Pathfinder 2E What Would You Want from PF2?

Kurviak

Explorer
... I do not intend this thread to be about 4E...
So you think you can veto what other people discuss?

BTW this thread is about PF2 and you have been rambling about stuff which doesn’t have anything to do with what we already know about it, that is actually no so little if you listen to the podcasts about it and read Paizo’s forum.
 

log in or register to remove this ad


Retreater

Legend
I just realized that I don't think I included my answers the questions I posted when I started the thread.

I was a big champion of Pathfinder from the Beta playtest in 2008. The last game I tried to run with PF1 was the Mummy's Mask campaign in early 2014. So it's been over five years since I've been involved with them. I used to GM and play a lot of PF before that.

I guess what I hope we get is a streamlined, balanced revision of PF1. A tactical, crunchier cousin to 5th edition D&D that could take the place of my 4e games. I don't know if it's going to be possible to get my Beta experience to that level in the short time the playtest occupied (around 4 months).
 

This OTOH completely mystifies me. From the context, I think you're implying that what WotC has produced in 5e is in contrast to listening to their fans. I think the obvious success of 5e among returning players underscores that the 5e results aren't in contrast to listening to their fans at all.
Well, that's the funky thing. At no point did WotC purposely stop listening to their fans. During the late days of 3e, WotC just fell into the habit of listening to the forums and believing that the loud people online and the staff at WotC were representative of the fanbase as a whole. That how they viewed and played the game was how everyone played. It was easy to find the voices that agreed with them and told them what they wanted to hear. It was only when people stopped buying 4e that they wondered if there was a disconnect. Which was further delved into via the surveys.
 


CapnZapp

Legend
Much like the WoW Vanilla concept of the "hybrid tax,"* what you describe here died in practice across subsequent updates. Damage in WoW (or other MMOs) was relatively equalized among roles because there was less incentive utilize some classes over others in group content (e.g., dungeons, raids, etc.). However, a DPS rogue and a DPS warrior will have different mechanics for how they distribute and mitigate their damage.
The key word here is "DPS warrior".

Unlike a MMO, TTRPG are generally fine with playing just a single "role" over the entirety of their character's career. That is, having Fighters be a tanking class is quite okay. You don't jump from group to group. You don't have the (in an online game quite valid) need to be able to transform your character from session to session.

So no. Damage does not need to be "equalized" between classes in D&D. In fact, damage should be one parameter with which classes are differentiated, so as to increase fun and exciting group dynamics. :)

A ttrpg where every character deals approximately the same amount of damage means there is no incentive for the monsters to take out any particular character. Which means there is no particular need to protect one character over the others. Which means a lot of party dynamics is lost.

D&D is precariously close to this situation. Yes, I know lots of gamers are still in the "Dwarves are cool, let's play that" stage. But I am convinced that as time goes along more and more gamers will realize that 5th edition doesn't really offer a lot of different dynamics once you've "played out" your first set of characters. Role-playing different personalties, yes. But mechanically gaming different play-pieces on the battle-board, no.

The cost of gaining mobility and range are too low. The ways you can actively protect squishier friends are too weak. Much too much of the cool stuff is reserved for magic. There aren't really enough ways to truly tank. Most (read "all") of the subclasses added in supplements just rehash existing abilities.

Sure, you can rephrase this as "the need for system mastery is kept low, which means newbs aren't repelled by steep buy-in demands".

But we're not talking about Dungeons & Dragons The Friendly Introductory Role-Playing Game here. We're not even talking about D&D 5E five years into its run, where the advanced stuff really is way overdue. We're talking about Pathfinder 2, whose core audience is hungry for exactly that which turns newbs away: crunch and system mastery galore :)
 

DammitVictor

Trust the Fungus
Supporter
All classes leveling at same rate plus quicker progression made spellcasters power a lot more noticeable. They buffed spellcasters a lot in the transition to 3.0.

Not to mention the removal of speed factors disallowing interruptions unless the enemy readied an attack. Concentration checks allowing casters to keep spells if they are somehow hit during casting, and defensive casting even allows casters to avoid Attacks of Opportunity for casting in melee. Spell preparation times are drastically reduced. The Saving Throw math is completely upended, causing spellcaster Save DCs to increase faster than the Good Saves of HD-equivalent foes.

Meanwhile, Fighters' (and Ranger/Paladin) most important class features are viciously, senselessly nerfed... and then given to every other class besides.

Not gonna lie, it took me several years to realize how aggressively the d20 rules tilted the game in favor of spellcasters... but Paizo devs had the same number of years to figure it out before they made it worse.
 

CapnZapp

Legend
I use some 3pp feats and one of them brought dex based melee out of the poo box. It basically let you add strength as well when using light weapons. Dex based PC, finds gauntlets of ogre power, dual wields shortswords and is a halfling that rerolled 1's and 2's. Best Halfling Fighter I had seen since 2E and the combo works with Thieves as well. You can divorce feats form the system, no one is forcing you to use the feats, without them the classes are very close the damage is just a few points and at some levels the Rogue wins (3, 9 maybe 7).

Due to dex etc AC difference is 1-3 points. Rogue has out of combat stuff fighter doesn't hence why the fighter deals maybe 10% more damage at certain levels. Rogue deals close to two handed weapon damage dual wielding as well, AC 17 vs 18.

Be very clear its the feats not the classes that are the problem. Play without feats or just ban the -5/+10 feats or replace them with other ones from Xanathars/3PP.
Sorry it really isn't meaningful to have a discussion with moving targets. I can only discuss 5E as-is. (With one obvious exception: I refuse to let WotC disavow their responsibility for feats and multiclassing)

If you're playing with 3PP feats or houserules I can only shrug. What I am discussing is the fact that in neither AD&D, d20 or 5E does Rogues gain enough offensive power to justify their shaky defense, as well as the fact that most sneaky abilities doesn't work well in groups: yes, theoretically the Rogue can sneak off to backstab some guards, playing hide and seek while the rest of the players sit on their hands. But to me that's plain wrong game design.

Or rather, sure, have a subclass that does that and then say in a sidebar that this subclass should be used if (and only if) the rest of the players are okay with one player getting more play-time than the rest. But there needs to be at least one Rogue subclass whose schtick is that he deals more damage than anyone else, so the group 1) wants to bring him along and 2) wants to protect him, indirectly meaning that defensive abilities translate into more offensive damage.

In other words, "it makes sense that thieves act thievingly" is not a good argument for ONLY including that kind of Rogue. Not in a game like D&D which is a group activity centered on combat.
 

CapnZapp

Legend
This has been a hallmark of 4E since it was released in 2008. Fighters are defenders with high AC and the ability to punish those enemies who ignore them to attack their allies. And rogues are strikers, with low AC and high damage output.

4E was really a situation of throwing the baby out with the bathwater. I think the core of it had a lot of great ideas, but the reactionary mood of gamers kept us from having a 5th edition that was revolutionary and just kept bringing up the same issues we've always had.
While I can understand the lamenting I really don't see any use of continuously bringing up 4E. It's a dead branch off the D&D tree.

It simply doesn't do any good to talk about what 4E did or didn't do well. That chapter is closed, and we're looking forward. We need to discuss solutions that work in the context of AD&D like games (d20, PF and 5E).

And no, 5th edition is not characterized by "the same issues we've always had". For the first time in an AD&D successor game LFQW is well and truly fixed. And NPC prep which killed off d20 for many of us is also fixed.

So 5E does represent a real step forward.

There are still SOME of the same issues left to deal with, sure. We're discussing tank-DPS-healer here.

But 5E is definitely not just a nostalgic rehash - it comprehensively fixes some of the worst issues of d20. Believe me. I know this isn't apparent from just reading through the books, or even playing the game for a while. No, the real strengths of 5E only becomes clear after multiple campaigns at every* level, which is what I have dungeonmastered.
*) full disclosure: no campaign of mine has yet lasted beyond level 16

Unfortunately, the rather severe shortcomings of 5E becomes equally clear. Now, if there only was a game that learned what 5E does well (and not just only what it does less well) and built upon that... :)
 

CapnZapp

Legend
DPS is a pretty significant thing to make the bailiwick of one class - unless you only have a handful of classes. In 4e, for instance, Strikers had the "DPS crown," and the Rogue was a striker. If a Rogue was the only striker in the party, he'd be /the/ top damage-dealer. If he had another Striker rival, it'd be down to build & 'smart play' between them.
I'm entirely up for another DPS King class. As long as that class doesn't do all the things the Rogue does in combat, and then gets a shitload of magical toys, while the Rogue only gets thievery.

Take 5E for example: the Warlock and Sorcerer can dish out frightening amounts of DPS - they're blasters. The Rogue certainly doesn't best them. Then they get to penetrate magical darkness or turn invisible. It just doesn't come close to my ideal.

If a class is to share the top DPS tier with the martial melee striker, it better not get any cool stuff cooler than mundane lockpinging and trapdetection, and it better operate under the same restrictions as the martial melee striker - that is, not be able to what the Rogue does but from 150 feet away and with force damage that nobody is resisting, and potentially push away the monster with such strength it actually never comes closer to the warlock. The Rogue-hose is strong here, folks!

The 3.x 'battlefield control' range of fighter builds using reach, combat reflexes, & improved trip provided a fair amount of control, at least, relative to fighters in AD&D or 5e, add WWA and you could get 'crowd control' in the MMO sense, if I'm following that correctly, too.
Since you love to talk about 4E, tell you what. I loved the 4E fighter. Give me some of that in an otherwise AD&Dian game like d20 or Pathfinder! Those things you speak of remain weak-sauce in comparison. Not to mention how cluttery and complex it got for its modest benefits.

That's a pretty fair argument for eliminating the rogue, completely. And I'm sure you've laid it out before. By the same token, this isn't the first time I've mentioned that you prettymuch merge the fighter and rogue into a single class, with all the toys each has ever gotten in every edition, and not have it exactly break the game, nor even push it's way above Tier 3.
Not sure what you're talking about. I want the complete opposite of merged classes. I hate D&D-like games with "generic" classes (Strong, Quick, Smart and so on *blech*). Let me emphatically make it clear I see Fighters and Rogues as extremely vital class concepts that definitely should remain separate. :)

I just think Blizzard was onto something when they broke the classic idea that "fighters are obviously best at fighting, both at dishing out damage and preventing others from damaging them".

I just don't see "fights in the open" and "fights in the shadows" as nearly enough of a differentiator, in the context of a game where everybody in the party fights together. I am sick and tired of D&D's take on Rogues: "you should be happy you deal the same damage as the non-tricked out fighter if all your sneak damage goes through. After all, you gain pickpocketing and stuff. Sure, the Wizard can just Hold Person and then rifle through his pockets at his pleasure. But you can do that stuff all day long, even though the game is never interested in more than a few dozen combat rounds each day at the very most. But hey, you get bonuses when you sneak off by yourself, even though that goes directly against what the game is all about."

In short, the Rogue is one of the foremost casualties between background atmospheric abilities and stark gameplay reality, and I would like it changed, please.


That's not what the old saw about non-casters eventually getting to shine when casters run out of spells that you just repeated up-thread is saying?
Not sure what that's supposed to mean. Nobody thinks it is any fun to force Wizards to trudge on without any spell slots, so don't pretend that's something good to balance the game around.

In short: the ability of Rogues to keep dealing their DPS all day long is worth diddly squat.

If the game was balanced around 12 core combat rounds between long rests, that would be huge step forward in matching theory with practice.

(By "core" I mean that any given day might feature more combat of the filler sort. Who performs well and less well under those circumstances is of little importance.)

Anything less is equal to telling the Rogue: you don't get any Nova abilities so you contribute the least when it really matters. But hey, you get to do comparatively well when the others decide their efforts aren't really needed.

This is what I mean by my example, to add a rule that lets the 5E Rogue multiply melee sneak damage by 1d6. Yes, it's drastic. It's meant that way - as a wake-up call.

Yes, the Rogue gets to shine when it matters, if she's prepared to risk her ass. But equally important: that the Rogue shines when it doesn't matter is not important. The lesson here is that nobody cares what happens when things doesn't matter.



It's not like it's ever worked too well, anyway. You could, in theory, festoon a TSR era fighter or thief with enough magic items to keep him relevant alongside casters, but it was a matter of DM fiat. 4e did come quite close to solving most balance issues, but not by giving everyone magic - indeed, you could flip the inherent bonus switch and not use magic items, at all, leaving only the Ritual feat as a means for non-casters to acquire magical options. Even in 5e, which has come closest to giving everyone magic, by giving every /class/ at least one magic-wielding sub-class, and even just considering those sub-classes, balance is pretty poor.
Okay?


The early game sure got played that way, quite a lot. EGG often presented it that way, too. As a giant treasure-hunting exercise where PCs were rivals working together out of necessity while trying to maximize their own gain.
Thanks for the history lesson, I guess. That's not relevant to D&D today, though.

But, seriously, once you bring the rogue up into the DPS stratosphere, you have to ask why it gets all those cool little out of combat toys and the fighter, even if he's up on the TANK promontory at comparable elevation, doesn't?
Hmm.

I guess the most direct way to answer this is with: Don't use out of combat abilities to balance combat abilities.

Good design treats lockpicking and whatnot as ribbon abilities when balancing combat prowess. (The corollary is also true: good design treats great combat ability as mere ribbons when it comes to out-of combat abilities)

Does that mean Fighters will then be considered a sub-par class? Yes, that feels logical. Does that then mean Fighters should gain a load of out of combat abilities, in exactly the same way a load of vocal forumists want?

Well, I for one don't care. I am personally entirely fine with the idea that you choose to a play a Fighter if you foresee a lot of fighting. I am personally fine with Fighters playing second-fiddle in games focused on social or exploratory.

Edit: 5E Fighters also make an excellent multiclass "partner". That is, thumbs up for that game's ability to say "if you want your Bard or Ranger to be a little more fightery, two or five levels of Fighter isn't too bad".

But does that mean I am opposed to granting Fighters non-combat stuff? Heck no.

In fact I think it's rather easy to give stuff to Fighters that (presumably) will make these people happy yet keeps Fighters to their traditional roles: limit the Noble background to Fighters (i.e. require any exceptions to have the DM's approval). Re-use the old D&D idea of "name" levels that give fighters castles and titles as they level up. Heck, even the Action Surge ability is so generically useful as to count as both a combat and OOC ability if phrased better.

You could even have subclasses that give these peeps what they want: Cavaliers that romance the ladies or Samurai that write the best poetry, and so on.

But the main point here is: don't take away my DPS and expect me to be happy about pickpocketing and secret doors. All that does is relegate the Rogue as a weakish class in D&D campaigns focused on group-combat.

Sure, you might counter by "I'm not phased by Fighters doing only fighting" with "I'm not phased with Rogues being fragile in fighting since their forte is in exploration and things like city-based skulking scenarios". Fair enough, except D&D is so very clearly a combat-focused game.

And Rogues is one of few magic-less (or magic-light) classes. It feels like a waste to have to accept that in so many campaigns (much combat, no solo adventuring) one of the few alternatives to the Fighter should be relegated to a lower tier.

Consider Gloomhaven. It was pure joy to see a Brute and a Scoundrel advance side by side, both complementing each other. Why do we need so very many words just to see this happen in our favourite TTRPG!? :)
 
Last edited:

Remove ads

Top