The Power of Wizards


Pathfinder Second Edition General Discussion

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Liberty's Edge

It is a bit strange to feel that posts that quote my own are talking about something I never wrote.

I just do not know how to answer in a relevant way.


The Raven Black wrote:

It is a bit strange to feel that posts that quote my own are talking about something I never wrote.

I just do not know how to answer in a relevant way.

How I feel every time people think that I am arguing for something I never said I wanted.

But if you think I misrepresented you here is how I saw your post:

You talked about experienced players having advantage. That is system mastery, you cannot avoid system mastery.

This is the wizard's thread and you talked about it being okay for the wizard to be as it currently is because of recall knowledge. Hence interpreted as 1 class should be punished by having it required that they do something they are not designed to do and don't get any extra benefit from.

Everyone just loves to ignore how Bard does get everything that is supposedly "the wizard's thing". While also ignoring how it has much better tools. Hence my rejection of your arguments because it flies in the face of how other classes get treated.


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Temperans wrote:
This game has multiple modes of play and I expect that a BALANCED game will have every aspect of it be BALANCED.

Well that really isn't supported by your comments. Nobody ever hears you complaining about how the Investigator has a massive advantage in investigation scenes. Literally "auto win" spot clues. Or how you want to fix this to buff up the Wizard so it's better at these scenes. How the Rogue has a massive advantage in dealing with traps, and how the Barbarian needs some love there. Or how the Ranger (and possibly Druid) have major advantages in exploration, gosh for the game to be balanced the Sorcerer really needs more exploration-focused feats.

In fact the only subject on which you complain about balance is...

Quote:
So why are you assuming that I only care about combat? That's the real issue right there.

...combat.

So is it that you think all the classes are balanced when it comes to social scenes, investigative scenes,disarming traps, exploration scenes, and the like? Or is it that the non-balance in different class capabilities for these scenes isn't something that you think needs attention?

Add to the above, your latest comments are literally stating that this game is a combat simulator with a bit of role-playing added on top. "A combat simulator with a splash of RP..." That's your opinion, correct? You think of this game as a combat simulator, so you naturally focus on combat balannce. This makes complete internal sense. I get it that if you think of the game this way, then combat balance becomes a really important thing. It's just that you and I disagree on the "this game is a combat simulator" premise.


Easl wrote:
Temperans wrote:
This game has multiple modes of play and I expect that a BALANCED game will have every aspect of it be BALANCED.

Well no, you clearly don't. Because nobody ever hears you complaining about how the Investigator has a massive advantage in investigation scenes. Literally "auto win" spot clues. How the Rogue has a massive advantage in dealing with traps. Or how the Ranger (and possibly Druid) have major advantages in exploration.

In fact the only subject on which you complain about balance is...

Quote:
So why are you assuming that I only care about combat? That's the real issue right there.

...combat.

So is it that you think all the classes are balanced when it comes to social scenes, investigative scenes,disarming traps, exploration scenes, and the like? Or is it that the non-balance in different class capabilities for these scenes isn't something that needs attention?

What I don't complain that the martials have put of combat utility? shocked But seriously, why would I complain that martials have out of combat utility? My stance is that martials should get more of that and buff magic so that its actually magical.

I focus on combat because that's the one that needs the most help from the devs. I don't complain that Cleric have the best heals, but I do complain about their lack of damage. I don't complain about Bards being good at support, but I do complain that they have no downsides compared to everyone else. You just seem to be ignoring nuance at the moment to attack my character directly.


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Quote:
You just seem to be ignoring nuance at the moment to attack my character directly.

Well I certainly apologize about that. I did not intend to. I disagree with your opinion that Pathfinder 2E is "A combat simulator with a splash of RP," I think that viewpoint drives a lot of the disagreement on these boards about balance because "it's about combat simulation" and "it's about playing a role" lead to different notions of what "a balanced class" should be. Fair enough?

Liberty's Edge

Temperans wrote:
The Raven Black wrote:

It is a bit strange to feel that posts that quote my own are talking about something I never wrote.

I just do not know how to answer in a relevant way.

How I feel every time people think that I am arguing for something I never said I wanted.

But if you think I misrepresented you here is how I saw your post:

You talked about experienced players having advantage. That is system mastery, you cannot avoid system mastery.

This is the wizard's thread and you talked about it being okay for the wizard to be as it currently is because of recall knowledge. Hence interpreted as 1 class should be punished by having it required that they do something they are not designed to do and don't get any extra benefit from.

Everyone just loves to ignore how Bard does get everything that is supposedly "the wizard's thing". While also ignoring how it has much better tools. Hence my rejection of your arguments because it flies in the face of how other classes get treated.

Most interesting and a sincere thank you for sharing, because it is not what I meant. Feels like a RAW vs RAI thing but for posts now.


The Raven Black wrote:
Temperans wrote:
The Raven Black wrote:

It is a bit strange to feel that posts that quote my own are talking about something I never wrote.

I just do not know how to answer in a relevant way.

How I feel every time people think that I am arguing for something I never said I wanted.

But if you think I misrepresented you here is how I saw your post:

You talked about experienced players having advantage. That is system mastery, you cannot avoid system mastery.

This is the wizard's thread and you talked about it being okay for the wizard to be as it currently is because of recall knowledge. Hence interpreted as 1 class should be punished by having it required that they do something they are not designed to do and don't get any extra benefit from.

Everyone just loves to ignore how Bard does get everything that is supposedly "the wizard's thing". While also ignoring how it has much better tools. Hence my rejection of your arguments because it flies in the face of how other classes get treated.

Most interesting and a sincere thank you for sharing, because it is not what I meant. Feels like a RAW vs RAI thing but for posts now.

Then sorry I misinterpret. What did you mean then by your post?


Easl wrote:
Quote:
You just seem to be ignoring nuance at the moment to attack my character directly.

Well I certainly apologize about that. I did not intend to. I disagree with your opinion that Pathfinder 2E is "A combat simulator with a splash of RP," I think that viewpoint drives a lot of the disagreement on these boards about balance because "it's about combat simulation" and "it's about playing a role" lead to different notions of what "a balanced class" should be. Fair enough?

I don't see why there should be any disagreement. If you are playing a role then your should be good at your role, regardless of if that role is in combat or out of it.

I agree its what causes issues but probably not for the reason you think. You see it as "combat vs roleplay" I see it as "effective roleplay vs any roleplay". I am the type that wants the mechanical options I pick to be good because that helps me roleplay. But others are happy as long as they can say they participated, even if that participation is small.

So to you, you have to balance combat and roleplay separate because "they have different goals". For me you have to balance them both together because their goals should be one and the same: To make a fun character.


Temperans wrote:
Easl wrote:
Quote:
You just seem to be ignoring nuance at the moment to attack my character directly.

Well I certainly apologize about that. I did not intend to. I disagree with your opinion that Pathfinder 2E is "A combat simulator with a splash of RP," I think that viewpoint drives a lot of the disagreement on these boards about balance because "it's about combat simulation" and "it's about playing a role" lead to different notions of what "a balanced class" should be. Fair enough?

I don't see why there should be any disagreement. If you are playing a role then your should be good at your role, regardless of if that role is in combat or out of it.

I agree its what causes issues but probably not for the reason you think. You see it as "combat vs roleplay" I see it as "effective roleplay vs any roleplay". I am the type that wants the mechanical options I pick to be good because that helps me roleplay. But others are happy as long as they can say they participated, even if that participation is small.

So to you, you have to balance combat and roleplay separate because "they have different goals". For me you have to balance them both together because their goals should be one and the same: To make a fun character.

I think they mean role as in a character. I have played almost 20+ years with people who balk at the idea of 'optimization' or 'balance' and just play whatever makes the most sense for the narrative of their character, even if they take something that is viewed as the weakest option in the entire game.

And they've never cared at all, because the character comes first, everything else second. To them, balance isn't even a consideration for anything in relation to how they play or find their fun. So a conversation like this would be total anathema.


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Temperans wrote:
I don't see why there should be any disagreement. If you are playing a role then your should be good at your role, regardless of if that role is in combat or out of it.

There is disagreement because if it's a combat simulator, then classes should be built "combat and...". I.e. all should get an A in combat and B's in other things. If it's a more sandbox system, then it is not important that all classes have an A in combat, as long as they have comparably good grades spread through all the important functions. So when folks complain that the Wizard does not get an A in combat and say that it's therefore not balanced, well, can you see how that only makes sense in the "combat simulator" perspective?

Quote:
So to you, you have to balance combat and roleplay separate because "they have different goals". For me you have to balance them both together because their goals should be one and the same: To make a fun character.

Not at all. I think a class is balanced if the whole package (contributions to combat, social, exploration etc. etc.) makes for a balanced package. If the mechanics of class X are not as good as the mechanics for class Y for combat, that does not necessarily imply lack of balance for me. But under a "this game is a combat simulator first, RP second" view, I can very well see how that would lead to the conclusion that the class is not balanced.

You say that you want the mechanics to support what the class does. But it seems to me that Paizo fairly clearly communicates that the Wizard class (and casters in general) does not "do" single high level target damage as it's speciality. It does AoE. It does other things. So if Wizard class mechanics are working well to do 'wizardly stuff,' it doesn't necessarily include being great at bosskill. Do we agree on that, or is this another point of disagreement?


Wizards should be able to do single target. More importantly however, is the ability to actually hit with their abilities or have good repeatable abilities period.


Easl wrote:
Not at all. I think a class is balanced if the whole package (contributions to combat, social, exploration etc. etc.) makes for a balanced package. If the mechanics of class X are not as good as the mechanics for class Y for combat, that does not necessarily imply lack of balance for me. But under a "this game is a combat simulator first, RP second" view, I can very well see how that would lead to the conclusion that the class is not balanced.

Given PF2's level of focus on combat as the system with the largest page count devoted to it, I feel like all classes should be equal in combat and then given a set of in-class out-of-combat activities to excel at. For casters, this would mean splitting spells into 4-categories (focus, cantrip, slotted, and 5e-style rituals) so that the ritual spells don't need to compete with slotted spells and we can balance around this paradigm. For martial characters, it would mean re-examining what, for example, a Fighter ought to bring out of combat and to social situations.


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Sy Kerraduess wrote:
Deriven Firelion wrote:
3. I rewrote the focus spells of the wizard to make them work better with the play-style of the class.
I'm genuinely confused - How did rewriting the focus spells not help the class last longer? Did you stop yourself from making them actually good?

The base focus spells aren't very good. So even slight changes didn't work.

I'll break down a few of them.

Evoker: 1st level is an extra 1 action magic missile. I boosted the damage to 1d6+1. It's ok, but hardly a game changer.

2nd focus spell: I didn't change this much. It's a melee range AoE ability. Evokers don't want to be in melee range.

Necromancer: Level 1: A sicken ray. Not terrible, but not a high damage blaster like an Unraveling Blast. I made it a 1 action cast so you could use it to set up a spell.

2nd Tier: Life Siphon heal when coupled with a spell, but does no damage. I like the life drain ability of the Undead Sorc.

Abjuration: Protective ward is a sustain action. Wizard is already action intensive and it has no heightening. I made this work like bless and dread aura work like bless too.

Energy Absorption: It's a decent situational defense, but no damage.

I won't go over every one, but the wizard doesn't have focus spells that are very universally applicable, do much damage, or have good action economy with the way you play a wizard.

A wizard is a caster with 6 hit points and caster saves and AC. So you don't want them too close to a battle. They want to operate from range. They need debuffs and damage with their spells. They use a lot of 2 action casting activities which precludes sustaining much.

But the wizard focus spells are focused on some situational thematic element that makes them fairly useless for a sustained adventuring day where you want to do damage and debuff.

Compare it to say Tempest Surge which does damage and does a clumsy 2 debuff. This is useful all day.

Or a elemental sorcs focus spells which are a single target 1 action blast which works good with a save spell going up to an AoE blast.

Harrow sorc has Unraveling Blast, a variable buff/debuff, and a 1 minute long True Strike type of ability you can put on someone.

Not every Bloodline is great, but most focus spell classes had them designed with their play-style in mind.

I rewrote some of the spells like making Sickening Ray 1 action, making Augment Summoning a free action cast as part of the spell, boosting the damage on Force missile, and making Dread Aura work more like Bless where you only needed to sustain to expand it.

It's just not enough to make the wizard sustain throughout a day where you want to be able to do a good amount of damage with focus spells as well as other things to sustain through the day.

I wasn't going to spend so much time rewriting the focus spells that I'm writing pages. I made some minor bumps and improvements. It still wasn't enough to make them interesting.

The only guy trying wizard still went universalist because universalist has the best feats for a wizard and most functional casting slots. Arcane Bond is at a least a touch of spontaneous casting. And a universalist getting 1 use per spell level combined with feats like Bond Conservation is way too valuable to focus on a school of magic if you are going to play a wizard.


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RK is situationally useful.

If you don't have a RK character in the group or your group tends to attack first, think about things when they have to you tend to find out that martials and casters can kill most things without knowing much about them.

That's why I view RK as situationally useful and less useful than actively used Charisma based skills which I've seen used in combat to set up spells or other actions to improve chances of success directly. An intimidate on a boss lowers the AC or saves for everyone attacking it immediately.

Whereas telling the group the creature has a weakness to good may or may not help. Maybe your party doesn't have the means to do good damage, so it's a pointless revelation. That's why as a DM I give the player using RK a ton of info hoping someone in the group can exploit the info so the RK guy feels like he did something.

I don't much have to do this for Charisma based skills. The Bon Mot player has a good idea if they rolled high enough for it to work. Same with intimidate. If the ability is effective, it's impact is felt immediately.

That's my experience.


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Darksol the Painbringer wrote:
Easl wrote:
Temperans wrote:

Its also good to remember why he [DF] has those houserules.

He played the game straight, notated all the damage from level 1 to 20 for various classes, and came to the conclusion that prepared casting in this edition is bad.

If the spellcasting was not bad he wouldn'g have to use those houserules.

Allowing players with deep OOC knowledge of stat blocks to play their characters as if the characters have that knowledge is not "playing the game straight." It will have the obvious effect of reducing the value of in-game options and mechanics that are there to help the party identify weaknesses, identify good tactics, or tackle a wide range of encounters.

Personally I think focusing ttrpg sessions on bosskill encounters and including very few mob, non-combat, etc. encounters is also not really playing a ttrpg straight. As they are designed for "sandbox-style play" not "wargame miniature combat-style play" But that's a more contentious claim, I suppose. Certainly there is some crossover and I'm glad people *can* get satisfying warmage miniature-style tactical combat out of it. I just don't think that when we talk about class balance, that the devs were counting only those types of scenes.

Characters with 22 Int need to be played like a 10 Int character and have zero knowledge of the enemy, or be forced to spend actions to be able to use their OoC knowledge? This would be like saying a Fighter can't swing a sword because the Wizard can't swing a sword. Just because every character has low Int doesn’t meant the Wizard has to be played like a low Int character.

But should characters with 22 int played by a newbie player be less knowledgeable about monster weaknesses than an uneducated 8 int 8 wis peasant who's never stepped outside his backyard played by a 40 year veteran RPG hobbyist? That's the real issue here.

Namely, that a veteran player who ignores RK and uses OOC knowledge brings entirely unjustified mechanical knowledge to every PC they play, thereby making RK less useful simply because they metagame. It'd be like reading a published module you're playing, learning the answers to all the mysteries and puzzles, and then claiming that divinations are worthless spells that don't contribute anything.

Like...yes. If you look over the GM's shoulder, unsurprisingly the abilities that give you in character knowledge are a lot less valuable.


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Calliope5431 wrote:
Darksol the Painbringer wrote:
Easl wrote:
Temperans wrote:

Its also good to remember why he [DF] has those houserules.

He played the game straight, notated all the damage from level 1 to 20 for various classes, and came to the conclusion that prepared casting in this edition is bad.

If the spellcasting was not bad he wouldn'g have to use those houserules.

Allowing players with deep OOC knowledge of stat blocks to play their characters as if the characters have that knowledge is not "playing the game straight." It will have the obvious effect of reducing the value of in-game options and mechanics that are there to help the party identify weaknesses, identify good tactics, or tackle a wide range of encounters.

Personally I think focusing ttrpg sessions on bosskill encounters and including very few mob, non-combat, etc. encounters is also not really playing a ttrpg straight. As they are designed for "sandbox-style play" not "wargame miniature combat-style play" But that's a more contentious claim, I suppose. Certainly there is some crossover and I'm glad people *can* get satisfying warmage miniature-style tactical combat out of it. I just don't think that when we talk about class balance, that the devs were counting only those types of scenes.

Characters with 22 Int need to be played like a 10 Int character and have zero knowledge of the enemy, or be forced to spend actions to be able to use their OoC knowledge? This would be like saying a Fighter can't swing a sword because the Wizard can't swing a sword. Just because every character has low Int doesn’t meant the Wizard has to be played like a low Int character.

But should characters with 22 int played by a newbie player be less knowledgeable about monster weaknesses than an uneducated 8 int 8 wis peasant who's never stepped outside his backyard played by a 40 year veteran RPG hobbyist? That's the real issue here.

Namely, that a veteran player who ignores RK and uses OOC knowledge brings entirely...

What if you just don't need RK to win the battle? What if the fighter and rogue hitting it work just fine?

Do you still feel like your action for RK was useful if the rogue and fighter just kill the monster without much of a problem?


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Yes?

Because I got to blow things up and have fun. Who cares if the fighter and rogue could have solved it alone?

You might as well ask the fighter if they should bother fighting, if the wizard and rogue can solve the problem without them.

It turns out that trivial encounters are trivial for a reason.

But I remember a time where our group had precisely this discussion and the wizard felt bad. We decided to see what happens if there are no casters and let two martials handle everything.

The wizard sat back for a while. Then the martials fought a low threat encounter against a bunch of archers at 300 foot range, and promptly died horribly without the wizard. We then redid the encounter, this time with the wizard. And won easily.

We've done this playtest multiple times in different modules. The wizard complained, then we removed the wizard, and the party would eventually run into a demilich and die horribly to a moderate threat encounter.

We've also done the reverse, and had the wizard and sorcerer playing while the fighter and rogue sat back. And playtested a 4 caster party. It's honestly much easier and much more balanced than 4 martials, though I think a balanced team is definitely best.


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Calliope5431 wrote:

Yes?

Because I got to blow things up and have fun. Who cares if the fighter and rogue could have solved it alone?

You might as well ask the fighter if they should bother fighting, if the wizard and rogue can solve the problem without them.

It turns out that trivial encounters are trivial for a reason.

But I remember a time where our group had precisely this discussion and the wizard felt bad. We decided to see what happens if there are no casters and let two martials handle everything.

The wizard sat back for a while. Then the martials fought a low threat encounter against a bunch of archers at 300 foot range, and promptly died horribly without the wizard. We then redid the encounter, this time with the wizard. And won easily.

We've done this playtest multiple times in different modules. The wizard complained, then we removed the wizard, and the party would eventually run into a demilich and die horribly to a moderate threat encounter.

We've also done the reverse, and had the wizard and sorcerer playing while the fighter and rogue sat back. And playtested a 4 caster party. It's honestly much easier and much more balanced than 4 martials, though I think a balanced team is definitely best.

You don't really need the wizard to make that change happen, but yes, casters do help the martials when the problems happen and vice versa.

Point is RK doesn't make the intel stat better than the charisma or wisdom stat. That is what this debate is about.

Some seem to be of the mind that intel is as valuable a stat as charisma or wisdom. I think that is provably wrong due to a lack of quality skill and skill feat support and intel's lack of applicability to anything besides a casting stat for certain casters and intel-based skills which it appears RK is the best combat action they can come up with.

I would like to see intel-based skills get some love for direct combat effect with skill feats that have some quality, impactful skill actions like charisma skills have.

Wisdom impacts will saves, perception, wisdom skills like survival, nature, or religion. Even religion has proved pretty useful in dealing with haunts. Perception is always great. I've noticed religion added some nice skill feats like Pilgrim's token and the Battle Prayer or whatever that can do good damage to a target for 1 action.

Be nice to see intel as a main stat get some love.


2 characters is of course weaker than 3 characters. 2 melee characters will of course be weaker vs 2 ranged at high range. While 2 range will of course be weaker than 2 melee at melee.

If you throw something that the party cannot handle then of course they will die; Regardless of what the composition of the party is.

The fighter and rogue will just hit things and win. If they are smart they won't just rush in without a plan, but they don't have to. The wizard HAS TO PLAN just to have a chance to do something.

As they are currently designed a wizard is just a glorified squire. Actions spent recalling knowledge? A waste of actions when 90% of things just die when they are hit. Preparing spells? Worthless when 90% of the time you have no idea what you will fight if you even have the spells to counter the thing. A single extra spells? Congrats you have a free scroll once per day, this isn't fun when everyone else is getting repeatable effects. Only good at AoE Damage? So the easy fight ended a few rounds early, okay how is that fun?


Right now a wizard can have 8 Int and play better than a wizard with 22 Int and focusing on blasting.


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You were asking about whether or not I thought my RK actions felt useful as a wizard in a trivial fight. I thought they were, that's all.

(I'll also add - actions you spend on RK in a trivial fight aren't just useful in that fight. They're also nice later, if you're fighting recurring enemies. I recall vividly

Age of Ashes:

There's a Scarlet Triad guard statblock that shows up a bazillion times in Against the Scarlet Triad. Like, over a dozen. If you make the Society check (int based!) in a trivial encounter, you can really exploit it later.

It's really useful.


If you are fighting recurring enemies you can just repeat the thing that worked before, or test out something each time until you find the best one.


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Temperans wrote:

2 characters is of course weaker than 3 characters. 2 melee characters will of course be weaker vs 2 ranged at high range. While 2 range will of course be weaker than 2 melee at melee.

If you throw something that the party cannot handle then of course they will die; Regardless of what the composition of the party is.

The fighter and rogue will just hit things and win. If they are smart they won't just rush in without a plan, but they don't have to. The wizard HAS TO PLAN just to have a chance to do something.

As they are currently designed a wizard is just a glorified squire. Actions spent recalling knowledge? A waste of actions when 90% of things just die when they are hit. Preparing spells? Worthless when 90% of the time you have no idea what you will fight if you even have the spells to counter the thing. A single extra spells? Congrats you have a free scroll once per day, this isn't fun when everyone else is getting repeatable effects. Only good at AoE Damage? So the easy fight ended a few rounds early, okay how is that fun?

You've never seen a str based fighter charge 100 yards into the teeth of withering arrow fire, I take it. It's like watching a real-time reenactment of the battle of Crecy. Or maybe the Somme.

These were published modules. Not tailor made anti-encounters designed to nuke the fighter and rogue. Though let's be clear. If you have PCs who metagame, the monsters are within their rights to read the party's stats and create those too.


Calliope5431 wrote:
Temperans wrote:

2 characters is of course weaker than 3 characters. 2 melee characters will of course be weaker vs 2 ranged at high range. While 2 range will of course be weaker than 2 melee at melee.

If you throw something that the party cannot handle then of course they will die; Regardless of what the composition of the party is.

The fighter and rogue will just hit things and win. If they are smart they won't just rush in without a plan, but they don't have to. The wizard HAS TO PLAN just to have a chance to do something.

As they are currently designed a wizard is just a glorified squire. Actions spent recalling knowledge? A waste of actions when 90% of things just die when they are hit. Preparing spells? Worthless when 90% of the time you have no idea what you will fight if you even have the spells to counter the thing. A single extra spells? Congrats you have a free scroll once per day, this isn't fun when everyone else is getting repeatable effects. Only good at AoE Damage? So the easy fight ended a few rounds early, okay how is that fun?

You've never seen a str based fighter charge 100 yards into the teeth of withering arrow fire I take it. It's like watching a real-time reenactment of the battle of Crecy. Or maybe the Somme.

These were published modules. Not tailor made anti-encounters designed to nuke the fighter and rogue. Though let's be clear. If you have PCs who metagame, the monsters are within their rights to read the party's stats and create those too.

Oh I know martials can run that far. I was talking more about siege situation where you have to go over a wall not just run across the field.

Also you don't need to metagame, just a bit of common sense. You know you can do X and cannot do Y, so have counter measures for when the enemy attempts Y. You are melee and don't have a lot of speed? Than prepare ways to get cover. You are ranged and lack armor? Then prepare ways to evade melee. That is also the failing of the wizard.

A player who is so prepared should be above a player that is not thinking. But the wizard has to do all of that just to catch up to everyone else. Its why smart players with good GMs have an okay time with wizards, but everyone else?


Calliope5431 wrote:

You were asking about whether or not I thought my RK actions felt useful as a wizard in a trivial fight. I thought they were, that's all.

(I'll also add - actions you spend on RK in a trivial fight aren't just useful in that fight. They're also nice later, if you're fighting recurring enemies. I recall vividly

** spoiler omitted **

It's really useful.

What does useful mean to you though? We ran the Age of Ashes module. We whacked out the Scarlet Triad with no RK used. They were humanoids. Kill them as fast as possible.

I'm not sure what your group composition looks like or what you're doing that would make you feel RK was useful.

We had zero problems with the Triad. That was before we did any house rules running just by the book. That was a bard, champion redeemer, cleric, ranger archer, and a rogue. We just whacked them all.

I'm wondering if your feeling of usefulness is subjective or objective.

For me when I'm measuring, it's objective usefulness as in I can measure the impact using numbers. I know the bard was objectively good in those battles boosting hit rolls and such. The cleric was objectively good healing. I'm not what objectively helpful ability RK would do against the Scarlet Triad, a fairly easy to beat humanoid group.


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Temperans wrote:


Oh I know martials can run that far. I was talking more about siege situation where you have to go over a wall not just run across the field.

My point is actually that they can't - though yes walls or traps or barbed wire make it even worse it's true.

Str based fighters take two full rounds of 3-action running just to get into melee. By that time they're dead or close to it. Much like the French at Crecy or the English at the Somme.

Or they try to return fire at a massive penalty due to not investing in Dex. And still die horribly.

Meanwhile the wizard hurls spells at range 300 feet with no penalty whatsoever.


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Deriven Firelion wrote:
Calliope5431 wrote:

You were asking about whether or not I thought my RK actions felt useful as a wizard in a trivial fight. I thought they were, that's all.

(I'll also add - actions you spend on RK in a trivial fight aren't just useful in that fight. They're also nice later, if you're fighting recurring enemies. I recall vividly

** spoiler omitted **

It's really useful.

What does useful mean to you though? We ran the Age of Ashes module. We whacked out the Scarlet Triad with no RK used. They were humanoids. Kill them as fast as possible.

I'm not sure what your group composition looks like or what you're doing that would make you feel RK was useful.

We had zero problems with the Triad. That was before we did any house rules running just by the book. That was a bard, champion redeemer, cleric, ranger archer, and a rogue. We just whacked them all.

I'm wondering if your feeling of usefulness is subjective or objective.

For me when I'm measuring, it's objective usefulness as in I can measure the impact using numbers. I know the bard was objectively good in those battles boosting hit rolls and such. The cleric was objectively good healing. I'm not what objectively helpful ability RK would do against the Scarlet Triad, a fairly easy to beat humanoid group.

And we had a wizard and also killed them. That's not the point.

I think you're misinterpreting a lot of the arguments people are making. No one is saying anything about RK being the end all and be all. Just that it's useful to have.

The wizard used RK to find their weakest save, and then prepared spells mercilessly targeting that save. Which you can't do from just fighting them because unless you Google the module you have no reasonable way of knowing what their lowest save is, only whether they succeed or fail. And there's no way to know in play if they're failing a given saving throw because you're targeting a weak save or because they rolled poorly. Other than RK.

Also, re comparing RK to a bard. It's not a reasonable comparison. I'd take a bard over any other class in the game. Heck, I'd take a party of nothing but bards over the entire party you brought to scarlet triad. Those auras are obscene.

(And random question. But that's 5 PCs. Did your GM add monsters? Because the module is balanced against 4, so I assume something like that must have happened)


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Deriven Firelion wrote:
Calliope5431 wrote:

You were asking about whether or not I thought my RK actions felt useful as a wizard in a trivial fight. I thought they were, that's all.

(I'll also add - actions you spend on RK in a trivial fight aren't just useful in that fight. They're also nice later, if you're fighting recurring enemies. I recall vividly

** spoiler omitted **

It's really useful.

What does useful mean to you though? We ran the Age of Ashes module. We whacked out the Scarlet Triad with no RK used. They were humanoids. Kill them as fast as possible.

I'm not sure what your group composition looks like or what you're doing that would make you feel RK was useful.

We had zero problems with the Triad. That was before we did any house rules running just by the book. That was a bard, champion redeemer, cleric, ranger archer, and a rogue. We just whacked them all.

I'm wondering if your feeling of usefulness is subjective or objective.

For me when I'm measuring, it's objective usefulness as in I can measure the impact using numbers. I know the bard was objectively good in those battles boosting hit rolls and such. The cleric was objectively good healing. I'm not what objectively helpful ability RK would do against the Scarlet Triad, a fairly easy to beat humanoid group.

The game is designed to have multiple paths to success. One way does not invalidate another way.

It is not easily reducable to numbers. RK reduces the number of wasted actions, and enables you to prepare for encounters. Yes you can learn from trial and error. That doesn't mean RK is useless. Yes you can power you way through encounters anyway, but that speaks more to encounter design than anything else. Your GM should consider increasing the difficulty more or reducing some of the nice house rules you play with.

Current group is playing with a Thaumaturge. It is not really doing much more dmaage than the character it replaced, but the party is picking up on a lot more clues/ treasures/ and sub plots that they often missed before.


Calliope5431 wrote:
Deriven Firelion wrote:
Calliope5431 wrote:

You were asking about whether or not I thought my RK actions felt useful as a wizard in a trivial fight. I thought they were, that's all.

(I'll also add - actions you spend on RK in a trivial fight aren't just useful in that fight. They're also nice later, if you're fighting recurring enemies. I recall vividly

** spoiler omitted **

It's really useful.

What does useful mean to you though? We ran the Age of Ashes module. We whacked out the Scarlet Triad with no RK used. They were humanoids. Kill them as fast as possible.

I'm not sure what your group composition looks like or what you're doing that would make you feel RK was useful.

We had zero problems with the Triad. That was before we did any house rules running just by the book. That was a bard, champion redeemer, cleric, ranger archer, and a rogue. We just whacked them all.

I'm wondering if your feeling of usefulness is subjective or objective.

For me when I'm measuring, it's objective usefulness as in I can measure the impact using numbers. I know the bard was objectively good in those battles boosting hit rolls and such. The cleric was objectively good healing. I'm not what objectively helpful ability RK would do against the Scarlet Triad, a fairly easy to beat humanoid group.

And we had a wizard and also killed them. That's not the point.

I think you're misinterpreting a lot of the arguments people are making. No one is saying anything about RK being the end all and be all. Just that it's useful to have.

The wizard used RK to find their weakest save, and then prepared spells mercilessly targeting that save. Which you can't do from just fighting them because unless you Google the module you have no reasonable way of knowing what their lowest save is, only whether they succeed or fail. And there's no way to know in play if they're failing a given saving throw because you're targeting a weak save or because they rolled poorly. Other than RK.

Also, re...

The original debate that sparked this side tangent was RK was as good or better than Charisma based skill actions. That's the origin of the debate.

The debate is not "Can RK be useful sometimes."

I still contend charisma is a more valuable casting stat and charisma skill actions are more valuable more often than intel based skill actions.

Yes. The DM added monsters. We generally increase numbers for the increased size of the party.

There was one extremely brutal encounter in book 4 involving an undead boss and his minions. That was truly a brutal and difficult encounter that almost TPKed us. It was in a quarry.

But the Scarlet Triad was mostly humanoids. The DM did design another brutal encounter in Book 5 that was tailor made involving multiple casters that was when the DM learned to be careful with multiple high level caster enemies with room to move. Getting hammered by AoE as a group is tough. That was the fight we learned the power of critical fails against AoE spells.

Martial enemies are generally easy. But enemies that can drop heavy pain at range with high DCs has to be limited or you will TPK groups.

I'm not sure how you set your parties up, but we don't generally like to chase. If you're the one running at someone as they hammer you, you've put yourself in a bad position.


Gortle wrote:
Deriven Firelion wrote:
Calliope5431 wrote:

You were asking about whether or not I thought my RK actions felt useful as a wizard in a trivial fight. I thought they were, that's all.

(I'll also add - actions you spend on RK in a trivial fight aren't just useful in that fight. They're also nice later, if you're fighting recurring enemies. I recall vividly

** spoiler omitted **

It's really useful.

What does useful mean to you though? We ran the Age of Ashes module. We whacked out the Scarlet Triad with no RK used. They were humanoids. Kill them as fast as possible.

I'm not sure what your group composition looks like or what you're doing that would make you feel RK was useful.

We had zero problems with the Triad. That was before we did any house rules running just by the book. That was a bard, champion redeemer, cleric, ranger archer, and a rogue. We just whacked them all.

I'm wondering if your feeling of usefulness is subjective or objective.

For me when I'm measuring, it's objective usefulness as in I can measure the impact using numbers. I know the bard was objectively good in those battles boosting hit rolls and such. The cleric was objectively good healing. I'm not what objectively helpful ability RK would do against the Scarlet Triad, a fairly easy to beat humanoid group.

The game is designed to have multiple paths to success. One way does not invalidate another way.

It is not easily reducable to numbers. RK reduces the number of wasted actions, and enables you to prepare for encounters. Yes you can learn from trial and error. That doesn't mean RK is useless. Yes you can power you way through encounters anyway, but that speaks more to encounter design than anything else. Your GM should consider increasing the difficulty more or reducing some of the nice house rules you play with.

Current group is playing with a Thaumaturge. It is not really doing much more dmaage than the character it replaced, but the party is picking up on a lot more clues/ treasures/...

What would the reduced house rules do to make RK more effective?

I have no house rules for martials other than panache generation generation for the swashbuckler.

So you recommend I weaken casters by getting rid of 5E spontaneous heightening to what? Weaken casters? What exactly do you think that would do to make RK more effective?

What do you even know of my house rules other than I gave casters 5E style casting including wizards?

My house rules do nothing for martials. They still crush things because the base rules are extremely favorable to martials already.


Deriven Firelion wrote:

You have posted your house rules more than once and it is trivial for anyone to go look.

That house rule comment was aimed generically.

But really I mean what ever interpretation you have of them that is making RK useless.

You have found an effective way to play. Good. But it is not the only way.

You think a couple of combos are super strong. Great. Now play a different one.


Gortle wrote:
Deriven Firelion wrote:

You have posted your house rules more than once and it is trivial for anyone to go look.

That house rule comment was aimed generically.

But really I mean what ever interpretation you have of them that is making RK useless.

You have found an effective way to play. Good. But it is not the only way.

You think a couple of combos are super strong. Great. Now play a different one.

I think RK is situationally useful and mostly unnecessary. We do use it on occasion. As I stated above, I give a ton of information hoping the group can find something to action.

The whole debate was based on the value of Charisma versus Intelligence as a casting stat. I think due to the value of Charisma-based skills in and out of combat as well as skill feat support, Charisma is a more valuable casting stat than Intelligence.

I say this and I suddenly end up in a debate on the value of RK as some posters go way out of their way to prove me wrong.

Well, I still feel like I did before that Charisma is a more valuable casting stat because Charisma skills have a more broad use, more universal skill actions, and better skill feat support.

And we do try other things. The reality is even we get bored of the same old, same old.

On these forums I'm more interested in a better wizard and witch. In my home games, I play things for fun like finally running up a summoner and finding it to be a fun class.

I'd also like the swashbuckler officially fixed. I'd like to see some slight upgrades to core abilities on the monk and ranger.

The most contentious topic always seems to be the wizard. Some really like it and think it's great, but some of us want a better wizard.

Though I did notice that some who like the wizard still rate it low among the caster classes. I found that odd, though honest.


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

If the 'Power of the Wizard' is just to have a high int score and the potential to be good at int knowlwdge skills it is dead out of the gate.

Lots of classes can choose to have good int (1 point bonus behind wizard) and and pick up a additional lore. The value of RK checks is highly situational and table dependant so if thats the main draw other than a few extra spell slots compared to non sorc casters its not good.

Wizard needs some tweaks and could do wuth actual interesting feats particularly at low levels (1 - 6) where it needs it most.

Ability to change spells is highly overrated when many games including many APs don't allow time for it. Many of the situational utility spells are easily replaceable with skill checks or consumeables. Extra spells known is extra gold spent and many are limited by settlement level or rarity.

Seriously this thread has turned into (mostly) the value of int as a stat rather than the value of the wizard as a class. All stats have value, no one is making an argument for 'the value of fighters is strength' or the 'value is of sorcs is the requirement to have a high cha stat or fall behind the games assumed math.'


Calliope5431 wrote:
Meanwhile the wizard hurls spells at range 300 feet with no penalty whatsoever.

Which game are you talking about? You mean that one spell, Fireball? In PF2 the range of spells is 30ft. 120 ft for some much rarer. Anything else should be counted as basically non-existing in these discussions.


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Temperans wrote:
Wizards should be able to do single target. More importantly however, is the ability to actually hit with their abilities or have good repeatable abilities period.

There is already, usually or typically, a higher probability of a Wizard getting a partial or full effect on a Save spell action than a martial hitting with their first strike. So Wizards already do the "actually hit" thing for most of their combat spells. I take it you are specifically talking about wanting a better chance to hit with AC-targeting spells?

For "good repeatable", Paizo's way of doing that seems to be focus spells. IMO it's a bit early to tell whether remastered Wizard is underpowered or not yet in that department, as we haven't seen the remastered focus spells yet. Or by 'good repeatable' do you mean something else?


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Errenor wrote:
Calliope5431 wrote:
Meanwhile the wizard hurls spells at range 300 feet with no penalty whatsoever.
Which game are you talking about? You mean that one spell, Fireball? In PF2 the range of spells is 30ft. 120 ft for some much rarer. Anything else should be counted as basically non-existing in these discussions.

To add on to this, there are practically zero combats that take place at 300+ feet of distance. They are the outliers, and even that is generous. It would take even a Monk with Longstrider and Ki Rush 2 rounds worth of actions to close the gap, and other martials are much, much slower with their move speeds. So saying being able to hurl spells at 300+ feet is a feature is false when the feature is never really shown in actual play.


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Deriven Firelion wrote:
Point is RK doesn't make the intel stat better than the charisma or wisdom stat. That is what this debate is about.

I'm certainly not asking for 'better' or even 'same' in terms of combat contribution. I did not read anyone else's posts as asking for that either. I think RK should be a useful, valuable combat action. Without a skill feat being invented to make it useful. That's it.

Quote:
I would like to see intel-based skills get some love for direct combat effect with skill feats that have some quality, impactful skill actions like charisma skills...

I think where folks disagree with you, DF, is in your request for feats to fix a problem which is partially caused by your tables' decision to devalue or not use RK, essentially allowing OOC player knowledge to substitute for it. Better feats are cool and all, but a useful, impactful RK roll is IMO a much better fix to the problem of INT use in combat because it doesn't require feat resources. And since thread is about Wizards, if we are talking *Wizard* feats to make INT more impactful, well that's IMO also a worse solution than buffing RK because in that case only Wizards (not Witch, Magus) would have good INT use.


Errenor wrote:
Calliope5431 wrote:
Meanwhile the wizard hurls spells at range 300 feet with no penalty whatsoever.
Which game are you talking about? You mean that one spell, Fireball? In PF2 the range of spells is 30ft. 120 ft for some much rarer. Anything else should be counted as basically non-existing in these discussions.

Nope, I'm talking about chain lightning and meteor swarm. Howling blizzard from the remaster is also 300 feet. As you say fireball is 120, and magic missile and ray of frost are also 120.

And it's not at all a theoretical issue. It matters. I've watched parties die to it. They're called longbows and dragons, kids. They exist.

(Dragons aren't technically 300 feet but for purposes of movement they are. They're more like 60 to 100. It's just that's 60 or 100 feet straight UP which costs 120-200 feet of movement... and with 120-180 feet of flight and reach dragons actually can skirmish even better than that)


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Pathfinder Adventure Path Subscriber
Darksol the Painbringer wrote:
Errenor wrote:
Calliope5431 wrote:
Meanwhile the wizard hurls spells at range 300 feet with no penalty whatsoever.
Which game are you talking about? You mean that one spell, Fireball? In PF2 the range of spells is 30ft. 120 ft for some much rarer. Anything else should be counted as basically non-existing in these discussions.
To add on to this, there are practically zero combats that take place at 300+ feet of distance. They are the outliers, and even that is generous. It would take even a Monk with Longstrider and Ki Rush 2 rounds worth of actions to close the gap, and other martials are much, much slower with their move speeds. So saying being able to hurl spells at 300+ feet is a feature is false when the feature is never really shown in actual play.

Starting range of encounters is largely a GM choice. There are amazing spells for blasting and battlefield control at range 120ft+ where both together can create very difficult problems for opponents. As a GM, I very rarely start any outdoor fight closer than 150ft. putting you battles on a standard flip mat will probably lead to more 100ft battles, but you can always put 2 together, which i strongly recommend doing for wilderness encounters.

This isn't to say there should never be encounters in small rooms, or long narrow hallways, but if the party is doing any kind of overland travel, wilderness exploration, or approaching a defended camp/dungeon with guards, you really should be doing some larger map encounters as well. Collapsing large camp/dungeon encounters on top of each other is a lot of fun and lets planning and casters really have time to shine. If, as a GM, none of your encounters ever last 10 full rounds, i strongly recommend mixing things up a little more and it will really help spread around the spotlight.

As a player of a wizard, if the GM has some random wilderness encounter built on a 25x25 map, see if they will let you spend your first action moving away, off the map and use a longer range spell. if the GM has no way to make that work, you are playing at a table that is going to make your life as a wizard very difficult. Not just for thi encounter, but because it probably means the GM is unprepared to do any of the improvisational, reality-bending "going off script" that spells exist to do. At a minimum it means you need to be incredibly conservative with your spell selection.


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Yeah it's very table dependent.

Just because some tables are doing mostly 30 foot range in cramped corridors doesn't mean others aren't fighting dragons in the open desert or assaulting an enemy castle with a clear field of fire. Or getting jumped by rangers in a field. All three are possible.

Liberty's Edge

Temperans wrote:
The Raven Black wrote:
Temperans wrote:
The Raven Black wrote:

It is a bit strange to feel that posts that quote my own are talking about something I never wrote.

I just do not know how to answer in a relevant way.

How I feel every time people think that I am arguing for something I never said I wanted.

But if you think I misrepresented you here is how I saw your post:

You talked about experienced players having advantage. That is system mastery, you cannot avoid system mastery.

This is the wizard's thread and you talked about it being okay for the wizard to be as it currently is because of recall knowledge. Hence interpreted as 1 class should be punished by having it required that they do something they are not designed to do and don't get any extra benefit from.

Everyone just loves to ignore how Bard does get everything that is supposedly "the wizard's thing". While also ignoring how it has much better tools. Hence my rejection of your arguments because it flies in the face of how other classes get treated.

Most interesting and a sincere thank you for sharing, because it is not what I meant. Feels like a RAW vs RAI thing but for posts now.
Then sorry I misinterpret. What did you mean then by your post?

Sorry for taking so long to answer. And thank you for being gracious about this.

I am not sure how to phrase my meaning to avoid sounding belligerent, which is not my intention. I will try my best.

First, I do not count knowing the stats and abilities, weaknesses... of creatures as system mastery. And I definitely expect experienced players at my table to separate OoC knowledge from IC knowledge.

For me, it is like having a player who already played or read the adventure. I would expect them to do their best and abstain from using this knowledge.

Second, I do not feel the Wizard is OK to be where it is. But the class is not abysmally bad either IMO. I actually hope for Wizards to get an additional slot at each spell rank. I feel it would make playing one feel better while still being balanced. Also, I hope the Remaster will bring Wizards good Focus spells that have synergies with their school spells.

And my point about RK is not that it should be considered one of the Wizard's great strengths. Just that INT classes, which include the Wizard, are better at it than classes with other KAS. And that RK is useful and thus brings value to the game.

I hope this clarifies my meaning.


Darksol the Painbringer wrote:
To add on to this, there are practically zero combats that take place at 300+ feet of distance. They are the outliers, and even that is generous. It would take even a Monk with Longstrider and Ki Rush 2 rounds worth of actions to close the gap, and other martials are much, much slower with their move speeds. So saying being able to hurl spells at 300+ feet is a feature is false when the feature is never really shown in actual play.

Coincidentally, we had a fight just yesterday which for some PCs started at 550 ft (and for some at 0). Naturally my druid didn't have anything further than 120 ft (but there were about 3 such spells prepared). And the main arsenal had 30 ft range of course. So about 3 rounds of running. With a Longstrider and Fleet the speed was close or equal to our monk's. We also had a (slower) car.

And reading I somehow could have started battle at 300 ft wasn't funny at all :-\
(Obviously the difference between druid and wizard doesn't exist in that)
But this is not frequent, yes.
Calliope5431 wrote:

Nope, I'm talking about chain lightning and meteor swarm. Howling blizzard from the remaster is also 300 feet. As you say fireball is 120, and magic missile and ray of frost are also 120.

And it's not at all a theoretical issue. It matters. I've watched parties die to it. They're called longbows and dragons, kids. They exist.

Fireball (pre-remaster) is 500. I have been playing for about 3 years and haven't seen Chain Lightning or all the more Meteor Storm. Thank 1-10 APs and PFS for that. So they aren't an argument for me.

And longbows? Seriously? You know PCs very probably have them themselves?
Anyway, no, 300 ft is false unless this specific PC is high level and specifically prepared for long range. And then still they wouldn't have their full power at all.


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Errenor wrote:
Darksol the Painbringer wrote:
To add on to this, there are practically zero combats that take place at 300+ feet of distance. They are the outliers, and even that is generous. It would take even a Monk with Longstrider and Ki Rush 2 rounds worth of actions to close the gap, and other martials are much, much slower with their move speeds. So saying being able to hurl spells at 300+ feet is a feature is false when the feature is never really shown in actual play.

Coincidentally, we had a fight just yesterday which for some PCs started at 550 ft (and for some at 0). Naturally my druid didn't have anything further than 120 ft (but there were about 3 such spells prepared). And the main arsenal had 30 ft range of course. So about 3 rounds of running. With a Longstrider and Fleet the speed was close or equal to our monk's. We also had a (slower) car.

And reading I somehow could have started battle at 300 ft wasn't funny at all :-\
(Obviously the difference between druid and wizard doesn't exist in that)
But this is not frequent, yes.

Oh I'm sorry Errenor!

That wasn't my intention at all. I apologize for that.

All I was saying was that casters at higher level had access to some better ranged offense than your typical str based martial. Didn't mean to say that you sucked because you happened to not take them or weren't high enough level to get them


Calliope5431 wrote:

Oh I'm sorry Errenor!

That wasn't my intention at all. I apologize for that.

All I was saying was that casters at higher level had access to some better ranged offense than your typical str based martial. Didn't mean to say that you sucked because you happened to not take them or weren't high enough level to get them

Nah, don't worry. It's just a bit overblown and imprecise rhetopic. Happens to most, including me.


Unicore wrote:
Darksol the Painbringer wrote:
Errenor wrote:
Calliope5431 wrote:
Meanwhile the wizard hurls spells at range 300 feet with no penalty whatsoever.
Which game are you talking about? You mean that one spell, Fireball? In PF2 the range of spells is 30ft. 120 ft for some much rarer. Anything else should be counted as basically non-existing in these discussions.
To add on to this, there are practically zero combats that take place at 300+ feet of distance. They are the outliers, and even that is generous. It would take even a Monk with Longstrider and Ki Rush 2 rounds worth of actions to close the gap, and other martials are much, much slower with their move speeds. So saying being able to hurl spells at 300+ feet is a feature is false when the feature is never really shown in actual play.

Starting range of encounters is largely a GM choice. There are amazing spells for blasting and battlefield control at range 120ft+ where both together can create very difficult problems for opponents. As a GM, I very rarely start any outdoor fight closer than 150ft. putting you battles on a standard flip mat will probably lead to more 100ft battles, but you can always put 2 together, which i strongly recommend doing for wilderness encounters.

This isn't to say there should never be encounters in small rooms, or long narrow hallways, but if the party is doing any kind of overland travel, wilderness exploration, or approaching a defended camp/dungeon with guards, you really should be doing some larger map encounters as well. Collapsing large camp/dungeon encounters on top of each other is a lot of fun and lets planning and casters really have time to shine. If, as a GM, none of your encounters ever last 10 full rounds, i strongly recommend mixing things up a little more and it will really help spread around the spotlight.

As a player of a wizard, if the GM has some random wilderness encounter built on a 25x25 map, see if they will let you spend your first action moving away, off the...

Fireball and Chain Lightning are the only two I know off the top of my head that see play regularly, and even then these spells probably aren't cast any further than 150-200 feet away. Other spells are either niche in use or very high level, to the point that it's not exactly common for it to take place. I saw Eclipse Burst used against us to great effect, and when I picked it up, I only ever used it twice, since not many encounters are 120 feet in radius. And one of those times caused friendly fire because the Fighter player was impatient.

And my Wizard had plenty of distance and protections in place that I didn't need to sit back 200+ feet to contribute. Really, if I am sitting back that far, I am probably more at risk of being attacked from that side than I am if I was closer.

Again, I am not saying that encounters past 120 feet do not exist, but that they are most definitely outliers, to the point that most every table probably isn't going to play at that range (largely because there aren't many viable tactics to use at that range), so saying it is either a common occurrence or that it should be a gold standard for Wizard players just doesn't seem to track, both based on existing options as well as encounter practicality.


Pathfinder Adventure Path Subscriber

“The rest of the party doesn’t want to play to the wizard’s strengths” is a whole table issue, including the wizard player. Table communication is important. If 3 out of 4 players want to play one way and the 4th a different way, there is going to be tension. My tables usually have 2 casters in them at a minimum and usually talk tactics between sessions. I don’t see the same issues you do at my table Darksol. It seems realistic to say “there are some builds that clash with other build’s play style.”

There are close up , party supporting wizard builds that work well. Blasting with those builds usually doesn’t work well because you have other spells the party needs to to cast in the first rounds. Blasters work much better with patient switch hitting/trap setting martials who have other actions to use in the first round than rushing in to melee.

My AoA party with a wizard, Cleric, scoundrel Rogue and Champion MC sorcerer owned enemies that tried to stay at range and if they closed, they would be navigating walls, moving into greater darkness, only to have their darkvision stolen, and pinned in place, wasting actions left and right. The maps for that campaign were mostly very large. It is not that uncommon a play style.


It's worth noting that the spells I listed above aren't the only ones with solid range.

Here's the full list of arcane spells by range:
https://2e.aonprd.com/Spells.aspx?Tradition=1&include-types=spell&s ort=range-desc&display=table&columns=pfs+source+tradition+rarity+tr ait+type+school+level+heighten+summary+actions+component+trigger+target+ran ge+area+duration+saving_throw

And a selection of common spells:

Cataclysm (1,000 ft)
Eclipse burst (500 ft)
Fireball (500 ft plus 20 ft burst)
Geyser (500 ft)
Horrid wilting (500 ft)
Meteor swarm (500 ft)
Phantasmal calamity (500 ft)
Visions of danger (500 ft)
Howling blizzard (formerly cone of cold) (300 ft)
Chain lightning (300 ft)
Acid arrow (120 ft)
Black tentacles (120 ft plus 20 ft burst)
Cloudkill (120 ft plus 20 ft burst)
Lightning bolt (120 ft)
Stinking cloud (120 ft plus 20 ft burst)
Magic missile (120 ft)

Arcane has the most competitive list of ranged combat options in the game. Most are higher level, but that's where flying enemies and enemy blasters with high range show up a lot of the time anyway.

Furthermore, wizards have dimension door, which dramatically helps them with closing distance quickly. Teleporting up to a mile is powerful since it closes (or opens up) essentially unlimited distance, and even 120 feet helps a lot. It's usable off a quicken pretty easily too.

And encounters against aerial enemies with nutty fly speeds DO happen - so I don't think it's meritless to say that it's a mark in the caster's favor.

Also re longbow. PCs might have them, yes. But shortbows are often preferred because they don't have the volley trait, and very often PCs don't put as much money into upgrading their ranged weapons, so they're usually a lot worse.

Add to that the fact that unless your PC (especially fighter) is built around their bow very few of their feats apply, the fact that ranged attacks are Dex based while many martials use Str (and rely on bulwark rather than boosting Dex for Reflex saves) and in the case of fighter they probably aren't boosting bows for Weapon Mastery and Weapon Legend... yeah.

Meanwhile NPCs get to use the "monster damage" table and don't have to care about silly things like having a matching Dex mod or STR mod. Or buying upgrades for their weapons.


Unicore wrote:

“The rest of the party doesn’t want to play to the wizard’s strengths” is a whole table issue, including the wizard player. Table communication is important. If 3 out of 4 players want to play one way and the 4th a different way, there is going to be tension. My tables usually have 2 casters in them at a minimum and usually talk tactics between sessions. I don’t see the same issues you do at my table Darksol. It seems realistic to say “there are some builds that clash with other build’s play style.”

There are close up , party supporting wizard builds that work well. Blasting with those builds usually doesn’t work well because you have other spells the party needs to to cast in the first rounds. Blasters work much better with patient switch hitting/trap setting martials who have other actions to use in the first round than rushing in to melee.

My AoA party with a wizard, Cleric, scoundrel Rogue and Champion MC sorcerer owned enemies that tried to stay at range and if they closed, they would be navigating walls, moving into greater darkness, only to have their darkvision stolen, and pinned in place, wasting actions left and right. The maps for that campaign were mostly very large. It is not that uncommon a play style.

Even without that one instance (which was taken in good humor by the way. I seriously wonder why everyone instantly jumps to "you have issues at your table" when a minor consequence is ever brought up as a result of play), the spell's extremely large radius made it impractical to use without friendly fire or damaging/destroying entire areas regardless, hence why I wasn't all that impressed with the spell compared to Chain Lightning. Also, the same problem applies to Sunburst as well, though less so, given that it's mostly an Undead killer anyway, but it's also a reason why our party Cleric didn't really take it either.

Point I was making is that playing that far back can be just as (if not more) detrimental as playing close. At least playing close(r), you have all the party members who can help you out, meaning if you are in a bind, you have more support, whereas staying back you might have maybe one party member who might not be able to help you (enough). The number of close options far outweigh the distance options, and are usually stronger as well.


Pathfinder Adventure Path Subscriber

The whole party can stay at distance if they build for it. Switch hitting in pf2 is not hard to build for


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Deriven Firelion wrote:
Point is RK doesn't make the intel stat better than the charisma or wisdom stat. That is what this debate is about.
Easl wrote:


I think where folks disagree with you, DF, is in your request for feats to fix a problem which is partially caused by your tables' decision to devalue or not use RK, essentially allowing OOC player knowledge to substitute for it. Better feats are cool and all, but a useful, impactful RK roll is IMO a much better fix to the problem of INT use in combat because it doesn't require feat resources. And since thread is about Wizards, if we are talking *Wizard* feats to make INT more impactful, well that's IMO also a worse solution than buffing RK because in that case only Wizards (not Witch, Magus) would have good INT use.

I think there probably should be both.

RK should allow you to pick worst save, etc. as the info you want as default.

ALSO, a really good RK feat chain (maybe Wizard only maybe not) would also be good to see.

So like
+X to the next attack spell
+ Y to the next spell DC
Ignore incapacitation 1x a day if target is <50% max HPs
etc for 1 action or <75% for 3 actions

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