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Martials > Casters
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<blockquote data-quote="The-Magic-Sword" data-source="post: 7956241" data-attributes="member: 6801252"><p>Elaborate, what is the experience you are referring to that you think is a thing in 5e, that isn't a thing in PF2e?</p><p></p><p>Because having literally switched from several years of 5e, to low level PF2e for the past 6+ months, I wouldn't say fireball is one of the differences in the experience of casters (its slightly less mandatory I guess, than it was in 5e, since 5e intentionally overtuned the hell out of it to support it being 'iconic.')</p><p></p><p> You get it at the same point in the game as you do in 5e (Level 5, within our level range), and use it the same way (to take a massive chunk out of an encounter when the best opportunity presents itself), the better math in 2e changes its effectiveness but compared to the rest of 2e it's still quite powerful. </p><p></p><p>My point here is that while utility spells are nice, Casters aren't out of the damage running at any level, they just rely on alternate means of attaining the numbers they need to compete, and your initial thesis is ultimately bunk. </p><p></p><p>Even before you get Fireball and similar AOE damage spells, you see other spells playing a central damage role-- our Magic Missile casters basically shaped our early meta around themselves as being the best way to chunk large bosses to reduce the swinginess of those encounters, to the point where people were going out of their way to craft wands with the spell, Flaming Sphere fills a similar niche to fireball. We had an entire dungeon afflicted with Ghoulish Cravings via a monster catch-and-release. </p><p></p><p>Divine is a bit less blasty overall, but I should point out that the value of Heal as a spell at any level should not be underestimated in this game, and low levels are still very swingy.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 7956241, member: 6801252"] Elaborate, what is the experience you are referring to that you think is a thing in 5e, that isn't a thing in PF2e? Because having literally switched from several years of 5e, to low level PF2e for the past 6+ months, I wouldn't say fireball is one of the differences in the experience of casters (its slightly less mandatory I guess, than it was in 5e, since 5e intentionally overtuned the hell out of it to support it being 'iconic.') You get it at the same point in the game as you do in 5e (Level 5, within our level range), and use it the same way (to take a massive chunk out of an encounter when the best opportunity presents itself), the better math in 2e changes its effectiveness but compared to the rest of 2e it's still quite powerful. My point here is that while utility spells are nice, Casters aren't out of the damage running at any level, they just rely on alternate means of attaining the numbers they need to compete, and your initial thesis is ultimately bunk. Even before you get Fireball and similar AOE damage spells, you see other spells playing a central damage role-- our Magic Missile casters basically shaped our early meta around themselves as being the best way to chunk large bosses to reduce the swinginess of those encounters, to the point where people were going out of their way to craft wands with the spell, Flaming Sphere fills a similar niche to fireball. We had an entire dungeon afflicted with Ghoulish Cravings via a monster catch-and-release. Divine is a bit less blasty overall, but I should point out that the value of Heal as a spell at any level should not be underestimated in this game, and low levels are still very swingy. [/QUOTE]
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