this post was submitted on 28 Aug 2025
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I don't know if I agree that all classes are good.
Oracle and Gunslinger have always (at least in my mind) seemed to be overly weak. Like, Gunslinger seems like if should be a high damage output class, but lack of Dex to Damage really seems to hinder him from being a hard hitter. Lol, not to mention, guns just feel really weak.
For Oracle, her curse seems a major downside without a compensating upside (at least until late levels; haven't built one above lv 5).
I'd love to hear counterpoints of anyone has any.
To be clear, 95% agree with your takes though.
This is offset by nearly every firearm having the lethal trait, where on a crit their damage dice increase in size and they get an addition damage die.
The class is built around crit-fishing, and it works well. Granted, it gets hard to reliably crit higher-level enemies, but that's easily offset by the party working together
Wait, your party works together??
Wish mine did that.
I'm a gunslinger in one of the games I play in, and yeah, I don't do barbarian numbers, but I hold my own, and it is a FUN class to play. I built a dual-wielder with the hopes that it would play like Han Solo running down the hallway shooting back at stormtroopers, and it delivers.
Plus, being 60 feet away means that I can help everyone do damage at once. It makes the party happy, too.
Hmmm, okay. So I have a personal affinity for Swashbucklers. Compared to a proper fighter, they don't lay down much damage, but they can move, and then when you get where you need to be, you can lay down pain in other ways (love a good tumble through + trip).
I remember immediately seeing the value in all that when it was first released, even though my party said that it felt way to convoluted. I think I'm just in the other side of that kind of conversation here.
That's awesome. I haven't gotten my head around a swashbuckler myself, but the ones I've seen play definitely feel like they're "of a kind" with gunslingers.
It's worth noting, too, that the gunslinger "way" that you choose will define a lot of how the class plays. My pistolero's quick, seemingly careless gunplay will feel very different from someone who builds a sniper and is much more methodical and sneaky.
Re: oracle
Being a divine spontaneous caster fucks; your entire spell list is Heal if you need it, and literally anything else if you don't. And trading a spell/day and slightly smaller repertoire for some extra durability is generally worth it in my experience.
Also Divine Access means you can pretty much pick whatever spells you want, and more as more gods come out or you and your GM make some more.
I liked the focus spells more back when battle oracles weren't hit with the nerf bat and could literally just be the juggernaut whenever they got cursed
I've always been allergic to spell casters (the strategy behind the best use of spell slots just never clicked for me - which is extra painful because it seems like if should be simple, but I consistently manage to botch it), going back to when i picked this all up in the 3.0e days.
I think that's caused me to not really engage with the spell casting side of spell casters in PF2e. I remember in 3.5, we banned Mystics because spontaneous divine spell casting was broken, so maybe I just need to run one to see if work.