Errenor |
They were called rituals last time I played. I like the way they were handled in 5E better.
I don't recall you having to use them in a slot in 5E.
Then you need to re-read the rulebook. They are spells, they can go in a slot, they can be cast from a slot quickly, and without a slot with a +10 minutes time. Not all classes CAN cast spells with a ritual tag as rituals (Sorcerers can't, another thing they are punished with). And most classes that can cast ritual spells as rituals must prepare or know the spell. Only (? maybe something changed) wizards can cast spells with 'ritual' tag simply from their spellbooks. There's also a feat to have a spellbook with ritual spells for everyone if I remember correctly (and you know that feats compete with stats in 5e).
Var Sardos |
4 people marked this as a favorite. |
Well, the first thing I'd do is put their casting modifier back on damaging cantrips. It's not like removing it is going to make Wizards less likely to have a +3 or +4 Int modifier, because it's still used for their casting DC. That's probably not going to happen, but I could still hope, you know?
Furthermore, at least in the Remaster preview, the idea of school curriculum, in my opinion, needs work. Wizards (well, non-universalists) are going from "your extra spell slot can contain any spell from this school for that spell level" to "here's a list of 1-3 spells that can go in there". Yes, it's more flavorful, but it's a rather extreme limitation. Plus, if Wizards are losing that much versatility for that extra slot, they honestly should get something for it.
Their defenses, over all, are terrible. Yes, I get it, squishy wizard. But the fact remains that they have one of the worst save progressions in the game, never get legendary in any save, and never get higher in unarmored defenses or perception than expert.
Yes, they get a number of skills at first level due to being an Int heavy class, but most of them never go past Trained. Okay, that's true for a fair number of classes, but would it really break things if they got free automatic improves to Arcana?
A fair number of the Wizard feats need to be looked at and revamped. Okay, most of the metamagic feats are fine as-is, but the Wizard really needs some feats that say "This is a good feat to take instead of a dedication." For example, most of the 4th level Wizard feats are just terrible.
Temperans |
Ritual Spells aren't that related to Wizards. But regardless copying 5e is the worst possible way when they are actively removing good parts of the system because "its too similiar to PF1e/3.5e". If they are not willing to use material from PF1e why the heck would they use material from 5e?
Also, this whole "copy 5e" would just be bad. I get it you like that system because its simple. But that is exactly why I and many others hate that system. Specially for wizards who should trive in doing cool weird stuff.
You want to fix rituals? Make them worth the pain, effort, and chance of failure. The more difficult and/or punishing the ritual the better the result of if succeed. Same thing with wizards. You do not need 5e mechanicsyou just need to stop making the wizard the bottom of the barrel. There is so much "well the wizard in other editions is too good they deserve to be worse" and its that mentality that is bringing down all these classes.
The wizard has the worst stats? Then give them power befitting that weakness. They have bad focus spells? Then make their actual spells a cut above the rest. They have bad feats? Then just buff the feats.
*********************
If you just hate the wizard and don't want to see it, then just ban the class. Don't drag it down because you think "those players are just power gamers" when the only thing they asked for was "can you please fix the class". That whole thing is hyper toxic and ivory tower design.
Deriven Firelion |
Deriven Firelion wrote:Then you need to re-read the rulebook. They are spells, they can go in a slot, they can be cast from a slot quickly, and without a slot with a +10 minutes time. Not all classes CAN cast spells with a ritual tag as rituals (Sorcerers can't, another thing they are punished with). And most classes that can cast ritual spells as rituals must prepare or know the spell. Only (? maybe something changed) wizards can cast spells with 'ritual' tag simply from their spellbooks. There's also a feat to have a spellbook with ritual spells for everyone if I remember correctly (and you know that feats compete with stats in 5e).They were called rituals last time I played. I like the way they were handled in 5E better.
I don't recall you having to use them in a slot in 5E.
I did reread it. They are rituals. They can be cast without a slot.
I will once again reiterate that I like the way 5E handled rituals for some of the reasons you stated. They are more flexible and useful than PF2 rituals.
I did recall the feat letting non-casters use rituals.
If you don't prefer the way 5E handles rituals, so be it.
But it is not apples and carrots. 5E made ritual spells. They are more flexible and usable than PF2. I like that much, much better.
Deriven Firelion |
3 people marked this as a favorite. |
I've played a wizard. Several. I understand the issue. I was curious if people had specific ideas for improvements since we seemed to be going down the angry negative road.
Feats that boost curriculum/school abilities I would like to take.
Not vastly inferior feats where I'm spending a feat to create a mild spontaneous caster slot that casts two spells two levels lower while the sorcerer is laughing at me as he's picking heal for his arcane caster repertoire at level 6.
Level 18 wizard feat. Infinite Possibilities. Cast any spell in your spellbook 2 levels lower one time per day.
Level 18 sorcerer feat: Greater Crossblooded Evolution: Pick three spells from other spell lists.
These are considered equivalent feats by the designers. When I design a character, one looks absolutely great. The other looks like something I would rarely use and isn't worth taking, especially with things like the incap trait existing.
A wizard feat that is something the sorcerer does for free with up to 36 spells, 9 of which he designates as signature spells.
The wizard feats need to be better. There are so many undesirable feats on the wizard list that I have a harder time listing them all than I do listing quality wizard feats:
1. Spell Penetration: One of the few feats that boosts wizard spell DC in a unique way that is situationally useful, but against very powerful creatures.
2. Bond Conservation: Amazing for a universalist.
3. Scroll Savant: Free extra casting.
4. Effortless Concentration: Always good
5. Reprepare Spell: Cast 4th level or lower blow off spell endlessly.
6. Spell Mastery, Spell Combination,
Normally a class with weak feats like a fighter can be enhanced by taking archetypes and it works well on the chassis.
You can take archetype feats for the wizard to make them a more diverse caster or have more skills. So bad feats is not always a bad thing.
I imagine if they improved the arcane list or something about the wizard, it might make it more interesting to play. In current PF2 party design, I don't see the wizard being that great until they can combat heal or support better while doing all the other stuff. They don't bring much to the table and create limited party design options because of their so so feats and being locked into the Arcane list with all its inherent weaknesses and limitations.
PF2 really nuked the Arcane list compared to what it was in PF1. This has hurt wizards more than any other class.
Argonar_Alfaran |
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Every Wizard I know picked a LV1 feat on LV4, which partly has to do with the fact that casters don't normally get one at LV1 and there's actually multiple you might want. While this is not inherently bad, it's sadly not the only level to feature bad feats.
Some of them could be changed in a small way to make them feel way better though.
Spell Ablation on LV2. Why would I want resistance against the damage type that I have dealt? It would still be kinda bad for a wizard if it gave resistance to all energy types, but not AS bad.
Bespell Weapon on LV4 would be acceptable if the target weapon could be of a comrade in range and not just the wizards. Similar to Vivi buffing Steiner's swords in FFIX. Make the ally range somewhat close so it's not the default best option at all times.
Split Slot on LV6: Instead of giving the player simply an additional choice, how about the wizard can cast both spells.
The limit could be both spells in the slot need to share a trait and it can't be the same spell. The slot is only used up (and thus open for Drain Bonded Item) once both spells have been cast.
Spell Penetration on LV6 feels actually really bad in practice. While on paper that sounds nice, (unless playing VTT) you constantly have to remind the GM to consider this bonus, without knowing if it actually takes effect here and it still is "only" a -1 at best.
Why can't this instead add the INT modifier to all Attack Spells?
Quickened Casting on LV10 is a real offender with it's "once per day" restriction. It should be at least once per combat and thus have a cooldown of 1 or 10 minutes.
There are some other real stinkers
Like "Second Chance Spell" on LV18, which has like 5 conditions that need to happen in order to grant a single reuse of an enchantment spell on the next turn.
R3st8 |
I've played a wizard. Several. I understand the issue. I was curious if people had specific ideas for improvements since we seemed to be going down the angry negative road.
Indeed since I made the thread let me give it a try, please give me a rating of 0 to 10 so I know how well I'm doing:
magic missile specialist - this is the most classic spell in all of wizardry and you have mastered this spells to such a perfect degree than you can spontaneously cast it by spending spells slots prepared with other spells
extra magic missile - when you cast magic missile you can sneak in a extra missile, at level 10 you can sneak 2 and at level 15 you get 3 extras.
perfect magic missile - every mage knows how to make a missile that never misses but you have learned not only to ensure they will hit the target but also that they will deal a constant and exact amount of damage, whenever you cast magic missile you can chose to deal the average rounded down.
magic cannon - you can spend two slots of the same level when casting magic missile to instead cast a single concentrated beam of force, when doing so the magic missile can only target one enemy, it ignores concealment and deal the maximum amount of damage possible for a single cast + half rounded down.
overload mage armor - you can reduce the duration of the spell from until the next time you make your daily preparations to until the fight ends, if you chose to do so increase the AC bonus by +1.
I'm no expert in game deign so I hope its more flavorful.
Gortle |
The wizard feats need to be better. There are so many undesirable feats on the wizard list that I have a harder time listing them all than I do listing quality wizard feats:
1. Spell Penetration: One of the few feats that boosts wizard spell DC in a unique way that is situationally useful, but against very powerful creatures.
2. Bond Conservation: Amazing for a universalist.
3. Scroll Savant: Free extra casting.
4. Effortless Concentration: Always good
5. Reprepare Spell: Cast 4th level or lower blow off spell endlessly.
6. Spell Mastery, Spell Combination,
These aren't terrible, they are all useful; but the only one I describe as good is Effortless Concentration which almost everyone gets. Reprepare spell is only once per ten minutes and it is useful for some of the good reaction spells we now have like say Cloud Dragon's Cloak. But it is a rank 4 spell and you have rank 9 slots by then - so keep it in perspective.
The wizard list of feats is very sorry.Unicore |
YuriP wrote:Reprepare Spell is a trap. What really useful non-duration rank 1-4 spells do you will use repeatedly?Hmm. endless low level fireball? Or Sudden bolt level 4?
Is it ever bad to have slow or haste ready to go either at the start of an encounter, or sometimes even before opening the door?
Deriven Firelion |
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Deriven Firelion wrote:Is it ever bad to have slow or haste ready to go either at the start of an encounter, or sometimes even before opening the door?YuriP wrote:Reprepare Spell is a trap. What really useful non-duration rank 1-4 spells do you will use repeatedly?Hmm. endless low level fireball? Or Sudden bolt level 4?
It has to be a no duration spell. If it were any 4th level or lower spell, now that would be a truly good feat.
Errenor |
3 people marked this as a favorite. |
Reprepare Spell is a trap. What really useful non-duration rank 1-4 spells do you will use repeatedly?
Dimension door, Enervation (for drained), Phantasmal Killer (for fear and a bit of damage). But yeah, the requirement of no duration is absolutely bizarre: it's already 4th rank spell once per battle when you have 9th max rank. Why, why did they decide they needed to nerf the feat even more? Is Fly a problem at 18th level? Weak Wall of Fire? 5 min Variable Gravity? Telepathy? 1 person Suggestion? I just don't see it at all.
YuriP |
YuriP wrote:Reprepare Spell is a trap. What really useful non-duration rank 1-4 spells do you will use repeatedly?Hmm. endless low level fireball? Or Sudden bolt level 4?
Err! In a level where a rank 4 fireball have same avg dmg of EA I see little reason to get a lvl 18 feat to be able to stop 10 minutes to re-prepare a rank 4 slot to use a fireball or similar dmg spell.
But I know you already get the poverty of it. That's mediocrity that defines most of wizards feats.
Deriven Firelion wrote:The wizard feats need to be better. There are so many undesirable feats on the wizard list that I have a harder time listing them all than I do listing quality wizard feats:
1. Spell Penetration: One of the few feats that boosts wizard spell DC in a unique way that is situationally useful, but against very powerful creatures.
2. Bond Conservation: Amazing for a universalist.
3. Scroll Savant: Free extra casting.
4. Effortless Concentration: Always good
5. Reprepare Spell: Cast 4th level or lower blow off spell endlessly.
6. Spell Mastery, Spell Combination,
These aren't terrible, they are all useful; but the only one I describe as good is Effortless Concentration which almost everyone gets. Reprepare spell is only once per ten minutes and it is useful for some of the good reaction spells we now have like say Cloud Dragon's Cloak. But it is a rank 4 spell and you have rank 9 slots by then - so keep it in perspective.
The wizard list of feats is very sorry.
Unfortunately you can't use Cloud Dragon's Cloak it has a duration too.
YuriP wrote:Reprepare Spell is a trap. What really useful non-duration rank 1-4 spells do you will use repeatedly?Dimension door, Enervation (for drained), Phantasmal Killer (for fear and a bit of damage). But yeah, the requirement of no duration is absolutely bizarre: it's already 4th rank spell once per battle when you have 9th max rank. Why, why did they decide they needed to nerf the feat even more? Is Fly a problem at 18th level? Weak Wall of Fire? 5 min Variable Gravity? Telepathy? 1 person Suggestion? I just don't see it at all.
I liked the idea of Dimension door and Phantasmal Killer as a fear that's do some damage. This could make the feat useful not really good but useful.
Argonar_Alfaran |
Calliope5431 wrote:I've played a wizard. Several. I understand the issue. I was curious if people had specific ideas for improvements since we seemed to be going down the angry negative road.Indeed since I made the thread let me give it a try, please give me a rating of 0 to 10 so I know how well I'm doing:
magic missile specialist - this is the most classic spell in all of wizardry and you have mastered this spells to such a perfect degree than you can spontaneously cast it by spending spells slots prepared with other spells
extra magic missile - when you cast magic missile you can sneak in a extra missile, at level 10 you can sneak 2 and at level 15 you get 3 extras.
perfect magic missile - every mage knows how to make a missile that never misses but you have learned not only to ensure they will hit the target but also that they will deal a constant and exact amount of damage, whenever you cast magic missile you can chose to deal the average rounded down.
magic cannon - you can spend two slots of the same level when casting magic missile to instead cast a single concentrated beam of force, when doing so the magic missile can only target one enemy, it ignores concealment and deal the maximum amount of damage possible for a single cast + half rounded down.
overload mage armor - you can reduce the duration of the spell from until the next time you make your daily preparations to until the fight ends, if you chose to do so increase the AC bonus by +1.
I'm no expert in game deign so I hope its more flavorful.
In my point of view the main problem with this kind of approach is, that wizards would even become more samey than they already are. Magic Missile is already one of the few spells (along with true strike) that get mentioned all the time as a counter argument to defend Wizards not needing a buff.
So when this spell is already considered a must have, building a whole subclass or list of feats around that spell makes it even more "required" than it already is. Building a class around a certain few spells is more of a sorcerer kind of thing to begin with.
Deriven Firelion |
Most of my wizard thoughts are theoretical because no one in my group can stomach playing a wizard for more than a few levels as a single class character. They aren't fun to level up. Wizards in PF2 are like the porridge of caster classes. A bland, flavorless class that can do the basic job of being a caster.
The wizard is probably the class from PF1 that had the hardest fall from God Class to the class that no one in my group wants to play any more.
I hope if they do an unchained or something similar in PF2, the wizard is one of the classes that gets spruced up.
R3st8 |
In my point of view the main problem with this kind of approach is, that wizards would even become more samey than they already are. Magic Missile is already one of the few spells (along with true strike) that get mentioned all the time as a counter argument to defend Wizards not needing a buff.
So when this spell is already considered a must have, building a whole subclass or list of feats around that spell makes it even more "required" than...
Sorry about that, naturally not all feats must be around magic missile, instead I wanted to know if they have enough flavor and how powerful they feel, basically I'm trying to figure out the community's view on what is enough flavor and how much power does a feat need to have at each level.
YuriP |
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Reanalyzing the Wizard feats I came to the simple conclusion that many of them was good if wasn't so restrictive.
For example:
Lvl 20:
LvL 18:
LvL 16:
LvL 14:
LvL 12:
LvL 10:
LvL 8:
LvL 6:
LvL 4:
LvL 2:
LvL 1:
Argonar_Alfaran |
Argonar_Alfaran wrote:Sorry about that, naturally not all feats must be around magic missile, instead I wanted to know if they have enough flavor and how powerful they feel, basically I'm trying to figure out the community's view on what is enough flavor and how much power does a feat need to have at each level.In my point of view the main problem with this kind of approach is, that wizards would even become more samey than they already are. Magic Missile is already one of the few spells (along with true strike) that get mentioned all the time as a counter argument to defend Wizards not needing a buff.
So when this spell is already considered a must have, building a whole subclass or list of feats around that spell makes it even more "required" than...
Well the actual power level "needed" is hard to pinpoint for anybody here, since nobody is a game designer for a game of the scale of PF2E. People can just write about their opinion and experiences, while listing stuff they would like to see changed.
Can all of those be changed at the same time without breaking the game, probably not. Also one has to keep in mind experiences can vary a lot from table to table.
As a general rule though, trying to build feats around single spells is not a really good design. At that point it would make more sense to make those suggested improvements either as special wands or spell catalysts and then maybe give wizards a feat to interact with spell catalyst in a certain way. Now that I think about it, that is actually something that really might be a missing feat for wizards.
Spell Catalysts didn't exist yet in 2E when the Wizard was made. Yet along with meta magic they are the only way to change the outcome of spells. Those things are expansive as hell and sometimes very niche in effect. But maybe a feat similar to scroll savant(or a whole thesis) would help, where Wizards could pull temporary spell catalysts out of thin air on a daily basis. Maybe another feat down the line so that spell catalysts and meta magic can be combined?
They would need to either make a lot more catalysts though or make a rule on how to create your own (like what effects and pricing would be okay per level) in order for this to work out. Maybe some more generic ones that work with all spells with a specific trait and add another effect or something like that.
The Raven Black |
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Haven't read the whole thread. Just the OP.
My take :
1. an additional open slot at every spell rank (rather than one dedicated to your school)
2. Your school spells added for free to your spellbook at the appropriate level.
3. Focus spells that enhance your school spells (or synergize well with them).
Errenor |
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2. Your school spells added for free to your spellbook at the appropriate level.
We already half- (or third-) there. In the remaster when you reach new spell rank, one school spell is added in a book for free. Only one, and not even a second one on even levels. Obviously, adding all school spells for wizards would be too much stuff for free in the game where druids and clerics exist.
Old_Man_Robot |
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I haven't sat down to design an alternative version of the Wizard, but just going off the dome, a couple of things I would like to see while still keeping somewhat to the current mould.
1) School
I think I would like to see the school de-emphasised mechanically but increased for overall flavour.
- Schools would grant the additional lore feat, for a set lore skill related to that school.
- Decouple the Wizard focus spells from the school choices and move them into feat/thesis choices.
- Change curriculum spells so that just automatically add those as spells learned on level up, with no interaction with spell slots.
2) Thesis
I think I would like to see Thesis options as a whole reworked a bit, as there is a pretty big disparity between them as a group. Move the 1st level focus spell away from school and into the Thesis section, freeing focus spells from the school theme and gearing them towards the mechanical operation of play.
- Remove Improved Familiar Attunement, Metamagical Experimentation and Spell Substitution. Chop these up and rework parts of them as class feats.
- Create a series of 1st level focus spells which work with the new Thesis options, either adding to or expanding their themes on a practical level.
Spell Blending could have a reaction focus spell which, [when you fail but not critically fail, or miss but not critically miss] a spell against an enemy, you can roll a pretty tough flat check to try to retain the spell. But you can only 1 spell per spell rank per day this way.
Staff Nexus could probably borrow an element or two from the staff magus. Perhaps a version of Runic Impression focus spell, but restricted to your staff and with a greater series of level tearing of the options.
- Introduce new Thesis options designed to aid the Wizard in some of their stated design goals.
Monstrosity Antominist a version of Bestiary scholar that works from level 1, and allows you to use Arcane for the other Tradition skills when it comes to identifying enemies. At 8th level it gains the Knowledge is power benefit, just like Bestiary Scholar, but increases the bonus to +2 at 16th.
Focus spell for this could grant the benefits of the automatic knowledge feat for 1 minute, but enemies you use it on are immune for 10 minutes. Tact a small status bonus to the rolls as you gain levels.
3) Chassis
- Convert the bonus spell slot from School into a generic 4th spell slot.
- With the de-emphasised nature of schools, rework the concept of a Universalist entirely. Strip out Arcane Bond as a generic class feature and make it a Universalist feature + roll in a reduced version of the current universalist use of arcane bond, say 1 use per 2 levels. Making them more of a slinger but with reduced inherent versatility.
4) Feats
Add feats which enable / augment actual playstyles for the Wizard.
Move most of the existing school focus spells into selectable feat options. Scale the new focus powers across their levels, changing power level as appropriate. Enable the Wizard to get up to 3 focus points natively like all other focus casters. That said, a few of the focus spells could probably be dropped entirely without too many tears.
Some off the cuff feat ideas:
Interdisciplinary Research - 10th - Gain access to the benefits of an additional school. Adding those spells to your spellbook and gaining that school's additional lore feat.
Reintroduce Spell Substitution as a 4th level feat. Add an 18th/20th level feat that allows you change one spell per spell rank per 10 minute period.
A feat which grants a focus spell version of the Pocket Library spell would be a dream.
Other focus spells as feat options distributed across the levels, invisibility cloak at 10th, Dread Aura at 12th etc.
CaffeinatedNinja |
Split Slot: Just remove the level cap.
Even then it is still far worse than the lvl 4 sorcerer feat Arcane Evolution. I was really hoping wizards would get some from of the magus feat "Stanby Spell" but no, we got Knowledge is Power (who cares lol) instead.
Calliope5431 |
Yeah metamagic mastery really depends on exactly what you're doing with the metamagic in question.
Now that Scintillating Spell is on the wizard's feat list, though...that thing is solid as heck. Dazzled is outstanding.
Honestly, just the addition of Scintillating Spell really boosts wizard. Which is sort of sad, but no other class besides Sorcerer gets it, so it's better that way.
gesalt |
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I'd care more about Scintillating Spell if martials weren't handing out dazzle/blind on crit since level 6 with the doorknob. I trust martials, particularly magus and fighter, to land crits backed by de/buffs more than I trust a failed caster save.
At least by the time 16 rolls around reflex is the most common low save.
AestheticDialectic |
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If you don't prefer the way 5E handles rituals, so be it.
But it is not apples and carrots. 5E made ritual spells. They are more flexible and usable than PF2. I like that much, much better.
It's better if we recognize that the thing in 5e called "ritual casting" and spells with the "ritual" tag are not comparable or anywhere close to the same as the rituals in 2e. These are different mechanics and different thematically too. Rituals in 2e are actually rituals, 5e rituals are a way to increase caster longevity by allow some spells to be cast without using slots by making them inaccessible in combat. We are looking at two different things that share a name. Frankly PF2e could have both but call the thing like in 5e something else. It could be specific to wizards and witches, maybe accessible to clerics and druids, but not to spontaneous casters
I do like this mechanic in 5e as well. Particularly how spells like conjure familiar and comprehend languages are things that get you utility outside combat and let you be magical in more places than combat without expending precious resources. ATM only cantrips do this
I think a cool version of this could be the knock spell which could be cast on you as a daylong buff or something to that effect that lets you use arcana to pick locks, and perhaps do it with your mage hand with some feats or something. (Wizards and rogues traditionally have overlap as d20 games were not designed with rogues in mind originally so that schtick was covered by the wizard before)
Deriven Firelion |
Deriven Firelion wrote:If you don't prefer the way 5E handles rituals, so be it.
But it is not apples and carrots. 5E made ritual spells. They are more flexible and usable than PF2. I like that much, much better.
It's better if we recognize that the thing in 5e called "ritual casting" and spells with the "ritual" tag are not comparable or anywhere close to the same as the rituals in 2e. These are different mechanics and different thematically too. Rituals in 2e are actually rituals, 5e rituals are a way to increase caster longevity by allow some spells to be cast without using slots by making them inaccessible in combat. We are looking at two different things that share a name. Frankly PF2e could have both but call the thing like in 5e something else. It could be specific to wizards and witches, maybe accessible to clerics and druids, but not to spontaneous casters
I do like this mechanic in 5e as well. Particularly how spells like conjure familiar and comprehend languages are things that get you utility outside combat and let you be magical in more places than combat without expending precious resources. ATM only cantrips do this
I think a cool version of this could be the knock spell which could be cast on you as a daylong buff or something to that effect that lets you use arcana to pick locks, and perhaps do it with your mage hand with some feats or something. (Wizards and rogues traditionally have overlap as d20 games were not designed with rogues in mind originally so that schtick was covered by the wizard before)
And once again, I like the way 5E did the mechanics of rituals better.
So attempting to say, "They are so different" is meaningless because that is exactly why I like how 5E handled rituals better. Their mechanical idea for ritual type spells make them more usable and more interesting. It was a smarter mechanical decision in my opinion.
Fine to disagree, but don't act like rituals existed before 5E changed some spells to rituals. And PF2 didn't piggy back their idea. They absolutely did.
And I like how 5E handled it better than PF2. It was a smarter mechanical decision that made rituals more usable and fun.
AestheticDialectic |
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Fine to disagree, but don't act like rituals existed before 5E changed some spells to rituals. And PF2 didn't piggy back their idea. They absolutely did.
And I like how 5E handled it better than PF2. It was a smarter mechanical decision that made rituals more usable and fun.
You really didn't address what I said, and you also extremely wrong that they didn't exist before 5e, because that was a mechanic from 4e brought over to 5e. Regardless let me restate my point in no uncertain terms, these are two different things with the same name. PF2 rituals and 5e ritual spells are only the same insofar as they share the same name. Only similar in superficial ways. PF2 can have both. 5e didn't "do rituals better" because these two games did something different. You phrased your response like I was arguing with you when I agreed that 5e rituals were cool and could be a fine addition here but should be called something else because they are a different thing from PF2 rituals. Both of these can exist in the game
R3st8 |
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Deriven Firelion wrote:You really didn't address what I said, and you also extremely wrong that they didn't exist before 5e, because that was a mechanic from 4e brought over to 5e. Regardless let me restate my point in no uncertain terms, these are two different things with the same name. PF2 rituals and 5e ritual spells are only the same insofar as they share the same name. Only similar in superficial ways. PF2 can have both. 5e didn't "do rituals better" because these two games did something different. You phrased your response like I was arguing with you when I agreed that 5e rituals were cool and could be a fine addition here but should be called something else because they are a different thing from PF2 rituals. Both of these can exist in the gameFine to disagree, but don't act like rituals existed before 5E changed some spells to rituals. And PF2 didn't piggy back their idea. They absolutely did.
And I like how 5E handled it better than PF2. It was a smarter mechanical decision that made rituals more usable and fun.
Sounds like semantics to me, I honestly prefer 5e rituals too, even if you call them "something else" I would still prefer that "something else" to replace the second edition rituals regardless of whether they are apples or oranges.
Dexter Coffee |
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Yeah the 2e ritual are very similar in form if not function to 3.5 Incantations. A fairly underwhelming optional mechanic. If you can look at the through line to see the evolution of incantation -> 4e rituals -> 5e rituals, if you are so inclined, you might see a connection. So you could say the DNA was there for 5e rituals in the far far time long long ago.
Incantations are like spells, but they can be cast by characters who are not spellcasters. This variant enables characters who know the correct ritual gestures and phrases for an incantation to achieve powerful magic effects. Incantations don’t use spell slots, you don’t have to prepare them ahead of time, and you can use an incantation an unlimited number of times per day.
Incantations have drawbacks: They’re time-consuming to cast, and success isn’t assured. They are often expensive, and some require additional participants to complete the ritual. Some incantations work only under certain specific conditions, such as during a full moon.
AestheticDialectic |
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Sounds like semantics to me, I honestly prefer 5e rituals too, even if you call them "something else" I would still prefer that "something else" to replace the second edition rituals regardless of whether they are apples or oranges.
It's literally the opposite of sementics, this argument here I am making is a semantic argument however. Since this has to do with the meaning of words, semantics in this case. Saying something is in function and form different from another thing with the same name is the exact opposite of semantics. Rituals in 5e are spells which have a modal function of being cast for a longer duration in order to not consume a spell slot, rituals in pf2 are an entire subsystem with unique spells only castable as part of a skill challenge and doesn't intersect with the actual spellcasting mechanics at all up to and including the fact you don't need to be a spellcaster to cast them. Frankly this is a cool system and chucking it because people like a totally different thing also called "rituals" in another game system is silly. We can have both, they do different things
R3st8 |
R3st8 wrote:Sounds like semantics to me, I honestly prefer 5e rituals too, even if you call them "something else" I would still prefer that "something else" to replace the second edition rituals regardless of whether they are apples or oranges.It's literally the opposite of sementics, this argument here I am making is a semantic argument however. Since this has to do with the meaning of words, semantics in this case. Saying something is in function and form different from another thing with the same name is the exact opposite of semantics. Rituals in 5e are spells which have a modal function of being cast for a longer duration in order to not consume a spell slot, rituals in pf2 are an entire subsystem with unique spells only castable as part of a skill challenge and doesn't intersect with the actual spellcasting mechanics at all up to and including the fact you don't need to be a spellcaster to cast them. Frankly this is a cool system and chucking it because people like a totally different thing also called "rituals" in another game system is silly. We can have both, they do different things
To be clear I just don't like the 2e rituals, you may think its cool but to me it feels restrictive, maybe its because i'm a introvert but I don't see the appeal in being forced to beg some stranger on the internet for permission to learn and cast a spell that I could already use in 5e, that and it makes casters meaningless since now anyone can cast the coolest spells without the need for a caster.
Darksol the Painbringer |
1 person marked this as a favorite. |
AestheticDialectic wrote:To be clear I just don't like the 2e rituals, you may think its cool but to me it feels restrictive, maybe its because i'm a introvert but I don't see the appeal in being forced to beg some stranger on the internet for permission to learn and cast a spell that I could already use in 5e, that and it makes casters meaningless since now anyone can cast the coolest spells without the need for a caster.R3st8 wrote:Sounds like semantics to me, I honestly prefer 5e rituals too, even if you call them "something else" I would still prefer that "something else" to replace the second edition rituals regardless of whether they are apples or oranges.It's literally the opposite of sementics, this argument here I am making is a semantic argument however. Since this has to do with the meaning of words, semantics in this case. Saying something is in function and form different from another thing with the same name is the exact opposite of semantics. Rituals in 5e are spells which have a modal function of being cast for a longer duration in order to not consume a spell slot, rituals in pf2 are an entire subsystem with unique spells only castable as part of a skill challenge and doesn't intersect with the actual spellcasting mechanics at all up to and including the fact you don't need to be a spellcaster to cast them. Frankly this is a cool system and chucking it because people like a totally different thing also called "rituals" in another game system is silly. We can have both, they do different things
I mean, if we don't like the 2E rituals, then why implement a completely different mechanic under the same name? For a game trying to both differentiate itself from its competitor(s), as well as keep the game simplified and streamlined, having a mechanic that both essentially copies from another game as well as has the same name as another existing (even if lame) mechanic in the game sounds like both a waste of time and something not worth focusing on, either for arguments or for brainstorming.
I would rather Paizo implement new options that enhance the Wizard instead of copy-pasting 5E mechanics and saying that it's either original or fun. If we want to play 5E Wizards, we'd just go play 5E. Given how boring 5E is and how it's basically an Advantage/Disadvantage game, it's not exactly compelling for Paizo to try and copy-paste it, even if the sole reason it's successful is because of its simplicity.
Temperans |
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PF2 rituals are a direct decendant of PF1 rituals. The issue with PF2 rituals is that just like magic they are so boring or difficult to use that the whole system is wasted. I said it once and I will say it again, the idea of "well just copy 5e's version" is bad when Paizo is actively moving away from even their own game.
If paizo is not willing to copy Kineticist, Swashbuckler, Witch, Oracle, Vigilante, Cavalier, Alchemist, etc. all classes that are entirelt unique to Paizo and Pathfinder why in this wide world would they ever copy 5e? Congrats you like a 5e mechanic. That is not a fix for the issues with the PF2 wizard.
Making Wizard features better is a fix. Fixing wizard feats is a fix. Rebalancing spells so that buff/debuff are not the only worth while spells is a fix. Rewarding wizards for specializing is a fix. Making rituals into a copy of a 5e mechanic is not a fix.
Deriven Firelion |
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Deriven Firelion wrote:You really didn't address what I said, and you also extremely wrong that they didn't exist before 5e, because that was a mechanic from 4e brought over to 5e. Regardless let me restate my point in no uncertain terms, these are two different things with the same name. PF2 rituals and 5e ritual spells are only the same insofar as they share the same name. Only similar in superficial ways. PF2 can have both. 5e didn't "do rituals better" because these two games did something different. You phrased your response like I was arguing with you when I agreed that 5e rituals were cool and could be a fine addition here but should be called something else because they are a different thing from PF2 rituals. Both of these can exist in the gameFine to disagree, but don't act like rituals existed before 5E changed some spells to rituals. And PF2 didn't piggy back their idea. They absolutely did.
And I like how 5E handled it better than PF2. It was a smarter mechanical decision that made rituals more usable and fun.
Glad you like them better too.
The fact is both 5E and now PF2 used a thing they called rituals with a different than usual mechanic taking old spells and turning them in this ritual thing.
I'm sorry if I don't see that as vastly different other than the mechanics employed. The basic idea is the same to me: former spells turned into rituals.
I prefer the way 5E handled that better.
This claim the word "ritual" matters as in its actual meaning is irrelevant.
The relevant parts are the following:
1. 5E and PF2 took previous spells and turned them into this ritual thing whether a tag or a name.
2. They both made it possible for non-casters to use this ritual thing in each game. 5E with a feat and PF2 by learning the rituals.
3. I think 5E was more successful in handling this mechanical change making these former spells into more interesting and usable rituals.
I have no idea why this was not easy to see to the point someone had to claim they were completely different when they are not. Different mechanics chosen by designers for the same general purpose: to turn former spells into a new type of spell known as a ritual.
Deriven Firelion |
PF2 rituals are a direct decendant of PF1 rituals. The issue with PF2 rituals is that just like magic they are so boring or difficult to use that the whole system is wasted. I said it once and I will say it again, the idea of "well just copy 5e's version" is bad when Paizo is actively moving away from even their own game.
If paizo is not willing to copy Kineticist, Swashbuckler, Witch, Oracle, Vigilante, Cavalier, Alchemist, etc. all classes that are entirelt unique to Paizo and Pathfinder why in this wide world would they ever copy 5e? Congrats you like a 5e mechanic. That is not a fix for the issues with the PF2 wizard.
Making Wizard features better is a fix. Fixing wizard feats is a fix. Rebalancing spells so that buff/debuff are not the only worth while spells is a fix. Rewarding wizards for specializing is a fix. Making rituals into a copy of a 5e mechanic is not a fix.
PF1 may have come out with rituals way later, but they did not exist for the entire time I played that game. So no idea what book they came out in or when.
I did not see them in 4E either or recall them. I didn't play 4E very long as 4E is why I am PF player at this point. D&D 4E drove me from D&D into the arms of PF. Now here I am.
No one is saying PF should do exactly like 5E. I'm saying some of the 5E choices are better and more fun than the PF2 choices. Rituals and casting with heightening are two of those choices I still really like about 5E over PF2.
I despised 4E. I liked 5E and would still play it as a player, though it is too boring to run as a DM. PF is a more robust and interesting system overall for me, but I don't hate 5E like I despised 4E.
Karneios |
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5E ritual casting and PF2E rituals are made for completely different purposes, 5E ritual casting is just utility spells you have time to cast slower to be able to make use of out of combat without using a spell slot, PF2E rituals are for much bigger effects that are also non-combat but aren't just some utility spells you can make use of
Temperans |
Temperans wrote:PF2 rituals are a direct decendant of PF1 rituals. The issue with PF2 rituals is that just like magic they are so boring or difficult to use that the whole system is wasted. I said it once and I will say it again, the idea of "well just copy 5e's version" is bad when Paizo is actively moving away from even their own game.
If paizo is not willing to copy Kineticist, Swashbuckler, Witch, Oracle, Vigilante, Cavalier, Alchemist, etc. all classes that are entirelt unique to Paizo and Pathfinder why in this wide world would they ever copy 5e? Congrats you like a 5e mechanic. That is not a fix for the issues with the PF2 wizard.
Making Wizard features better is a fix. Fixing wizard feats is a fix. Rebalancing spells so that buff/debuff are not the only worth while spells is a fix. Rewarding wizards for specializing is a fix. Making rituals into a copy of a 5e mechanic is not a fix.
PF1 may have come out with rituals way later, but they did not exist for the entire time I played that game. So no idea what book they came out in or when.
I did not see them in 4E either or recall them. I didn't play 4E very long as 4E is why I am PF player at this point. D&D 4E drove me from D&D into the arms of PF. Now here I am.
No one is saying PF should do exactly like 5E. I'm saying some of the 5E choices are better and more fun than the PF2 choices. Rituals and casting with heightening are two of those choices I still really like about 5E over PF2.
I despised 4E. I liked 5E and would still play it as a player, though it is too boring to run as a DM. PF is a more robust and interesting system overall for me, but I don't hate 5E like I despised 4E.
PF1 rituals are from Occult Adventures (mid 2015). They came out alongside: Kineticist, Occultist, Mesmerist, Medium, Psychic, and Spiritualist.
No idea about 4e, except that PF2e is a more digestible version of that system. Not sure why you are talking about it in a response to me, but I assume its to keep similar things together.
You and a few others are literally saying that Pathfinder should use 5e rituals and 5e Wizard casting. How in the world is that not "copy 5e"? The only thing that should be copied from 5e is making the game easily accessible, and the biggest culprit of that right now is how verbose Paizo is in PF2e so not going to change until PF3e in 5+ years.
Just to respond to everything you posted. I dislike 5e because of how "just ask your GM" it is. I also dislike it because of how boardgamey it is. I will probably dislike 4e even more based on what people say about it. I hate a lot of the parts PF2e took from those games. Saying "becomes more like those games" would actively make Pathfinder worse to me.
Deriven Firelion |
Deriven Firelion wrote:Temperans wrote:PF2 rituals are a direct decendant of PF1 rituals. The issue with PF2 rituals is that just like magic they are so boring or difficult to use that the whole system is wasted. I said it once and I will say it again, the idea of "well just copy 5e's version" is bad when Paizo is actively moving away from even their own game.
If paizo is not willing to copy Kineticist, Swashbuckler, Witch, Oracle, Vigilante, Cavalier, Alchemist, etc. all classes that are entirelt unique to Paizo and Pathfinder why in this wide world would they ever copy 5e? Congrats you like a 5e mechanic. That is not a fix for the issues with the PF2 wizard.
Making Wizard features better is a fix. Fixing wizard feats is a fix. Rebalancing spells so that buff/debuff are not the only worth while spells is a fix. Rewarding wizards for specializing is a fix. Making rituals into a copy of a 5e mechanic is not a fix.
PF1 may have come out with rituals way later, but they did not exist for the entire time I played that game. So no idea what book they came out in or when.
I did not see them in 4E either or recall them. I didn't play 4E very long as 4E is why I am PF player at this point. D&D 4E drove me from D&D into the arms of PF. Now here I am.
No one is saying PF should do exactly like 5E. I'm saying some of the 5E choices are better and more fun than the PF2 choices. Rituals and casting with heightening are two of those choices I still really like about 5E over PF2.
I despised 4E. I liked 5E and would still play it as a player, though it is too boring to run as a DM. PF is a more robust and interesting system overall for me, but I don't hate 5E like I despised 4E.
PF1 rituals are from Occult Adventures (mid 2015). They came out alongside: Kineticist, Occultist, Mesmerist, Medium, Psychic, and Spiritualist.
No idea about 4e, except that PF2e is a more digestible version of that system. Not sure why you are talking about it in a response to me, but I assume its to...
5E casting isn't some huge advancement in casting.
It's spontaneous casting with the ability to change out spells. Not exactly copyrightable as a rule.
No idea why they didn't just make the switch when making PF2 since PF2 and 5E cross-contaminated a ton of rules ideas.
I don't even know why PF2 went to rituals. I would have kept a bunch of the spells they changed spells, especially considering they made these spells practically unusable.
Deriven Firelion |
5E ritual casting and PF2E rituals are made for completely different purposes, 5E ritual casting is just utility spells you have time to cast slower to be able to make use of out of combat without using a spell slot, PF2E rituals are for much bigger effects that are also non-combat but aren't just some utility spells you can make use of
For rituals with completely different purposes, they sure look like old spells turned into rituals in both games. With one edition making those spells still viable for use and other one turning them into a barely usable form that I would surmise is ignored by a large majority of players.
Gortle |
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Karneios wrote:5E ritual casting and PF2E rituals are made for completely different purposes, 5E ritual casting is just utility spells you have time to cast slower to be able to make use of out of combat without using a spell slot, PF2E rituals are for much bigger effects that are also non-combat but aren't just some utility spells you can make use ofFor rituals with completely different purposes, they sure look like old spells turned into rituals in both games. With one edition making those spells still viable for use and other one turning them into a barely usable form that I would surmise is ignored by a large majority of players.
That rituals are ignored because:
They don't have much to do with normal adventuring. They seem like GM tools. There is nothing particularly powerful or useful there to drive interest.
They have a cost.
Players only have so much brain space and they don't seem like they are worth investigating.
There are only a few like Word of Recall which would be good for general adventuring. But you already got teleport earlier and it doesn't have a big cost.
Heroes' Feast looks OK. Awaken Object can be fun, once.
Argonar_Alfaran |
4 people marked this as a favorite. |
Rituals in 5E are Super Cantrips with a slower cast time.
Rituals in PF2E are Ceremonies with multiple people involved.
The game could have both, there's no point in arguing about the name or which one is better or why they are/aren't the same.
Being able to cast utility spells without a slot would be nice. There's no need to copy DND in that regard since PF2e already has a game mechanic that could be used for this: Focus points.
Since they also recharge in 10 minutes and can also be cast outside combat, Paizo would just need a trait for spells to be castable as a focus spell and Feats or Class Features to cast those spells as focus spells.
Maybe a better terminology needs to be found to not mix those spells up with actual focus spells, but I'm sure it can be done.
Darksol the Painbringer |
Karneios wrote:5E ritual casting and PF2E rituals are made for completely different purposes, 5E ritual casting is just utility spells you have time to cast slower to be able to make use of out of combat without using a spell slot, PF2E rituals are for much bigger effects that are also non-combat but aren't just some utility spells you can make use ofFor rituals with completely different purposes, they sure look like old spells turned into rituals in both games. With one edition making those spells still viable for use and other one turning them into a barely usable form that I would surmise is ignored by a large majority of players.
That's an overly simplified take, since I imagine a lot of the spells that are rituals in 5E aren't likewise rituals in PF2. Spells like Comprehend Languages and Conjure Familiar were referenced as example Ritual spells in 5E, which sounds like a completely different set of expectations for what to label such spells as compared to what was given an identical label in PF2.
Even if we argue for them to be at-best the same thing with a different label, what would we call them? Continuous spells? Constant spells? At that point, it might as well just be a trait and be done, but that is both lazy (which probably isn't enough to justify a difference of copyright) and requires an editing pass that simply won't be done given that the Core 1 and Beastiary 1 books are already printing and being put together to sell come November.
I can understand the frustation of PF2 rituals, but saying that they should have just gone the 5E route isn't really helpful to the discussion, nor is it a reasonable solution for Paizo to implement because it reeks of copyright lawsuit battles for Hasbro to jump on, among other reasons.
Also, a fair amount of these spells technically already exist when heightened. Longstrider at 2nd level is basically an all-day effect, same with See Invisibility at 5th, Tongues at 7th, etc. If all we have to do is adjust durations, then what's the point of categorizing them into their own spell type?
AestheticDialectic |
That's an overly simplified take, since I imagine a lot of the spells that are rituals in 5E aren't likewise rituals in PF2. Spells like Comprehend Languages and Conjure Familiar were referenced as example Ritual spells in 5E, which sounds like a completely different set of expectations for what to label such spells as compared to what was given an identical label in PF2.
Even if we argue for them to be at-best the same thing with a different label, what would we call them? Continuous spells? Constant spells? At that point, it might as well just be a trait and be done, but that is both lazy (which probably isn't enough to justify a difference of copyright) and requires an editing pass that simply won't be done given that the Core 1 and Beastiary 1 books are already printing and being put together to sell come November.
I can understand the frustation of PF2 rituals, but saying that they should have just gone the 5E route isn't really helpful to the discussion, nor is it a reasonable solution for Paizo to implement because it reeks of copyright lawsuit battles for Hasbro to jump on, among other reasons.
Also, a fair amount of these spells technically already exist when heightened. Longstrider at 2nd level is basically an all-day effect, same with See Invisibility at 5th, Tongues at 7th, etc. If all we have to do is adjust durations, then what's the point of categorizing them into their own spell type?
The biggest reason we would want these kinds of spells for spellcasters is that they don't require spellslots and for wizards they don't require preparing them either. So this directly answers your last part. Casting heightened spells still requires a preparation and a slot. Secondly I think a tag is quite enough. This hypothetical tag could say that the spell can be cast directly from your spellbook, or what have you, without expending a spell slot by taking 10+ minutes instead. The first part you said is correct, there are different expectations for these two ritual mechanics and is why it is smaller utility focused spells that are castable in this way in 5e. I would want to see this mechanic brought to PF2E in some way to allow my wizard to feel especially wizardy by getting to use magic for everything. That's kind of the fantasy. It's why something like prestidigitation exists. That spell would be a perfect candidate for always being in every wizard spellbook and castable without needing prepare it as a cantrip. I think we ought to be more careful in PF2 what we give easily and early without a cost, but it would be nice to have this small thing. It doesn't do much at all to boost the power of spellcasters, just gives them something nice they can do to feel that little bit just extra magical
And to be clear, I want to also keep PF2 rituals as they are. They're a grander more spectacular thing really deserving of the title "ritual"
Errenor |
I do like this mechanic in 5e as well. Particularly how spells like conjure familiar and comprehend languages are things that get you utility outside combat and let you be magical in more places than combat without expending precious resources. ATM only cantrips do this
Well, also focus spells to a point (and fully after remaster). Though of course focus spells are much more restricted as you can't just select what you want most of the time.
The issue with PF2 rituals is that just like magic they are so boring or difficult to use that the whole system is wasted.
PF2 rituals aren't boring. Or weak. Difficult to use (and obtain), extremely overtuned in difficulty and an instrument of GMs - yes, very much so. If there were some rituals, that were 1) useful, 2) common or otherwise easily obtainable (Ritualist isn't it, class feats are too much a price), 3) reasonably priced (including in in-game time, so NO all-day rituals, several hours at most), 4) reasonably difficult, then players would use them all the time.
Also 1a) the consequences for failure should be on the same level as the success effect. Let's look at this for example: Recall Past Life. On success you get some random narrative, probably useless information completely in the hands of a GM, and on crit success you also get a retrain of a random skill (obviously you didn't select your skills exactly as you wanted before). On a crit failure you just die. Oh, not just die, you rise as a mindless zombie. Totally comparable effects.Though to be fair, this is an outlier, most other rituals are better. I just was completely shocked when I've found this one.