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Posts
Jal Dorak wrote: This is a major point of contention for some literary types. Not only does Tolkein NOT describe any ethnic variation aside from "caucasian elf" and "caucasian Numenorian", he actually goes out of his way to describe many of the more sinister human races/nations who join with Sauron as black or middle eastern (the Corsairs, the elephant riders). Why would there have been ethnic diversity? Travel in the time of LotR was extremely difficult. Chances are good you'd never leave your direct surroundings unless you were a trader, and if you lived in Europe (ie where the book was basically set), there'd really be no reason for you to even know other races existed unless you sat in the tavern listening to stories... or fought them in a war. Because where else was Sauron going to find mercenaries? His neighbors knew he was evil (they had fallen for his lies one too many times), but the people farther off hadn't had dealings with him before, or at least not as much. Parry (Combat)
Improved Parry (Combat)
What do you think? I'm a little concerned that this could result in frighteningly-high AC, but then again, you are losing attacks, and at this level, attack bonuses usually far exceed AC anyway, so maybe it's not such a bad thing. Honestly, all this just makes me feel sorry for poor ol' Regdar. He can't help that he was born a white guy, and it's the fault of his player's DM that he didn't get to be a warblade or something. Regdar was actually the first D&D character I ever played (anyone else remember the old 1st-3rd level Adventure kit for 3e? I still have that lovely little gateway drug away up in my room). Stupid racism. Why can't we all just get along -- white human male fighters and black female elf together? I mean, other than that the black female elf cleric probably wants to sacrifice worships the white human male fighter to her dark god Lolth... Honestly, I've never had a problem with +x modifiers, and PF's way of dealing with DR does strike me as altogether too much too fast. Golf bag syndrome also never really came up, though I could see how it might. And, DR should be difficult to get around; that's the point of it. What I would think would make the most sense is to give magical weapons two points of DR penetration per +x (excluding DR/-). This helps a little, but it doesn't make having a special-material weapon pointless. As for increasing damage... well, I'm torn. On the one hand, anything to help boost noncasters is probably a good thing. On the other hand, they doesn't really need help in the damage-dealing department. Again, though, I've honestly never had a problem with people preferring special enhancements because gp for gp, you're really better off with the +1 to attack and damage (the numbers crunch better in your favor, don't forget that the increase also gives your weapon better hardness and more hitpoints). Dramatis Personae wrote:
This is completelly inconsistent with the reasoning given for not unstaggering the sorcerer's spell progression. I'm not saying I would worry about the details. I'm saying that if you do go through the trouble of updating, unstaggering the sorcerer doesn't add an appreciable amount to the already staggering amount of work you'll have to do, and if you leave the stats as they are, then unstaggering doesn't change anything anyway. Either way, the argument that "unstaggering the sorcerer makes the game less backwards compatible" holds no water whatsoever. This has been a perennial problem for every DM I've gamed under as well as for every game I've DMed: what are the mechanics for convincing someone that you're telling the truth when you are telling the truth? It has something to do with Sense Motive and Bluff, but the problem is if you run it like a normal Bluff check, a person who sucks at reading people is more likely to get the picture than someone who's great at it, and if you run it in reverse, having a high Bluff check is bad. Anyone have any ideas on how to adjudicate this? Preferably, there'd end up being a sidebar in the eventual book on this, since it's a pretty common occurrence, I've found, and tricky to work around. Pangur Bàn wrote: Again, the same pretty much goes for Str for most arcane casters. If the DM can impose Str-based checks for them, he can just as easily impose Cha-based checks for everyone else. No he can't, because he has to split the party up to force everyone to make Charisma checks whereas anything involving Strength will probably be a hurdle each party member has to overcome, and everyone has to worry about encumbrance. Tamago wrote: As for why staggered spellcasting is pretty much "right out" -- that has to do with backwards compatibility. One of the design goals for Pathfinder is to make it work with existing 3.5 sourcebooks. Changing spell progressions at all means that someone wanting to (for example) run a 3.5 module would need to rebuild the stat block for a Sorcerer, especially if said sorcerer was at an odd level. I call shenanigans. You're going to have to re-do the sorcerer's stat block anyway to take into account all the bloodline abilities and the increased hit-die. And what about the changes to the skill system (which affect every class)? Those require minor tweaks of pretty much every other race and class out there (Oh, and virtually all other races need powering up, too). If you have a Barbarian NPC, you have to practically write up a whole new character. The druid's different, too, and you have to deal with Weapons Training for the Fighter (not to mention changing around some of their feats). Oh, and lest we forget, the bard has a different spell progression! Not hugely different, granted, but the difference is there. You're going to have to re-do most NPC stat blocks if you want them to use Pathfinder classes. Unstaggering the sorcerer's casting isn't really all that much more work. @ Vendle: Balance is good, and the more balanced the game, the better. Selgard wrote: Charisma is only a dumpstat though in campaigns that don't utilize it in the role of social interaction. Or for everyone in the party except the face and the sorcerer (and the sorcerer would probably rather use Int). Dennis da Ogre wrote: As far as I can tell the Wizard is about on par with where it was previously. The loss of specialist bonus spells versus SLAs is a toss up as far as Wizard 20 goes but he's not as good at PrCing as he used to be so I'm leaning towards maybe he's even marginally less powerful. No, the wizard has gotten a very distinct boost. The bite of specialization has been almost completelly removed. Before, he had to totally lose two schools forever. Now, he just takes a penalty to spellcraft checks for those two and doesn't get to use his special ability (which he didn't even have before) if he prepares from them. Plus the special abilities, and he gets to choose between a Familiar and a special item (which, if I'm reading it right, gives him one spell-per-day cast like a sorcerer, only obviously he'll have many, many more spells known). And if the spells are actually spell-likes, he just got a massive boost, far and away worth the versatility of extra spell slots No, the wizard is quite a bit more powerful in Pathfinder. He also gets a better hit die, probably gets bonus hit points for Favored Class (which is, by percentage, a bigger boost to him than most other classes), doesn't have to spend XP for item creation, can easily get +2 to Int from his race, and can deal with the change to how Wish gives Inherent bonuses better than most classes (since he really only needs Int and Con, and really just Int). Oh, and he gets unlimited cantrips per day, which helps him the most at low levels because the wizard has always had the biggest problem with running out of spell slots. Sure, the Sorcerer is better than 3.5, but so is the Wizard. The change to item creation alone widens the gap by so very much. Shadowdweller wrote: Not every ability has to or should be useful all the time. There are worse things than, say, being always armed for purposes of Attacks of Opportunity / resisting grapple attempts. Since natural attacks can be combined with touch spells, these also open up some interesting (if generally still underpowered) tactical considerations... True, but most of the other bloodline 1st level abilities are useful. With respect to AoOs and resisting grapple, the Sorcerer is going to suck at them anyway. The only thing these claws are going to do is give new players unrealistic expectations of the sorcerer's combat ability. Dennis da Ogre wrote: Many people have begged for this, Jason has already said this is not going to change. That is unfortunate. I'll just have to house-rule it, I guess. Dennis da Ogre wrote:
The problem is largely that the sorcerer is underpowered in comparison to the wizard, probably moreso now that A) item creation is even better, and B) Wizards get actual class abilities other than spellcasting and feats now. If we wanted to tone both of them down, the end result would be acceptable, but since that's obviously not going to happen, they should at least be on equal footing. Dennis da Ogre wrote: Jason has indicated he is making quicken work for sorcerer. The rest of meta-magic would be nice but they are definitely covering the important one (quicken). Ok, that's good. Thank you! Dennis da Ogre wrote: Feh... cute, cool but really can't we leave this sort of flavor up to the DM and the player? Yes and no. We could leave everything up to the DM and the player, if we really wanted. I've found that this works better if it's in there to begin with. Dennis da Ogre wrote: Eh... 1st level abilities all kind of suck and are worthless after 3-4th level and that's ok. I've been playing a draconic sorcerer in a 2 player party and the sorcerer just doesn't have much choice but to get his hands dirty a little sometimes. The claws give him 2 attacks per round and they are finessable? Also, the claws are a nice touch for a multi classed sorcerer. Most likely, he's still going to be better off with manufactured weapons. And some of them maintain at least some utility: the Destined, Fey, Celestial, and Arcane all maintain utility into the upper levels (Fey's has no saving throw or [mind effecting] tag, if you'll note), and at least the Aberrant Elemental ones don't try to trick the sorcerer into entering melee combat. Dennis da Ogre wrote: Well I'm not entirely sold on the d6 either. Combine this with the extra 1HP for favored class and suddenly sorcerers and wizards are averaging 5.5HP/ level. Considering Rogues average 6.5 and fighters 7.5 that's not a very big spread. Constitution is much less important for the typical wizard now. Yeah, I'm just really not sure what the point is in standardizing hit dice, especially since there's already an exception (the Barbarian). It seems nice and all, sure, but it's not like hit die was ever hard to remember (and ever if it was, you'd only have to check when leveling the character, and you'll need to check anyway to see what class abilities you gained). Shisumo wrote:
For Channel Energy, I dunno, it just seems like the manner in which it is being called lends itself towards destructive rather than healing purposes. It just feels a little weird for it to heal everyone in the area as much as it damages undead. But you're right, this one is more personal preference than many of the others, and it's rather off-the-cuff. Specializations: if they're spell-likes, they don't have material components. Those material components are there specifically so that the spells aren't cast as often as spells without them, and when cast, the wizard feels it for the rest of the game. By taking them away, you skyrocket the power of the spell (especially in cases like Wish, where you're effectively giving the Wizard a free 25,000 gp per day with just that one ability alone. It also puts spell-likes like that totally out of line with the power lever of other of the spell-likes, whereas otherwise, they're all (ostensibly) the same. Breath of Life: the spell screams "do over!", which is certainly a good thing, but if that's what it's doing, that's all it should do. To that end, it should also counter save-or-dies, since they're powerful enough without getting a pass here (though perhaps it should only give the recently-deceased a second save against the effect with a bonus equal to the cleric's caster level or something, or a first save if the effect didn't offer one to begin with). As for being able to be cast spontaneously, this spell is the sort of thing you hope you'll never have to use, but at the same time will be so very grateful to have when you do. So, the upshot is that either the cleric wastes one 5th level spell slot every single day for what could be an entire campaign, or he uses that spell slot for something that routinely gives him the spotlight and as a result, when they do need it, someone dies. As-is, it's total scroll-fodder, and that's a real shame. As for the change to Wish: This encourages digging deeper into dump stats and dropping odd stats one point, neither of which is particularly good for roleplaying. More to the point, a 9th level spell with a 25,000 gp material component is worth +1 to an ability score. Also, having to cast them in succession makes it less fun to use when being able to cast them whenever isn't at all overpowered. Pangur wrote: The rogue and ranger are equally 'penalized' when trying to sneak through the forest with a clanking paladin in tow. Which you can usually get around by leaving the paladin behind, scouting ahead, and then bringing him forward a bit. Pangur wrote: The cleric is 'penalized' by the brainless barbarian charging in all the time and sucking him dry for healing spells. Not really. First, healing allows him to use his class abilities, which gives him the spotlight, which is the only real currency in the game anyway. Second, he isn't obligated to heal the barbarian. It's elective on his part, even if it'll piss the barbarian off. Pangur wrote: The whole party is 'penalized' when the paladin's code of conduct makes a problem that much harder to solve. Which is unfortunate, and is why the party should be able to veto someone choosing to play a paladin, but that's for another thread. Pangur wrote: The druid is 'penalized' whenever the party travels terrain that his animal compagnon disagrees with, and it's the same for the paladin with his mount (even with the 3.5 solution). This strikes me as not relevant, as it's not actually a party choice (after all, they have to go where the adventure leads them, else they wouldn't be adventurers). The situation would be the same no matter what the other players decided to do during character creation. Pangur wrote: I can list similar penalties all day long. It's a party game: sometimes that works in your favour, sometimes it doesn't. Sure. That doesn't mean it's ok to balance a character creation decision off the knowledge that it's going to penalize someone else in the party doing what they want to do. roguerouge wrote: Actually, no, if Charisma is going to matter as much as the other skills, it would have to be 4 +/- Charisma modifier, penalizing poor Charisma, just like there are penalties for having poor numbers in the other stats. That's what "+ modifier" means. That's how the game notation works. Vendle wrote: Perhaps I missed something, but why does this need to be fixed? All stats are not created equal, and different stats have mechanically different effects. Each stat costs the same amount. It's just unfair for them to be unbalanced. DracoDruid wrote:
This only shifts the problem to making Wisdom the dump stat (though granted, your Perception will suffer, at least). Selgard wrote: The problem is that in this phase of the program off the cuff "that doesn't work" comments Are nearly worthless. You are basically coming on here after having read the material once or twice, maybe three times- you did say you had received it only the day before- and that having done so you see several glaring issues that need to be fixed, without ever having play tested a single thing. I didn't say that. I said that these were things I "took issue with," which was an intentionally vague way of saying "these things look a little off, you might want to double-check 'em." And I usually have good results with first reads. Selgard wrote: There are alot of things in 3.5 that seemed wrong when they came out. The Warlock for one, the Mystic Theurge for another. People shot those down right out of the gun. As I said, speak for yourself, please. I loved the Warlock when it first came out (still do, though it's hardly a CoDzilla) and thought the Mystic Theurge was pretty "meh." I'm not saying I'm infallible or anything, far from it, but I do have a good nose for problem spots. Maybe you could "hold" some of your attacks to use as parries during the rest of the turn? So if you have, say, +20/+15/+10, you could make your +20 and +15 and hold your +10 to give yourself or one person adjacent to you, say, +5 AC against one melee attack. Or you could hold all your attacks and get +10 against one, +7 against another, and +5 against a third, if it comes to that. Though this might lead to frighteningly high ACs for little cost, since the +10 probably wasn't going to hit anyway, which would lead to a longer combat anyway as everyone who full-attacks becomes much harder to kill. Maybe 1/3 bonus to AC? Hydro wrote: If a party of four men (one scrawny, one beefy, one dressed in black and one dressed in white) approaches you, you may attempt to use the sense motive skill against any one of them. That's in the rules. Sure, but it isn't going to do you much good, most of the time. "What's up with him?" "Oh, Jared? He's always a bit on edge. *leans in* He was in the war, you see..." At absolute worst, it makes the rogue toss out on additional lie, but it's probably pretty easy to make the lie perfectly reasonable, and you might be able to play it for sympathy. Hydro wrote: Oh, there are lots of rewards for a good charisma score (though I'd always welcome more). The thread was started because there aren't any penalties for a bad one. Actually, there aren't really any rewards for a good Charisma score, not inherently. Abilities that draw their juice from Charisma (like spellcasting) don't count because they could just as easily be attached to something else. Pangur wrote: I disagree. The rogue can be the most smooth-faced liar on the planet, if the fighter standing behind him looks guilty as hell that *is* going to affect the rogue (Face didn't take BA along when conning someone unless he needed some brawn as leverage, if I remember the A-team correctly). This isn't in the rules, nor am I convinced it should be. The party as a whole is being penalized, rather than you in particular. Specifically, the rogue's getting his shtick penalized. It would be like the wizard getting his spell DCs ganked because the fighter had a low Wis. Selgard wrote:
But perhaps not entirely. And you could have put that a little more nicely. My tone has hardly been acerbic. Selgard wrote: PLENTY of 3.0 and 3.5 stuff LOOKED ok but was either hideously underpowered or overpowered in actual game play. Hey, speak for yourself. Many of the problems I eyeballed in 3.5 ended up being, well, problematic. Selgard wrote: I am not griping or complaining at you, I'm merely making a suggestion that you actually give some of the things you have complained about, a shot in an actual game. I plan to. If I ever get the short campaign I was gonna run over the summer off the ground, it'll be with Pathfinder rules, and as long as the beta doesn't go off the deep end, I'll be using it for the year-long Eberron campaign I'm booting up in the fall. At the same time, though, what's the harm in trying to find problem spots first? After all, it's just words. If they make sense, they might stick. If they don't, then they won't. Pangur Bàn wrote:
Yes, I know, I was making a point. Pangur Bàn wrote: 2) I'd say Strength is as much a dump stat for wizards or sorcerers as Charisma is for fighters. Are we going to upgrade Strength as well, just so they don't dump it? No, it's really not. Encumbrance can really be an issue if the DM bothers to enforce it, whereas there's really nothing to enforce in the case of low Charisma: sure, you could arrange the situation such that everyone gets split up and has to make diplomacy checks on their own, but that's an artifice and looks like you're gunning for the PC, whereas it's a natural consequence of low Str that you're going to have trouble carrying all those scrolls and wands and potions. There should be a similar natural consequence to low Cha that doesn't make the DM change the way the campaign is played. Pangur Bàn wrote: 3) Cha-based skills can be just as useful or useless as Str-based skills. I consider that a non-argument. It adds to climb and swim. If the party ever comes up against a wall or a body of water, everyone has to worry about getting over or across. On the other hand, if the party ever needs to talk to someone, only the face has to worry about having a decent Charisma. The DM has to go out of his way to make low Charisma an issue, whereas he doesn't have to do that with the other stats. I actually really dig the Action Point idea, though I really don't think it would be all that tricky to balance. Tear it straight out of Eberron and change the number you get per level to 4 + Charisma modifier (min 1) or something and you're set. Hello, all. I stumbled upon Pathfinder yesterday, and I have to say, I’m very impressed and excited! I was tremendously disappointed by 4e but also rather annoyed with the number of house rules I felt I had to drag around to make 3.5 as good as can be, so it’s really nice to see it all integrated together like this. That said, much as I like the changes, there are some I have suggestions/criticisms regarding. I decided to do it page-by-page, and it ended up coming out to this. I know it’s rather a lot, but for every change I took issue with here, there are at least two or three that I really like. Anyway, let’s begin: Pg 7: Charisma should not be physical attractiveness. Leave that up to the player. Perhaps there could be an “Attractive” feat for players that want to stress it, but it doesn’t really make sense in a slew of cases for the stat itself to equal hotness. Also, Charisma should have a built-in bonus other than adding to skills (but I already have a thread on this: ). Pg 8-9: Dwarves. They need to be streamlined a bit. They just have too, too many abilities, and it seems inelegant. Specifically, I’d ditch “Hatred” and “Defensive Training.” The same for gnomes, too. Pg 10: Half-orc: Orc Ferocity: I’d take away the “once per day” thing, as if they get knocked before 0 twice in one day, they probably deserve the extra round (perhaps once per encounter?). Also, I’m not convinced the half-orc is balanced yet. The reason they were so much less spectacular than the other races in 3.5 was because +2 to strength was deemed just too good. However, +2 to Int is probably better for a Wizard than +2 to Str is for a melee character, and more to the point, Humans and Half-elves could put their +2 into Str if they wanted. Upshot: half-orcs need a little more love. Pg 12: Barbarian Rage. Love the change, but it might be worthwhile to state that barbarians above 1st level get (2 + Con mod)*Barb level + 2 rage points. Also, it might be nice for there to be a way for a barbarian to psyche himself up and regain some of these rage points, possibly with a feat. Pg 14-15: Rage abilities: Clear Mind should be Ex, I don’t think Elemental Rage makes much sense, Low-Light Vision is probably only worth 1 point, Renewed Vigor seems like it should have a use cap and doesn’t need to be supernatural (while HP does partially represent physical damage, 1d8+Con mod at 6th level isn’t enough to require the points healed to equal physical damage), and Terrifying Howl definitely shouldn’t be supernatural. Finally, Mighty Rage should probably only cost 3 rage points per turn, though honestly, I don’t see a problem with both rage improvements being free. Also, there should be a feat that gives the Barbarian extra rage points. Pg 16: I love the Bard picture. As for the mechanics, I liked Bardic Knowledge as it was, what was wrong with it? Pg 20: Uhhhh, Deadly Performance is way, way too good. Performance checks can get really, really high, and I just don’t see how anyone except maybe a Cleric or Druid will have a high enough Will save to have a decent chance to not keel over. I mean, it’s going to be *at least* 1d20 + 26 (read: 36.5 average), and most people probably won’t have a much higher Will save than +15, if that. Pg 24: Not a critique so much as a suggestion: perhaps druids could also choose to form a Nature Bond with a specific location instead? More useful for NPCs, but it would be cool if , for example, the party came up against a druid in her glade and wished they had lured her out of it first. Pg 27: I dunno, but it just seems to me that the Fighter needs just a little bit more, especially now that feats are more common. Maybe more fighter-specific feats would do it. Pg 30: It isn’t totally clear that he can’t spend, say, 2 ki points to get 2 extra attacks, or 15 ki points to get 15 attacks. I think it’s pretty obvious what the intention is, but an extra sentence to nail it down could avoid confusion. Also, ½ monk level rounded down or rounded up? Finally, I don’t think Slow Fall is so powerful that it should have the additional requirement of being within arm’s reach of a wall. It would be pretty cool, actually, if he never takes damage if he’s within arms reach, and can fall the listed distance in freefall before he risks taking damage. Pg 31: Abundant Step is cool, but I’d rather it could only move the monk Close Range away at caster level = monk level. Paladin: I was kinda disappointed that it didn’t follow the trend of giving classes X points to spend and keeping the Smite Evil uses separate from Lay On Hands. I guess it kinda makes sense, but still (Also, in the final release, my hope is that the Paladin description will be careful to oust the “detect *THUMP*” paladin as a fraud and charlatan.) Pg 32: Divine Bond: It’s a tad unclear what “bonus” means, as well as whether or not, say, Flaming and Holy cost the same number of points. I can infer that that’s what the section’s trying to say, but it isn’t totally self-evident. Also, there isn’t actually a duration listed (1 minute per Paladin level is technically only the amount of time the weapon glows, since it says nothing about the abilities), and it also doesn’t say anything about whether or not two uses of the ability can stack with one another, in which case a 20th level Paladin could potentially have a +24 weapon for 20 minutes if he blew all 4 uses. Finally, how this interacts with the base weapon’s enhancements is a little unclear: it says “doesn’t stack,” but implies that only enhancement bonuses don’t stack, that you couldn’t turn a +5 weapon into a +10 weapon, but you could turn a normally +5 flaming freezing electric holy weapon into a +5 flaming freezing electric holy brilliant energy speed weapon. This is fine, but it needs to be clearer that that’s what it’s trying to say. Pg 33: Why not let the Paladin call the mount more than once per day? He can enhance his weapon more than once per day, and frankly, the mount strikes me as less dangerous in general. I don’t even see a problem with letting him call it as often as he wants. Aura of Resolve: should function on the Paladin even if unconscious. Pg 34: Aura of Righteousness: should function on the Paladin even if unconscious. Holy Champion: the Paladin should be able to choose whether or not to banish the outsider. Pg 36: It would be nice to be able to play a spell-less ranger. Pg 37: Hunter’s Bond: neither bond functions for a solo ranger, which is unfortunate since if any class lends itself to the antisocial personality type, it’s the ranger. Maybe the hunter could choose to be really good with poison? Or trapping? Or even better at hiding? I dunno, something. Pg 38: It’s a little unclear exactly who sneak attack affects and who it doesn’t. I take it zombies still don’t have to worry about it, but it looks like it requires a DM call. Also, it would be really nice if there were an option for a sneak-attack-less rogue. Pg 39-41: Certain Rogue talents should be able to be taken multiple times. Combat Trick should certainly be ok, and the same goes for Minor Magic, Major Magic, (either 2 extra times per day, or another spell) and Resiliency (use it more times per day). The same goes for Improved Talents: Defensive Roll (more times per day), Opportunist (more times per round), and Feat. Also, Skill Mastery should give her 3 + int bonus number of skills, so if her Int goes up or down after taking this, it changes the number of skills she can take 10 on. Pg 42: Ah, the Sorcerer, my old friend. How long and hard I’ve argued to make you better. Let me give you a little history: over on the WotC boards a few years ago, the chic thing to do was post a Sorcerer fix. It seemed more people wanted to do that than everything else combined. Anyway, when the smoke cleared, it seemed to me that there were four main problems with the Sorcerer: 1. Staggered spellcasting. You know, how all the real casters get the new spell level at caster level (2*spell level -1), but sorcerers have to wait that extra level. It’s arbitrary and unnecessary, so remove it. 2. Too few spells known. One more spell known per spell level gives them enough chutzpah to get along. The bonus spells from bloodlines help, but first, they shouldn’t be even further staggered, and really, I think the bloodline abilities are enough by themselves to get it across that sorcerers get their power from their genes. Also, 6 spells per day is much more than they need, so it’s ok to drop it to 5/day, or even 4. 3. Metamagic time increase. Also arbitrary, also unnecessary. Let the sorcerer be good at metamagic out of the box, it won’t break anything. At the very least, let them finally use Quicken spell. 4. Material components and scroll use. They really just don’t make sense for the sorcerer. They should have to be trained in Knowledge (Arcana) and Spellcraft at least before they can use Scrolls. Since Pathfinger doesn’t have XP costs, I don’t see how we can remove pricey material components, but it would be cool if there were some way. I dunno. Also, we found that giving sorcerers a slightly altered Thematic Spell (from Magic of Faerun) was a great way of making each one distinctive. For those of you without an obscure 3.0 Faerun book, Thematic Spell basically means all the sorcerer’s spells have a similar *ahem* theme (like darkness or tiny flying skulls), or something happens to the sorcerer’s appearance when he casts (ie electricity crackling, floats off the ground an inch, clothes float, eyes glow, etc etc). He also added +1 caster level to ½ Sor level spells. Anyway, those are my suggestions towards fixing the Sorcerer. Pg 43: Abyssal level 1: pretty much useless. When is it ever a good idea for a Sorcerer to go into melee combat? Same with 9th level. Pg 45: Celestial Wings: there’s no listed action to activate this. It’s Su, so I suppose it’s a Standard Action, but it should probably be stated here too. Ascension: if the Sorcerer has tongues, he should be allowed to swap it out for free. Within Reach: As a bigger change, I’d suggest making all save-or-die effects merely drop you to -9 hit points and falling. With that change made, though, Within Reach would need to be made a little better. Destiny Realized: just make all critical threats against the sorcerer automatically fail (it’s simpler, not much more powerful, and doesn’t actually grant immunity). Pg 46: Claws: Also useless. Breath Weapon: this would be cooler if it was ½ caster level and instead useable once per hour / once per minute / once every 1d4 rounds. Pg 48: Incorporeal form: also doesn’t have a use listed, and probably should. One of Us: it gives you leeway re: appearance, but I don’t see any harm in tossing out a few more suggestions on how it might manifest. Pg 49: So… a bonded object is basically +1 spell slot? But any spell the wizard has in his spell book, right? Or does “any spell the wizard knows” refer to spell mastery-ed spells? Also, specialist wizards should take a -1 caster level to all non-specialist-school spells (with Universal being tuned down a bit, consequently). Finally, Sorcerers and Wizards were fine with a d4 hit die. Standardization of hit dice is nice, but not super important, particularly since Barbarians break it anyway. Pg 52: I’m torn on whether or not to add Climb and Swim together. On the one hand, they clearly represent very different things. On the other hand, they aren’t really powerful enough to justify keeping apart. My inclination is to bite the bullet and add them. Other than that, I like the changes. Pg 62: Perception (Scent) looks too easy to me. Maybe it’s just that I have a terrible sense of smell, but I’d think it should be +1 per foot rather than per ten feet. Pg 68: Arcane Strike: Would be nice to be able to burn spell slots to add to attack and damage. Pg 70: Cleave: I never had a problem with it before. It was just a fun feat for the fighter. (Same comment with Great Cleave later). Pg 76: Channel Energy: Should probably only heal half the amount of damage it deals. Pg 77-8: Grapple: looks good, but also has a lot of “if-then” statements, which are tricky to run. Pg 81-2: Abjuration: I like Protective Ward, but would like it a whole lot more if it were what the specialist ability were based on. Like, it starts giving more and more bonuses as the wizard goes up in level. Maybe it gives a bonus to saves as well and energy resistance and spell resistance/immunity or something. Also, with respect to all of these Specializations, the spells definitely shouldn’t be spell-likes. If it has a pricey material component, they should have to pay it just like normal. I’m not going to comment on the Cleric domains, largely because clerics don’t interest me, and that’s a lot of information to go through. On a skim, though, it mostly looks ok. Pg 100: Breath of Life: The healing shouldn’t be able to bring someone above 0 HP, and it should be able to fix death effects (setting the person at 0 HP). Also, good clerics should be able to spontaneously lose a 5th level slot to use this. Pg 101: Darkness and Deeper Darkness: Aww, I really liked that darkness spells shut down darkvision. It was one of the funnest parts about them! At least let deeper darkness do it… Pg 104: Find the Path: Why not just make it easy to counter this spell? I mean, the only problem with it is that it makes the concept of “lost city” absurd, right? Maybe the spell works through a sympathetic connection to maps, so if there isn’t a map to the place, it can’t get you there (uncommon/rare maps might require a check or something, and you only get a vague direction or something). Pg 117-8: Slay Living: Um… it just deals damage, so the title is a total misnomer. Pg 118-9: Wish: Inherent bonuses shouldn’t take away from one ability score, nor should you need to cast them in immediate succession. Pg 142: Just to check, is magical item creation the same, except no XP cost? Allright, that’s it. I’m sure there are other problems, but I tried to limit myself to aspects of the game I feel I have a good hold on. Thank you! Greaver Blade wrote:
That's... incredibly stupid. And why should they have to be cast in immediate succession? Greaver Blade wrote: Honestly, the removal of XP penalties may be the way Pathfinder is going. Remember, this isn't D&D any more. This is a good deal more of a power game. If it's too over the top, I suggest simply using the version of the spell you prefer, and implimenting whatever costs you prefer. Remember Rule Zero. Yeah, or maybe, since this is the alpha test, we can try to make the spell good out of the box. YEah, and it would actually be really thematic for canceling magic to be just something spellcasters know how to do, rather than a specific spell. Perhaps counterspelling requires an immediate action that uses up your standard action next turn as well as blowing a spell slot of the same level as the spell being cast + a roll, and ending an ongoing magical effect needs a full-round action and a roll with a chance of the effect rebounding on you (which could be damage + daze + knockback, or something). Maybe there's always that chance of rebound when not using dispel magic which gets worse if you don't blow a spell slot. Now, there are classes that specialize in each of the abilities, but each of them also has built-in reasons for wanting them to be high. While not everyone needs every ability, they are universally punished for dumping any given ability... except for Charisma. Here, let me show you: Strength: Encumbrance, melee attack/damage, CMB, skills useful to everyone. Dex: AC, Ref save, ranged attack (including some spells), skills useful to everyone. Constitution: HP, Fort save, buffer from death vs. con damage/drain (vs mere KO in the case of the other ability scores) Intelligence: skill ranks Wisdom: Will save, skills useful to everyone. And: Charisma: ... Nothing not role-centric. Only characters with Cha-centric abilities and the face character have any reason to have Charisma above 1, and that's not a fair comparison since all the abilities have class abilities based off them. A fighter with a Charisma of 1, for example, isn't any worse at what he does than a fighter with a 10 or an 18 in it, but he can't get away with a score of 1 in anything else without paying for it (Dex means his AC and Ref save are suffering, Wis and his already-poor Will save is even worse, Int 1 and Int 8 aren't any different, true, but Int 8 and Int 10 are, and obviously he can't dump Str or Con). The same goes for the Wizard, Barbarian, Rogue, Druids (Wild Empathy excepted), Clerics (Channeling excepted), Monks, and Rangers (Wild Empathy excepted), and if a Sorcerer could get away with switching to Int, he would be a fool not to. In other words, I'd like to give Charisma a few more built-in benefits, at least one that everyone would like. Thoughts? Save-or-dies are very, very satisfying, I've found, when they work. When they don't, yeah, you're disappointed, but you're always disappointed when the bad guys makes his save. Concurrently, making your save against a save-or-die is sooooooo relieving that it's usually worth the risk. That said, failing your save against a save-or-die is decidedly un-fun, since it usually feels like you just lost your character for no fault of your own. So, the house rule which I like to use is that save-or-dies drop you to -8 hit points and falling (I also use the you-die-at-negative-Con-score rule, so this usually means you have at least three or four rounds to stabilize). This doesn't diminish the fun of using a save-or-die, means it's possible for the BBEG's cleric to heal him back up, and means if you get hit by one, you're not totally screwed. Howdy, all. I'm not sure how many of you were over on the WotC boards when this happened, but a few years ago, there was a HUGE explosion of sorcerer fixes, out of which came one I helped put together: the Composite Sorcerer Fix. Unfortunately, the thread seems to have been archived into obscurity, so I can't find it anymore, but fortunately, I saved a copy of the class. Obviously, a lot of the changes aren't relevant to Pathfinder (the Cantrippery ability, for example), but I'm posting it as we left it all those years ago. (I also left in most of the formatting stuff, largely because taking it out is problematic and difficult): Spoiler:
Composite Sorcerer This sorcerer is an attempt to follow the flavor of the PHB’s sorcerer with as few changes as possible while maintaining balance with respect to the other Primary Casters. It is the combined work of everyone who posted on the [thread=199655]Discussing Things with Skip Williams[/thread] thread, as well as this one (to a greater or lesser extent). [color=blue][size=+1]Game Rule Information[/color][/size]
[color=blue][size=+1]Class Features[/color][/size]
Natural Spellcasting: (Note: Changes to the PHB sorcerer are [color=blue]in blue[/color].) A sorcerer casts arcane spells which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below). To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score. A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells from the sorcerer/wizard spell list, or they can be new, unique spells that the sorcerer has discovered inside himself (learning a spell not in the Player's Handbook requires the DM's approval). Upon reaching 3th level, and at every odd-numbered sorcerer level after that (5th, 7th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. [color=blue]Sorcerer magic comes solely from within. They cannot use a material component or focus of any kind (except in special circumstances, such as Fabricate or Trap the Soul, where the material component or focus is a part of the spell effect). They completely ignore material components and foci that do not have listed prices (but only for sorcerer spells) and pay 1/5th the gp cost of material components and 1/50th the gp cost of foci in XP each time they cast the spell. Similarly, Sorcerers cannot cast spells off scrolls, which use a method of casting that is completely alien to the way sorcerers use magic. However, they can learn how to use scrolls. By taking the Scribe Scroll feat, the Sorcerer also gains the ability to cast off of scrolls.[/color] Thematic Spell: Every sorcerer expresses a slightly different style of spellcasting, that forms a signature theme. He is more effective when casting spells strongly linked to it and imbues all of his spells with it to some degree. A sorcerer chooses his theme at 1st level. A theme comprises three components. The first component is a set of spells central to his theme. A sorcerer chooses one such spell at 1st level and another one at each even sorcerer level. He casts these thematic spells at +1 caster level. The second component is a special visual and/or auditory effect that all of his thematic spells share, such as “fire,” “ice,” “screaming skulls,” or “pink bunnies eating nachos.” The special effect may be dramatic or subtle, but it does not actually make the spells more or less noticeable. It does not change the spell statistics in any way, other than enhancing the caster level. For example, if the sorcerer’s theme is “fire,” then his magic missile spell might appear to produce bolts of fire, although the bolts are still a force effect and cause normal damage, not fire damage. If the theme is “screaming skulls,” the sorcerer’s fly spell might manifest as a dozen small screaming skulls that orbit him, bearing him aloft. The special effect may replace the appearance of a standard spell description, or merely accompany it. For example, if the theme is “pink bunnies eating nachos”, then a fireball spell might show a bunch of cheese-covered rabbits flying outward from the center of a standard ball of fire. The third component of a theme is a special effect that alters the sorcerer’s own appearance while casting any spell, whether thematic or not. He might display a corona of red light, his hair and clothes could billow wildly, an eerie whistling sound may be heard, or any effect resonating his theme. Alternatively, a sorcerer may choose the “default effect” for his thematic spells and/or his appearance, and not alter their look or sound. He still casts the thematic spells at +1 caster level. A sorcerer with a special effect other than “default” may attempt a Spellcraft check at DC 5 + spell level to cast a spell without the special effect. (Failure means that he casts the spell with it). Sorcery: Through practice and experimentation, a Sorcerer learns to perfect various aspects of his magic. At levels 2, 8, 14, and 20, a Sorcerer gains a bonus ability, selected from the following list. Unless otherwise stated, each ability may be taken muliple times:
Summon Familiar: As per the PHB Wizard ability of the same name, but the Sorcerer must pay 20 XP instead of 100 gp. [color=blue]Table: Sorcerer Spells per Day[/color]
[color=blue]Table: Sorcerer Spells Known[/color]
[color=blue][size=+2]N[/size][size=+1]EW[/size] [size=+2]F[/size][size=+1]EATS[/size][/color] [color=blue][size=+1]ARCANE RAY[/color] [GENERAL][/size]
[color=blue][size=+1]ARCANE INTENSITY[/color] [GENERAL][/size]
[color=blue][size=+1]ARMORED ARCANA[/color] [GENERAL][/size]
[color=blue][size=+1]IMPROVED ARCANE INTENSITY[/color] [GENERAL][/size]
[color=blue][size=+1]GREATER ARCANE INTENSITY[/color] [GENERAL][/size]
[color=blue][size=+2]S[/size][size=+1]UGGESTED[/size] [size=+2]E[/size][size=+1]RRATA[/size][/color] In order to better perfect the balance issues between the Wizard and Sorcerer, we now make the following suggestions for rule changes.
Anyway, the key changes are as follows (moving from most to least important): 1. Match wizard spell progression (2nd level spells at 3rd level, 3rd and 5th, 4th at 7th, etc). There's really no good reason for sorcerers to have staggered spellcasting. All it does is paint them as second-class casters, which the game shouldn't push. It's bad enough the core setting suggests that sorcerers are arbitrarily hated. 2. More spells known / fewer spells per day. The sorcerer has suffocatingly few spells known, and just one more per level really, really helps. 3. Make the metamagic time increase go away with little pain. It's also arbitrary. It's ok for sorcerers to be good at metamagic. At the very, very least, let Quicken Spell affect the casting time after the increase instead of before (in other words, so the Sorcerer can actually use it). 4. Take away all material components, as well as scroll use (giving make scroll use if they take Scribe Scroll). "I have this inborn power, but for some reason I need a chunk of onyx to use it. Oh, and it's real handy I happened to be wandering through an onyx quarry when it manifested. It's also awesome how I know how to read all those funny lookin' squiggles despite having just wandered out of the bush." Those were the big 4, though I really, really liked how Thematic spell worked out: it was an easy-to-balance way of making each and every sorcerer distinctive and fun. Anyway, thanks!
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