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Posts
CharlieRock wrote:
I played Basic D&D for about 2 hours in 1980 (blue dragon set) before pursuing AD&D (which was the purpose of the blue dragon set, pretty much). So for me, it's Greyhawk and "the known world" is something from another game I never played. CharlieRock wrote:
Well, Greyhawk isn't all that far behind; the default 3.5 setting, but the default 3.5 ruleset also has Ye Olde Magic Shoppe, pretty much, and the availability of magic items for money is factored into the intrinsic game balance. TomJohn wrote:
It's true that D&D combat can be a race for initiative (which is why Improved Iniative is a must-take feat for so many characters, including wizards). My significant NPCs are as powerful as characters of the same level, pretty much. However, in the general discussion of wizard v fighter, to compare like-with-like it makes sense to consider both as PC-quality even if your game tends not to have NPCs of that sort, so, normal PFRPG hp for a 1st level wizard is 6 + Con (if any) plus whichever extra hp option you use (I have been using the flat six). In 3.5, hp were lower, so you can expect happier results for the fighter if he goes first or else if he saves. But still, that save really is a save-or-die, so if initiative is a 50/50 split he's got about a 37.5% chance of dying before he does anything or makes a single decision. The fighter will shade the remaining 62.5% of outcome probability, but will he do it by enough to take him over 50% overall? Matthew Hooper wrote:
The point is that at higher levels, we are saying the damage from a single attack is insufficient for the meleers to be making significant contributions given typical length of combat. Full attacks only happen once you get there and then if they move, the best you get is a single AoO attack, the damage from which tends not to be terrible enough to be unignorable (this is a different problem and one where, of course, Stand Still, which isn't in PFRPG but is in the SRD, and Shall Not Pass, a new feat Jason proposed, are useful) and then you're chasing and doing single attacks. I can't speak for a lot of the other people who want to see some movement and multiple attacks, but one of the things I liked about 1e was that additional attacks didn't screw your movement; you were still a mobile damage-dealing combatant. In 3.x, you're not anything like so much of that, and although damage from a single attack can be increased more easily than in 1/2e, it doesn't scale as fast as do opponent hit points (and this before the Power Attack nerf in PFRPG!). Zark wrote:
I wouldn't speak for anyone else, but for me, looking at things that work elsewhere is generally a good thing, particularly when it's telling us what people enjoyed about previous versions. No one has to want to return to unpopular parts of previous editions to talk about the bits they liked, though. For myself, rather than putting a Full Attack into a Standard Action, I'd allow Full Attacks to include some movement, with penalties to the attacks (say -2 per 10', or something, although that would perhaps put monks further into the swamp of suck, as their increased movement wouldn't gain them anything in this scenario), or else having to trade attacks for movement (but effectively trading iterations, so a TWF would lose/trade two attacks for each attack a single weapon fighter was losing/trading). Zark wrote:
He's not saying he wants Paizo to make PFRPG into some 4e version. He, and many others on the boards since at least the playtest started, is I think expressing the opinion that the lack of ability to move and multiattack is a serious flaw in 3.x that wasn't there in 1 and 2e. I don't think that there's necessarily a feeling that 3.x was perfect, after all, in order to not like 4e and to hope that PFRPG is the game for them. Matthew Hooper wrote:
I would say that less than DC 15 is pretty rare, with (say) a 20-point (PFRPG) wizard. AC 12 is also, in my experience, more typical for a 1st-level wizard (and that tends higher with Mage Armour, which they're preparing by 3rd level at latest). So if I was a fighter, and with the extra hp variants in PFRPG, I'd be looking at a caster with a hp total of as high as 12 and I know I'm not normally one-hitting that. On the other hand, a DC 15 Will save to avoid dying (and winning iniative won't win me this one because of the hp)? I'd be better off running away, optionally screaming like a little girl. As levels advance, as Sneaksy Dragon points out, the situation becomes rather worse. Of course, why wouldn't a wizard beat a beatstick most of the time? The problem, I guess, is that the gap widens to the point of "wizard beats fighter nearly all of the time" and arguably with a smaller fraction of their total resources. Personally, I don't like iconics. And also I somewhat resent the amount of space they take up in adventure material (particularly in the APs -- two godamned pages that could otherwise be cool PFRPG stuff; "put them in a web enhancement for the people that want them" although of course not everyone uses the web), although I understand why they are there (so, you know, I don't need an explanation of that; I just don't have any use for them myself whereas the space they occupy could have stuff I'd like a lot). Jeff Alvarez wrote:
Sweet, thanks. These minis are great (so I'm sad that they're not able to keep up with the APs). I don't care about the PC iconics -- I don't use them and wish they didn't take up a page or two in each module or AP issue -- but stuff like the Skinsaw man and Xanesha, etc, is just great. Also, as the Sinspawn look so completely different to other monsters, it's fantastic that I can buy them... If the item were as dangerous to me as a shotgun is in real life, then sure. But not that much in D&D-world is. If they were using a weapon that, if I had it, could well save my own life later on, then I'd be trying to end up with it for myself (again, depending on the risk to me). Anyhow, if the characters just don't pick up something that's hidden in a room after a fight, the RaW are presumably OK about them getting less than their xp would deserve, right? I see sundered stuff as the same. Zombieneighbours wrote:
If I write an adventure or use a pre-written one, stuff that gets broken is the same as stuff that gets thrown away or that they miss after the fights; it was there and they don't have it. I imagine most other people run it the same. Incidentally, I don't think that there's anything wrong with the role-playing/narrativist aspect of "kill him but don't damage the X". If someone I'm fighting is using a Faberge Egg in some magical way, I'm sure as hell not going to smash it up if I can at all avoid it... CharlieRock wrote: That's cool, I do however take issue with this here. FR is certainly not the "standard D&D world" ,even from it's inception it was the "off brand" D&D world. It has gained a lot in popularity (maybe even eclipsing the "standard" worlds), but it was not the standard. I would say that it became TSR's favoured setting (but not mine; I've always been a Greyhawk guy) not long after it came out (I imagine Gygax getting the boot was a fair part of that). Certainly in Second Ed, they produced masses of FR stuff and it's my understanding it was the most-played-in world, as you say. CharlieRock wrote:
You can certainly make it that way in your own world. It's not that way in the rules, though, really. Wizards aren't that uncommon in many game worlds, either (including the standard D&D World for the previous 20+ years, Forgotten Realms), certainly not enough for magic items to be particularly rare. There's no distribution of magical talent; even if you merely have to find a teacher, there's no obvious reason in the rules why there wouldn't be many wizards, given that rareness would make them valuable and the large reservoir of people, in terms of those that meet the rules' requirements to become a wizard, who could pursue it until that premium were reduced. As a byproduct, magical items would also become less scarce (particularly in PFRPG, where even xp costs are gone). So, again, it seems to me that your solution is based on individual world-building decisions. That's fine, although as I say, you will tend to throw the game balance assumptions farther off. But then, of course, the game is already not very well balanced in some regards, and CR is often wrong anyhow, so there's work to be done in that regard even before you start asserting, for example, rareness of wizards. I don't disagree that people may wish to build additional assumptions into their worlds to get the flavour they want -- for example, having literate barbarians, or chaotic monks, or lower magic levels -- but that's not a generic fix for the rules' being balanced on things including the assumption that financial treasure levels convert into desired and useful magical items moderately easily (although, yes, you do have to go to bigger cities to get fancier items, but it's not like moving around large distances quickly is a problem for the parties that would be able to afford those items). And, of course, attempts to design CR and general balance certainly are predicated on how easily magic items can be bought and how much each item costs, because magical items make characters more puissant. As for whether or not you find that things work well without a magic store or with it in your own games, I would say that there are just too many variables to have a meaningful discussion on it without a fair amount of text and even then, concrete general principles would probably be hard to find (it's probably easier to discuss how the "fighter blows at high levels" problem does, or doesn't, appear in different games, for example). It's my belief, however, that the game designers did assume interconversion of money to magic items at the published rates, more or less. Sean K Reynolds wrote:
Personally, I've always like combat blocks on important NPCs. Other than it being interesting to read right back since I first got into rpgs (in 1980!) I like to see the major players (and they needn't be high level, of course) and get an idea what they're good at, etc. So I'm sad that there'll only be one more book containing them... Yeah, in essence, the argument is divided first into "Mystic Theurge isn't good enough" vs "Oh yes it is", and then (with much less heat) the former group are debating how they might make it better. Pretty much everyone know what the reasoning behind the PrC is and what the design balance is supposed to be -- no need to point out that you make sacrifice X for gain Y, when the debate is not about whether that happens but more about whether Y is worth X or not -- in any case, I think. That Rogue role is in 3.x all through, because of sneak attack. So no, it's not WoW. I agree that it's boring to roll that many dice. I don't agree that the damage output is too high, though. Regarding feint: Improved or otherwise, it only affects next attack; I would say that should mean (and probably does, anyhow) next single roll with weapon, rather than next (standard action or full)-attack. Dr. Swordopolis wrote:
In general, when someone appears to be so awful that you'd feel compelled to say something like this, one might wish, perhaps, to consider that it's perceptions that may be awry rather than fact (of course, it may not be the case -- some people are, after all, completely awful -- but the word flies, as Horace said, and cannot be recalled). In particular and with regard to the next post, derek's DM points that out from experience of having Derek at the table. Furthermore, Kirth Gerson, who posts here quite a bit and who's pretty well-liked and well-respected, rps with Derek. If you're newish, you wouldn't have known that, but isn't it more likely to be you that looks silly anyhow, as a result or saying the sweeping, condemnatory thing when there are people around that know the guy you're condemning? Dogbert wrote:
The problem with the "we can use ambush" argument that it pretty much works against everyone to some degree or other (although at least D&D doesn't have a spiral-of-death mechanic, which is a lot more realistic but tends to make surprise even more important). "We can them if they don't know we're there!" isn't a compelling argument that one class is too good, or one too bad. TwoFistedMonkeyStyleAttack wrote:
To address this particular point, I believe they were saying that some feats don't scale, which means that their usefulness deteriorates. You would presumably admit the possibility that such feats could exist, that even with this creative play that you can achieve and apparently others cannot, the utility of some feats would decrease as you gain levels? In which case, it's really an argument about specific feats and how the fighter being "given a chance to use them in new and interesting ways" will save them, which will no doubt become as boring as most of these arguments do but would have the benefit of specificity, but at the cost of generalised conclusions. As an aside, with your talk about fighters being 'given a chance' to use feats in particular ways, you presumably allude to the DM being the guy that creates the opportunities for fighters not to suck. Now, most people on either side would agree that that's the case across the board, not just in discussions of feats -- it's used, for example, in DMs playing opponents in a particular manner so that they don't just ignore the fighter -- but I guess the question is whether the class's alleged reliance on the DM (which you implicitly add to this discussion) is too great, particularly if it's considerably more than for the other classes. In the end, of course, a great DM can make nearly any game good to play, but that doesn't mean that all games are equally good, for almost any mechanical definition of whether a game is good (and even if you based your metric on 'player enjoyment', you'd have to average over DMs). CharlieRock wrote:
Firstly, it seems to me that most game worlds have wizards as pretty common, and given that anyone with a high enough Int can become a wizard in the game unless you add extra restrictions, it seems like a reasonable enough assumption to make. Even otherwise, if you use the magic item creation rules as they are written, your own wizard can kit out the group with items. So either the rules only apply to players in terms of ease of becoming a wizard, or you specifically add extra difficulties and even if you do that, the party wizard can make items if you use the magic item creation rules. And on top of that, the CR system assumes WBL and magic item Christmas tree. Sure, you can run a game differently -- it's not brain surgery and there is, of course, nothing wrong with it -- but yours is the larger deviation from the rules as written, I would say. Matthew Hooper wrote:
It is indeed like the Spiked Chain Tripper, but in my opinion the Spike Chain Tripper shows us what meleers should be able to do, mechanically; become an unignorable combatant with reach. I'd just like to see some feats that allow it with less cheese than Spiked Chain Tripping. We are, I think, part of the way there with the extra feats Jason announced. CharlieRock wrote:
As Hogarth pointed out, I did specifically exclude state intervention, although if we consider it I would note that people in our own society that wish to get hold of substances and items banned by the government generally can. It makes it more expensive, of course, but the real issue is supply and the magic item creation rules give you that supply. If people want it and people can provide it, there'll be a market in it of health appropriate to the strength of the demand and the supply and although governments can limit it, I suspect that many would just prefer to tax it in the case of magic items, which from the item creation rules must be relatively common in our D&D worlds unless you put a real crimp in how easy it is to become a wizard or otherwise limit their numbers enormously (the effect of which will again just be to drive up the price)... Straybow wrote:
You're quoting me, but I am not sure why. You appear to be addressing someone else. Ross Byers wrote:
It seems to me that it's a prerequisite for playing in Golarion, though, unless you just wanted to stick to official modules and even then, you'd lack a lot of the flavour for players. Also, although it's rules-light, it could benefit from a PFRPG version update (which, addict that I am, I'd buy)... Absent state intervention or some other shadowy forces, I just don't see why there wouldn't be magic shops, in the sense of 'magic items for sale'. Everything of value has a market (whether legal or illegal). So, if you want low-magic worlds (which to first order will require abandoning the magic item creation rules or else doing something like making wizards really rare or placing strictures upon them), that'll just drive the price up. So, yeah, 'ye olde magic item shoppe' may not exist if the prices are too high, but there'll still be a market for the stuff and money will still talk. It's what people are like. I have it, you want it; easiest thing is to arrange a trade for something you have that I want, such as money. If you can't pony up, then of course we may have a conflict over it. SirUrza wrote:
Functionally, it was never a problem, though. We could continue to purchase books from numerous outlets, because the relaxation time was long enough. I am talking about the sort of 'out of print' that means you have to scour ebay and pay over the odds for second-hand copies. That's where Ptolus is, that's where Iron Kingdoms is, etc. If the PFRPG rulesbooks are going to end up like that, I'd like to know now because it really will stop me DMing it. My players mostly like to own hard copy rules and to be honest I don't think that it's going to be easy to attract new players if the game rules aren't available from the normal outlets. Same goes for stuff like the Pathfinder Campaign Guide (personally I'm hoping a PFRPG edition appears at some point); I obviously don't care whether it's 'in print' or 'out of print' so long as it's available through conventional outlets and will remain that way for considerable time. In other news, my local B&N has a copy of the Pathfinder Campaign Guide, which was nice to see (although I see that their second copy of Monsters Revisited still hasn't sold; I bought the first one). Wolf Munroe wrote:
Because I want to be able to get new people involved (this is an absolute necessity, as people move away, etc) and I like to be playing something that I feel will get continuing support, which also makes it easier to get new people involved. Not as big an issue with stuff that only GMs will care about and which is scenario-based (such as the APs, although as I say it still saddens me) but a bigger issue for the Campaign Guide and a much bigger issue for stuff like the PFRPG rulesbooks. voska66 wrote: I think for sneak attack everything might works best with a skill check such as knowledge. A rogue needs to determine where the weak spot is. A rogue would need to know where the week spot is in a vampire for example. With out that knowledge the sneak attack will always fail. It would be automatic for most living creatures but for undead I'd require the knowledge same for constructs or any other monster that normally in 3.5 couldn't be the target of sneak attack. Apart from the fact that it'd add further overhead to combat, logically having successfully fought and sneak-attacked them before (or maybe even specifically preparing for the combat) would allow for sneak attacking without the knowledge roll... and even more overhead. I can't see it catching on, to be honest; there's enough going on as it is, in 3.x combat. yoda8myhead wrote:
Sure. It's one of the reasons that in general I am wary of buying stuff from smaller publishers (Paizo being the exception at present, although it'll give me pause if PFRPG material, or the Pathfinder Campaign Guide, were to go out of print). Remco Sommeling wrote:
I referred to that in my answer (it's why I was talking about opportunity cost). Considering +1 as 5% of a d20 is the wrong way to look at it, though, I think, because it ignores the other bonuses and the amount you're trying to get over (and at higher levels, one of the complaints about D&D is that the roll itself becomes less important than the bonuses). As for me disliking fighter-only feats, the way I prefer it, there shouldn't be only a few good feats for cherry-picking (and the existing fighter-only feats aren't that great anyhow). The other meleers should be able to take good feats and the fighter should be able to take good feats, just more of them. Additionally, feats will be a part of fixing combat, and the problems with combat affect all the meleers. Remco Sommeling wrote:
Although his flat-footed AC won't be far off his actual AC, at least. Also, a rogue making a full-round attack on the fighter is going to be the lucky winner of a full-round attack in return even if he did win initiative (likely). Matthew Hooper wrote:
Shall Not Pass doesn't stack with lunge or standard reach weapons because it only affects adjacent squares. However, a half-haft feat would add more options so that the build would have something to do, in terms of stopping opponents, at 5, 10 and 15 feet of range. Even better if enlarged... James Jacobs wrote:
Unless you're a sorcerer or bard, you can just not pick those spells to prepare at higher levels, unlike the fighter that can't retrain in the PFRPG rules (and may need those sucky feats for gateway purposes). Why not, as suggested above, scale it? Say, +1 then +2 at BAB of +8, then +3 at BAB of +15, etc? As for the existing scaling, all plusses to hit scale like that. The question with the feat is opportunity cost, ie, are other feats better? Can I get my plusses more cheaply otherwise? In other news, I hate fighter-only feats. Hate them. Inquisitor Thresh wrote:
Because wizards are really rare in your game or because you don't use the magic item creation rules? If it's the former, surely your wizard can kit everyone out with magic items anyhow (at less cost!)... James Jacobs wrote:
Really bad. Not Very Happy. I know it's a Chronicle not a Companion (but then, we didn't get any in Osirion, either, and we did get regional feats, the precursor to traits, in the Campaign Guide, which was also a Chronicle), but couldn't we have had some traits? I love traits but there appears to be a pretty patchy commitment to them... I am also disappointed that there's no traits (and we were rather given, on page one by a reply of Vic's, to expect them!). A real missed opportunity, given that I guess Osirion won't be revisted at the whole-nation level. Also, why no traits in the Absolom books. Yeah, it's a Chronicles book, but really I am not sure why there can't be any traits in that, unless they're going to appear in a future Companion. So, a bit fed up with the lack of traits in these two books, but most particularly in the Osirion book given what Vic had said on the first page of this thread: Vic Wertz wrote:
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