the right defence for the job


Pathfinder Second Edition General Discussion


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So there is a big post about the nature of wizards and how they are balanced around the expectation that wizards can always target every defence.

I don't want to go to much into either the logistics of that both in terms of spell lists or the knowledge to prepare the right spell for the right day.

But if save jan-ken-pon is meant to be what wizards are about then I find it really frustrating that their are a lot of monsters with very similar defences so you can't really play the game to your advantage and also their are a lot of enemies with immunities to the majority of the things their weak save protects against.

For example I recalled on a monster and the gm informed me that will was its weakest saves which seems really cool and useful information apart from the fact the monster was mindless and immune to all mind-effecting effects which are 90% of all will saves (and all of the will saves I had prepared), which was a little bit frustrating and a near complete waste of action.

So what do people think, do you as a wizard successfully target enemies weak saves most of the time and how often do you manage to find a weak save to target ?


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I mean I have always felt that "targeting the weakest save" as a strength of casters was always a bit of a fallacy. Targeting the weakest save is a borderline requirement, not a privilege. The average on level monster has a weak save that passes the save 45% of the time, a mid save that will beat the check 55-60% of the time (still functional for spells with good success effects, eg slow, but pretty poor odds for anything that relies on a failure) and one wall high save that passes the check 75-80% of the time with a 25-30% chance of getting a crit.

There are exceptions of course; oozes tend to have have truly abysmal reflexes, and humanoids tend to have saves that are all closer to mid, rather than having standout high and low saves but for 80% of enemies those base rates are within 5% of correct.

Given that is the case unless you exclusively employ strong success impact spells, targeting low saves is required to have any sort of success. You are not rewarded for exploiting a weakness, you are punished if you go for anything else.

For comparison martial accuracy vs ac on an on level target averages around 60% and reaching 70% via off-guard is not usually a tall ask. So the comparative lackluster success rate of 55% for "targeting the weakpoint" feels a bit disingenuous.

For what it's worth my personal fix for my home game is giving all "normal monsters" two low saves and one high instead of low mid high. They still need to look out for those brick wall high saves but any given foe can be reliably hit by 2/3 of the casters kit instead of 1/3, without bolstering the classes power ceiling

Liberty's Edge

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Why make a Wizard thread out of a general caster topic ?

Also IME weak saves are just that for monsters/NPCs : a weaker defence that makes much tactical sense to target.

The example you give above is a GM problem. Not a problem with the rules, the casters, the Wizard.

On a successful RK check, the GM must give you information that gives a real advantage to the party.

They should have told you about both the weak save AND the immunity.


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Kekkres wrote:
For comparison martial accuracy vs ac on an on level target averages around 60% and reaching 70% via off-guard is not usually a tall ask.

I personally feel there are also fallacies around martials. First, martials don't hit 60% of the time, they hit 60% of the time with their first attack. Once you take the second attack into account, it goes down to 47.5% (to be precise) which is not that high anymore.

Also, martials have a lot of situations where they can't apply their damage properly. Physical resistance is rather common and even if it's not a resistance to all physical damage but a targeted one you can end up unable to circumvent it (especially Fighters who tend to use a single type of weapon). High AC also happens regularly when low AC is rare and extremely low AC often comes with critical immunity, which partially compensates it. There are also "class specific resistances", like Precision immunity that is screwing Rogues, Swashbuckler and Investigators.

Melee combat often bears a lot of risks, with auras and reactions screwing characters. And obviously, you need to get to melee range as most melee martials are much worse when they use ranged attacks.

When there are discussions about martials vs casters, martials are often buffed (as you do by pointing out how off-guard gives them 10% extra chances to hit) but never debuffed (despite being more often debuffed and more impacted by debuffs as they don't have an effect on failure). My experience is that martials are sometimes screwed, too. And as such the "ideal martial" is as comparable to the "ideal caster" than the average martial is to the average caster.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
SuperBidi wrote:
Kekkres wrote:
For comparison martial accuracy vs ac on an on level target averages around 60% and reaching 70% via off-guard is not usually a tall ask.

I personally feel there are also fallacies around martials. First, martials don't hit 60% of the time, they hit 60% of the time with their first attack. Once you take the second attack into account, it goes down to 47.5% (to be precise) which is not that high anymore.

Also, martials have a lot of situations where they can't apply their damage properly. Physical resistance is rather common and even if it's not a resistance to all physical damage but a targeted one you can end up unable to circumvent it (especially Fighters who tend to use a single type of weapon). High AC also happens regularly when low AC is rare and extremely low AC often comes with critical immunity, which partially compensates it. There are also "class specific resistances", like Precision immunity that is screwing Rogues, Swashbuckler and Investigators.

Melee combat often bears a lot of risks, with auras and reactions screwing characters. And obviously, you need to get to melee range as most melee martials are much worse when they use ranged attacks.

When there are discussions about martials vs casters, martials are often buffed (as you do by pointing out how off-guard gives them 10% extra chances to hit) but never debuffed (despite being more often debuffed and more impacted by debuffs as they don't have an effect on failure). My experience is that martials are sometimes screwed, too. And as such the "ideal martial" is as comparable to the "ideal caster" than the average martial is to the average caster.

This is all true, my reference point with martials is more to demonstrate how a the chance that a creature fails its weakest save (55%) does not really register as a strength/advantage when a martials first attack has roughly an equivalent/slightly superior success rate. My napkin math is not advanced enough to produce numbers I am confident of for more situational analysis, but anecdotally i have found that the options a team has to assist a martial struggling in a fight are more numerous and generally more reliable than those a team can employ to aid a struggling caster. Also I only brought up off guard because I have a rogue in my party and thus far off guard is almost always in play through flanking and it is something that properly feels like "having an advantage".


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Pathfinder Rulebook Subscriber
SuperBidi wrote:
Kekkres wrote:
For comparison martial accuracy vs ac on an on level target averages around 60% and reaching 70% via off-guard is not usually a tall ask.

I personally feel there are also fallacies around martials. First, martials don't hit 60% of the time, they hit 60% of the time with their first attack. Once you take the second attack into account, it goes down to 47.5% (to be precise) which is not that high anymore.

Also, martials have a lot of situations where they can't apply their damage properly. Physical resistance is rather common and even if it's not a resistance to all physical damage but a targeted one you can end up unable to circumvent it (especially Fighters who tend to use a single type of weapon). High AC also happens regularly when low AC is rare and extremely low AC often comes with critical immunity, which partially compensates it. There are also "class specific resistances", like Precision immunity that is screwing Rogues, Swashbuckler and Investigators.

Melee combat often bears a lot of risks, with auras and reactions screwing characters. And obviously, you need to get to melee range as most melee martials are much worse when they use ranged attacks.

When there are discussions about martials vs casters, martials are often buffed (as you do by pointing out how off-guard gives them 10% extra chances to hit) but never debuffed (despite being more often debuffed and more impacted by debuffs as they don't have an effect on failure). My experience is that martials are sometimes screwed, too. And as such the "ideal martial" is as comparable to the "ideal caster" than the average martial is to the average caster.

I'd like to add martials tend to get knocked out more and have a harder time recovering. They are likely going to lose both an action standing and an action grabbing their weapon, entering a stance, or deactivating rage. If a caster gets knocked out and there's no present enemy with AoO you can just avoid attack spells and cast from your back.


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SuperBidi wrote:
Kekkres wrote:
For comparison martial accuracy vs ac on an on level target averages around 60% and reaching 70% via off-guard is not usually a tall ask.

I personally feel there are also fallacies around martials. First, martials don't hit 60% of the time, they hit 60% of the time with their first attack. Once you take the second attack into account, it goes down to 47.5% (to be precise) which is not that high anymore.

Also, martials have a lot of situations where they can't apply their damage properly. Physical resistance is rather common and even if it's not a resistance to all physical damage but a targeted one you can end up unable to circumvent it (especially Fighters who tend to use a single type of weapon). High AC also happens regularly when low AC is rare and extremely low AC often comes with critical immunity, which partially compensates it. There are also "class specific resistances", like Precision immunity that is screwing Rogues, Swashbuckler and Investigators.

Melee combat often bears a lot of risks, with auras and reactions screwing characters. And obviously, you need to get to melee range as most melee martials are much worse when they use ranged attacks.

When there are discussions about martials vs casters, martials are often buffed (as you do by pointing out how off-guard gives them 10% extra chances to hit) but never debuffed (despite being more often debuffed and more impacted by debuffs as they don't have an effect on failure). My experience is that martials are sometimes screwed, too. And as such the "ideal martial" is as comparable to the "ideal caster" than the average martial is to the average caster.

The martial-caster conversation is horribly skewed. Probably because casters have a worse chassis and it's easy to fixate on that.

I'll toss in more martial issues:

1. An inability to switch to and project power over range. Melee martials can run up to you. They can shoot you. But ranged weapon combat in PF 2E is not up to the caliber of ranged spell combat, especially at ranges greater than 100 feet (where the fighter reasonably caps out at running up and hitting). A wizard throwing chain lightning and meteor swarms are unlikely to really notice the fighter pulling out a bow and shooting at them. The damage is mere plinking. For instance, at level 10 your Str-based fighter is attacking two times using Dexterity (which, given plate and the Bulwark property, they likely dumped) and dealing 2d8 + 2 (half str mod) + 2 (weapon specialization) + maybe a property rune (unlikely), for about 13 damage per shot. The wizard is lobbing fireballs for 8d6 or 10d6 in a burst, so around 25-35 damage. Save half.

2. Energy resistances and immunities are extremely rare in this edition, as opposed to PF 1E where you couldn't swing a dead cat without running into demons immune to electricity and daemons immune to acid. However, WEAKNESSES to energy types are still fairly common. This helps casters a lot.


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Kekkres wrote:
This is all true, my reference point with martials is more to demonstrate how a the chance that a creature fails its weakest save (55%) does not really register as a strength/advantage when a martials first attack has roughly an equivalent/slightly superior success rate.

Even if I fully agree with that, I think it's a side effect of save-based attacks vs AC-based attacks. One important thing math wise is that a passive ability (when you ask for a save) has 10% less chance to succeed than an active ability (when you roll against a DC). But it's compensated, at least in PF2, with most passive abilities having an effect on failure and success.

So, stating that martials fail less often is both true and false. They succeed at their attacks more often but they do nothing on a failure when casters nearly always do something even if they more rarely do the big effect.
Maybe this design is just plain wrong. Maybe most people prefer high risk high gain abilities than always average abilities. It's hard to know.

I personally prefer low risk low gain and as such have a natural preference for casters. I really dislike when most of my moments are due to sheer luck. I prefer to shine through preparation and tactics. So most of my characters, even the more martial oriented ones, tend to have high chances to hit through a high number of targets/attacks/rolls and reduced MAP/effects on failure.


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

This whole thing is spiraling off topic, the question at hand is weather "targeting any defence" is actually a major benefit as it is often framed as. Getting into the minutia of all the other aspects of the martial caster 'discussion' will just turn this into a copy of the two or so dozen threads that have gone over that topic broadly


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I believe targeting every defense is a benefit depending on what you're using. When I hit something with a high end AoE against a group of weak reflex save group of creatures, the damage is immense. It's so high it's going to win you the damage contest for that fight handily against all martials. I've seen this consistently from casters over lots of fights.

The caster often shifts over to control and debuffing for single target boss fights relying on the four levels of spells for effectiveness often relying on spells that have an effect even if the monster succeeds on a saving throw. Slow, synesthesia, phantasmal killer are more your go to spells for boss killing. The mix in some damage here and there. Sometimes you win that race if the boss say critically fails a save against something like a tempest surge or sudden bolt. Then you stack a ton of damage on top of the control and debuffing.

If a boss does have a weak defense, you can exploit it for damage or effects much better than a martial who is always going at AC, which is usually set fairly high.

In my experience, AC and Fort are usually roughly the same. The weak saves I most often exploit are Reflex and Will. Once you see one of those is weak, you can better plan your spell strategy against that creature.


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So what may not have been apparent from opening is I am in favour of monsters having exploitable weakness and resistances that means you can't use the same tactics on all monsters.

Ideally I would want most monsters to resist some damage types and be vulnerable to others and have a strong, weak and average saves.

For example oozes should be cool because they force martials to change up how they approach a fight, but because there are not enough monsters like oozes a lot of players don't have different weapons for different occasions. So oozes can feel mean in the same way that golems can feel mean in that they can be encounters were one or more party member can't contribute at all.

But if there were more monsters with weaknesses to specific physical and elemental damage types then everyone would diversify their approaches and a whole lot more of the diverse tools that exist in the game would see use.

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