DM. |
I'm asking because Perhaps some encounters will not be balanced. First because it is hard to calibrate encounters for high level parties, and second because you are dealing with powerful forces, and some of those are perhaps to strong for you to be dealth with yet, at least in a direct approach.
Perhaps, what I sshould be asking is how challenging you would like your fights? and if you think every encounter have to be defeteable.
Rynjin |
I like decently challenging fights when they're important, but I don't want EVERY fight to risk death. This one was a good encounter, if we'd goofed up too hard there would have been bad things happening, but there was still leeway for bonehead moves like charging around in the air willy-nilly.
Lemmy |
I don't mind difficult battles, but I don't want every battle to be a life-or-death situation. If a battle is way too difficult, I expect some sort of foreshadowing (clear foreshadowing, mind you. What's clear in the GM's mind is not necessarily clear for the players). At this level, we fight all sorts of things that could annihilate an small army, so just saying "this guy destroyed a whole town" or "he killed 10 demons!" doesn't say much.
EDIT: It doesn't help that running away is pretty difficult in PF. And many opponents can rocket-tag- kill you before you even realize you should be running. There isn't a lot of wiggle room in PF combat.
I don't want to face an enemy with CR = APL+10 and only find out about it when it one-shots the whole party. If something is that powerful, it should be notorious enough for us to know about it.
Mostly, the only thing that frustrates me in combat is stuff where there is nothing I can do other than count on luck, like SoD spells. Things like Phantasmal Killer and Flesh to Stone should be used with serious moderation, IMHO. They are really boring to use, and frustrating to suffer.
Scavion |
Mostly, the only thing that frustrates me in combat is stuff where there is nothing I can do other than count on luck, like SoD spells. Things like Phantasmal Killer and Flesh to Stone should be used with serious moderation, IMHO. They are really boring to use, and frustrating to suffer.
This is big in my book too. Once the SoDs come out, it's only a matter of time before one sticks.
Erd |
Erd and Bili can Spring Attack away if nothing else. Even many fly speeds are less than 60 feet so as long as we're not hampered (freedom of movement anyone?) we've also got a fair chance of escaping.
That reminds me: Nicos, is there going to be any time for Erd to retrain one of Bili's tricks, and would it be possible? I'd really like to grab the air walk one.
Gark the Goblin |
It takes a week to train the air walk trick. I can't actually find rules in Handle Animal for trick retraining.
edit: It looks like you can train for the combat general purpose, which erases all other tricks known, then retrain the remaining spaces. But that would take months probably.
Erd |
Can't interrupt the training, but it's just 3 hours per day.
Erd |
Just noticed I never actually BOUGHT saddlebags. Should I assume I bought them in Riatavin?
Rynjin |
Considering using this as a slightly retooled version of Pummeling Bully in my games:
Prerequisite(s): Improved Unarmed Strike, Pummeling Style, Any Improved Combat Maneuver Feat ; base attack bonus +9, brawler level 5th, or monk level 5th.
Benefit: When you hit with a Pummeling Style attack, you can attempt a combat maneuver check as a free action.
Thoughts? It's a small change, but I think it makes it a whole lot better. Actually useful and versatile rather than that Feat you need to take to get something good.
Rynjin |
It's bad because it turns a 3 Feat chain into a 5 Feat chain, and forces a Combat Maneuver nobody in their right mind would ever use (Reposition).
Reposition is basically the worst possible thing. It has a similar, but inferior effect to other Combat Maneuvers (namely Grapple, which can move people farther and also imposes penalties, and Bull Rush which lacks the "No dangerous locations" clause and can be done as part of a Charge).
Lemmy |
Well... It does allow you to use trip, which is pretty good, but yeah... Reposition is completely useless.
Couldn't you use your Monk bonus feats to grab that and take Dragon Style with your normal feats? IIRC, Dragon Style is pretty easy to qualify for as a Monk/Brawler.
Lemmy |
Question:
Anyone think it'd be a problem to just give Rogues a +1 (increases by +1 every 5 Rogue levels, total +5 at 20th) bonus attack rolls with longswords, shortows and all weapons that can be used with Weapon Finesse, as well as weapons that you get proficiency because of a racial trait (so that orc Rogues can sue falchions and elves can use longbows and elven curved blades)?
Maybe just make it an universal bonus and say it only works when the Rogue is wearing light or no armor and is not carrying a medium or heavy load, then fluff if as some sort of sneaky mobility and dirty fighting. That'd be simpler.
I'm seriously tempted to add that to my homebrew (with a note that Ninjas add this bonus to katanas, rather than longswords) and change Deft Palm for something that doesn't conflict with the action economy of other Rogue Talents. Maybe something like Brawler's Martial Versatility, but restricted to Rogue-like feats, such as Improved Dirty Trick, Improved Feint and Weapon Finesse...
Erd |
If Erd charges, she can't take a move action (spur mount).
And I don't think it'd be a problem.
Erd |
Correct in that she doesn't get the Order of the Sword "Mounted Mastery" extra damage. (It's the ability that lets you add mount's Strength modifier to damage rolls).
Sand Storm (Ex) At 6th level, a horselord gains the benefits of the Mobility feat so long as she is mounted. Additionally, the horselord deals double damage while using a one-handed slashing weapon from the back of a charging mount, as though using a lance. This replaces the bonus feat gained at 6th level.
It seems that you do get to multiply your damage, even if you're not also charging.
Nicos |
DM. wrote:lemmy, Perhaps ther eis a misunderstanding (yes, I promiso not to desing more 3D battles). At least Amman is at the other side of the sphere 50 ft away (or more if you can not fly)Which is why I used DD to take everyone there.
Eh, in your turn You casted bless of fervor.
Auron Luckstride |
Auron Luckstride wrote:Eh, in your turn You casted bless of fervor.DM. wrote:lemmy, Perhaps ther eis a misunderstanding (yes, I promiso not to desing more 3D battles). At least Amman is at the other side of the sphere 50 ft away (or more if you can not fly)Which is why I used DD to take everyone there.
Because I had already used DD. Then you said it was my turn... I got confused. Erase the blessing of fervor.
Nicos |
Done, relatively. Erd position is fixed. I need to know to where Auron teleport the rest of the party in order to psot what the Tower shield ceusto does.
The tower shield and hte longspears are the armored ceustos btw. The cesutos are the regular ceustos, duh. There are 5 individual ceustos in the map, the other 7 are farther away.