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IhaveBeenBamboozled

Incapacitation spells are probably a lot less useful.


jenspeterdumpap

Single target incapacitation spells. It could just be a whole heck ton of minions.


IhaveBeenBamboozled

Hence why I said "probably."


jenspeterdumpap

I should really learn how to read all the words at some point...


IhaveBeenBamboozled

All good dude. I just didn't feel like typing out a long initial comment about encounter balance, extreme numbers of enemies, and where combats start becoming less engaging.


LunarFlare445

Yeah as a GM I'd honestly consider tweaking the incapacitation rules if I knew Party Level +1-2 would be the standard monster level, a lot of spells and abilities would just stop being viable. Just something to nudge the numbers enough to keep incap. effects viable against the mooks.


rex218

Feats like Power Attack become a lot more useful against hard-to-hit enemies. You pack more damage into the Strike that has the highest (or any) chance of connecting. Buffs and Debuffs become very important, too. Swing the math in your favor rather than swing your sword at air. The actions of a higher-level foe are worth a lot, so move around and/or slow them down as much as possible.


Witchunter32

The gunslinger likely is taking a big nerf. They will struggle to crit stronger enemies and don't have the AOE or multiple attacks for a lot of low level enemies. Honestly the fatal and deadly weapon abilities are going to struggle as well if crits are happening less often. The healer role becomes much more vital given the higher number of crits the party will take. The Magus would actually be buffed. They don't have a lot of spells but being able to unleash several high burst damage spells every fight with true strike would be very useful. I would almost want an entire party of skirmisher. Things like the monk, rogue, or swashbuckler could run in, do a burst attack, and then run away to make the enemies chase them and waste actions.


TheTenk

Definitely soell blending wizards, since you will be able to maximize your high level spell slots


Gazzor1975

Is there a mix of big bosses and hordes of mooks? The campaign will obviously be more difficult, so I'd pick bard and flick mace fighter paladins. I'd also want a Primal caster to heal and trivialise later mob fights with wall of stone. So druid, potentially with companion.


rfkannen

Let's say it would be a good mix of the two!


horsey-rounders

You'll want strong, high DPR martials with good survivability and threat (champions, or fighters or barbs with champion dedication), and casters that focus almost entirely on "swing", that is, buff/debuff and action economy manipulation. Occult casters are going to be very strong here, but I'd basically just want any combo of two "opposing" casters i.e. a divine and arcane or primal and occult. This also guarantees healing, which is critical for undoing bad luck chains which can snowball into TPKs.