dave2008
Legend
Sorry, I need to clarify that I was not talking about PF2e. I was talking about my 5e14 homebrew gameThe party champion will HATE this. They are hurting for reactions as it is.![]()
Sorry, I need to clarify that I was not talking about PF2e. I was talking about my 5e14 homebrew gameThe party champion will HATE this. They are hurting for reactions as it is.![]()
I think the 3-action economy is basically a good idea, for things like "Raise shield, Stride, Strike" or "Recall Knowledge, Cast spell." However, it can occasionally be overly restrictive. For example, if your hands are occupied, walking through a closed door is a 4-action process: Stride up to the door, drop your weapon as a free action, Interact to open the door, pick up the weapon, and Stride through the door. To some degree it also sometimes feels like some things are overly restrictive just because that lets them introduce feats that bypass those restrictions.
One thing I'd like to see in PF2 is a series of classes that's the reverse of the Kineticist. The Kineticist was created for the mechanical niche of "spellcaster that doesn't use daily resources" – so their abilities are less flexible and less powerful than those of a spell-slot caster, because they can do it all day long. I'd like to see the reverse: a martial class (or several) that does use limited resources and thus gets to do Awesome Stuff that's not just bigger numbers.
Id have remedied this with the 4E bloodied mechanic instead. Save or Suck only work to devastating effect on a bloodied target (NPC or PC). Giving fights a sort of two stage approach. Though I get what Paizo went for here and I prefer it over 5E legendary actions and lairs.
Right, I've been getting a lot of mileage out of slow and to a lesser degree fear on my primal sorcerer. But it feels wrong that when you face the Big Boss, you turn to your 1st and 3rd level spells instead of your 5th and 6th level.Fear/Slow/Befuddle being some low level go-tos for similar effects, and giving way to powerful debuffs like Mask of Terror at high levels, or multitasking like Agonizing Despair.
I like the 13th age solution where incapacitation-type spells have hit point caps, turning them into finishers instead of initial debuffs. But that requires that you are open with possible targets – 13th age explicitly says that you should let the player know before casting if a creature is in the right hp range to be affected.Id have remedied this with the 4E bloodied mechanic instead. Save or Suck only work to devastating effect on a bloodied target (NPC or PC). Giving fights a sort of two stage approach. Though I get what Paizo went for here and I prefer it over 5E legendary actions and lairs.
Right, that's a problem with this particular implementation of the action economy, not of the concept as such.But its not intrinsic to the three action economy. They could have just rolled "open door and take a step through" as part of the Interact action and moved on.
Right, I've been getting a lot of mileage out of slow and to a lesser degree fear on my primal sorcerer. But it feels wrong that when you face the Big Boss, you turn to your 1st and 3rd level spells instead of your 5th and 6th level.
I've had some great use of wall of stone – the best was probably when some villain tried to put a timer on us by opening a water flow that would have drowned some prisoners and I told them Nope. The damage spells, on the other hand, tend to be so-so damage but with fairly big areas, so they're much better used against multiple weaker foes than single bosses.Hmm Primal isn't a huge debuffing list (as opposed to like damage-with-weaker-control-effects and healing) but 5th and 6th does include Grisly Growths, and Wall spells. if used well, the wall spells can, in general, be much stronger than slow (wasting multiple actions for the creature to bust through a wall). If you expand to damage though, you can just fire off big spells with secondary control effects that are great at that level, like Necrotize, Howling Blizzard, along with some decent upcast options on all counts.
I've had some great use of wall of stone – the best was probably when some villain tried to put a timer on us by opening a water flow that would have drowned some prisoners and I told them Nope. The damage spells, on the other hand, tend to be so-so damage but with fairly big areas, so they're much better used against multiple weaker foes than single bosses.