay


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
3-Body Problem wrote:
Niche protection is garbage. Classes should be built around a theme, not a mechanical role.

Define "theme".


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Ed Reppert wrote:
3-Body Problem wrote:
Niche protection is garbage. Classes should be built around a theme, not a mechanical role.
Define "theme".

I'm going to define what I mean by theme by showing a few specialist subtypes of a casting tradition - in this case, the Arcane tradition - that existed in PF1:

1) Summoner - Contributes to combats primarily via creatures brought in from somewhere else usually spontaneously in combat but at higher levels this archetype might have a stable of more permanent helpers to draw from.

2) Shapeshifter - From using Alter Self to buff otherwise neglected physical stats to stealing the bodies of others this caster contributes by turning the strengths of monstrous foes into their own power to command.

3) Divination - Knowledge is power and this caster can always find what they seek if given a little time to work their magic.

4) Buffing - This version of a Wizard might play slightly off type but don't underestimate them. Spells like Haste, Shrink/Enlarge, Magic Weapon, Stoneskin, and Heroism define this playstyle.

5) Blasting - Often derided as being simple these casters use a carefully picked selection of spells and metamagic feats to ensure that no target is immune to their large spikes of damage.

6) Control - From humble beginnings with Sleep and Color Spray to Force Cage and Banishment these casters seek to waste the actions of their enemies and ensure that their allies are never forced to fight a fairly.

You could also define a theme for something like the Arcane tradition by looking at examples from fiction and deciding if they fit or not, but as I am explicitly arguing that Paizo shouldn't have removed themes from the Arcane tradition I have gone with the above, nonexhaustive list, instead.


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

Fair enough. Though I would say "classes should be built around at least one, and often more than one, theme". Otherwise we might define "class" as "theme".

My favorite TTRPG system (Harnmaster) has plenty of themes, but no classes.


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Ed Reppert wrote:

Fair enough. Though I would say "classes should be built around at least one, and often more than one, theme". Otherwise we might define "class" as "theme".

My favorite TTRPG system (Harnmaster) has plenty of themes, but no classes.

I'm in agreement. I vastly prefer classless games where you can pick and choose which themes and abilities define your character but with PF2 being a game defined by niche protection themes have to be defined in terms of what each class and spellcasting tradition is given permission to excel at.

Vigilant Seal

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Pathfinder Rulebook Subscriber
R3st8 wrote:
3-Body Problem wrote:
R3st8 wrote:
Honest question why is clone bad? I feel like its overrated because unless you get a party wipe your allies will bring you back and you can always go to a major capital and pay a lawful church to revive you later, besides we have feats that have a similar effect like the psychic's "Become Thought" or the animist "Eternal Guide" so why not just slap a similar feat on wizards and call it "Arcane Clone" or something? it just feels weirdly arbitrary to me.

I can give some context here.

When combined with Magic Jar which I insinuated when I mentioned both spells in the same post, Clone allows you to not worry about defending your abandoned form. If you ever wish to return to the body you had before you can just die and pop back up as yourself.

Can't you just do the same as a psychic and use Possession + Become Thought?

Possession is an uncommon spell and thus not expected to be available by default, while Become Thought is a level 20 capstone feat that will only be available for a few sessions in a typical 1-20 campaign; on top of that, its resurrection effect can only be used once per in-game year. It's not at all comparable to a spammable spell that becomes available at level 15.


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AestheticDialectic wrote:
Temperans wrote:

Its funny "if a class only did summoning", but let me not derail the thread with that can of worm.

Overall I do agree with you that summons are a tool kit that require tactical decisions. However, I still do think that summons in the context of PF2 are not balanced correctly. In a game where math is more loose summons being 5 levels below is okay; However, in PF2 a level-2 creature is trivial, a level-5 creature is less than trivial, a level-7 creature is outright useless outside of casting support spells or the GM being nice and wasting an action on it.

The action thing is more complex and I don't want to talk about it right now.

-4 is trivial, and yes -5 is lower than that, but ofc you must also recognize that summons shouldn't contribute to damage or have save or suck aspects, yes? Perhaps a level 15 creature is too low for one of your precious 10th level slots, but outside that specific scenario, I still find them okay

I messed up the numbers a bit due to player level vs enemy level. Level-2 for a player is level-4 for a severe enemy. Level-5 for a player is level-7 for a severe enemy.

Yes the concern with summons is mostly one of scaling which starts at level-2 and ends at level-5. A more proper scaling given PF2s tight balance is closer to level-1 to level-2 (or just straight level-2). Alternatively, Augment Summoning being something like dangerous sorcery, that passively boosts summons (MC into sorcerer is not seen as bad, why would MC into wizard be bad?).

More pressing for low level casters in regards to summons is that generic "summon monster" spells don't exist. As such they now need more spells to summon a variety of monsters instead of just picking the one that works.


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3-Body Problem wrote:
Deriven Firelion wrote:
Fiery body and corrosive body give immunity. Very nice spells.

Compare that to the 24-hour long buff that was elemental immunity and tell me we're even on the same plane of existence.

Quote:
Equal action economy after 5 rounds? What? You can use sustain spells at level 16 as a free action which allows for summons if find a useful one.

See above. I was incorrect about how summons work due to not using them.

I still find them weak and very rarely worth the opprotunity cost even with the correction to their action economy.

Quote:
What do you even mean non-template form changes?
Pick a form from the Monster Manual Shapechange. Magic Jar. The kind of stuff where you could take a monster as is from the list and just be that creature. Instead, we get very limited selections of things to change into and they're often applied like a PF1 template of changes rather than a wholesale change.

So you want to play PF1. That game exists.

That type of material will likely never exist in PF2. So why are you over here wanting PF1 material in a game that has flatly decided it isn't going to do that?

I see now you are not realistically trying to improve this game and you want to play PF1. You are not at all helpful in making PF2 better. You seem to be another player that can't let go of PF1.

All done discussing PF2 with someone that isn't interested in improving PF2. You want to play PF1 which is still available for you to do.


Tsubutai wrote:
Possession is an uncommon spell and thus not expected to be available by default, while Become Thought is a level 20 capstone feat that will only be available for a few sessions in a typical 1-20 campaign; on top of that, its resurrection effect can only be used once per in-game year. It's not at all comparable to a spammable spell that becomes available at level 15.

See but that is the thing if they just moved clone into higher level as a feat and did reasonable balances like limiting you to one clone and having a year cool-down it would be ok so long as they kept it useful and accessible, specially when the wizard has suck a lack of flavorful feats, by making it a rare ritual the basically banned it.


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I think the Wizard fits well being “boring”. I mean, it is a character much related with intellectual stuff and all that. People who likes it, is going to enjoy the Wizard a lot. Think really what the Wizard is based on description, base stat, and abilities/features. Don’t judge it just for the heritage of a name that can be something different in other games.

If you are more about action, or that mentioned stuff is not your point, play another class, like a Sorcerer, Oracle, or any of the many others available.


Deriven Firelion wrote:
Megistone wrote:
Deriven Firelion wrote:
They basically took an ability a wizard could do as part of the class in PF1 and turned it into a thesis with Spell Substitution. All wizards in PF1 could do Spell Substitution as needed. They turned that into a Spell Thesis and made you have to take it as your only thesis? That's kind of a kick in the teeth if you ask me.

To be honest, no, the wizard couldn't do that; the arcanist could (if they took that ability).

What every prepared caster could do was leaving blank slots to memorize stuff later, but that's a bit different compared to changing an already memorized slot with another.
That was a spell substitution equivalent. Leaving slots open until you needed them. Now you have to spend a thesis to do something similar? It's not cool at all.

It's not something that only affects Wizards though. You could even say that Wizards are especially lucky, being the only class who still has an option to do something like that.


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Megistone wrote:
Deriven Firelion wrote:
Megistone wrote:
Deriven Firelion wrote:
They basically took an ability a wizard could do as part of the class in PF1 and turned it into a thesis with Spell Substitution. All wizards in PF1 could do Spell Substitution as needed. They turned that into a Spell Thesis and made you have to take it as your only thesis? That's kind of a kick in the teeth if you ask me.

To be honest, no, the wizard couldn't do that; the arcanist could (if they took that ability).

What every prepared caster could do was leaving blank slots to memorize stuff later, but that's a bit different compared to changing an already memorized slot with another.
That was a spell substitution equivalent. Leaving slots open until you needed them. Now you have to spend a thesis to do something similar? It's not cool at all.
It's not something that only affects Wizards though. You could even say that Wizards are especially lucky, being the only class who still has an option to do something like that.

They are specially lucky to still have that option. They are unlucky to not get any good options like other classes (except alchemist & witch) got.

Liberty's Edge

Errenor wrote:
Calliope5431 wrote:
But more importantly. Many monsters don't have energy or weapon material weaknesses at all. But they all have weak saves. So the wizard still gets more use out of recall knowledge than the typical fighter, because they're built around saves.
Until wizards (and other casters) have at-will auto-scalable max-power abilities targeting all saves, the place for this 'argument' is in the trash bin.

If martials using scrolls or being able to RK is a valid argument for crying over casters, I propose that casters can use maneuvers as well as martials to freely target REF and FORT save, or Demoralize / Bon Mot for WILL saves.

Not to mention all the cantrips that are around. Which is also a counter for the argument that a wizard succeeding at a RK would be unable to benefit from a weakness to slashing or bludgeoning. Because Telekinetic Projectile is definitely a thing.

Liberty's Edge

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R3st8 wrote:
Temperans wrote:

It's funny how people say "wizard is a recall knowledge class because of int". Meanwhile, that class gets the least support for it. More skills? pfft A fighter that maxes Int has the same number of skills as the Wizard, all other class (which get more skills) have even more. That is before you even consider that: Bard, Dandy, Investigator, Folklorist, Oracle, and Loremaster all give you at least expert in all lores; Oracles can literally get legendary in any lore at the cost of a focus point.

To say that wizard is a recall knowledge class is laughable on its face.

To bring up "they are good at recall knowledge" to try to argue that spell slots specially at low level are fine is even more so.

I'm convinced at this point that this is supposed to be a elaborate punishment for previous editions, I assume everyone who is saying the wizard is fine must have had to deal with the most insufferably smug wizard player for years and years claiming that wizards are perfectly balanced and now they are sadistically relishing in doing the same trolling to us as revenge, I just hope the punishment isn't forever. :)

Please stop insulting your fellow posters.

I did notice that several people who bash any argument that would show wizards can be played in PF2 seem to have been perfectly happy with the PF1 wizard power level and do not see at all why it needed to be nerfed in PF2.

In a way it reminds me of the people who hated how 3.5 nerfed the 3.0 spells.


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The Raven Black wrote:

Please stop insulting your fellow posters.

I did notice that several people who bash any argument that would show wizards can be played in PF2 seem to have been perfectly happy with the PF1 wizard power level and do not see at all why it needed to be nerfed in PF2.

In a way it reminds me of the people who hated how 3.5 nerfed the 3.0 spells.

Poe's law at its finest.


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Errenor wrote:
Calliope5431 wrote:
But more importantly. Many monsters don't have energy or weapon material weaknesses at all. But they all have weak saves. So the wizard still gets more use out of recall knowledge than the typical fighter, because they're built around saves.
Until wizards (and other casters) have at-will auto-scalable max-power abilities targeting all saves, the place for this 'argument' is in the trash bin.

Not really.

If something has +10 to Reflex saves and +20 to fort saves, and your DC is 20, you still should target its Reflex. As long as the Reflex ability deals more damage on a failure than the fort ability does on a success.

Same argument holds for critters with +10 to Reflex and +14 to Fortitude of course, but it's easier to see with the more extreme values for obvious reasons.

Paizo Employee Community and Social Media Specialist

locked for flags

Paizo Employee Community and Social Media Specialist

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Cleared the flags. Do not insult each other, and do not get into edition wars. Those posts will be removed.


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Senko wrote:

Speaking for myself there's a few things that could be done to make wizards and other casters more fun to play.

1) Kill the vancian system

2) Make the wizard interact more with the 3 action economy.

I could get on board with these. Putting aside the spell slot spells, the Wizard needs a redesign on class features, focus spells, feats, etc.

How about casting at 3 actions to add +2 to spell attacks and save DCs or something 2x a day? Or 6 actions to remove incapacitation 1x/day. Or 3 actions to remove incapacitation at below 60% HPs once a day. Something creative and interesting for the Wizard. I have no idea if these are balanced just spit balling types of ideas.

How about an Int feat chain off Recall Knowledge that actually guarantees you good stuff? Automatic weak save and if you cast a spell that targets that save next round +1 DC or whatever.


3-Body Problem wrote:
I vastly prefer classless games where you can pick and choose which themes and abilities define your character

You could probably homebrew it for PF2E.

Start with two basic chassis:
1. Martial. 1-5-11 weapon progression with simple and martial. 1-11-19 armor progression with none light medium. No spell proficiency.
2. Caster. 1-7-15-19 spell progression if you want to stay consistent with current, or 1-5-11 if you want to "fix" attack spell chance to hit, with a standard spell slot progression in one school. 1-11 weapon progression simple only. 1-13 armor progression with none only. Go with non-vancian across the board, and let each player "free pick" their key casting trait.
(Note, you could even ditch these two and come up with a 'free pick weapon, armor, spell proficiencies' progression instead. But then I expect literally every character would take Trained in spell proficiency, because grabbing an entire spell progression chart for the price of one proficiency would be a no-brainer.)

Add in save and Perception proficiencies: at level 1 you pick five, with nothing higher than Expert. Spread 6 additional proficiency boosts out across 20 levels, "free pick" but with Master and Legendary having a minimum level requirement.

Starting feats and feat progression: eventually you could probably come up with a tier system, pyramid system, or flowchart system to let characters select through the various class feats and abilities. But to start with, "pick 4 from all available 1st level class and general feats, but requires GM approval" would jump start this generic system. Maybe make it cost 2 starting feats to pick a play-changing class characteristic, like Rage or an Eidolon. Up to you as designer to decide how much of the current class features you want to make available.

General feats and boosts at various levels work as-is.

At level 2 you start picking archetypes, and it's an "all archetype" system from there.

Something like that.

****

It's a neat exercise, and I like those systems too. But I have to tell you, I like to come to these fora to hear people talk about PF2E. The way it works now. The changes that are coming. The new story and APs and things. 3-body 90% of your posts are complaints and usually include the word "garbage" somewhere. Those are not why I come here, and so, as much as I enjoy the exercise of coming up with "pathfinder, de-classed", I find the posts by many of the other regluar posters who talk about their game experienec or how they dealt with problems infinitely more interesting and useful than your near-constant 'this is garbage' mantra. If you have great anecdotes of things that happened in your PF2E game, cool uses of abilities your players came up with, how your group problem solved some issue, stuff like that, I'd love to hear it! This thread is "early level caster experience." Got any cool stories of some great early level caster experiences?

[Late edit] ...aaaaand, I just saw your new thread. Mea culpa. Thanks for putting that together.


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Casters in general could use with more 3 action interactions imo, more 1-action or even 3-action spells, and more variable action spells. They are fun and neat, but there could be some variable action cantrips and more in general.


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Yeah when i first looked into the Casting in Pf2 i had the false thought that variable Action casting were the norm and i thought that was a very good idea to take full advantage of the 3 Action System as a caster.

Quicker but weaker option
the Middle ground for two
And the overcharged for a full 3 Action.

But i realised quickly this was not the case :(

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber

Honestly, there isn't a lot of cases where you want to spend all three actions casting. You want to stay mobile to deny enemy actions against your caster by forcing them to chase you down.

Liberty's Edge

1 to 3 actions spells have pretty big constraints :

1 must not be too powerful.

3 is a choice instead of a 3rd action, so it will be used rarely and must pack a good punch.

Heal and Magic Missile do this well.

But it is much much easier to just go with 2-actions casting for a fixed result.


Well yeah, that's why 2 action casting should be the norm. But that doesn't mean there shouldn't also be more variable action spells. Heck, we now have the possibility of multiple-round spells from secret of magic even.

We know they're going to keep adding spells into the game, so it's not a bad idea to think if you have like, 1 out of every 15 spells you're writing "Maybe this can work as a variable action spell" and try to get more of them.

I like casters and I actually think casters have a fine early-level experience since their damage actually eeks a little ahead of martials and everyone is mostly on the same even fitting as far as accuracy goes. But just having more spells that can have you decide if you need 1 action or 2 actions a turn, or any actions at all, is good.

Liberty's Edge

Crouza wrote:

Well yeah, that's why 2 action casting should be the norm. But that doesn't mean there shouldn't also be more variable action spells. Heck, we now have the possibility of multiple-round spells from secret of magic even.

We know they're going to keep adding spells into the game, so it's not a bad idea to think if you have like, 1 out of every 15 spells you're writing "Maybe this can work as a variable action spell" and try to get more of them.

I like casters and I actually think casters have a fine early-level experience since their damage actually eeks a little ahead of martials and everyone is mostly on the same even fitting as far as accuracy goes. But just having more spells that can have you decide if you need 1 action or 2 actions a turn, or any actions at all, is good.

I agree with the theory. In practice, it needs the designers to create a spell that is in fact 3 spells and that has a great consistency between its 3 results. I feel it is the equivalent of designing and balancing 5 simple spells.


What I miss are more 1-action attack spells. Probably lesser damage but to compare with a weapon attack in the case of cantrips, but using your spell attack skill. It would allow to use more the combo saving and attack spells as most saving are 2-actions.


The Raven Black wrote:

1 to 3 actions spells have pretty big constraints :

1 must not be too powerful.

3 is a choice instead of a 3rd action, so it will be used rarely and must pack a good punch.

Heal and Magic Missile do this well.

Kineticist also does it pretty well. 1 action gives you basic blast damage. 2 actions lets you add con modifier to damage and triggers an impulse junction effect. Scaling could be better, but the concept is there.

It's maybe a good design concept for focus spells. Because they are supposed to be "signature" abilities that help define the subclass theme and which can be used in every encounter, they are good candidates for abilities written to have a reaction, 1 action, 2 action, and 3 action version.

Liberty's Edge

Dark_Schneider wrote:
What I miss are more 1-action attack spells. Probably lesser damage but to compare with a weapon attack in the case of cantrips, but using your spell attack skill. It would allow to use more the combo saving and attack spells as most saving are 2-actions.

I totally see why a caster PC would want this. But the spell should either cost a slot, a Focus point or deal less damage than an equivalent Simple weapon (if a cantrip). The latter so that higher attack proficiency is balanced by lower attack damage to get the same average damage.


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Easl wrote:
The Raven Black wrote:

1 to 3 actions spells have pretty big constraints :

1 must not be too powerful.

3 is a choice instead of a 3rd action, so it will be used rarely and must pack a good punch.

Heal and Magic Missile do this well.

Kineticist also does it pretty well. 1 action gives you basic blast damage. 2 actions lets you add con modifier to damage and triggers an impulse junction effect. Scaling could be better, but the concept is there.

It's maybe a good design concept for focus spells. Because they are supposed to be "signature" abilities that help define the subclass theme and which can be used in every encounter, they are good candidates for abilities written to have a reaction, 1 action, 2 action, and 3 action version.

See, I agree 1-3 spells are decent, but more variable action casting is also accomplished with 2-3 action spells.

Much as I dislike the nerf to damage, howling hurricane in the Remaster does this well (changing the area with the addition of an action you probably would be using on movement anyway with the 2-action cone version). Similarly, horizon thunder sphere offers an interesting trade off of miss-half damage, albeit somewhat spoiled by the fact that you could be using that third action to cast true strike and make the whole dang thing actually HIT.

2-3 action spells have the advantage that once you've already committed 2 actions, it's not much of a stretch to do 3, but going from 1 to 2 actions is a much bigger leap since you can perform another 2-action activity.

So I'd focus on doing more of those. I'd also like to see more 1-action cantrips that do plinking damage. You can already do it as a caster by buying a bow/sword or by taking a 1-action focus spell like elemental toss , force damage or force fang , why not make something slightly lower power with some sort of 1d4-every-two-levels attack cantrip that deals half the damage of ignition ? It's just making it official and fluffy, rather than forcing the wizard to do a weird hacky thing by upgrading his sword.


The Raven Black wrote:
Dark_Schneider wrote:
What I miss are more 1-action attack spells. Probably lesser damage but to compare with a weapon attack in the case of cantrips, but using your spell attack skill. It would allow to use more the combo saving and attack spells as most saving are 2-actions.
I totally see why a caster PC would want this. But the spell should either cost a slot, a Focus point or deal less damage than an equivalent Simple weapon (if a cantrip). The latter so that higher attack proficiency is balanced by lower attack damage to get the same average damage.

Why shouldn't a 1-action ranged cantrip deal as much damage as a crossbow? Would it really be too much to chain a single target 1d8 elemental damage attack into another two-action ability?

Liberty's Edge

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3-Body Problem wrote:
The Raven Black wrote:
Dark_Schneider wrote:
What I miss are more 1-action attack spells. Probably lesser damage but to compare with a weapon attack in the case of cantrips, but using your spell attack skill. It would allow to use more the combo saving and attack spells as most saving are 2-actions.
I totally see why a caster PC would want this. But the spell should either cost a slot, a Focus point or deal less damage than an equivalent Simple weapon (if a cantrip). The latter so that higher attack proficiency is balanced by lower attack damage to get the same average damage.
Why shouldn't a 1-action ranged cantrip deal as much damage as a crossbow? Would it really be too much to chain a single target 1d8 elemental damage attack into another two-action ability?

Because you have to spend wealth to improve your crossbow's damage and attack bonus through Runes.

You do not have to spend wealth to heighten a Cantrip.

Not to mention the crossbow is a reload weapon.


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The Raven Black wrote:
3-Body Problem wrote:
The Raven Black wrote:
Dark_Schneider wrote:
What I miss are more 1-action attack spells. Probably lesser damage but to compare with a weapon attack in the case of cantrips, but using your spell attack skill. It would allow to use more the combo saving and attack spells as most saving are 2-actions.
I totally see why a caster PC would want this. But the spell should either cost a slot, a Focus point or deal less damage than an equivalent Simple weapon (if a cantrip). The latter so that higher attack proficiency is balanced by lower attack damage to get the same average damage.
Why shouldn't a 1-action ranged cantrip deal as much damage as a crossbow? Would it really be too much to chain a single target 1d8 elemental damage attack into another two-action ability?

Because you have to spend wealth to improve your crossbow's damage and attack bonus through Runes.

You do not have to spend wealth to heighten a Cantrip.

Not to mention the crossbow is a reload weapon.

Also because the crossbow has lower to-hit than the cantrip, given your casting stat presumably isn't Dex. And of course, unless it's repeating, the crossbow takes an action to reload...

This is why I maintain the correct scaling is 1d4, heightened (+2) 1d4.


The Raven Black wrote:
Because you have to spend wealth to improve your crossbow's damage and attack bonus through Runes.

It's almost like we should have some sort of runes that boost spell attacks and scale cantrip damage...

Quote:
Not to mention the crossbow is a reload weapon.

That can be negated with a feat and some ancestries grant access to weapons better than a crossbow so I don't feel like limiting 1-action cantrips to the level of a sling is particularly well justified.


Calliope5431 wrote:

Also because the crossbow has lower to-hit than the cantrip, given your casting stat presumably isn't Dex. And of course, unless it's repeating, the crossbow takes an action to reload...

This is why I maintain the correct scaling is 1d4, heightened (+2) 1d4.

I'm not comparing the same weapon in a Wizard's hands to a 1-action cantrip, I'm comparing it to the baseline ranged attack all-day options that other classes get. Even at scaling 1d8 and a Wizards full spell attack, they'll never add a stat modifier to the attack, won't get other class-specific damage boosters, and can't use specialized ammunition. In this context, 1d8 elemental damage at 30ft. range as a single action won't break anything.

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
3-Body Problem wrote:
The Raven Black wrote:
Because you have to spend wealth to improve your crossbow's damage and attack bonus through Runes.
It's almost like we should have some sort of runes that boost spell attacks and scale cantrip damage...

What problem would that solve? What would be gained?


TriOmegaZero wrote:
3-Body Problem wrote:
The Raven Black wrote:
Because you have to spend wealth to improve your crossbow's damage and attack bonus through Runes.
It's almost like we should have some sort of runes that boost spell attacks and scale cantrip damage...
What problem would that solve? What would be gained?

You'd have more reliable single-target attack spells for one. This in turn reduces the reliance on True Strike spam, which should be a goal at this point, so we can reduce it to a nice-to-have spell rather than a must-have for certain styles of play.


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I'm not sure that's really a deliberate problem that needs to be fixed - the casters (Wizards, included) in my games don't find it to be an issue.

Grand Lodge

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

Agreed, it sounds like a solution in search of a problem.


Given that we've had many threads about the disappointment of early-level casters and how players don't like, "Just use a two-action cantrip plus a weapon." as a solution I figure adding in a few single-action cantrips that do 1d8 damage at 30 feet would be a reasonable solution. If 1d8 is too strong I'd be open to 1d6 but 1d4 with zero stat modifier isn't really any better than the 1d3 damage PF1 had cantrips dealing and we can all agree that those sucked.

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