The problem is not that dex is too powerful, it's that strength has very little support. It has never been given many tricks that are strength based and many of what it has been given aren't good or a pain to pick up.I actually see it as UNDERestimating carrying capacity. You can take 2 traits and a fancy mastercraft backpack and a 7 strength character now has the carry of a 12 strength character without touching feats or magic items. Heck, a DC 15 profession porter check gives you a +2 str bump for carry for 8 hrs and you can take 10 on it. Add to that the fact that bags of holding are only 1000gp away...
What's that from? Is it an unchained thing?
People have crunched the numbers. He's well within his limits even as a 5 strength small character.
Carrying capacity really isn't a huge hindrance. I don't know where that myth came from. There's enough cheap slotless options that even in the rare cases where it does matter, low strength isn't a hindrance (masterwork backpack and anyhaul, I'm looking at you).
Dice hate or not, blind rogues make for easy pickings. =P
Fort: 1d20 ⇒ 1
Grota hits the tengu several times leaving his opponent bruised and stunned.
A moment later, more words of power are spoken from within the wall and the tengu recovers entirely.
The spectral chain drifts through the air after the Viscount where it’s joined by another. Both flail at the wizard’s blurred form.
Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (12) + 17 = 29
Spiritual Weapon Primary vs the Viscount: 1d20 + 17 ⇒ (19) + 17 = 36
1d9 ⇒ 9
Two images destroyed.
With his vision restored, the tengu tries his feinting trick on Grota.
Bluff: 1d20 + 19 + 4 ⇒ (7) + 19 + 4 = 30 - If this beats Grota's DC he's flatfooted until the Tengu's next turn.
@Valrar: Make another DC 26 fort save vs poison or take 1d3 ⇒ 1 strength damage. I think this is your final round of poison.
The party is up.
In a vacuum strength is still viable.
I believe strength edges out dexterity when it comes to fully optimized melee damage. Otherwise, it's a useless stat and you're better off tanking it minus a token amount you might need for power attack.
It's worth noting that your comparison doesn't mention ranged attacks at all. Dexterity still has a huge advantage there but strength does something with certain weapons at least.
MCU Hulk is incredibly weak compared to his capabilities in comics. He's lost every major fight he's participated in in the movies that wasn't played for laughs. He lost to the Hulkbuster armor, he lost to a depowered and hammerless Thor, and per the trailers we've seen we're going to open Infinity War with him losing to Thanos. About the only fight with a named character that Hulk has won in the MCU was against Fenris and we didn't actually see that fight end. For all we know Fenris beat Hulk and took off to terrorize Asgardians elsewhere.
Using him as a standard for high durability or strength in the MCU is largely pointless.
That sounds good. I have some experience building up coasting regions and cultures.
I'm happy to help flesh out Parthis and the priesthood of Celestri but this is a playtest, right? I don't know if I'm prepared to put a ton of creative energy into a character that I'm not going to be playing in the long term.
It was a passable movie but it left a bad taste in my mouth when had time to think about it as a whole.
1) Why is it that the only way to make Thor a likable character was to make him a different character? We already have TWO smarmy fast-talking wise guys, who thought it was appropriate to turn Thor (personality-wise) into Ironman/Starlord? Thor from Age of Ultron is unrecognizable from Thor in Ragnarok.
2) They cannibalized Hulk's most iconic storyline to give it to Thor. Was the Ragnarok story not strong enough to stand on its own? The movie already felt rushed. There was no need to squeeze parts of World War Hulk into it, especially since...
2b) If you're going to steal Hulk's storyline, you could at least let him be the star of it. Thor was at his weakest and he still would have beaten the Hulk if not for the Grandmaster's interference. Is Hulk jobbing just going to be a staple of the Avengers movies now? We already know it's going to happen early on in Infinity War.
3) The CG was mediocre to bad in a lot of places and the reshoots are glaringly obvious. Marvel, I expect better. You have the money and the man power - get it right.
I hadn't got that far.
Are there any regions where shapeshifters are more common? I'd imagined he's estranged from his immediate family due to shirking some kind of important lineage that he'd rather not be tied up with but that inner nobility shines through in how tightly he honors his contracts. Maybe his family is responsible for guarding some sacred glade? He's been on his own for a few years, making a living selling his strength and skills to whoever will pay for them. He honors all of the gods that have a part in day to day life but he doesn't hold any one of them in higher regard than the others.
I think I've settled on most of my character's details.
I'll be building a mageknight with a focus on the alteration and protection spheres. He'll pick up a smattering of martial talents via martial tradition and the feat exchange program. He's sellsword bodyguard local to Haemil, hired on by Thomas's family to see him safely to Eastgate and back. His alteration powers are going to be built around a specific form. I'm going for a Beorn meets Aragorn vibe.
The bans are in place, largely, to help curb the power of PCs and maintain something close to a balanced gameplay experience.
This is important for organized play because:
1) Most GMs are not experienced enough to implement their own house rules. Some GMs have been running d20 games for over a decade and still haven't developed the skills to balance gameplay well. Game design is hard. That doesn't mean that every restriction/ban the PFS administration puts in place is good - many of them aren't any better equipped than the GMs and players - but we have to start somewhere.
2) The nature of Organized Play means you are often going to be playing with strangers. These strangers are under no incentive to consider your fun or the fun of other players. The parental hand of the PFS leadership is there to reduce the number of ways toxic players can run away with the game.
I picked up this book at the suggestion of Whack-a-Rogue and I'm digging it. I wouldn't mind an expansion with more talents for each sphere but I feel like there's plenty of content in Spheres of Might on its own.
I recommend that anyone using the Spheres systems use both as they fit really well together.
I would have loved an option allowing strength-based characters to use strength for AC in some capacity. I did appreciate the feat allowing strength to be useable for determining AoOs per turn. Dexterity's options continue to grow with each supplement devaluing strength more and more. I wouldn't be surprised if, in a couple more years, strength in Pathfinder reaches the state it's in in Starfinder (which is largely useless).
Here it goes...
Below is the Seeker-level material that's on the table for me to run. If you're interested in one of these, sound off here. If we have enough for a table I'll put a thread up and we'll narrow down exactly what I'm running from there.
Pathfinder Society Scenario #8-25: Unleashing the Untouchable (12-15)
I’m in the process of putting together a list of modules/AP content that I’m down to run. We can gather interest/build a table from there.
Smite on sight is a ridiculous notion that needs to be retired already.
Fun Fact about detect evil that people tend to miss:
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them. Creatures with actively evil intents count as evil creatures for the purpose of this spell.
Good/neutral creatures detect as evil when they have evil intent. Evil creatures detect as good when they have good intent. Also, the spell detects intent, not actions.
The community cracks me up.
When dexterity wasn't used for melee damage there was constant campaigning to make it a more and more accessible option for years. Now that dexterity fully outclasses strength, there's no room to allow strength a useful niche in Starfinder combat?
Why is the expectation that strength-based characters should invest in other stats to be useful elsewhere okay? You could have applied that same logic to dexterity-based characters that wanted to do more damage in melee combat.