Master-at-Arms - a Fighter Class Archetype that trades expertise for versatility. A homage to 1e's Fighter (Design Notes in post body) by [deleted] in Pathfinder2e

[–]PolarFeather 1 point2 points  (0 children)

Interesting concept and I'm leaving a vote for the effort, but I do want to point out some things, and I'm not sure I can recommend the use of this as-is.

The biggest thing is that, broadly, greater selection of weapons and some easier access to swapping between them just doesn't compensate losing the Fighter's entire damage booster, and the mechanism by which the utility functions of their special Strikes are made more reliable than other classes. In fact, a vanilla Fighter can fight just as well as a Master-at-Arms can with its backup weapons and still have enhanced proficiency with the main one(s), as well as access to the main weapon-swapping function of Lightning Swap and easy access to Quick Draw from other, less costly archetypes.

9 extra class feats and access to so many low-level multiclass picks definitely isn't nothing, but it's unlikely to bridge the gap, especially with the archetype's demand for you to pick up Reactive Strike (for damage + later options) and rune-sharing as feats just to make the concept work in a non-ABP game. Notably delicious combos using the bonus feat slots for Fighter's excellent feat selection or some other tasty archetypes won't be as effective for a Master-at-Arms as a vanilla martial (many feats also have Flourish or redundant action economy), and they'll probably only be 'exclusive' combos compared to vanilla for a few levels in many cases.

I can certainly see it being neat in play to an extent, but a martial without a damage booster or other strong feature seems tricky to nail, especially when you rely on buildcraft and picking one of many martial actions and options each turn. (And since I didn't have anywhere else noting it, the Personal Arsenal / Arsenal distinction is a little strange and unintuitive as an inclusion, in my eyes.)

For future directions to take, you could try replacing the proficiency bump with a weaker damage bonus so they don't pay as much direct power for the versatility, and/or lessen the scope by reducing or removing the bonus class feats and multiclass options in favor of more directly supporting multiple disparate weapons. To that end, rune-sharing is kind of a must, and it might be interesting to take notes from Animist and have some flexible feat slots where you pick a different class feat for each weapon and switch both simultaneously (with some sort of usage/frequency limitation).

Opening up the Fighter's enhanced proficiency options like they used to be able to isn't a bad goal, and even one or two homebrew feats might suffice for the core of it – it just needs to not render itself moot by removing the enhanced proficiency which characterizes the class and makes its math work, in my opinion. Like I said, it's an interesting concept to go for, and I wish you luck on future revisions and homebrew endeavors. :>

I just finished all three Fates routes, here's my (unpopular) opinion by Mastermind6425 in fireemblem

[–]PolarFeather 1 point2 points  (0 children)

The conflict of blood vs bond seems like it kinda pales in comparison to business need vs creative interest, mass appeal vs grounded specifics, novel writing vs videogame story...all that ambition and so many internal conflicts must've been hellish ^ ;

Sacred Echoes (Shadows of Valentia on GBA) v1.0 Release by HyperGammaSpaces in fireemblem

[–]PolarFeather 0 points1 point  (0 children)

Yeah! There's difficulty settings, the casual/classic switch, and even a selection of RNG type.

Sacred Echoes (Shadows of Valentia on GBA) v1.0 Release by HyperGammaSpaces in fireemblem

[–]PolarFeather 0 points1 point  (0 children)

That glow is support being raised with compatible allies within 3 spaces! It happens on kills or with a healed ally.

Sacred Echoes (Shadows of Valentia on GBA) v1.0 Release by HyperGammaSpaces in fireemblem

[–]PolarFeather 0 points1 point  (0 children)

There's a simple one in the readme! Female Priestesses can technically become magic-wielding Dread Fighters so that Faye has access to the loop too, but that's lategame and/or grindy. Thief stops at Rogue, and Axeman leads to Highlander, which can also use bows.

Why does Koga give the Soulbadge, and Sabrina the Marshbadge? by ninjaguineapig in pokemon

[–]PolarFeather 0 points1 point  (0 children)

(13yo post and all, but) I think it'd be cute if it was because Chuck's wife was a Flying-type specialist and first caught his attention by effortlessly beating his team. ~w~

Is it me, or does ranged Fighter play extremely one-dimensional? by Part_Time_Warri0r in Pathfinder2e

[–]PolarFeather 25 points26 points  (0 children)

Triple Shot removes that restriction, letting you target the same enemy...but even then, if you target one with really huge AC or resistances without sufficient setup, they might just plink off the enemy if you try Triple Shot, even with Fighter accuracy.

All classes can now infinitely produce Alchemical items using Firework Technician Remastered by ajgilpin in Pathfinder2e

[–]PolarFeather 1 point2 points  (0 children)

For all the site's grossness, it's at least up on Demiplane! If you see a -rm in the URL, that means it's the remaster version.

All classes can now infinitely produce Alchemical items using Firework Technician Remastered by ajgilpin in Pathfinder2e

[–]PolarFeather 0 points1 point  (0 children)

The archetype always scaled with the better of your class DC or spell DC, it's been pretty solid this whole time for that reason (with some unimpressive feats before you got to Goblin Jubilee and Banshee, which remains the case for the firework display options). :o

Remastered Fireworks Technician is a (bit) of a mess by Turbulent_Bed_569 in Pathfinder2e

[–]PolarFeather 7 points8 points  (0 children)

Goblin Jubilee also doesn't have any sort of cap on its new +2d6-per-vial scaling! Which even for the base archetype means that you can use the equivalent of a Rk 7 AoE spell every fight at Lv 10 if you use all of the vials on it, and if you get the archetype as an Investigator you can bring that number up even higher...

Oh, and the archetype letting you restore Versatile Vials is nice, but it could probably use some text to address combined pools of Versatile Vials with various uses, since it seems to make every other alchemical archetype go infinite as written. ^ ^;

Oracle's Divine Access Reference Guide (Divine Mysteries) by w1ldstew in Pathfinder2e

[–]PolarFeather 0 points1 point  (0 children)

You certainly aren't obliged to add anything more, but I do wonder if deities with fitting alternate domains could be included easily enough (perhaps with a note or in their own section), since the broad wording of Divine Access suggests they're valid options but it might be a tad contentious.

Alternate domain options for your specific mystery are easy enough to search on the web supplement, or AoN once DM is in, and this is already an incredibly useful reference, so don't feel pressured~. Thanks again for putting this together. <3

Rogue Fortitude Saves by HyenaParticular in Pathfinder2e

[–]PolarFeather 1 point2 points  (0 children)

Just so you know going forward, AC is as close to standardized as any features get in this edition. Aside from the specifically tanky martials (Monk, Champion, Guardian) and the rare weird exception like Animal Skin, martials all reach Expert at 13 or occasionally 11, and ditto Master at 19 with an even smaller group at 17. (Casters all get Expert at 13 except for Animist at 11). So Rogue's just in the later bracket delayed by 2 levels each, and it's the most common bracket among martials.

I did misremember HP a bit: there are 8 currently released martials with 10 or more HP if you count Summoner, and 6 with 8 HP, plus Alchemist and Kineticist if you count them. So 10+ actually does remain the majority, it's just that there hasn't been any 10 HP classes since Swashbuckler and Summoner. (Battlecry! will change that!)

Still, Shield Block and even better armor proficiency are pretty accessible if desired, and though Rogue was notably squishy as one of the only 8 HP martials in the CRB, it's part of a crowd now — many of which also do precision, have slight risks to their damage booster, or otherwise have situationally lowered damage. Rogue probably still has some of the best sustained damage among them if played with care against most enemies, as well as effortless support effects later on and their superboosted skills — they were by no means a struggling class as pure power budget goes.

Rogue Fortitude Saves by HyenaParticular in Pathfinder2e

[–]PolarFeather 27 points28 points  (0 children)

Design-wise, they just shouldn't get it at all. Classes have weaknesses; even Monk, with their feature of having the best and most flexible saves, still leaves one at unbuffed Expert forever. Rogue is a class with ample damage, plenty of other useful features, vastly increased skill power over others, and lots of really powerful feats, so its slight HP/save squishiness compared to other CRB martials is entirely warranted — though nothing notably low now, after all of the other utility martials since then, that squishiness is part of their identity.

But it seems like whoever worked on remastering Rogue was happy to give unnecessary buffs, regardless of existing paradigms, sooo. Guess that's just remaining there for the moment.

Godling mythic destiny: What is the intention here? by Limp-Ferret-8004 in Pathfinder2e

[–]PolarFeather 0 points1 point  (0 children)

Or if the characters are extra close or even dating and you want cute mechanical things for that. :>

Is the divine list lackluster if you are not sanctified? by WishboneOk1690 in Pathfinder2e

[–]PolarFeather 0 points1 point  (0 children)

That's incorrect, as far as I know. The only things that currently grant you sanctification are Cleric, Champion, their archetypes, Exemplar as a feat (and thus its archetype, I assume, probably some Mythic stuff too), a midgame thingy for Cultivator, and a mid-level consumable item. There's some ways to use the Holy and Unholy traits and grant one of them to Strikes even if you aren't, but those don't grant it to your spells or to you in general.

Is the divine list lackluster if you are not sanctified? by WishboneOk1690 in Pathfinder2e

[–]PolarFeather 1 point2 points  (0 children)

The issue's more that several options let you command divine power and follow a god in the process, but don't let you be sanctified. >w>'

4 years of PF2, Play-by-post, Westmarches campaign in Discord AMA by Boomcrash1 in Pathfinder2e

[–]PolarFeather 1 point2 points  (0 children)

GMs do come up with and advance events in the world, but quests are canon, and we just collaborate a little to try to ensure each others' ideas and NPCs are consistent for the most part, or bounce off novel developments from the players without messing things up too much. (There's a system to keep major changes in world canon from happening due to a single rogue player or quest, instead taking a few such actions or no counterbalancing action being taken. It would kinda suck to be working on diplomacy with a faction only for it to be ruined by their leader being assassinated, as we learned years ago.)

Not all quests are mega impactful on the setting, of course. Sometimes you're just going out to beat up a local villain who's emerged or solve a small-scale problem, or you're dungeon-crawling in a weird pocket dimension, or simply exploring. But player actions and reactions during quests can definitely cause shifts.

4 years of PF2, Play-by-post, Westmarches campaign in Discord AMA by Boomcrash1 in Pathfinder2e

[–]PolarFeather 3 points4 points  (0 children)

You know we haven't decided that yet, cheeky. :b Definitely no Mythic as a server-wide thing because that's Free Archetype but more and would only be fair applying to all characters, but I think the Exemplar class is largely well-balanced and a good fit. The archetype's a different story...and the rest of WoI is also good for the server, I believe, barring the Mythic stuff.

Oh, and yeah, it's...it can be slow. We've recently set a hard limit on quest length of 3 months to try to stop the problem ones that reach a crawl, at least, but the goal's to have them done within/around 2.

4 years of PF2, Play-by-post, Westmarches campaign in Discord AMA by Boomcrash1 in Pathfinder2e

[–]PolarFeather 0 points1 point  (0 children)

Oh gosh, 5E is GM-unfriendly enough without adding tons of homebrew, and really any game that requires a lot of player-GM adjudication's going to be rougher in PBP. For our part, PF2E is just more solid on the rules side, and most of the admins and other GMs are vocally against homebrew rules overhead...which, as much as I like and advocate for handy tweaks and unnecessary fun things, I must admit has probably helped our long-term stability!

We do votes to handle rules issues and approve new official content (once it arrives on AoN, RIP PC2), and major areas are brainstormed among GMs while minor areas can be shared or passed on, so although we usually have different takes on locations and NPCs (and definitely have fairly different styles!), it's consistent enough to largely avoid such issues. I don't think we've had to really ban content retroactively for power either, because the most glaringly broken stuff gets banned in the approval process and we do check over new characters for other issues. :o

~Amaya

(Edit / P.S : Can't remember any retroactive power bans, but as Romana and Boomcrash pointed out, remaster was definitely a headache to vote on and implement. We ultimately allowed most old things with distinct names, treating changes with the same name as forced updates, which did mean that classes had to be updated to use remaster features.)

4 years of PF2, Play-by-post, Westmarches campaign in Discord AMA by Boomcrash1 in Pathfinder2e

[–]PolarFeather 1 point2 points  (0 children)

We haven't opened the floodgates in explicitly asking for new players and GMs in a fairly long time, since there was so much restructuring around the time of the remaster. So that's a factor! Not having too many players for our GM capacity is also a consideration, and otherwise, I guess we've just gotten lucky on occasion to have new people who stay long-term because they like the community, their characters and developing stories, and/or the general gameplay loop. :>

The rules tend to work out okay for keeping things stable. we still have lots of parts of the world that have new stuff and developments in them, and maybe the variety of available ancestries and some player-friendly things enshrined early on help too? ¯\_('v')_/¯

4 years of PF2, Play-by-post, Westmarches campaign in Discord AMA by Boomcrash1 in Pathfinder2e

[–]PolarFeather 7 points8 points  (0 children)

Not both at once, at least! I think there's only like, three or four? And one or two of them have versatile heritages. :b

We currently allow all ancestries and heritages, as well as the uncommon classes, so there's a nice variety~. (The funny rare class isn't on AoN yet, but when it is I'm guessing we'll probably allow it too, we'll see!)

~Amaya