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Recent posts by
Devil of Roses:
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My personal opinion is simple, I can see the need to weaken some spells, but I think they went too far with some by cutting them off at the hip when they just needed to take them down at the knees. Change is good when it's needed, apparently the cleric needed change, though I think a lot of the problems are superficial at best (too many stacked buffs? Numerous solutions abound! Dispell Magic, don't give the PC's time to buff (quite easy actually), and many other options are open to DM's who want to deal with the pesky cleric) but getting rid of Heavy Armor just didn't seem like it was needed in light of everything else they did. It's just not that powerful of a feat in my opinion, even with the power creep, not even when combined with being able to wield your deity's favored weapon (which makes perfect sense in my not so humble opinion).
Thankfully, I'm the DM with my particular groups so it's easy enough to house rule that Clerics get Heavy Armor. The day I sweat that they have it is the day I put away my DM screen for good because frankly, if I can't handle that, I should either play something else or give up DMing.
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lastknightleft wrote:
A)the human hasn't been nerfed at all. Nerfing can only happen with final editions. The BETA was a playtest ruleset that wasn't meant as a final ruleset. The Human lost absolutely nothing from 3.5 and the pathfinder RPG so there was no nerf. In fact the flat human gained a +2 to place in any ability score.
The final rules set? Very well, humans gained a +2 to any stat, that's alright and personally I think that was the push they needed to bring them in line with the other races. However they lost their favored class advantage. In 3.5 humans were the race allowed to pick any class as a favored class, it was a sign of their flexibility, adaptability and their ambition. Now every race can do that. *That* is loss by giving everyone more. Which is why I think they should have Multitalented as well.
lastknightleft wrote:
B) As for the rest of your post about an extra feat and a skill point not being enough. I will merely say that for every person you bring me that agrees with you I can find one who disagrees and many that think that humans are the *ONLY* class worth playing. I disagree with them as I disagree with you. I think the human class is balanced just fine amongst the rest of the classes. But there was no Nerf to the human.
Then we'll agree to disagree. In 3.5 the racial stat modifiers amounted to +0. Races got +2 to one stat and -2 to another. Mathematically that would be seen as +2-2=0 PRPG bumped it up one which meant it was only fair to give humans and half breeds +2 because everyone else got +2. However all the races are now flexible with their favored class bringing them in line with humans which results in +1 gain for all races and no gain for the humans.
As for people playing humans, I don't doubt it, I play humans most often myself even if they are weaker mechanically. Hell, I did so in 2nd edition when there was little doubt they were weaker.
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Krauser_Levyl wrote:
Some stuff regarding Xorials post and WotC having made the OGL and thus allowing us to have the PRPG
Well, you're right there, the company named Wizards of the Coast did create the OGL. But the company that is WotC now is a far different beast than it was when the OGL was made. There were different people at the helm and Hasbro had yet to enter into things. One could argue that that company is different from what it used to be in everything but name.
As for the microsoft analogy, meh, Wizards had to pick a direction to keep RPG's viable, they were out of material to publish for 3.5 and in order to make money had to do something drastically different. I think one thing that is a far more apt comparison is big guy little guy. Wizards runs it's business with a corporate mentality, it's a large company compared to most gaming companies, is run by an even larger company, and serves the bottom line. Their decisions are largely business decisions. These recently involved making the rules simpler and easy to understand, there's a lot to keep track of sure, but all in all it was easier to understand than 3.5 was. It involved taking some inspiration from MMORPG's (there's no denying this, wizards even admitted to it, the key word being inspiration) and aiming the game at a younger target audience.
If you look at the videos from PaizoCon it's mentioned that the customer base for Paizo is on the older side, I believe 25-35 or 40 is where the big numbers lie. I imagine 4e has a larger younger fan base, well, it obviously does but I mean per capita.
Wizards went in a completely different direction than Paizo as far as the flavor of the game went. Though, as with many smaller companies, I will say I believe the PRPG shows more of a love of the game than does 4e. Not saying the people at Wizards don't love the game, but I believe it shows more in the PRPG, sort of a higher concentration sort of thing.
4e and the PRPG are two different beasts. Considering they both bear the legacy of the most popular RPG in the world at their heart in a few ways. WotC obviously has the license and the title, but both companies have members who have been around since TSR, in fact I'm almost willing to bet that Paizo has more Old Guard than Wizards but I'm unsure. Either way it's irrelevant, whatever captures the 'feel of D&D' is up to the player of the game. Not even owning the brand name or publishing a product that holds onto the games roots a little more can change that.
This is a result of me ranting at 5:30am without sleep. Yay :P
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I think the changes to the classes will be the most useful thing for me. That and the Combat Maneuver system. The classes mean I'll see more players playing classes that had only been glossed over before, Bard, Paladin, Monk are all parts of these. My players had touched on them before but they were classes that were only played on a whim, only recently have I had any player look at the Paladin and go "Wow, I really want to play a Paladin now" I've even had a couple grudgingly look at the monk in approval. Then again when I was on vacation I stayed with some people among whom were a pair of power gamers that showed me some rather frightening monk builds which involved multiclassing and prestige classes but still made the DM in me shudder.
I love the Combat Maneuver system, my players have felt it's benefit, as they have it's down sides, but once one gets used to it's concept it's a lot easier to manage than the previous grapple rules.
I dislike a lot of the spell changes and will likely, sadly, be reverting to 3.5 or at least houseruling them to be a little less full of suck.
I like a lot of the feats but felt Power Attack really didn't need a change. It never slowed game down for me even when we had players who sucked at basic addition working with it. Honestly it was spellcasters who slowed the game down sifting through their spells trying to decide which ones to cast that slowed things down more than anything.
All in all I'm glad I have only one monster of a book to reference though I suppose once the Bestiary comes out the two manuals will weigh more and take up as much space as the core 3.5 set :P But at least I can use the PRPG Corebook as a bludgeoning weapon for when I walk alone late at night :D
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udalrich wrote:
Devil of Roses wrote:
On another note, I finally saw the changes for the Remove Curse/Poison/Disease spells and while I can see the reasoning behind it, well... it just seems too much. Or too little for a 3rd level spell. A caster level check against the poisons DC? It becomes far too easy to make that a wasted spell than anything.
The older versions (which automatically worked) in turn meant that, once the party had access to these spells, there was little point in using curses or diseases. The next day, the cleric would memorize the appropriate spells, cast them in the morning and the Dread Plague was solved. Now, if four members of your 5th level party are infected with a DC 20 disease, it's likely to be an ongoing problem likely to last several days (and possibly be life-threatening), rather than a 20 second "I memorize remove disease and we go on to the next plot point".
I understand this but couldn't there have been a middle ground between making diseases and poisons and such dangerous via the nerfing of spells and making a 3rd level spell nearly useless? I'll admit once you're able to cast those spells it rendered such status effects useless but then they castrated a 3rd level spell without any compensation. No bonus to that caster check, it's more like allowing them to make a second saving throw or something, it would have been a good chance to make the heal skill a more worthy investment.
It's like saying the Empire State Building is too big and reducing it to a four story office building. At least in my not so humble opinion.
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The changes to the fighter, the Combat Maneuver system, the changes to domains and blood lines (though I still consider sorcerers to be weak), the changes to barbarians, clerics (save for the spells, blech), wizards (again, save for the spell nerfs), thieves... I mean rogues, bards, druids (save for polymorph), ranger, monk, the combat maneuver system, rogue talents!, did I mention the combat maneuver system? While it's about the same size I love more about the system than I dislike and what I dislike is easily house rules.
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This is just a couple odd things that have hit my mind since looking at the PRPG...
Alright, I have to say, I'm not an expert on horses. I worked with them a little when I was younger but I won't claim years of ranch hand experience with the beasts or anything like that. Still, I noticed something strange, apparently a horses hooves aren't it's primary attack... I'm sorry, but I have seen an upset horse and let me tell you something, their teeth are not their primary mode of attack. So I'm incredibly curious as to why on earth is their bite attack their primary and their hooves secondary?
On another note, I finally saw the changes for the Remove Curse/Poison/Disease spells and while I can see the reasoning behind it, well... it just seems too much. Or too little for a 3rd level spell. A caster level check against the poisons DC? It becomes far too easy to make that a wasted spell than anything. Wasted spells and conditions you cannot get rid of in such a manner do far more to encourage a 15 minute adventuring day than to move away from. What's done is done however so I ask this, what would you do to make those spells, well, not suck. Let's face it, they suck, I as a DM have no intention of making poisons, diseases, or curses a major part of my campaigns any time soon and if I wanted them to be more deadly I'd raise the DC to slightly more realistic levels (let's face it, a nip of arsenic will drop you be you a football star or a pocket protector wearing nerd).
One of my players suggested using it in such a fashion: have the spell allow the caster to make a heal check instead (much more likely to be higher than a level check) against the DC of the poison/disease/or curse and perhaps provide a bonus of some sort. Any thoughts?
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I would say I am on board with those who think the druids wild shape was an ability that needed adjusting but not as much nerfing as it has been given. I think one ability or feat I might offer those who play druids in my games will be something like:
Natures Spirit
Prerequisites: Wild Shape
Benefit: For the purposes of determining ones ability scores when in wild shape form one may add their Wisdom Bonus to their physical stats. (or if I suddenly feel squemish about that I might have it apply to one physical state and include the ability to take the feat twice)
Another option I might do is give the above 'feat' with it applying only to one stat of choice to my druids free at 8th level and they can simply buy one or two more as they desire. That way I think it could give them a boost when necessary. There are other ways to adjust it as well, perhaps it can only apply to the physical statistic that gets the highest boost. Still, might be fun to play with.
Another option might be a feat that allows the Wild Shape ability to be something like a "Form of Natures Fury" that sort of acts as a combat powerup for the druid wherein they get a boost to their stats and abilities as normal but are still humanoid (albeit altered to fit their adjustments). Either of these might help keep the druids signature ability from seeming... pathetic.
Love the changes to animal companions.
And, as usual, I hate just about every needless nerf to the spells made and am upset that they probably haven't even been lowered in level to make up for the nerfing and blah blah blah blah. :P
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DeathCon 00 wrote:
Gildern Stern Nobb - Human Two-Weapon Kukri Fighter, fought in underground gladiatorial fights for Claudius's father before befriending and being freend by him.
Rosencrans Nobb - Halfling Bard, specializing in the socrpion whip. With his dazzling voice and razor sharp wit, he was quickly befriended by Claudius who found his antics quite fun. He serves as comic relief for the group.
Hamlet Nobb - Human Cleric, servant of Sarenrae. "Working" under Claudius's father as a healer for his gladiatorial rings, Hamlet had been requisitioned from Solku's Church of Sarenrae in return for certain shady favors Claudius's father had performed for the churches hierarchs, allowing them to keep their hands clean.
They're doomed. Simply doomed. I foresee tragedy in their future.
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