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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. 3,834 posts (4,048 including aliases). 11 reviews. No lists. No wishlists. 4 Pathfinder Society characters. 1 alias.


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RPG Superstar Season 9 Top 16

Amanuensis wrote:
Why would it hurt build diversity? It basically creates a situation where you have to find a compromise between accuracy and damage.

The problem with that thinking is that accuracy is more important than damage. Part of the reason this is that most staple damage-enhancing abilities in the game already allow you to penalize your attack rolls in exchange for more damage. A character that prioritizes Strength over Dexterity is also a character that is less effective at using Power Attack, Deadly Aim, Rapid Shot, Two-Weapon Fighting, iterative attacks, etc. Also don't forget that Dexterity also has other very important uses, such as Acrobatics, dodge bonuses, Reflex saves, and initiative.

The OP's suggestion creates a game where Dexterity is always a combatant's primary ability score. That hurts build and character diversity.

RPG Superstar Season 9 Top 16

This actually hurts martials and gish classes way more than full spellcasters.

Combat builds generally have one of the following ability score foci:
A) High Strength and high Dexterity at the hefty expense of mental ability scores
B) High Strength with some Dexterity (usually going for heavy armor)
C) High Dexterity with some Strength
D) Full Dexterity (Dex-to-damage build)

Your suggestion effectively makes A and C mandatory while killing D and making B borderline non-viable. You also make melee builds less powerful because the advantage of doing a two-handed build is that you deal tons of damage and only need one ability score for your attack and damage rolls. Gish classes will also suffer heavily since A is not an option, you made B non-viable, and killed D. In addition, now a gish class needs two mental ability scores to cast spells instead of one.

Overall, this suggestion will hurt build diversity. It creates lots of problems while not really fixing anything. If you have to adjust point buy to offset the changes, then that just proves it doesn't accomplish anything.

RPG Superstar Season 9 Top 16

Cool idea, but I think the toxin mechanics need work. What bothers me is that it's a poison that doesn't follow any of the poison rules.

RPG Superstar Season 9 Top 16

Sleep would be totally inept for a CR 2 creature.
Changing DR 5/cold iron or good to magic or silver is a pretty significant change as it's much much easier to bypass the latter.

Also remember that's usually not a good idea to have solo monster encounters unless you want the fight to be short.

RPG Superstar Season 9 Top 16

Ichthus95 wrote:

May I ask what is too complex here? Drink alcohol, fail a Fort save, get drunk. The penalties are straightforward and very similar to existing conditions in Pathfinder.

The only time things get complicated is if you're playing one of the 3? archetypes that drinks alcohol mid-combat, and all I've done there is clarify existing rules.

The magical brews are for players interested in making such things, otherwise if you're just buying them, they're potions with drawbacks.

It's not that simple. Let's break it down to how these rules might get run at the table.

1) As soon as someone takes a drink, the GM has to look up the drink's Fortitude save DC. So immediately, we have rules that force you to look things up as soon as they come to play. And we're dealing with a situation that likely won't be pre-planned by the GM. Already this isn't practical. A better solution here is to offer a base DC for regular drinks with specialty drinks modifying that DC. That would make it much easier to remember.

2) The Fortitude save DC constantly changes depending on how many drinks a PC takes and how long it has been since their last drink. Since setting DCs is typically a GM responsibility, these rules now force the GM to do a ton of annoying book keeping. If the whole party gets drunk, the GM has to manage up to six DCs that all constantly change and keep track of every drink each PC has. That's a huge chore. GMs don't like using rules that are a chore to run. It's best if this rule didn't exist or was simplified to a Fortitude save penalty directly based on the number of drinks taken in X amount of hours.

3) The effects of the intoxication stages are all different and not easy to remember. Most of them have different numbered penalties that apply to different statistics and situations. Some of them have extra effects that seem unnecessary and redundant. For example, why have the miss chance when you already get a huge penalty to Perception?

A better approach is keeping the numbers the same and have them naturally progress in an easy-to-remember fashion. The unchained poison rules are a great example of them. All of the unchained poison effect stages have a consistent progression that flows like this: -2 penalty, -4 penalty, bad status condition, unconscious, death

As you can see, the rules are not simple to run. The GM constantly has to refer to this document and do a bunch of really annoying bookkeeping. Most GMs and players alike would find this a chore, which is the complete opposite of what you want with a scenario that's supposed to be spontaneous and fun.

RPG Superstar Season 9 Top 16

As someone who plays a brewmaster in PFS and had encounters with drinking games, I think the rules are way too much. From my experience, intoxication rules are always the sort that no one really wants to bother looking up on the rare occasion they come into play. As a result, most GM just ad hoc them. If you really want to homebrew a set of rules that will actually see play, you need to write the rules so they're intuitive and easy to remember.

RPG Superstar Season 9 Top 16

I honestly recommend you use Google Drive or dropbox or something rather than use the forum. It also allows you to retain the rights to your work.

RPG Superstar Season 9 Top 16

That sounds more like a character concept than a class, honestly. There's tons of ways you can build a character around being a catgirl. The simplest is being a skinwalker. You could also go magical child vigilante or wildsoul vigilante.

RPG Superstar Season 9 Top 16

drumlord wrote:
Cyrad wrote:
If your "boss fight" is a 1v5, you're doing it wrong.
Perhaps, if you judge simply by the rules of the game. If you're going by the stories the game is based on, solo bosses are iconic, perhaps the most iconic of all fantasy battles.

Which stories are that? I can't think of any fantasy novel or movie or show that had plenty of "iconic" fights with a bad guy soloing a group of heroes. It was certainly rare in Tolkien novels.

I'd blame MMORPGs and JRPGs, but even the MMORPG of my childhood seldom had solo boss monsters. Most classic CRPGs had you duel a bad guy or had climatic battles between your party and a group of monsters. So the party vs solo boss battle trope largely comes from one or two specific video game genres.

RPG Superstar Season 9 Top 16

I try to stick to this principle when designing PFRPG content by trying to restrict my references to the core rulebook, and NEVER make references to material from softcover books. Even though we're blessed to have the PRD and several wiki sites and PDFs with hyperlinks, it can still get really annoying to have to look up something in an obscure book.

RPG Superstar Season 9 Top 16

6 people marked this as a favorite.

While i dig the flavor, I don't think infernal healing and celestial healing were well thought out. Especially celestial healing, which has no effect at 1st level and has a material component that is arguably more evil.

In my games, I'd just replace the spells with a spell that gives fast healing 1 for 5 rounds.

RPG Superstar Season 9 Top 16

14 people marked this as a favorite.
TOZ wrote:
Jader7777 wrote:
People at the table have gotten mad at me refusing an offer of infernal healing. It's really awkward too.
And stupid.

Strange to be mad at someone for roleplaying the flavor of a spell in a roleplaying game.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

Honestly, nothing about the original 3.5e appealed to me over Pathfinder.

RPG Superstar Season 9 Top 16

If your "boss fight" is a 1v5, you're doing it wrong.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

So the firearm:
1) Doesn't take up a hand to wield
2) Is an early one-handed firearm with triple the range of a pistol and with a better range than a musket
3) Has 3 barrels
4) Deals as much damage as a pistol

That combination alone makes the wrist rocket the best early firearm in the game. Then it goes WAY overboard by allowing it to be fired as a swift action, which is kind of broken. It's way too powerful.

I think it would work better if it was like holdout pistol that you can mount on your wrist.

RPG Superstar Season 9 Top 16

Stunning Fist modifies an unarmed strike you're performing. It doesn't give you extra attacks.

RPG Superstar Season 9 Top 16

Does this use UC firearm rules?

Also, how do you reload it with both hands if the thing is mounted on your wrist?

RPG Superstar Season 9 Top 16

As a backer of Spheres of Power, I am looking forward to this new Kickstarter.

RPG Superstar Season 9 Top 16

I'm designing a fantasy cyborg class that can easily make for a genji, complete with a deflect.

RPG Superstar Season 9 Top 16

Wait a minute. Smithing is a Strength-based skill? Have you ever seen the Man at Arms: Reforged series? A smithy isn't a muscle-head that whacks a lump of metal until it shaped the way he wants. Smithing is a mixture of art, science, and engineering. A smith has to know metallurgy, the physics of metal, and other technical knowledge.

RPG Superstar Season 9 Top 16

2 people marked this as a favorite.

I agree names like "religious lore" is nicer, but the nice aspect of rolling all knowledge skills under one name is that you're grouping skills that work the same under one banner.

I do like Cultural Lore. Rolling nobility and local into it was a smart idea.

I'm not fond of removing geography. Geography also covers celestial bodies, astronomy, and space. It's vital for some campaigns. Instead of removing it, I think emphasizing and expanding that aspect would be better.

Maybe consider an Occult Lore skill?

RPG Superstar Season 9 Top 16

The caster level check DC should be 11 + caster level, not 15 + spell level. The former uses the same math as the dispel magic spell while the latter makes it way too easy for any spellcaster to counter a high level spell. It's also ridiculous that a counterspell attempt is determined by the counterspeller's CL but not the target spellcaster's CL.

RPG Superstar Season 9 Top 16

You don't necessarily need to remove it. All you want is a magus archetype that uses Vital Strike, correct? The whole point of Vital Strike is that you can deal good damage when not full-attacking. I don't see why you would need to remove spell combat.

RPG Superstar Season 9 Top 16

Mystic charge also allows you to:
- Full-attack (full-round action)
- Cast a quickened spell (swift action)
- Charge 30 feet and make a melee attack (free action)

Or:
- Cast a spell (standard action)
- Charge 30 feet and make a melee attack (free action)
- Cast a quickened spell (swift action)
- Charge 30 feet and make a melee attack (free action)

RPG Superstar Season 9 Top 16

Isn't spellcasting vital to an occultist? All of their major class features revolve around it.

It might be better just to make an unchained rogue archetype with a few occultist abilities.

RPG Superstar Season 9 Top 16

Vital Strike should not work with spell combat because the entire point of the feat is to deal burst damage with a standard action attack. Just because it's not compatible with spell combat does not mean it's ueless.

I think it's way too powerful to allow Vital Strike to work with any attack. The Mystic Charge ability is ridiculous as it lets you charge as a free action.

RPG Superstar Season 9 Top 16

I think it's fine as an arcana. Dervish Dance is a two feat investment and an agile magus arcana would require the same investment. In addition, you can't get magus arcana until 3rd level, which is the minimum level a magus can get Dervish Dance without multiclassing.

RPG Superstar Season 9 Top 16

This feels too vague, broad, and ill-defined to be a class. It honestly sounds more like an archetype or a character concept.

RPG Superstar Season 9 Top 16

3/4 BAB, 6-level spellcasters generally get more or stronger class features in order to help them scale. Some classes like the magus also get abilities to help them be competent at combat. Those classes can easily become stronger than other martials if you make them full BAB classes.

So simply shifting them will result poorly balanced classes. Classes are designed with their BAB and spellcasting progression in mind. Screwing around with it will cause some major problems.

RPG Superstar Season 9 Top 16

I'd just increase the amount of temporary hit points you get and make them not stack.

RPG Superstar Season 9 Top 16

Amusing. Though, the bloodline arcana fails the bag of kittens test.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

Use Google Drive or Dropbox

RPG Superstar Season 9 Top 16

I think it would be fine without a level requirement. Though, it's a strange choice for an arcana because usually you want agile as a permanent effect.

RPG Superstar Season 9 Top 16

I wish the variant multiclass system worked like this as it reminded me of 4th Edition's multiclass feats. However, all of the MVCs would have to be reevaluated as some of the options are too strong for a feat.

RPG Superstar Season 9 Top 16

2 people marked this as a favorite.

My group got bored of 4th Edition because every class feels the same as they level up. Despite the game doing wonders of giving the fighter more interesting things to do, my 10th level fighter was still doing the exact same thing she did at 1st level. The only difference is that she had more encounter and daily powers that all did different variations of the same thing. Even the other players agreed that the power system was a joke. Every power is some variation of "target takes damage and bonus effect X happens" and is only useful for a specific build you had to decide at 1st level.

Radiance RPG did a way better job of what 4th Edition tried to accomplish with its power system.

RPG Superstar Season 9 Top 16

3 people marked this as a favorite.
Tequila Sunrise wrote:
Cyrad wrote:
Pathfinder actually does cap ability scores. It just does so implicitly using typed bonuses, which is a much more elegant solution than hard-capping.
Yeah, this is one of my big turnoffs with 5e. If you don't want arbitrarily-inflating stats -- which I don't -- don't have level-based bonuses, enhancement bonuses, inherent bonuses, AND whatever else. Think through what you want stats to look like as levels progress, where you want them to stop, and design the bonuses and sources such that PCs can't go higher.

Exactly. 5th Edition's hard-cap is lazy design that conjures the illusion of balance when it actually creates new problems and establishes a design space that encourages power creep.

RPG Superstar Season 9 Top 16

A lot of the 3/4 BAB classes already get cool toys at high levels. I think a better approach would be to closely examine the martial classes and give them some useful narrative-building class features if their high levels look bland. Some of the martial classes are probably fine as-is in this regard, like the ranger and paladin.

RPG Superstar Season 9 Top 16

Dorian 'Grey' wrote:

Would having a class building system (similar to race building) help?

I have often wondered if you eliminated named classes and just allow players to build exactly their personal concepts using a point system for everything, that would solve certain issues.
A good save costs x amount of points; you begin character creation with x amount of points to buy features, proficiencies, save types, BaB type, and so on.
At every level, the character receives x amount of points to buy another feat, feature, proficiency.

Just spitballing...

The advantage of the class system is that you can have much more complete "package" of class features that all work together and make more elaborate game mechanics. A point-buy system has a lot of flaws. I've tried to make one and seen a lot of homebrew attempts. It's extremely difficult to balance all the options.

A better approach might look like something like Shadowrun's priority system or a system where you choose a "template" that determines your BAB, spellcasting progression, feat progression, etc and lists features you can purchase.

Another possibility is something like the archetype system from Tenra Bansho Zero where you create character concepts by combining modular pieces.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.
Anarchy_Kanya wrote:
Cyrad wrote:
You're not doing your players any favors by making the game less fun.
I disagree that it will make the game less fun. Quite the opposite actually.

It'll be like the temporary URF game mode in League of Legends. The players might have fun at first, but eventually the game will get repetitive and dull as most of the mechanics that gave the game depth won't work.

I'm baffled, honestly. You're totally entitled to your opinion and have the right to do whatever you want in your campaign. However, I never understand why people create a thread that asks "Will this break the game?" and then disagree when the majority of the responses explain "Yes, it will." Why ask the community for their opinion whether or not you should do something when you already made an adamant decision to do it anyway?

RPG Superstar Season 9 Top 16

2 people marked this as a favorite.
Create Mr. Pitt wrote:
Free at-will HP healing in inconsequential. All it does save the cost of the CLW wands. I think, in the end, that not much breaks beyond what is already broken. I haven't seen an example, beyond the burn mechanism-which is a single, class-specific, issue that has me particularly concerned.

I debunked this common fallacy several times and explained why free at-will healing has significant consequences. As long as there's a preparation cost and a gold cost associated with losing hit points, cure items have an effect on the game.

RPG Superstar Season 9 Top 16

Anarchy_Kanya wrote:
Cyrad wrote:

From the perspective of a player, free at-will healing is a good thing.

From the perspective of game design and gamemastering, it's a bad thing.

I discussed the consequences of free at-will healing in many, many, many threads. To summarize, it takes away tools from the gamemaster for pacing and controlling tension in an adventure. It also makes combat have less depth. Players might have fun at first, but eventually combat will get very dull and samey.

And with the houserule to change daily abilities to encounter abilities, that will definitely be the end result. It will feel exciting at first, but eventually the game will become very boring. You aren't doing your players any favors by removing tools from your GM toolbox.

There's more to combat than hp damage.

Hit points and healing play a huge role in adventures and combat. The entire game's internal adventure structure and the CR system revolves around attrition of resources like hit points, magical healing, and daily abilities over the course of an adventure. Taking them away removes a significant amount of depth from the game. In addition, in order for combats to have any weight on an adventuring party, you have to heavily resort to mechanics like ability drain and negative levels that most players find very unfun. Ultimately, you will make the game less fun to play.

You're not doing your players any favors by making the game less fun.

RPG Superstar Season 9 Top 16

Anarchy_Kanya wrote:
Cyrad wrote:
This houserule would also create a lot of problems with healing abilities.
So players will be full hp most combats. That's a good thing.

From the perspective of a player, free at-will healing is a good thing.

From the perspective of game design and gamemastering, it's a bad thing.

I discussed the consequences of free at-will healing in many, many, many threads. To summarize, it takes away tools from the gamemaster for pacing and controlling tension in an adventure. It also makes combat have less depth. Players might have fun at first, but eventually combat will get very dull and samey.

And with the houserule to change daily abilities to encounter abilities, that will definitely be the end result. It will feel exciting at first, but eventually the game will become very boring. You aren't doing your players any favors by removing tools from your GM toolbox.

RPG Superstar Season 9 Top 16

This houserule would also create a lot of problems with healing abilities. Now you got at-will healing to deal with, which creates its own set of problems. Overall, you're turning your campaign into more of a skirmish game.

Anarchy_Kanya wrote:
Cyrad wrote:
In some cases, it might actually be a nerf for abilities that a martial might feel inclined to attempt multiple times during a crucial encounter. Stunning Fist is an example.
What do you mean? I don't see how my houserule would nerf Stunning Fist.

It's a nerf to stunning fist because a monk can't attempt it multiple times during an encounter if he can only attempt it once per encounter.

RPG Superstar Season 9 Top 16

I personally don't recommend it as some of those abilities (like challenge and smite) can be really strong. Some of those abilities essentially last an entire encounter, so it essentially turns a daily ability into an at-will ability.

In some cases, it might actually be a nerf for abilities that a martial might feel inclined to attempt multiple times during a crucial encounter. Stunning Fist is an example.

RPG Superstar Season 9 Top 16

Pathfinder actually does cap ability scores. It just does so implicitly using typed bonuses, which is a much more elegant solution than hard-capping.

RPG Superstar Season 9 Top 16

Will the products be compatible with MapTool and Roll20?

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.
Theliah Strongarm wrote:
Cyrad wrote:
I think most of these suggestions in the OP won't really make the game better. Furthermore, several of them will create more problems than they "fix." They sound more like preferential houserules.

'

Well, houseruling is advocated in this Pathfinder, so it wouldn't surprise me if some of these said "updates" are put into similar use at various home games.

Oh yeah, don't get me wrong. I'm not trying to rain on anyone's houserule/homebrew parade. I have issue when someone says "Pathfinder 2.0 should have X, Y, and Z" and most of the items dip dangerously into preference territory. To me, that's like saying "The way I play Pathfinder should be codified as the official standard way of playing Pathfinder, and everyone should have to follow it!"

RPG Superstar Season 9 Top 16

I think most of these suggestions in the OP won't really make the game better. Furthermore, several of them will create more problems than they "fix." They sound more like preferential houserules.

RPG Superstar Season 9 Top 16

3 people marked this as a favorite.

I don't think any of your suggestions really help making the class mechanically cleaner and more fun. They just come off as unnecessary buffs that make the class more complicated.

RPG Superstar Season 9 Top 16

2 people marked this as a favorite.

I recommend the kineticist with the void element. I know the class has a very Avatar-like feel. However, it's mechanically similar, but much more fleshed out than the 3.5e warlock. You could easily refluff it as a mage with weird eldritch powers.

I'm currently designing a class that's like a warlock mixed with an eldritch witchdoctor, but it's not ready for playtesting yet.

And there have been attempts to update the warlock. I'd point you to one, but I can't think of any recommendations off the top of my head. Just make sure it's complete as most of the warlock homebrews I reviewed were unfinished.

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