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Wishcraft caster

Cyrad's page

RPG Superstar Season 9 Top 16. RPG Superstar 7 Season Star Voter, 8 Season Star Voter. Pathfinder Society Member. 3,612 posts (3,825 including aliases). 10 reviews. No lists. No wishlists. 4 Pathfinder Society characters. 1 alias.


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RPG Superstar Season 9 Top 16

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I'm surprised I never mentioned Ultimate Combat firearms when I wrote an article about them. I don't think it was a good idea to build upon Inner Sea World Guide's gimmicky Alkenstar guns. It would have been better just to make firearms be like a short range crossbow with a Dexterity rating like composite bows. Making a weapon so broken that it has to be locked behind an entire class just feels like a punch in the face.

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1. Weapon Finesse. It never should have been a feat. Pretty much every modern fantasy game now makes this an innate feature.

2. Slashing Grace and Fencing Grace. These feats are a miscarriage of game design. Replace them with something like my Deadly Finesse feat, which is more accessible, more balanced, and doesn't require an FAQ to explain how it works.

3. Leadership. The feat is infamously flawed, and yet there's so much expanded material for it that can fill an entire book. I'd completely rewrite it. Maybe as a class feature for a new class. Maybe I could write an optional system for giving out narrative-driven boons. For example, at 10th level, characters get a choice of gaining a group of followers, a cohort, a keep, etc.

I'd add Eldritch Archer and Eldritch Scion to this, but I'd need a time machine to stop these from getting published at all and polluting a design space in a way that prevents players from getting a Charisma-based magus that's not a giant mechanical mess or a broken ranged magus designed by someone who doesn't understand how the class is balanced.

RPG Superstar Season 9 Top 16

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Awesome.

Now, can we PLEASE get a magus class deck? I love the class in PFRPG, but Seityl is one of the worst characters in PFACG.

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You could accomplish it with just eliminating nearly all of the evocation, transmutation, and conjuration spells. Maybe illusion too

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The race has the same problem I have with almost all content that has to do with runes - the runes servce no purpose or meaning beyond just making the magic item, race, or whatever feel magical. It's a cliche. Runes aren't just cool-looking symbols -- it's language. What does it mean? Why does the race have a connection to them? How has this affected their culture, philosophies, and language? There's no explanation of this. They're just people with funny-looking symbols floating around their heads. A shame because that actually sounds kind of cool and makes me think of the dabus from Planescape.

Maybe look at my runari race for ideas? I wrote this race partially because I love runes, but hate how it's become a pointless cliche. For a runari, a rune represents elegance of language and transparency of information. They put runes on their magical items so those that study and use the items can learn how its magic works. Sharing information is a virtue.

RPG Superstar Season 9 Top 16

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You would need to create a new library of spells in order to have such a system.

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Cr500cricket wrote:

Runeslinger (Gunslinger Archetype)

With an innate connection to runic magic, Runeslingers wield the wonderous weapons known as runeguns. Their practice with these weapons allows them to wield these weapons and even coax runeguns beyond their normal limits.
Class skills: Runeslingers gain Use magic device as a class skill
Weapon and Armour proficiency: Runeslingers are proficient with Runeguns as well as normal Gunslinger profiencies
This modifies the Gunslinger weapon and armour proficiencies.
Runic Gunsmith: A Runeslinger treats Runeguns as Firearms for all deeds, feats, and class abilities and begins play with a battered Runegun (Runic Hydra, Runic Dragon or Runic Pistol) that can only be activated by her and is not considered masterwork. It can be fixed for 1/3 of the normal cost of the runegun and a successful Spellcraft or UMD check.
Grit: A Runeslinger’s grit pool is dependent on her Charisma instead of her Wisdom.
Deeds:
Runic deadeye: At 1st level when a Runeslinger uses the deadeye deed with a Runegun that does not have the touch quality an additional grit point must be spent for the first increment. If deadeye is used with a ‘touch’ Runegun, deadeye instead removes one range increment penalty per grit point spent. This alters deadeye.
Practiced activation: At 1st level as long as a Runeslinger has at least 1 grit point she gains ½ her level to UMD checks made to activate runeguns and can spend 1 grit point to activate one at DC 20 as a standard action or DC 25 as a move action, further reduced by rapid reload. This replaces quick clear.
Overloaded shot: At 7th level can spend 1 grit point to give any runegun the overload quality for one round. This replaces deadshot.
Runic defenses (Su): Protective runes cover a Runeslinger giving her a +1 deflection bonus to AC at 2nd level increasing by +1 for every 4 levels. This replaces nimble.
Gun training: A Runeslinger can choose a Runegun or a...

That's such a cool idea for an archetype that I wrote one inspired by yours!

RUNESLINGER

RPG Superstar Season 9 Top 16

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MannyGoblin wrote:
captain yesterday wrote:

*yawn*

That was so three years ago.

Pharasma then. She was the goddess of birth and death, but she was no better or worse than the others. I actually liked the idea that all the deities had their own view on things and while none were the absolute truth, were each important to the whole.

Then she turned into being older than every being in the multiverse, including the Qupiloth(sp) and could have totally soloed Rovangug but didn't because of reasons and the whole River of Souls and being ground into building blocks for the planes was how it was all going to be.

*sigh* Into the same bin with Drizzt and Elminster.

I don't think it's that bad. Definitely not as bad as Elminster.

I think it's mostly the case that the lore expanded to explain that the multiverse goes through iterations, and Pharasma is one of the few beings older than the current version of the multiverse. The lore behind Groetus completely hinges on this because people worship Groetus on the hope that the god will give his worshiper special treatment in the next version of the multiverse. i wouldn't really call her a Mary Sue for being older.

RPG Superstar Season 9 Top 16

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I never experienced the issue with too many books.

All of the new books encapsulate a concept for specific types of campaigns. You're not going to use the Intrigue book if you're not running a primarily urban campaign. You're not going to use the Horror and Occult books if you're not playing a horror campaign or a campaign that has psychic magic.

RPG Superstar Season 9 Top 16

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The GM accidentally caused a TPK when he had Sarenrae intervene in attempt to save the life of a player's self-insert Mary Sue who expected to be treated as heroic and noble despite being deceitful and arrogant.

There was also a player who thought it would be cool if he was a werewolf. He wanted to divert all attention to himself in a big dramatic show where he'd turn into a werewolf as a big revelation in front of everyone at a big dinner party and then leap out the window and run off into the woods. Instead, I drew my sword and prevented his escape so the guards could bound him in chains. In addition, he forgot that the dinner party took place on the third floor of the castle. Oops.

RPG Superstar Season 9 Top 16

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I'd be okay with Outlaw Star.

Pirate ninja wizards, futuristic magic guns, alien catgirls, androids, cool but impractical ship combat

RPG Superstar Season 9 Top 16

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TOZ wrote:
If a FAQ or errata are enough to kill your fun, your fun was a fragile little thing.

Because suddenly becoming unable to play the character you enjoyed for more than a year is tons of fun.

RPG Superstar Season 9 Top 16

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The cycle of rushing out poorly designed content and gutting it in errata is unhealthy for the game and disrespectful to customers.

I sympthasize with the design team and freelancers for working under tough deadlines, but there's no finesse in handling the erratas and often they make the content even more confusing. Slashing Grace is an excellent example of this. The errata needed an FAQ to explain how it works, and the change was a larger nerf to the (arguably underpowered) class the feat was designed for than to classes the nerf was intended for.

Thankfully, I think the releases after ACG were great improvements, with some exception (lookin' at you brute vigilante).

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UnArcaneElection wrote:

^On the other hand, being unable to cast the higher level spells and being at -1 on the remainder when your opponent is at +1 and has no impairment on the highest level spells, this is a really serious problem.

The same principle I described above about fighters also applies to spellcasting. You're making the faulty assumption that every race and culture should cast spells in the exact same way.

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Atarlost wrote:
Cyrad wrote:
I think a race's weaknesses are what gives them character. Not every race needs to be optimal at every class.
Every race should be competent at enough classes to defend its civilization and have a civilization to defend. Someone needs to stand in front with a spear and shield.

That argument doesn't hold any water. Races learn to fight with respect to their strengths and weaknesses. Their armies will differ accordingly and use different strategies.

RPG Superstar Season 9 Top 16

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I think a race's weaknesses are what gives them character. Not every race needs to be optimal at every class.

RPG Superstar Season 9 Top 16

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Cr500cricket wrote:
I'm shamelessly stealing this for my homebrew world, is that ok?

But why? Why would you do such a horrible thing?!

RPG Superstar Season 9 Top 16

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Re-animated medium sounds cool, but it's a shame that it's so poorly written that it's difficult to tell what it does beyond just letting you keep playing your character after death.

RPG Superstar Season 9 Top 16

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Not to be rude, but what exactly is there to test?

You have a good design goal here, but there's no game mechanics here. Only a list of vague descriptions that come off as a bad joke.

RPG Superstar Season 9 Top 16

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Have you ever looked at the machinesmith?

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When buying 3pp products as PDFs, do you prefer smaller supplements or larger supplements?

I'm curious because I recently bought a bunch of PDFs all less than $3 each with less than 10 pages. While it's cool to get content in piece meal like this, managing all the files is kind of a hassle and I have trouble remembering what came from where. I feel more likely to casually skim through a larger PDF than open a bunch of files.

RPG Superstar Season 9 Top 16

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This is table variation. No official rules beyond the WBL recommendation for starting characters.

I have neither experienced nor read any significant instance when players would abuse death houserules to gain a gold advantage. If you truly do have players like that, then you're better off not having them at your table. Players generally don't want their characters to die unless they're bored playing them. If you prefer that players keep try to keep their characters upon death, then make raising cheaper and more accessible.

My best recommendation is starting a new character at APL with the average wealth for a party member. Or, just use the WBL table since the other PCs will likely have higher wealth than that since they're not a character starting at that level

RPG Superstar Season 9 Top 16

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At my player's request, I added a gunblade quality and created new runeguns: the runic edge caster (scimitar), runic edge viper (dagger), runic kenshi (katana), and runic buster (greatsword).

Edit: Image of the runic edge caster

RPG Superstar Season 9 Top 16

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The golden rule of PC race design is that a standard player race should not have abilities inappropriate for a 1st level character. This is true because a 1st level character gets all of the benefits of his race and Pathfinder is a game where PCs get their power from class levels rather than race. This is how the game works.

So giving something like an at-will 4th level spell as a racial trait would be utterly ridiculous unless you intend to create a race for high powered characters.

zaphod77 wrote:
Cyrad wrote:
Immunity to all Fortitude save effects would instantly make this a Monstrous Trait.
Except that undead already have that, and they ARE a race type.

That's exactly why it would be a Monstrous Trait. Undead is a 16 RP creature type, making it impossible to create an undead race weaker than than Advanced tier. The proposed deathless trait stacks ontop of the race's creature type, therefore coming at less opportunity cost while also reaping many of the benefits of the undead type (like immunity to all hostile effects that allow Fortitude saves). The trait is also stronger than pretty much all of the Advanced Traits. Therefore, it should be Monstrous.

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Immunity to all Fortitude save effects would instantly make this a Monstrous Trait.

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I am always skeptical of major action economy overhauls that have not been thoroughly playtested.

Especially when the goal of the overhaul is not totally clear.

RPG Superstar Season 9 Top 16

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Runeguns are a type of weapon that discharge magical effects stored inside of a rune shell. I homebrewed this as a result of my campaign's gunslinger introducing firearms to a weapon artificer belonging to my runari race. This is a work in progress as I still need to tweak a few things and add more types of runeguns and rune shells.

LINK

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An easy way to fix that is either make the Improved Finesse feat have a +1 BAB requirement and/or apply any penalties you have to Strength on damage rolls. Either or both of those would prevent a squirrel from becoming deadly enough to slaughter a child with a single bite.

RPG Superstar Season 9 Top 16

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A ninja-themed kineticist archetype would be kind of cool. But I'd envision a ninja class follow more closely to the classic or historic ninja tropes than ones from anime.

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You'd have to give specifics.

Also, that sounds more like an alpha test than a beta test. If the content is experimental and running through the main design iteration loop, then that sounds like an alpha test. I'm a software engineer that moonlights as a game designer.

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relativemass wrote:
Cyrad wrote:

I'm not a fan of it because it turns energy types into something out of a video game (simplest way I can describe it).

1) Attaching extra effects to ALL energy damage types doesn't make any sense because you're assuming the damage occurs uniformly. For example, not all fire damage actually involves fire. Fire damage covers anything damaged by heat. So it makes no sense that someone would burst into flame because they got burnt by heat metal or they entered a scorching hot room. The same goes for the other energy types. There's a lot of creatures where getting cold wouldn't hinder their movements.

2) I'm not a fan of turning the game into Pokemon with a damage type for every single effect in the game. Half of them don't actually deal hit point damage and others just don't make sense as a damage type (how the heck does light hurt me?). The game already has a list of effect types with rules for how each one works. You don't need to add more.

3) This would require rewriting a lot of rules and creatures in a really bad way that doesn't really add anything to the game. For example, reclassifying all weapon damage as energy damage screws up a lot of rules.

4) The effects are too powerful. Would be better as some kind of spellcasting option rather than an overhaul of how energy types work.

1) I wrote basic rules for energy types. The effects can just be modified appropriately for unusual sources (such as hot steam, boiling oil, napalm, hellfire, spontaneous human combustion, etc.). Also, hot metal definitely does catch things on fire, that is how electrical appliance fires start.

2) I don't play Pokemon or know much about it so I can't say how my effects compare to their effects. Could you post a link to the list of energy effects you mentioned that Paizo published?

3) I admit that 5 out of 18 energy types do not deal hit point damage, but there are many offensive spells and abilities in Pathfinder that don't deal hit point damage, so I don't see this as a problem.

4) I never mentioned reclassifying weapons, but you could make a Fireball type spell that deals kinetic damage rather than fire damage.

5) If the effects are too strong/weak then the numbers can be adjusted appropriately.

Added bullet points for ease.

1) You missed my point. Your rules assume the energy damage occurs from a particular source in a particular way. With your rules, taking 1 point of fire damage from holding heated metal would immediately cause you to burst into flame. It's ludicrous. Whether or not an ability sets things on fire should depend on the ability itself, not a blanket rule.

2) Pokemon heavily abstracts combat by having a comprehensive list of "element types" that each have strengths and weaknesses. I brought this up because your rule suggestions divorces how an ability works lore-wise from its game mechanics by creating a blanket bonus effect that applies to all applicable abilities regardless of how those abilities work.

3) There's a difference between effect descriptors and energy types. Also, if it doesn't deal hit point damage, then it shouldn't be an energy type.

4) You redefined weapon damage under kinetic energy. By definition, slashing, piercing, and bludgeoning are all types of weapon damage. However, your "kinetic" defines its damage as slashing, piercing, or bludgeoning. Speaking of redefinition, you also totally redefine force damage as bludgeoning damage. The whole thing is a complicated mess.

5) Honestly, you can't adjust the numbers to balance this. No matter how you scale the numbers, it functions as a massive buff to all spells that can apply these effects.

Overall, I don't think these rules really add anything to the game. Like I said earlier, it might be better as some kind of spellcasting option or a class feature.

RPG Superstar Season 9 Top 16

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Jondd19 wrote:
Course not lol, the very first episode of the original dragon ball goku thought bullets stung a little. This is a recreation of the abilities, rather than the power level.

It's not just power level. Super Saiyan is a legendary transformation passed down through Saiyan lore from generation to generation. It's supposed to signify the messiah of the Saiyan race. That would be more akin to a capstone than an ability you get at 3rd level. You can't even fly at 3rd level.

As for the class itself, I'm not sure what to say about it. It's a bit of a mess. Designing classes is really, REALLY hard to do. It might be better if you create an archetype instead.

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In terms of being faithful to the material, there's no way Super Saiyan would be a 3rd level ability.

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Harleequin wrote:

Well a few things:

1) I have seen many posts that question whether the cleric is still even Tier 1 or that state it is at best low Tier 1.

2) The fact that it has been overshadowed in recent times is ammo in itself for a remake.

3) Logically, if the cleric is due to be nerfed, then all other classes more powerful than it also deserve a nerf... can't have one without the other I'm afraid.

3) Since I am the OP on this thread and it is firmly pro 'Unchaining' please be respectful and not try to derail it. If you completely disagree with my perspectives then please start your own thread. Thread derailing is impolite and gets reported.

1) The fact that many people consider the cleric as Tier 1 is evidence that the cleric is really powerful and -- at the very least -- shouldn't be buffed. Not that I'm particularly worried about that because your suggestions so far are pretty huge nerfs.

2) I never said remaking was a terrible idea. It's just that you don't have much room change it without making the result NOT be a cleric. And probably the better way to make an unchained cleric is create a new class, which is what you're basically doing except you're calling the new class "unchained cleric."

3.1) I don't see why nerfing the cleric and nerfing other classes is mutually inclusive. Even just taking one overpowered class off the list is better than taking none off. Heck, one of the more overpowered classes (shaman) is like that because the designer used clerics as the chassis.

3.2) If the premise is flawed, the execution will be flawed as well.

RPG Superstar Season 9 Top 16

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Harleequin wrote:
Cyrad wrote:
The general community consensus is that the cleric is overpowered but a little boring to build and play.

Disagree on the first point... where is the evidence for this? FYI... general community consensus ≠ your opinion !

Agree on the second point...... plenty of evidence/opinion of this!

Do searches on the forums? There's countless threads discussing the power level of the cleric. Reworking the cleric is not a new topic.

My evidence is in the above post. Their feature scope is too high.

They're the second most powerful class in the core rulebook. And even with the abundance of new classes and rules, they're still one of the most powerful classes in the game.

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Rub-Eta wrote:
Menacing Shade of mauve wrote:
Keep in mind that the overall change to an unchained cleric should probably be a nerf.
Why?

The general community consensus is that the cleric is overpowered but a little boring to build and play. The reasons being:

1) Cleric has a lot going for them with very few weaknesses. They have 9-level spellcasting. They have the second best divine spell list in the game. They have an average BAB/HD. They get decent armor proficiencies and can get proficiency in any weapon they want as long as they worship a god that has it as a favored weapon. As much as people complain about channel energy feeling underwhelming, it's one of the few AoE abilities in the game and has excellent feat support. You can easily make a battle cleric that's competitive with martials up until the point where 9-level spellcasters dominate the game where your spellcasting is king and being a good fighter is icing on the cake. The fact that clerics automatically know all spells on their spell list is also a big deal. The only weakness a cleric has is that they're kinda MAD and have few skill points, which is standard for 9-level spellcasters anyway. Really compare them to other 3/4 BAB classes (excluding druid) and how much they gain compared to martials, it's easy to see how good they are.

2) Despite all the power, most clerics come out feeling very samey. Aside from favored weapon and domains, they don't get many options to help differentiate them. And even then, domains aren't very powerful - their main use is getting a few extra spells to your spell list.

As a result of the above two points, an overhauled cleric should present more build versatility but be a nerf overall.

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Menacing Shade of mauve wrote:
The most glaring flaws, that don't break the game if you fix them, is that all the even levels (except 8) are dead levels, and that the Cleric has 1 skill point per level.

Spellcasters never have dead levels. Spellcasting is a primary class feature for a 9-level spellcaster.

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I agree with Sir Charles. It doesn't really fix any of the fighter's main issues. All you did was make them better at combat in fairly uninteresting ways when the fighter is already good at combat in fairly uninteresting ways.

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I'm running a campaign where one of my players invested heavily in several businesses. I use a mixture of rule sets from Ultimate Campaign:

1) I use the prices for Managers, Rooms & Teams, and Buildings & Organizations listed under Downtime for determining how much it costs to hire people or get a building built. I don't use any other rules under Downtime since they're complicated, mathematically flawed, and provide so little benefit for how much book keeping they need.

2) I use The Investment Mechanics to determine the profits and success of the business, treating the amount of money spent hiring people and building facilities as the amount invested. A ship your player buys would also be counted as an investment.

With this combination of rules, a PC can start a rewarding business with very little book keeping required. All the player has to do is keep track of what teams, ships, or facilities he bought and how much he paid for them. And all you (the GM) has to do is roll a percentile every game year or game month to determine his investment return. Simple, effective.

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Cut from the Air. Deflect ranged attacks with a melee weapon.

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The MCA website must have OGL. Nearly all of the site's content uses some copy/pasted text from the source books. And if it doesn't have the license somewhere on the site, then it's in violation of the OGL.

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Does a 3pp class that I designed count?

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Alex Trebek's Stunt Double wrote:


Quote:
We can't help you if you don't want help. You're just subjecting yourself to hatred and mockery otherwise.
I have learned to ignore hateful bullies. I have also learned that every single bully with almost zero exceptions is absolutely certain to their very soul that they are in the right, that they are the heroes of their own . Even if you can logically challenge them that they are giving in to hatred and harassment (mockery) they are of course absolutely sure that it's okay simply because "hey, they made ME angry, it's okay when *I* lose MY temper!"

Even if you perceive a comment as a personal attack, rude and dismissive remarks are not an acceptable response.

Understand that this forum is a community of people that believes in collaboration and reception of ideas for the purpose of creating a better game. Critique, sometimes even harsh at times, is a pillar of this community. The kind of dismissive attitude you displayed whereupon you treat critics as bullies and trolls is not welcome here.

Also realize that you're relatively new to this community while many of these people you describe as "bullies" who are "absolutely certain to their very soul that are in the right" have been designing Pathfinder content here and GMing games for years. Some of them are game designers that have been paid for their work and taken the craft beyond a hobby. The kind of contempt you have for these "hateful bullies" who are genuinely attempting to help you is nothing short of disrespectful. Especially to folks who likely have considerably more experience than you do.

And if you already made up your mind and totally disagree with all of these people, then there's really no point in continuing this discussion. If you truly feel they aren't helping you, then arguing back and giving condescending remarks does not accomplish anything but create unwelcome hostility in this community. Even if you feel they're doing the same to you. You're better off ignoring them or dropping the thread entirely.

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All characters receive Weapon Finesse as a bonus feat and Deadly Agility from Path of War is available.

Katanas are finesseable weapons.

Firearms use my firearm/gunslinger rework

Combat maneuevers do not provoke attacks of opportunity.

All characters receive a bonus trait later in the game of my invention based on their adventures.

Characters receive max hit points. Major enemies do as well.

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This, like your other threads, still feels like you're attempting a heavy-handed approach in order to "fix" the natural and balanced consequences of your players' playstyle.

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Since you just now revealed that all characters get a substantial buff that makes the bonus feat not as available, I have a suggestion for you.

What if humans have the ability to change their bonus feat at the start of each day? Or, instead of getting a bonus feat, they can change the extra bonus feat all characters receive?

That would make the bonus feat aspect of the race more appealing, fit the theme of humans being versatile, and give humans something unique.

Alex Trebek's Stunt Double wrote:
Well with all the insults, condescension and unreasoned hysteria that key aspect didn't naturally come up (as it would in a normal discussion) as I'm constantly defending from off-topic attacks.

People react by giving tons of reasons why buffing humans was a bad idea.

You call people's reactions "unreasoned hysteria."

All of the attacks against you were directed how "receptive" you are to criticism and suggestions. In game design, any content designed should meet some design goal. Criticizing the design goal itself is a valid point, because if the goal is flawed then content designed aiming to meet that goal will be flawed as well. Of course, you could have avoided all this "hysteria" if you explained from the beginning that you wanted to buff humans since all characters begin play with extra feats.

You shouldn't totally fault people for getting frustrated. They genuinely do want to help despite you responding mostly with dismissive remarks and strawman arguments. Heck, in another thread, I dropped a conversation with you because you derailed the discussion into an vehement rant about alchemists stealing items from the party.

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I'm somewhat amused that the OP asks for a simple fix and half the folks here respond with really high scope, complicated suggestions, some of them completely changing the game entirely.

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If humans get a swim speed, then there's not really any reason why almost ANY race wouldn't get a swim speed. The same principle applies to climb speed. You're suggesting that a race should get movement speeds that are reserved for races that are physically evolved for it. It's ridiculous.

Humans already have alternate racial traits for getting Climb bonuses, Swim bonuses, and spell-like abilities. And those traits do a WAY better job of representing the fluff you claim you're trying to accomplish.

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