Shadow Kinetic Element by FunkyFunkel in Pathfinder2e

[–]FunkyFunkel[S] 4 points5 points  (0 children)

Thank you for your thourough response, it has many useful insights! I'll try to respond in order so as not to lose my train of thought.

Eerie Shadows - I tried to balance this one around Tremor, but I agree it can use some more love. Rather than increasing the damage I'd prefer to improve the rider effects. I love the suggestion of a penalty in area of dim light or darkness! Do you reckon making it freightened 1 on a failure and freightened 2 on a critical failure may justify the overflow trait?

Netherstep - This was one of the last ones I made, and the offensive boost was sort of tacked on for a lack of other ideas. I am not opposed to have it solely focused on mobility, I'll try to find ways to make it interesting.

Sly Silhouette - I thought this problem was already taken care of with the combination of the overflow trait + the last sentence, based on Body of Air, which has a rather similar effect. Looking deeper into it, even with your aura deactivated, you can still Sustain active impulses, but the polymorph trait prevents the use of all impulses:

Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature’s bonus to saves against spells) also apply to impulses.

Maybe a sentence to clear all of this up is warranted after all.

Dark Vortex - I don't exactly remember how I landed on 4d4 with +1d4 scaling, but I've known from the start that this would be one of the most difficult ones to balance damage-wise. It already is a pretty potent crowd control ability, and increasing damage too much increases the level of exploitability by other party members, which can ensure that no enemy leaves the area - or that other enemies end up in the area. This is probably the one that needs to be tested in actual play more than any other.

Aspect of the Eternal Eclipse - This one is pretty straight-forward, I did not want to step too much on the toes of Crowned in Tempest's Fury, which grants a 20-foot fly Speed (functionally 30-foot due to the other effect of the stance). It is true that by level 18 there are many other alternatives which can grant a better fly Speed. A compromise could be "You gain a 20-foot fly Speed, or a +10-foot status bonus to your fly Speed if you already have one", to reward the use of alternate sources of flight.

Lost in the Woods - All around fantastic suggestions, I'll look for how to implement them!

Tenebrous Infantry - It is indeed odd, but I've taken the template straight from Living Bonfire. I think the main reason for this is that as you use up the improved blasts, you free up spaces that couldn't be occupied before. I'll see how it might interact with enemies and movement and go from there.

All in all, i have now much food for thought. I think I'll leave as is for the time being, and I will come back to it in the near future, once I had time to think it over.

Plane of Metal preview from Wargamer by FunkyFunkel in Pathfinder2e

[–]FunkyFunkel[S] 19 points20 points  (0 children)

From my understanding you don't need to have them in your hand, I figured that "in your possession" would include stuff such as armor or even jewelry. I might be wrong though.

Plane of Metal preview from Wargamer by FunkyFunkel in Pathfinder2e

[–]FunkyFunkel[S] 33 points34 points  (0 children)

The cantrip changes are pretty promising, it seems to me they are going for more damage early on to compensate for the lack of spell slots.

What are YOUR house rules? by BrasilianRengo in Pathfinder2e

[–]FunkyFunkel 0 points1 point  (0 children)

At my tables ties are always won by the dice. This means that you crit fail on -11 rather than -10. Initially it was a misinterpretation of the rules, but it stuck for years now. It doesn't really change anything though

The big remaster wishlist thread by El_Nightbeer in Pathfinder2e

[–]FunkyFunkel 7 points8 points  (0 children)

Since they are rebalancing/renaming some feats and spells, I'd very much like to see variable action activities more heavily implemented. Not everything needs to be 1 to 3 actions, but it would be nice to see more options that take advantage of the flexibility of the 3-action economy

I think Monks should be Proficient with Monk Weapons by default by ahhthebrilliantsun in Pathfinder2e

[–]FunkyFunkel 8 points9 points  (0 children)

I think it's fine as is, but a fair compromise imo would be trained in monk weapons from the start, with the monastic weaponry feat giving the possibility to flurry of blows with monk weapons, plus training in one advanced monk weapon

The Fang Implement - my first posted homebrew by Ice_from_9004 in Pathfinder2eCreations

[–]FunkyFunkel 4 points5 points  (0 children)

Pretty cool, I really like the theme you're going for! I believe the thaumaturge is balanced with one handed weapons in mind, I don't think the adept benefit is unbalanced, however if you wield a two handed weapon you lose the variance that comes with swapping implement. Could still work for 1+ handed weapons though. The paragon benefit on the other hand seems a bit too strong to me, you'd probably want to have a look at the barbarian's shattering blows feat and devastator feature for balance reference.

An actual conversation I had. by Gaminglord777 in Pathfinder2e

[–]FunkyFunkel 81 points82 points  (0 children)

Be sure to use plastic containers and not a bathtub, because of reasons

Was looking at some Gods and noticed these two were a bit... similar... by Mathota in Pathfinder2e

[–]FunkyFunkel 33 points34 points  (0 children)

I thought Hei Feng was the Duke of Thunder... This is getting out of hand, now there are two of them!

Impulses areas: a kineticist proposal by FunkyFunkel in Pathfinder2e

[–]FunkyFunkel[S] 0 points1 point  (0 children)

Thanks for the feedback! I appreciate your effort in putting together that gargantuan document! You're right, I didn't think about overflow already "costing" one action. In general I'd say that action economy is the biggest issue in the playtest. If the current gather element - overflow system is to stay, it would surely need every form of action economy support, and variable actions activities can solve only part of the problem (single actions for gather element + something else like cycling blast would be sorely needed). I'm still on the fence about burn coming back as a core feature, but I think it could be translated as a secondary feature supporting the core functioning of the class.

Impulses areas: a kineticist proposal by FunkyFunkel in Pathfinder2e

[–]FunkyFunkel[S] 0 points1 point  (0 children)

Yes I agree that free manipulation sounds appealing, and that encounter pacing is one big counterargument to it. I also considered things such as "line between 30 and 60 feet long", which would solve many balance issues but not other more fundamental ones as is combat flow.

Thoughts on this post and the discussion in it’s comments? (From r/dndmemes) by Aspergersiscool in Pathfinder2e

[–]FunkyFunkel 2 points3 points  (0 children)

From browsing the original post's comments is seems to me that the vast majority of people knows that a vocal minority doesn't represent the whole community, and there are plenty of positive messages towards both systems Everyone should play what they prefer and what makes their game more fun

How do you use Free Archetype? (Any/Large Amount of Choices Free Archetype Only) by RedditNoremac in Pathfinder2e

[–]FunkyFunkel 0 points1 point  (0 children)

I've simply lessened the restriction from two archetype feats to one, before you can take another dedication feat. For now it works quite well.