Your Take on Remastered?


Pathfinder Second Edition General Discussion

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Pathfinder Rulebook Subscriber
CorvusMask wrote:
I mean, the thing is that they are trying to have "Paizo/Pathfinder identity" rather than identity as "TSR/WotC/D&D" game, so I'm not sure I fully agree with take that Pathfinder is becoming "generic fantasy" since that kinda implies D&D isn't or that every trpg that isn't D&D is generic

I will have do some thinking to convey what I am trying to say.

I think what paizo is doing is great. However I can't properly convey what my issue is with it. It is not mechanics though.

It is just a feeling that is lost compared to before

I love the system, however I know I will have a mix of remastered and non remaster aspects in my campaign.

I don't like remastered version of grab for example.


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I think it's fair to say that for some people, "fantasy things I'm familiar with but in a setting that is different from the touchstones I know" can feel kind of generic. I half feel that D&D is the more generic game because it doesn't have things like the expanded aboleth lore or a dozen other monster families that Paizo developed for their own setting and Pathfinder is the first time my eyes didnt glaze over while reading a deity statblock, but I fully understand that the impulse is more about one's experience with the worlds, rather than to do with the actual settings in a vacuum.

Liberty's Edge

Paul Jr wrote:
CorvusMask wrote:
I mean, the thing is that they are trying to have "Paizo/Pathfinder identity" rather than identity as "TSR/WotC/D&D" game, so I'm not sure I fully agree with take that Pathfinder is becoming "generic fantasy" since that kinda implies D&D isn't or that every trpg that isn't D&D is generic

I will have do some thinking to convey what I am trying to say.

I think what paizo is doing is great. However I can't properly convey what my issue is with it. It is not mechanics though.

It is just a feeling that is lost compared to before

I love the system, however I know I will have a mix of remastered and non remaster aspects in my campaign.

I don't like remastered version of grab for example.

Remastered includes both renaming and erratas.

Both of these are things any table can decide to use or not.

But I think I get your meaning. In a way, it's a bold step in the unknown. We'll see where it leads us all.


D&D is a familiar form of specialized fantasy that has become generic over time via the OGL and other copycats but it still retains many things unique to it that are well-known; mind flayers, beholders, et al. Pathfinder and Golarion as a whole have their own cool things, but as I've never been as immersed in the lore of Pathfinder - I poached the best bits of the 1e rules and patched them into 3.5 - I couldn't name them easily. This makes it harder for me to see Pathfinder as its own unique thing now that it's had to excise the few bits of D&D that were still in the mix.

This isn't an issue as I tend to go homebrew or Golarion but not as you know it as my defaults anyway.

Liberty's Edge

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Generic to me means something like GURPS. So I do not see either DnD nor Pathfinder as generic.


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Pathfinder's a dungeon fantasy game where I can play a telepathic android in a party alongside an ancient construct with a gate to the fire plane as a heart, and have both of us be couched quite comfortably in the setting lore.

I wouldn't call that generic.


Pathfinder Rulebook Subscriber

I think it comes down to how integrated the setting is to the mechanics.

You can ignore anything. Remove classes and races etc.

However when you open the core books, going through them invokes a certain feel.

Even if you never get the lost omens books the core books invoke a certain type of world setting.

Same with D&D

Heck Runequest/Gloriantha

One of my friends hates casters especially wizards in PF2E. He says they feel off compared to what was before. His group just converted to 2e from 1e.

I think casters are fine. For whatever reason he says they lost some aspect of before.

I started playing rpgs in 1981. I have 100s of them. Started with D&D basic. It is amazing how much it has evolved system wise along with all the other rpgs.

This is first time I felt like this.

Is it good or bad don't know. I can always stay with pre remaster version and be ok for years


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keftiu wrote:

Pathfinder's a dungeon fantasy game where I can play a telepathic android in a party alongside an ancient construct with a gate to the fire plane as a heart, and have both of us be couched quite comfortable in the setting lore.

I wouldn't call that generic.

You know that's even more generic right because its "anything can be done". Generic is usually used to mean: Anything can be done or No standout feature. Its a meme, but the whole "when everyone is special nobody is" is factually true.

This is why non-generic setting are usually very specific about how they are different and stick to it. As opposed to just throwing the kitchen sink.


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keftiu wrote:

Pathfinder's a dungeon fantasy game where I can play a telepathic android in a party alongside an ancient construct with a gate to the fire plane as a heart, and have both of us be couched quite comfortably in the setting lore.

I wouldn't call that generic.

That wouldn't be out of place in most Final Fantasy games. FF Tactics has a Robot, ancient technology, guns, etc., and it came out in 1999.


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Pathfinder Rulebook Subscriber

I think my biggest problem with the remaster is that it doesn't really go far enough with a lot of its own ideas. Like, we're getting rid of ability scores... but everything about the way ability modifiers function will remain exactly the same. They're even replacing odd numbered ability scores with the hilariously kludgy and inept half boost system, which is just the same thing but abstracted to be more annoying and require its own dedicated space on a character sheet to track.

The "change" here is purely performative... and that just seems like a recurring theme. The idea of a change. A whiff of a change, but mostly just a maintenance of the status quo with enough window dressing to make it feel groundbreaking.

From what we've seen of some of the class changes it's kind of the same too: The groundbreaking new thing for wizards is... a smaller list of bonus spells. The groundbreaking new thing for my witch is... that her familiar can give flanking, sometimes.

There's a lot of performance in the remaster, but less substance than I'd like... and I feel like some of the people on this forum who have been hyping up the remaster as a whole new game are going to be incredibly disappointed with the final result.

Liberty's Edge

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Temperans wrote:
keftiu wrote:

Pathfinder's a dungeon fantasy game where I can play a telepathic android in a party alongside an ancient construct with a gate to the fire plane as a heart, and have both of us be couched quite comfortable in the setting lore.

I wouldn't call that generic.

You know that's even more generic right because its "anything can be done". Generic is usually used to mean: Anything can be done or No standout feature. Its a meme, but the whole "when everyone is special nobody is" is factually true.

This is why non-generic setting are usually very specific about how they are different and stick to it. As opposed to just throwing the kitchen sink.

The integrated and developed kitchen sink with a great attention given to non-european cultures is definitely an extremely specific thing IMO. Pretty much the opposite of generic.


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Squiggit wrote:
I feel like some of the people on this forum who have been hyping up the remaster as a whole new game are going to be incredibly disappointed with the final result.

Keep in mind that it has been 'people on this forum' who have been trying to make it sound like it's a whole new game.

Paizo staff have said all along that the changes are minor. That the changes do not amount to a new edition, but are, instead, a compilation of errata and changes forced by legal concerns.

Paizo was not trying to go very far. "Maintenance of the status quo" is what they've been saying all along. No one from staff has talked about 'groundbreaking' changes. This is PF2 R, not PF2.x

The only people who are going to be disappointed are the ones who have started believing their own hype.

Liberty's Edge

Dancing Wind wrote:
Squiggit wrote:
I feel like some of the people on this forum who have been hyping up the remaster as a whole new game are going to be incredibly disappointed with the final result.

Keep in mind that it has been 'people on this forum' who have been trying to make it sound like it's a whole new game.

Paizo staff have said all along that the changes are minor. That the changes do not amount to a new edition, but are, instead, a compilation of errata and changes forced by legal concerns.

Paizo was not trying to go very far. "Maintenance of the status quo" is what they've been saying all along. No one from staff has talked about 'groundbreaking' changes. This is PF2 R, not PF2.x

The only people who are going to be disappointed are the ones who have started believing their own hype.

The changes to classes that were not indicated at first as changing do not help. And when taken as a whole, I feel I will need to rebuild all of my PFS characters because the changes are so vast and sweeping. Still the same game, still the same edition, but definitely a 2.75 feeling for me.


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Temperans wrote:
keftiu wrote:

Pathfinder's a dungeon fantasy game where I can play a telepathic android in a party alongside an ancient construct with a gate to the fire plane as a heart, and have both of us be couched quite comfortable in the setting lore.

I wouldn't call that generic.

You know that's even more generic right because its "anything can be done". Generic is usually used to mean: Anything can be done or No standout feature. Its a meme, but the whole "when everyone is special nobody is" is factually true.

This is why non-generic setting are usually very specific about how they are different and stick to it. As opposed to just throwing the kitchen sink.

It's not "anything can be done." The android is from Numeria, a place with a lengthy history, and the construct would be Jistkan. Ignoring the setting and then calling it generic is doing nobody any favors.

They make the Lost Omens books for a reason, y'know?

Paizo Employee Creative Director

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The whole point of us creating Golarion and the setting itself was to AVOID making a set of rules and publishing adventures for a "generic" fantasy setting. The more proper nouns something has, the less generic it gets.

To me, a generic version of Karzoug would be "evil wizard", and a generic version of Varisia would be called "remote frontier," and a place like Sandpoint would be called "small coastal town." That sort of approach to creating content would certainly empower and encourage individual GMs to make each adventure and the setting their own, but it robs all of us at Paizo from the rewarding pursuit of creating a setting in hopes of inspiring and entertaining new generations in the same way Greyhawk and Forgotten Realms and others did for us.


Squiggit wrote:
There's a lot of performance in the remaster, but less substance than I'd like... and I feel like some of the people on this forum who have been hyping up the remaster as a whole new game are going to be incredibly disappointed with the final result.

Interesting, as I haven’t seen seen all of this remaster performance. It’s too bad if people think that it’s a ‘whole new game,’ because you’re right. It ain’t going to be that. I’m excited that it’s going to be the same game with some cleanup - rather than Pathfinder edition 2.5. Perhaps it’s more like a 2.1 update? Are some of the changes (mostly renaming) annoying? Sure, but I’ll take that with still being able to use all my current resources!


Pathfinder Rulebook Subscriber
keftiu wrote:
Temperans wrote:
keftiu wrote:

Pathfinder's a dungeon fantasy game where I can play a telepathic android in a party alongside an ancient construct with a gate to the fire plane as a heart, and have both of us be couched quite comfortable in the setting lore.

I wouldn't call that generic.

You know that's even more generic right because its "anything can be done". Generic is usually used to mean: Anything can be done or No standout feature. Its a meme, but the whole "when everyone is special nobody is" is factually true.

This is why non-generic setting are usually very specific about how they are different and stick to it. As opposed to just throwing the kitchen sink.

It's not "anything can be done." The android is from Numeria, a place with a lengthy history, and the construct would be Jistkan. Ignoring the setting and then calling it generic is doing nobody any favors.

They make the Lost Omens books for a reason, y'know?

That is true. The setting is not generic.

However I could remove the setting from the mechanics

I could play the lost omen setting in Gurps, Runequest, pathfinder 1e, 2e, any version of D&D.

I would have to do the work to convert it, but can be done.

I could of course convert any published setting to use with PF2E. Dark Sun, Ravenloft, Glorantha etc...

The Pathfinder mechanics are generic.

Technically the mechanics of D&D can be generic. I mean the d20 system at one point was king system at one point.

However D&D had their IP. Mainly their monsters.

Everyone knows this, pathfinder technically is a retroclone of D&D 3.x. it was pretty much D&D 3.75.

To me PF2E is D&D with a better system.

However, with the remaster and their other products they are trying to break away from D&D. This is fine. Happy for them but at same time can understand some people's frustration, and potential start looking elsewhere.


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James Jacobs wrote:

The whole point of us creating Golarion and the setting itself was to AVOID making a set of rules and publishing adventures for a "generic" fantasy setting. The more proper nouns something has, the less generic it gets.

To me, a generic version of Karzoug would be "evil wizard", and a generic version of Varisia would be called "remote frontier," and a place like Sandpoint would be called "small coastal town." That sort of approach to creating content would certainly empower and encourage individual GMs to make each adventure and the setting their own, but it robs all of us at Paizo from the rewarding pursuit of creating a setting in hopes of inspiring and entertaining new generations in the same way Greyhawk and Forgotten Realms and others did for us.

I will say just to make sure, I was not saying that Golarion is generic. But that what they described is generic because it lacks any of the specifics.

Pathfinder (both editions) are not generic because of how specific they are. But are broad enough that they can enable generic settings easily.


Pathfinder Rulebook Subscriber

With the remaster I am at wait and see. To me removing the monsters and other setting aspects is not that much of a deal breaker for me. I can just bring them back in.

Back in 1989 renaming devils and demons is pretty much same thing but for different reasons.

The main issue for me is the mechanics. I am fine with how they are. I don't like certain things but will see.

Like I said my campaigns if I do any remaster will be a mix of remaster and non. Dont know how much of a problem that will be.


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I look at it more as everything and the kitchen sink game design myself with the ability for a GM and players to modify to personal tastes.


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Pathfinder Rulebook Subscriber

I haven't seen the remastered rules yet, I'll save my takes for after the sky stops falling.

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Pathfinder Lost Omens, Rulebook Subscriber

I'm not looking forward to all the homebrew for deities I'll have to do since I refuse to abandon alignment.


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Why would you have to homebrew anything? Why not just continue using their current alighnment?


Pathfinder Lost Omens, Rulebook Subscriber

And what of new deities such as the ones introduced in Rage of Elements?


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

My take on the remaster is simply November can't come soon enough, there's nothing I haven't liked out of what we've seen so far.


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HenshinFanatic wrote:
And what of new deities such as the ones introduced in Rage of Elements?

If you want them to have an alignment, it seems easy enough. Look at their follower alignments and reverse engineer them or have a guess based on the description.

Atreia (the Lambent King) NG
Ayrzul (The Fossilized King) NE
Ferrumnestra (The Lady of Rust) N
Hshurha (Duchess of All Winds) NE
Kelizandri (The Brackish Emperor) NE

etc.


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The wiki actually lists the alignment of each of them on their respective wiki page.


Paul Jr wrote:

That is true. The setting is not generic.

However I could remove the setting from the mechanics

I could play the lost omen setting in Gurps, Runequest, pathfinder 1e, 2e, any version of D&D.

I would have to do the work to convert it, but can be done....

I'm a bit confused about what you're saying. For sure a level system + d20 rolls can be adapted to a variety of settings...and has been. But I'm not sure how that makes PF2E "generic." Unlike GURPS or Genesys or other truly generic systems, PF makes no attempt to separate setting material from rules material - it's all integrated. The setting is different and distinct from other fantasy campaign settings and the APs are firmly set in it. Heck the upcoming Immortals has two new classes arising due to a game world-specific story arc.

Quote:
However, with the remaster and their other products they are trying to break away from D&D. This is fine. Happy for them but at same time can understand some people's frustration, and potential start looking elsewhere.

I'm not understanding the frustration, but I'm trying to. Is it 'I like the rules but I want my beholders and red dragons'? Is it 'I just switched over and this remaster now feels like they're shifting the carpet under me'? Or am I off base and it's something else?


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Dancing Wind wrote:
The wiki actually lists the alignment of each of them on their respective wiki page.

In fairness, it doesn't list the new ones. Metal and wood weren't in pf 1e or pf 2e gods and magic.


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Pathfinder Rulebook Subscriber
HenshinFanatic wrote:
I'm not looking forward to all the homebrew for deities I'll have to do since I refuse to abandon alignment.

You don't HAVE to homebrew an alignment for every deity in the game. At most you need to homebrew alignments (and allowed alignments) for any clerics or champions of those new deities your players are interested in using. And even that you can probably outsource to the player in question. And there are already 250+ PF2 gods to choose from according to Nethys. I struggle to picture the player that just HAS to make a cleric of every new god the system publishes.


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Pathfinder Rulebook Subscriber

Yeah having to homebrew to letters on new content really seems like complaining over nothing. Like it will take literally 0s, because you should know what those two letters would be before finishing reading the deity entry.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

new metal/wood ones seem to be LN/CN pairs anyway

Liberty's Edge

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Squiggit wrote:


I think my biggest problem with the remaster is that it doesn't really go far enough with a lot of its own ideas. Like, we're getting rid of ability scores... but everything about the way ability modifiers function will remain exactly the same. They're even replacing odd numbered ability scores with the hilariously kludgy and inept half boost system, which is just the same thing but abstracted to be more annoying and require its own dedicated space on a character sheet to track.

The "change" here is purely performative... and that just seems like a recurring theme. The idea of a change. A whiff of a change, but mostly just a maintenance of the status quo with enough window dressing to make it feel groundbreaking.

From what we've seen of some of the class changes it's kind of the same too: The groundbreaking new thing for wizards is... a smaller list of bonus spells. The groundbreaking new thing for my witch is... that her familiar can give flanking, sometimes.

There's a lot of performance in the remaster, but less substance than I'd like... and I feel like some of the people on this forum who have been hyping up the remaster as a whole new game are going to be incredibly disappointed with the final result.

They've stated from the very beginning that everything about the Remaster is going to be backwards-compatible. I agree that I'd have liked more substantial changes! For ability modifiers, a rule saying you can't get to +5 until level 10, and +6 (before apex) until 20 would be much more fun, IMO. But implementing it would've made every character that was previously made into a worse PC, or they'd have to be (very minorly) rebuilt. I don't really know how much more clear the devs could've been that this was not going to be a whole new game - they refused to call it PF2.5, because almost no core mechanics are changing. Of course the changes to any core mechanics are primarily about reframing to avoid potential OGL issues! Everything they've said the whole time has been saying that outside of rebalancing of specific character options and content removed for IP purposes, your characters should be able to stay entirely the same from pre- to post-remaster.

Dark Archive

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Pathfinder Starfinder Roleplaying Game Subscriber

I mean, problem with "no +5/+6 until level 10/20" is that instead of it being "stat has lower growth after 18 and needs more investment", it'd be "oh, on level 5 I just put by ability boost into lower stat rather than investing into higher one."

Like it completely changes the design decision with the stat growth. It also means it would be way easier to have multiple +5 stats

But yeah, remastered likely prolongs the lifespan of pf2e because of its essentially being errata on a grand scale, but I do think its believable that its not different enough to count as a different edition. So I just appreciate the possibility that maybe PF2e has ten more years to it rather than PF3e coming along because devs and audience have gotten annoyed with particular small problems


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I empathize with people who are missing some of the remaining D&D trappings that are being phased out.

I switched over from 5th Edition and a lot of that D&D DNA, that identity is important to me. I feel a similar since of loss that some of that stuff might not be in the core rulebook anymore.

But I also know I can just re-insert it to my campaign, the old books and stats aren't going anywhere and they're fully compatible. Things like Drow and such always felt setting specific to me anyway. (KP's Midgard is my favorite setting and has no Drow.) The changes so far don't feel like a meaningful divergence. Pathfinder still 'feels like D&D' to me.

Things like Beholders and Mind Flayers? Well they were missing from Pathfinder from the get go, but I did homebrew stats for some of my favorite creatures like the Displacer Beast and the Spectator, and found stats others made for Beholders and Mind Flayers online.

I personally didn't want the remaster, so its hard to be excited for it, but I'm making the best of it, and I plan to buy the new books. Coming from 5e's background, the amount of resources already available for 2e feels like a feast, so I'm quite satisfied.

Horizon Hunters

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ElementalofCuteness wrote:
What is your take on the Remastered? How do you feel about the fact Spellcasters are now just trained in Spell Attack Modifier and Spell DC? What do you hope to honestly see with this and the change from alignment to spirit damage making many builds more powerful. What is a fear you feel will happen with the Remastered?

I admit I am mostly confused about the remaster. I have been following the remaster semi casually (way more than anyone else I play PF2 with). Originally, I thought the remaster wasn't supposed to change much balance and it was mostly to get rid of all the DnD things.

What fear do I have? The changes I am reading seem to basically be "buffs all across the board for a lot of classes, casters specifically" and I am not aware of any buffs to monsters. I feel encounter difficulty is at a very good place but worried after remaster the difficulty is going to be too easy.


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Cylar Nann wrote:
ElementalofCuteness wrote:
What is your take on the Remastered? How do you feel about the fact Spellcasters are now just trained in Spell Attack Modifier and Spell DC? What do you hope to honestly see with this and the change from alignment to spirit damage making many builds more powerful. What is a fear you feel will happen with the Remastered?

I admit I am mostly confused about the remaster. I have been following the remaster semi casually (way more than anyone else I play PF2 with). Originally, I thought the remaster wasn't supposed to change much balance and it was mostly to get rid of all the DnD things.

What fear do I have? The changes I am reading seem to basically be "buffs all across the board for a lot of classes, casters specifically" and I am not aware of any buffs to monsters. I feel encounter difficulty is at a very good place but worried after remaster the difficulty is going to be too easy.

My understanding is that the overall power level of the party is going to be the same, but the variances based on "party construction" are going to be less severe. It's already the case pre-remaster that some classes (or some ways of playing certain classes) are more functional than others. Like a party of a Swashbuckler, Alchemist, Investigator, and Witch is going to struggle a lot more than a party of a Fighter, a Bard, a Thaumaturge, and a Druid. Most likely they're not going to make the fighter *better*.


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

I mean, problem with "no +5/+6 until level 10/20" is that instead of it being "stat has lower growth after 18 and needs more investment", it'd be "oh, on level 5 I just put by ability boost into lower stat rather than investing into higher one."

Like it completely changes the design decision with the stat growth. It also means it would be way easier to have multiple +5 stats

But yeah, remastered likely prolongs the lifespan of pf2e because of its essentially being errata on a grand scale, but I do think its believable that its not different enough to count as a different edition. So I just appreciate the possibility that maybe PF2e has ten more years to it rather than PF3e coming along because devs and audience have gotten annoyed with particular small problems

The intent of the remaster in the area of ability scores/modifiers is that the practical result is the only change is to ignore scores altogether. How best to word the new rule? I'll wait and see what they actually say in November.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Thing is though, I think even if they had removed scores from game since from release, they still would have had the "point +4, you need two boosts to get +5" type "slower growth past the ceiling" mechanic.


Cylar Nann wrote:
ElementalofCuteness wrote:
What is your take on the Remastered? How do you feel about the fact Spellcasters are now just trained in Spell Attack Modifier and Spell DC? What do you hope to honestly see with this and the change from alignment to spirit damage making many builds more powerful. What is a fear you feel will happen with the Remastered?

I admit I am mostly confused about the remaster. I have been following the remaster semi casually (way more than anyone else I play PF2 with). Originally, I thought the remaster wasn't supposed to change much balance and it was mostly to get rid of all the DnD things.

What fear do I have? The changes I am reading seem to basically be "buffs all across the board for a lot of classes, casters specifically" and I am not aware of any buffs to monsters. I feel encounter difficulty is at a very good place but worried after remaster the difficulty is going to be too easy.

We've only seen some remastered monsters, in fairness. Same goes for classes.

And the grab remaster is completely brutal for casters, since restraining locks them down really hard (martials also are sad being restrained, but martials tend to have higher bonuses to Fortitude to avoid being grabbed in the first place, plus higher athletics, acrobatics or unarmed attacks to get out of grapples, since they're Str and Dex based and plus have fewer mental skills they want to invest in), so it's not all buffs.


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

STR -- most melee martials, important for athletics
DEX -- ranged and some melee (those with finesse weapons) martials, important for acrobatics, stealth, and thievery, and reflex saves
CON -- important for max health and fortitude saves
INT -- some casters, important for arcana, crafting, lore, occultism, and society
WIS -- some casters, important for medicine, nature, religion, survival, and will saves.
CHA -- some casters, important for deception, diplomacy, intimidation, and performance

Seems like every ability is at least potentially useful for everybody. Yes, I know dumping stats is still a thing. :-)


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Ed Reppert wrote:

STR -- most melee martials, important for athletics

DEX -- ranged and some melee (those with finesse weapons) martials, important for acrobatics, stealth, and thievery, and reflex saves
CON -- important for max health and fortitude saves
INT -- some casters, important for arcana, crafting, lore, occultism, and society
WIS -- some casters, important for medicine, nature, religion, survival, and will saves.
CHA -- some casters, important for deception, diplomacy, intimidation, and performance

Seems like every ability is at least potentially useful for everybody. Yes, I know dumping stats is still a thing. :-)

Int is easily the worst stat in the game. It doesn't boost damage, doesn't boost a save or your HP, and doesn't give an in-combat action that actively buffs your party or debuffs the enemy.

Liberty's Edge

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3-Body Problem wrote:
Ed Reppert wrote:

STR -- most melee martials, important for athletics

DEX -- ranged and some melee (those with finesse weapons) martials, important for acrobatics, stealth, and thievery, and reflex saves
CON -- important for max health and fortitude saves
INT -- some casters, important for arcana, crafting, lore, occultism, and society
WIS -- some casters, important for medicine, nature, religion, survival, and will saves.
CHA -- some casters, important for deception, diplomacy, intimidation, and performance

Seems like every ability is at least potentially useful for everybody. Yes, I know dumping stats is still a thing. :-)

Int is easily the worst stat in the game. It doesn't boost damage, doesn't boost a save or your HP, and doesn't give an in-combat action that actively buffs your party or debuffs the enemy.

Successful RK can be a big buff to your party. Hopefully Remastered will help it be this expected buff.


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Int is also skill access. The higher your Int, the more skills you are trained in. This, in turn, opens up more options in and out of combat.


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PossibleCabbage wrote:
My understanding is that the overall power level of the party is going to be the same, but the variances based on "party construction" are going to be less severe. It's already the case pre-remaster that some classes (or some ways of playing certain classes) are more functional than others. Like a party of a Swashbuckler, Alchemist, Investigator, and Witch is going to struggle a lot more than a party of a Fighter, a Bard, a Thaumaturge, and a Druid. Most likely they're not going to make the fighter *better*.

The Kineticist has shown pretty definitely that you can balance classes around the action economy (within expected power limits of abilities and spells), hence I expect that the buffs will mostly fall on the "remove daily attrition" scale, rather than straight power-ups, like the change to focus point recovery.


The Raven Black wrote:
Successful RK can be a big buff to your party. Hopefully Remastered will help it be this expected buff.

I can if the info you would roll for can't be meta-gamed and it's your first encounter with a given threat. If you don't need the knowledge it doesn't do anything. I'd like to see it give some bonus to you on your next attack or maneuver to make it useful in more circumstances.


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Master Han Del of the Web wrote:
Int is also skill access. The higher your Int, the more skills you are trained in. This, in turn, opens up more options in and out of combat.

This is okay at low levels but at higher levels it requires a GM to give you checks that you can succeed on with skills that you've placed zero investment in. High Int doesn't make you a proper skill character in PF2.


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I hate constitution as an ability score, it is real important for combat it is also very boring and basically useless outside of combat, playing a kineticist right now (currently in a section of an adventure path that is very non-combat) has really solidified my opinion on this, it might be weaker but I vastly prefer Int over con


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3-Body Problem wrote:
Master Han Del of the Web wrote:
Int is also skill access. The higher your Int, the more skills you are trained in. This, in turn, opens up more options in and out of combat.
This is okay at low levels but at higher levels it requires a GM to give you checks that you can succeed on with skills that you've placed zero investment in. High Int doesn't make you a proper skill character in PF2.

So... your GM only gives you skill checks with absolutely maxed out DCs? Man that sucks.

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