I mentioned in my previous blog that I’m part of a group playing
through Doomsday Dawn, the 7-part playtest adventure to test very specific
parts of the proposed 2nd Edition Pathfinder rules. We went into this knowing
that the playtest adventure isn’t like other adventures—although we’ve been
pleasantly surprised by the plots thread running through it. One thing we’ve
noticed about the game, though, is that it feels pretty punitive overall. That's particularly obvious in spells.
Now, the game isn’t overtly punitive by design: there are
several spell effects, for example, that have a minor effect even if your opponent succeeds
at a required saving throw. That can make you feel like you’ve gained some
ground, even though you’ve failed (in this regard, your opponent succeeding is
a failure for you). So, conceptually, an opponent’s success isn’t something
that should be demoralizing. But I’ve seen that, in play, it sometimes is.
I’ll take two examples: my friend’s bard from Part 4 and my
other friend’s sorcerer from Part 5.
Phantasmal Killer
That’s Only A Tiny Bit Scary. Our bard relied heavily on the spell phantasmal killer, which is always a bit
of an oddball spell. In 1st edition Pathfinder, it requires two failed saving
throws to have its strongest effect. In 2nd edition, it has a possible “scare
you to death” effect, but only if your opponent critically fails the saving
throw against the spell. The spell has gone from a “better save on one of
these, or you’ll die!” to “Here is some damage…oh, and it’s super unlikely but
technically possible that you’ll die.” During play, the bard cast phantasmal
killer on an opponent. I happened to be running Part 4. He told me his target
and his DC, I rolled the die, and said, “It succeeds, but something happens anyway,
right? I’m frightened, or something?” My friend pointed out that I’d rolled a
6. But a 6 succeeded. The foe had a minor penalty for less than 1 round, but
that was it. The player felt that a 6 should reflect failure for the enemy (and success
for him), and was demoralized by the result. When it happened again—with a roll
of an 8 or something else only slightly better—he was ready to give up on phantasmal killer as “the spell that only
ever inflicts frightened 1.” It certainly didn’t feel heroic or even very useful for one of his most powerful spells.
Not at All
Disintegrated. My friend’s sorcerer knows that disintegrate is a powerful spell with two limiters: first, you have
to hit your opponent with a ray, and then they have to fail a Fortitude saving
throw for optimum effect. Compare this to something like, say fireball, which doesn’t require an
attack roll, or scorching ray, which
requires an attack roll but doesn’t allow a saving throw. Disintegrate is much more powerful that either of these, because it’s
got two potential failure points built into it. (In this regard, it’s a bit
like phantasmal killer, a common
thread in my two examples). We were facing several demons: a couple of big ones
and a couple of smaller ones. We knew the smaller ones weren’t as tough as the
big ones, but they were causing us some problems and we wanted them gone. My
friend spent her turn to make a move her sorcerer was built around: to cast true strike and then disintegrate, to better assure her spell
would hit. With rolls of 3 and 18, she was glad for the true strike, because
she hit. Then the demon made its Fortitude save, rolling a 7 and failing—oh,
wait, except for the +1 demons get against magic. That made it a success. So
the damage was reduced to a level that felt quite paltry. My friend was quite
demoralized: she’d used her best spell combo against the weakest foe on the
map, and dealt a distressingly low amount of damage. She felt the same way my
other friend had the previous session: that the enemy’s success on such a low
roll (and a minor enemy at that) meant something was wrong with the system.
In both cases, the characters were built in the best
possible way to ensure success with their spells. And neither would have batted
an eye against a saving throw roll of 18 or 19, or maybe even a 12 or 13. But
when you focused your best build and effects on something that succeeds less
than half the time, it’s very disheartening. I saw it happen twice in two weeks.
I know that the design team here is taking a look at the
underlying math, and they’ll be revising that so that success feels a little
more likely when you’re particularly dedicated to an aspect of the game—whether
that’s spells, or skills, or what have you. Our games have shown me that’s something
the final rules set really needs.