CapnZapp
Legend
While I always think I make good points, I'm not usually so forthright in acknowledging my own good points...You make a good point.For some reason, this got me thinking of the VP rules.
While I always think I make good points, I'm not usually so forthright in acknowledging my own good points...You make a good point.For some reason, this got me thinking of the VP rules.
Thanks. I fixed it. I’m apparently bad at forum-ing this morning.While I always think I make good points, I'm not usually so forthright in acknowledging my own good points... You quoted yourself.
Isn't this straight-forward?Has anyone done the math comparing the benefit of a party with striking runes to one without? They’re obviously good, but how good?
I’m not just looking for the benefit relative to not having one but the difference between a party that has them and one that doesn’t. If a party with striking runes has an easier time versus a severe threat encounter of their level versus one that does not, then presumably the baseline needs shifting up so that a severe threat maintains feels the same (from a math and encounter buildling perspective).Isn't this straight-forward?
Conceptually, you go from 1d8 to 2d8. In practice this might mean, just making naughty word up here, 1d12+8 going to 2d12+8. A shift from ~14 to ~20. What it means at higher levels is that making attacks without your boosted weapon becomes an exercise in futility.
As a rough estimate, I think it's entirely playable to delay striking runes a couple of levels. But you can't really expect characters to flourish if they, say, only gain Striking at level 10-12 (when you "really" should be getting Greater Striking), and to a somewhat lesser degree, gain Greater Striking only at level 19 (when you should be getting Major Striking).
Not to bring up caster-martial balance, but every level you manage to delay Striking runes helps* the poor casters (who has it especially rough at the lowest levels)...
*) in getting their fair share of the spotlight. Obviously this does them no good if the warriors are nerfed to the point where the monsters win...![]()
As the thread starter, I would say it is about me revealing the emperor be naked.
Meaning that for all the praise Pathfinder 2 is getting, it comes with huge baggage in the form of convoluted rules that clutter and slow the game for no good reason. (If the rules were better because they were complex it would have been one thing, but they're not.
I’m not just looking for the benefit relative to not having one but the difference between a party that has them and one that doesn’t. If a party with striking runes has an easier time versus a severe threat encounter of their level versus one that does not, then presumably the baseline needs shifting up so that a severe threat maintains feels the same (from a math and encounter buildling perspective).
You’ve said that later volumes in official APs tend to use more high-threat encounters than earlier ones. I wonder if this is in response to the party’s expected composition and itemization. You’ve also suggested that not having the runes makes combat feel like it does at lower levels. What that says to me is maybe a party with striking runes should be treated as a higher level for encounter building.
As the thread starter, I would say it is about me revealing the emperor be naked.
Meaning that for all the praise Pathfinder 2 is getting, it comes with huge baggage in the form of convoluted rules that clutter and slow the game for no good reason. (If the rules were better because they were complex it would have been one thing, but they're not. They're written with expectations that aren't borne out of actual gameplay, at least when you play official adventure paths. In a few cases, the complexity actively obscures the results to a degree lots of players still carry false beliefs about what the rules actually do, even now, a year after release!)
I would therefore say that the thread was about getting people to realize and ideally acknowledge these often huge flaws and blunders.
But of course as we approach 600 posts anyone who is determined to pretend these problem areas doesn't exist won't suddenly give me credit for spotting them, so I guess that is why we're now topic drifting.
That's my two cents, at least.
I haven't even considered playing where you neither get Striking runes (as loot or through purchases) nor get Devastating Strikes (per the variant).I’m not just looking for the benefit relative to not having one but the difference between a party that has them and one that doesn’t.
I would like to thank you for your generally insightful comments and hope we meet in another thread.And to make it clear, this is where we part company.
You’ve said that later volumes in official APs tend to use more high-threat encounters than earlier ones. I wonder if this is in response to the party’s expected composition and itemization. You’ve also suggested that not having the runes makes combat feel like it does at lower levels. What that says to me is maybe a party with striking runes should be treated as a higher level for encounter building.
I'm saying that I have only found Extreme encounters in later books, not in earlier. (Meaning books 4-6 of a given AP)I've been under the impression that's, in practice, already baked into encounter design, but it can be nothing more than an impression. My personal feeling is that the earlier official APs were simply distorted by the writers subconsciously keeping the lessons from D&D3e/PF1e and thus choosing more high-threat encounters reflexively. (This is separate from the problem you mention of groups that don't engage with the tactical mechanics as strongly as is assumed; it seems to me that any encounter generation method is going to have to assume things one way or another when the mechanics actually reward doing so).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.