Alchemists in Player Core 2 Still Need Fixing - Proposed Errata Changes

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

ความคิดเห็น • 32

  • @TheRulesLawyerRPG
    @TheRulesLawyerRPG 5 หลายเดือนก่อน +3

    I certainly like how your proposal removes the 2-action cost for the Toxicologist and Mutagenist to use their research option for their vial, which I'm hoping Paizo will errata.
    I'm not defending their presentation, but I think there is a reason they use the same term "versatile vial" which is that the 6 replenishable vials have both the their acid-bomb use and your Research Field use. They can be passed around to other party members to be used as either (tho I"m not sure Mutagenist was intended to help anyone besides the alchemist)

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน +15

    2:36 this is the reason, that answers your question...
    Later... Here at 4.54
    Quick Vials. Are essentially Cantrips.
    Expendable. Temporary.
    Perhaps not as strong as your Formula Alchemicals.
    But.
    Quick Alchemy option 1.
    Create Consumable.
    Spend one Versatile Vial (limited total supply in pocket)
    Create a formula Alchemical.
    Cool.
    Up to 6 of those right.
    ...
    Quick Vial.
    Does not cost a Verse Vial.
    Creates a temporary, unstable, perhaps weaker version, of your Versatile Vial... With limited options. But.
    Usable when you don't have any Versatile Vials left to use to make a bomb.
    Usable when you don't want to spend a spell slot to eliminate some critical wounded enemies, but could use a simple cantrip to finish them off.
    When you don't need to 'waste' a versatile vial, if the Quick Vials will be good enough.
    And it says Quick Vials qualify for your RESEARCH feature.
    Which means your Research feature is not limited by your 8 daily, or 6 encounter,
    It really means in some ways.
    You have a daily spell slot Alchemy
    You have a Focus pool encounter / exploration tier Alchemy.
    And you have an always avail, cantrip tier Alchemy.

    • @HenshinFanatic
      @HenshinFanatic 5 หลายเดือนก่อน +5

      Finally, someone else who gets it!

    • @jonathanbennison9220
      @jonathanbennison9220 5 หลายเดือนก่อน

      @@HenshinFanatic I don't think it's written badly, just not in a way that jumps out at some.

  • @Zedrinbot
    @Zedrinbot 5 หลายเดือนก่อน +4

    I agree that create consumable and quick vials should've been separate actions. The naming feels very redundant and confusing, and that's honestly the big change I'd make.
    That said, wrt your proposed idea (that I like), I don't think there's an issue with allowing a 'specialty vial' to be used as a bomb as written either. Maybe the wording could be "You create and use your specialty, or you prime it to turn it into a vial bomb" or something. I like to imagine that such vials aren't actually dangerous until an active ingredient is added. Quick bomber would compress the Strike action into the initial creation one, and would be slightly redundant for the bomber archetype since they'd already due that to it being their specialty; otherwise it'd basically be 2 actions to make and throw a temporary vial without quick bomber, as it is now. Yes your conventional bombs are better, but this is for when you're totally out of quick vials as a whole, which is kinda niche. It's a backup attack or research field option so you can always use your core MO.
    All said, Quick bomber as is feels more and more like a significantly more potent option compared to the other level 1 feats, almost mandatory.

  • @VinceMouse
    @VinceMouse 5 หลายเดือนก่อน +2

    Back in 1e, Bombs were really powerful, and really versatile. They scaled at the same rate as Sneak Attack, but had limited ammo, to balance out their greater versatility. With 2e 1.0, it felt like they gutted it entirely in favor of making a 'crafting' class. The bomb-type items, however, scaled very poorly and rarely, so it felt like a lot of power was lost with no real upside.
    Versatility is really Alchemist's big upside in 1e, they could pick one or two roles out of a list of ten, and excel in them, making their upsides and downsides whatever they wanted them to be. You could tank, you could blast, you could buff, you could heal, but you could only do so much of it without making yourself a bad replacement for a focused class.

  • @troyyrob
    @troyyrob 5 หลายเดือนก่อน +3

    I think we ought to just playtest the features before changing them? But I also agree with your suggestions to clean up wording and making the quick alchemy action easier to use.

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน +1

    3:14
    Agreed.
    (daily inventory vs encounter inventory (after exploration of 10 minutes or more)
    Similar to Treat Wounds... And Refocus.
    You won't always get uninterrupted 10 minute chunks, or multiple 10 minute chunks, after a combat,
    But securing a resting place to regroup,
    Is part of the challenge for a party,
    And when you do, you reclaim your encounter supplies.
    Agreed.

    • @RebelThenKing
      @RebelThenKing  5 หลายเดือนก่อน

      I dare say I actually would enjoy the challenge of being able to run out of items in an encounter. It would still be tough to do, and it would be a cool way for a big encounter to feel epic.

    • @TheRulesLawyerRPG
      @TheRulesLawyerRPG 5 หลายเดือนก่อน

      @@RebelThenKing I think running out of your VVs definitely becomes more possible when you get Double Brew, meanwhile! (Less so earlier, that's true)

    • @RebelThenKing
      @RebelThenKing  5 หลายเดือนก่อน

      @@TheRulesLawyerRPG I'm actually ok in a way of being able to run out of inventory in combat. It would add to the tension. What I'm not ok with, which is thankfully fixed no matter how you interpret or errata the rules, is completely running out of inventory in an adventuring day. This happened to me way to much as a lower level alchemist.

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน +1

    5:04
    You will not always have 30 minutes, uninterrupted,
    Between encounters.
    You should not always. Have 10 minutes uninterrupted. Between every encounter.
    And our table, has players who tend to wander mid combat, and draw together extra encounters...
    Or reinforcements.
    I like Quick Vials as is.
    If you are a spell caster and never run out of spell slots and focus points, and never need to rely on your basic cantrips.
    That's kind of awesome.
    But it's still nice to know you have them.
    And most players, use their cantrips somewhere.
    Some builds might not need to rely on them. Which again, is cool.
    But something like a Magus, probably does.

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน +2

    A follow up so quickly.
    Wow.
    Great job.

  • @VileScarMind
    @VileScarMind 5 หลายเดือนก่อน +1

    Really agree with a lot of your wording updates in the previous vid.
    I see quick vials purpose being to prevent alchemists having nothing to use in situations where there are back to back encounters, no opportunity for downtime, or for ingame reasons, no ability to forage/replenish vials. Your Specialty Vials solution works well but it also leaves everyone other than the Bomber without the ability to throw a bomb - the current feat allows an attack option in those situations.
    It also gives an "Oh shit" button where players have forgotten to forage, are new. or somehow or other are out of their vials.

  • @mattg2091
    @mattg2091 5 หลายเดือนก่อน

    Nice change ideas! If I could add one more suggestion, I would have requested that they hadn't taken such a big ol' dump on Toxicologist. I felt like it was already a super weak subclass in need of extra love, not a bunch of indirect debuffs.
    To start, I love the acic/poison damage option, solid change! After that, it's all downhill...
    The subclass features seem to imply that you're meant to be using poisoned weapons to attack (or at least that it's a viable option). But to do that, I first have to craft a poison (or pull one out), THEN apply it to a weapon, THEN attack with the weapon. And that's my entire round. So let's break that down:
    1) To start, let's generously assume I'm standing adjacent to the enemy when my turn begins (because I sure don't have any spare actions for a move).
    2) Great! Now I'll just do a couple of manipulate actions to ensure I draw out any deadly reactions the enemy might have.
    3) Ok, assuming I'm still alive and haven't had my actions interrupted, I'm ready to use my last action to strike (with my middling attack)!
    4) Nice, I hit! Now the enemy gets a save to avoid the bulk of my damage/effects (A Fort Save, which is the best save for most impactful bad guys).
    5) Oh lucky me, they failed their (best) save because the GM rolled very bad!
    6) So the universe has aligned and only good things have happened to me this round! What's my reward? I get to apply... heavily-nerfed poison damage/effects... Nice.
    Well but hey, at least Toxicologists still have the unique ability to raise the DC of poisons to their class DC! While not particularly powerful, it's a flavorful and interesting subclass feature that makes them unique! Oh wait... now all alchemists have that feature... so the Toxicologist's already bad niche is now public domain.
    Seriously, why would I ever pick this subclass? I mean the Bomber is literally better at dealing poison damage than the Toxicologist lol. But if I ever need to beat a hoarde of undead and the GM house-rules that we HAVE to use poison damage to do it, I'll be sure to call up the Toxicologist for help. Otherwise, I'll stick with any other class/subclass.
    To end on a positive note, I absolutely love the overall changes to Alchemist. It feels way more viable and way less finicky than the previous iteration. I also generally love the changes for all of the other Research Fields, though I agree with you that each subclass should have a 1-action option that matches their Field, just like the Bomber.

  • @evrypixelcounts
    @evrypixelcounts 5 หลายเดือนก่อน +2

    I don't really see the big problem with the current way it's written, but clearly something is wrong the wording since many folks are confused by it.
    Create consumable is for when you want a specific bomb, but don't mind spending two actions to quick alchemy and throw it. . .kinda like a two action spell. Whereas throwing a regular versatile vial as a bomb is for action efficiency with quick bomber/quick draw. Finally quick vials are a resource-less damage, buff, or healing at the cost of action economy, kinda like a cantrip.
    They all fill a niche. They all have specific balancing. They all work fine as written. I like the new way alchemy works. I don't want to see anymore huge sweeping changes. Alchemist may not be busted like the new oracle, but it's definitely going to be easier to play and more potent at the table.
    I don't mind the idea of separating the create consumable, and quick vial actions, but I think renaming them and changing how they function is unnecessary.

  • @camp5033
    @camp5033 5 หลายเดือนก่อน +1

    I really like the changes you proposed, as written in PC2 I would really only play the bomber. I still think you underestimate the usefulness of vial bombs for second attacks in a turn or for fields like the chirurgeon that needs something like a cantrip and wants to use its consumables on elixirs (with things like combine elixir, they go quick). If a player of mine wanted to play an alchemist, I would let them play with your rework no problem

  • @irwingbrasil
    @irwingbrasil 5 หลายเดือนก่อน +2

    i wonder if anyone at paizo playtested the alchemists, upon reading those issues and solutions appears rather easily.

  • @mos5678
    @mos5678 5 หลายเดือนก่อน

    Since versatile vials are throwable and works with quickbomber as they are just an item like any other, Quick vial creates a modified version for one action without consuming a vial. this also works with quick bomber as quick alchemy is included here so any alchemist can throw three versatile vials in a row if they have quickbomber.
    are most people going to be using versatile vials to just throw them as they are? Probably in certain cases as they already got certain damage types covered and would use their formulas to cover other types. Which is in part why I hate the suggestion of limiting quick vial to a once per round thing.
    But I am also not sure if more feats and features letting Alchemists both create and use their quick vial option as a single action, Specifically when looking at Toxocologist essentially becoming a once per turn spellstriker with persistent damage or Mutagenist gaining permanent physical resistance and no mutagenic drawbacks. Both effects happening at only a single action. All research fields just have so much that keeps stacking ontop of what at early levels seem like menial effects.
    I can also guarantee that people are going to want the alchemist to hand out elixir of life during downtime so spending +30 minutes for the alchemist to fully recover their vials after every combat isnt really going to happen at a table that tracks time. Even less so if the campaign features wandering monsters. This has been my experience at any table where theres a character that has and uses a lot of focus points and can use them for healing, and what are versatile vials if not focus points in disguise.

  • @THEdeadlynightshade1646
    @THEdeadlynightshade1646 5 หลายเดือนก่อน +2

    I will not tolerate any talks of nurfing bomber til it deals 3k splash with a slash radius of 100k on only chosen targets taking the damage

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน

    7:29
    I am waiting for the aha moment, when your light bulb clicks,
    And you accept that Short Lived (or Unstable) is the extra Trait Label,
    Along with Limited Function
    In a long chain of traits.
    Ie.
    Alchemical
    Bomb/Poison/Mutagen/Elixir
    Consumable
    Versatile Vial
    And Finally, that final Unstable Limited function Qualifiying label/trait
    I really think, just calling it Quick Vial for the rule as it is now.
    Or Specialty Vial, for your proposal,
    Is an elegant solve.
    And the text should remind the user, that the benefit of the Quick/specialty Vial, is that it can stand in, for some of the Features that you would use a Versatile Vial for...
    But has limited function and duration compared to the (stable VERSATILE VIAL)

  • @Packard27633
    @Packard27633 5 หลายเดือนก่อน

    I agree that the two sections of quick alchemy should be their own actions. I'll have to play around with an alchemist before I fully decide on whether negating the action tax is reasonable. The big thing I disagree with is removing the quicker VV's ability to be used as a baseline bomb. As others have pointed out, it can be thought of as a spellcaster's cantrips. They are behind in level to the comparative "real" bombs and don't have additional rider effects (persistent fire, off guard, etc.) I might be more inclined to negate the action tax if the simple bomb version dropped to d4s, but I won't know until toying with it for a longer period of time.

    • @Pyroprogramer
      @Pyroprogramer 5 หลายเดือนก่อน

      the only change I was thinking of is for the quick bomber feat to apply for to all versatile vial actions. but that does cause the feat to become even more of a NEED and bordering where it should be wrapped into the core of the class

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน

    3:24
    Don't get rid of Quick Vials
    As it is now.
    If your build doesn't need it much. Fine.
    But several builds, should be able to benefit from it,
    Significantly.
    But. I'm listening.
    What do you want to TRADE quick Vials, for?

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน

    6:08
    Specialty Vial
    You're proposal, might, let the Bomber bomb, the chirurgeon heal (except for the extra limits)
    The mutagenist, mutate, or the poisoned poison.
    Pseudo infinitely.
    Its an interesting proposal.
    I would worry about Coagulation, which someone else brought up in comments on the other video.
    I would worry about Poisoner, this would either, gift them too many action rebates, (which might be necessary) or, not gift them enough rebates, to repair the Subclass.
    Ie. If a Poisoned needs 3 or 4 actions in their sequence. (including a reload ammunition, I think, for some weapons, ie. Not a bow. Or thrown weapons... I think. If not eligible for a Quick Draw+Strike) or not returning...?
    If other subclasses only need 2 actions now. And the rebate would drop them to a single action.
    But at most drop the average Poisoner to 2 or 3 actions.
    They might still be too far behind.
    Whereas, if it becomes a single action, to create a Specialty poison, apply it to a weapon or ammunition, reload that Ammo, or draw that weapon, and finally strike with that weapon...
    That might turn a 4 action sequence into a single action.

  • @THEdeadlynightshade1646
    @THEdeadlynightshade1646 5 หลายเดือนก่อน +1

    Deleted my previous post my Buddy beside me outright lied and said it took 3 actions to use the quick vial it's 2 one to make two to use should have listened to my gut so it's 1 action to use vial as is or 2 make one and use so a cantrip it doesn't need more compression

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน

    1:24
    Watching. Listening. Considering.
    Vials. In the names. So long as they distinguish clearly between
    VERSATILE Vials,
    QUICK Vials,
    FIELD Vials,
    ADVANCED Vials,
    Not offending me.
    Look at Companion traits.
    If anything, it helps you group them in a folder.
    I don't think we would be better off with VIALS as a Trait, Instead, buried
    Where Rebel Then King, called Consumable and Bomb traits,
    Buried and obscur or hidden
    Too subtle.
    Vials being right in the name of these features,
    Like Mature Companion, Savage Companion, etc etc etc.
    Works for me.
    I know this is a Vials feature,and not a generic Posion I about at the store feature.
    Not a generic mutagen I bought at the store feature.
    This is a feature that affects my VIALS.
    it combos with my VIALS.

    • @irwingbrasil
      @irwingbrasil 5 หลายเดือนก่อน

      @@jonathanbennison9220 companion is a bit different bc they build upon each other, your companion become mature companion than Savage companion etc
      The vials don't they stay the Dame but there are those that are limited and can be used for somethings and other that is infinite and can be used for others things both has different duration as well.
      It's managable but takes time to organize in your mind, harder to understand, easy to forget and missplay on the table.
      Rewording could help.

    • @jonathanbennison9220
      @jonathanbennison9220 5 หลายเดือนก่อน

      @@irwingbrasil
      Fair. To each their own.
      Right.
      Nothing stopping one from some housekeeping, on the sheet, at the table.
      Nothing preventing a little rephrasing here and there, for clarity sake.
      My concern is always for the mechanics. If the mechanics function well, I'm happy.
      I can always adjust a narrative. We often rewrite entire narratives. To fit our campaign.

  • @jonathanbennison9220
    @jonathanbennison9220 5 หลายเดือนก่อน

    I have a question, about Coagulation.
    Is it being added, to most alchemical healing elixirs? Or is this a Versatile Vial, limit trait?
    Should our Herbalists, consider, Coagulation might become a thing for them?

    • @Pyroprogramer
      @Pyroprogramer 5 หลายเดือนก่อน

      no real change needed for herbalists.
      The trait is only applied to the versatile vials, makes it so healing has a time or daily cost attached.