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I bought the PDF and was very happy about the content of the book. One question under the Psion class page 21 it says. "Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline". I can not find where those restricted powers are listed or maybe I'm just missing something. Vrock your the DM play nasty when characters start bypassing stuff. I like the summoner class and think it is a cool class. I think they nerfed some things about the class as well. I also have yet to have a party last longer beyond 12th level beforethey want to start over with new characters and such. So I chuckle when I see all this number crunching for lvl 20 characters and such, because in reality most campaigns never last that long for characters to reach that lvl. A good DM can counter any rule or character class that Piazo can throw out there. But in your case here's my idea. Each room has a d6 number of sigils scribed somewhere about the room. As soon as a summoned creature enters a sigil dissapears each round. When they are all gone the summoned creatures are sent back. Except for the Big E, I'd let him be unaffected. So party walking into rm x I would roll d6 and get a 2. Summoner brings in fire elemental after 2 rounds it's gone. I'd hide the sigils behind tapestry's and under rugs so they never know how long their summoned monsters last. Plus it will keep them guessing as to why there allies keep winking out. Thats the fun part about being DM you can do anything you want. Well I saw it with my wife who was oh great another guy movie. At the end she was like this is the best movie I have ever seen and we will have to see it again soon. I loved it as well and it is now my favorite James Cameron movie. I really think people look to much for hidden messages I didn't see any anit-war theme or go green. It was just a well told love story with great visuals to enhance the story telling and some action put in for us guys. It all worked well, yes maybe some more background would have been nice. But from what I have heard he is coming out with book soon with answers to a lot of peoples questions. The movie looked great the story was well told and the action kept tings moving so I didn't notice how long it was. Overall it was one of the best movies I have seen in a long time. I will say that I'm really looking forward to Clash of the Titans and Solomon Kane. Oh Merry Christmas to all posters, gamers and Paizo staff. Dags wrote:
Hypothetical situations is actually what it comes down to from what I have read from the whiners on this board. Bottom line any DM or GM or whatever you want to call them who is worth a copper will be able to deal with it. All these little nit picky rules should be left up to the games DM to rule on like cursed items "who cares". It becomes a DM call what will happen because if you pick 10 gameing groups you will see it handeled 10 differant ways. A cursed item has come up once in the last 4 years of game sessions in our group. More than likely there are house rules in place and the DM is going to read over the class and make any changes he wants to incorporate. Leonardo Trancoso wrote:
Well with the range of summon monster being a short range spell that means the summone is going to have to get close to combat like within a move or double move of the enemy. He is not a class that is going to sit back and rain death down from afar. He is meant to be up close to the action. That being said he better be able to endure 4 or 5 rounds of combat and better have good support from his Eidolon. So people complaining that it is to over powered are not seeing the whole picture. I think the level was totally fine as written the Eidolon is no better or worse in the long run then a druids animal companion. The Eidolon changes I can agree with, limiting the summoner to 1 creature I don't. There is nothing in the rules now from keeping a 5th level wizard from taking summon monster II and 2 summon monster I spells and using those spells to put a small army out on the battle field. The whole point of the summoner is that he is going to start bringing in allies could be 1, could be 5 it shouldn't matter. If they are going to do that then they need to completly reword the summon monster spells to say that you can only have one summoned monster spell in effect at any one time. Which totally nerfs the spell. Well I think Jason just gimped the class by droping time back to 1/rd and only allowing 1 creature at a time. The class is designed to throw creatures at people until you run out of spell slots. Taking away the ability for the eldoron to take items with it when it leaves is no big deal. But the rest of the changes need to be stricken and changed back to how it was before. I just wanted to add that after reading the summoner that was my first thought as well a eidolon that looked like the creature from Aliens. Standing around at work today I was already thinking about what evolutions I would have to invest in to make it so. Thanks all for the info I've been going crazy trying to find a mini as well for him. Well I just read through the summoner last night after a long day at work. I may be in the minority but I love the class as is. It sort of reminds me of the Dread Necromancer which I was a big fan of. As a DM I wouldn't have a problem letting a player play one. It would be up to them to have stat sheets and such on there creatures. It's a sweet class and once I go back to playing again instead of DMing it will be my first choice. Your never going to please everyone so if you don't like it don't play it. My 2 cents is to keep it just as it is it's not underpowered or overpowered. Great stuff keep it coming. Couple of questions when will the monk and rogue undefeatable sheets be ready? When will the wizards spellcards be ready? And since I have 2 players who are playing classes out of Tome of Secrets are there any plans to do undefeatable sheets for those classes as well? Keep up the good work and I'll keep buying. Question about the artificer. Can they use wands as normal such as a wand of cure light or must they make a UMD roll every time? It says they have acess to divine and arcane spells up to 4th level. But from previous discussions earlier in this thread. It seems they just emulate the spells effect but they don't really know the spell. So can they use spell trigger items? Our group is getting ready to go through the Curse of the Crimson Throne adventure path using the beta rules. Are there any plans once the offical rules are released in August of coming out with errata that updates the current adventure paths to the new Pathfinder rules? A lot of the villians look a little weak when compared to our party of 6 beta rules characters. This would save me the DM from going over the adventure paths and looking at feats, uping class HD and the ton of other logistics stuff involved with bringing the current adventure paths up to speed. Getting into this rather late, but I love psionics. I didn't mind letting players run psionic charatcers. I even played a psion and a soulknife when I wasn't DMing. I like the point system and I think it works fine. The first 3 pages of this thread Mr. Jacobs said that a psionic character could blow all there power points. Well yes they can dump more points into a power but the amount they can dump is equal to there manifester level. I don't think that is overpowering things much. We played with the rule set that a dispel magic would work against psionics and vis-versa. I would buy a psionic book if published and updated to the new pathfinder rules. Some things do need to be fixed the soulknife is one of them. I would hope to see psionics become a staple at the game table. Two out of my six players love to play them as well. They really would like to see the core psion classes updated to pathfinder rules. People are going to have a lot of ideas about this topic and what should or shouldn't be done to fix things. I tend to think that the overall current rules are not bad they just need to be tweaked some like you guys have been doing to the 3.5 system. That's my two coppers worth. I have been running an Eberron game using the beta rules. We use the action point system from Eberron as well as those action from Unearthed Arcana. So far it has really been a benefit to the party especially for spellcasters being able to spend an action point and recall a spell they just had cast. Due to my new heavy work load at work I just turned over the DM chair to one of my players. He is going to run Curse of the Crimson Throne adventure path so we are all looking forward to that. But we are still keeping our action points as well since they have been play tested by our group with the alpha and beta rules. They have not unbalanced the game at all as far as I'm concerned but I always run real tough adventures and allow characters the max amount of points using the point buy system. I also liked the karma point from earthdawn that was a cool system even though I could hardly find players for it. I'm making a paladin of Iomedae her favored weapon is the longsword. One of the enhancements listed under divine bond is disruption. In the text for disruption (pg 347) it says it may only be applied to bludgeoning weapons. So is this waviered for paladins since there are several who's favored weapons are not bludgeoning? All the other abilities listed under the divine bond are useable on any weapon. I DM a group of 5 guys and 1 girl ages between low tenties to mid thirties. No one has ever played a bard, one player keeps joking that if he dies he's going to play a mime bard. They where an ok class back in 1st edition since then they have warped some. I think they kind of suck and I would never play one unless I knew it was going to be an all city based campaign. God I haven't played GURPS since high school in the late eighties. Don't know if they ever updated it but back then it was horrible. Kirth from previous posts you seem to want to just give spells to everyone or make everyones abilities the same as a corresponding spell. That to me seems to much trying to cut and paste things so it fits in the box rather then making the box bigger or a differant shape. I want to see the classes with differant things like, talents for the rogues, rage powers for the barbarian and ki powers for the monk. The more those abilities stay away from duplicating spells the better. It's better to have something fresh and new then the same thing dressed up a differant way. I think the monk and paladin need to be someones favored class. Playing either as it stands shorts you 20 skill points or 20 hp over the 20 levels. I house ruled that they applied to all the races as a quick fix to balance things in my game. Clearly the strong choice is the half-orc as far as monks go. I agree more needs to be done to boost the monks at higher level. The abilities they get are not very impressive compared to some of the other classes. I like the idea I read earlier about giving the monk talents and letting them pick from a list of abilities. This way they can pick and choose more of a direction that there monk wants to go in. Me personally I would drop diamond soul, timeless body, and tongue of the sun and moon and replace with more useful combat oriented abilities. Well your ideas are not bad. Our group and especially the cleric likes the whole channel energy thing without toning it down. A lot of complaints was that the celeric was nothing more then a walking healing machine. Never mind all the other cool spells and party buffs on there spell lists. They never got much of a chance to use them as it was always convert spells to heal party members. Granted wands and potions help take some of that burden off of them, but at lower levels until they can afford some good magic items everyone runs to the cleric for healing. Most players that have played in my group never wanted to be the cleric for that very reason. So that was one change that has been well received in our group. Does it sort of conflict with the mass heal spells? Yes to some degree it does but I think it's posotives out weigh the negatives. Yes as is it is actually weak in my opinion. If you look at what damage it does to undead even a high level cleric is only going to piss off a medium powered undead creature and thats provided he rolls decent. Add a evil cleric to the threat and he will pretty much offset anything the party cleric does for damage with it. I think some of the good deities that are known for fighting against undead should provide a damage boost to there clerics when they use the channel energy ability. Just like those who focus on healing should provide a boost to the amount healed. Those not with either stay as written per the book. This issue is not a cut and dry one in my opinion. So far I really like what Piazo has done with the beta rules. In the game that I run I have been using published adventures out of Dungeon. Yes the party is a bit stronger then the written material so I either add a few more hp to monsters or add a few more into the encounter. Is everything going to be backwords compatiable with 3.5? No. I really hated the direction WOTC went with 4th and never will I convert after reading the PHB. I think the boost to the core races and the core classes was a much needed breath of fresh air. Is there room for imporvement to the beta? You bet but as a whole it's a big step forward in the right direction. With all the 50 some WOTC 3.5 books released there is quite a few feats and spells that allow power creep that as DM I house ruled them as unavailable to the players for those reasons. This is one of those discussions that can go round and round as there is going to be people for it and against it. I think all Piazo can try and do is make things as fair and balanced as they can and say this is how it is either use it or not. I agree more with SirUrza. As DM you have to know your strengths and weaknesses. I know I could not run a whole 7 hour session just by winging it. I can however come up with NPC personalities on the fly. With my hetic job schedule I have to have events planned well out for the party so I mainly use published material like Dungeon and string several adventures together adding tie in's to each one. There are ways to maintain a medium of control over the party, like my current group works for a guild. This allows me to keep them for the most part on track with the story and prepared material. I have played with a DM in the past who never used any published stuff and just winged each session as it happened. He was good at it and we had fun. I try to keep my sessions fun (and fair) as well and so far the players have been around for a couple of years now so I must be doing alright. Each DM has there own style and players normally go from group to group until they find a DM they like. What makes a good DM is not weather he allows the players to run free or uses DM control to guide them. What makes him good is that his group has fun and keeps coming back for more. Just kicked off our 1st session a few weeks back using the Beta rules in the Eberron campaign setting. I have 6 players in my group ranging in age from early twenties to mid thirties. We have a human fighter, a dwarf cleric, a half-orc monk, a elf ranger, an elf wizard and a elf rogue. I'm running them through Mad God's Key from issue 114 of Dungeon magazine. We did house rule a few things such as giving all classes (except ftr) with only 2 skill points 4. Changing smite to last 3 rounds or until a successful attack, rather then you have to hit it the next round. For the channel energy effect we thought it was weak so now the cleric gets to add his level to the result as well. We also didn't like the fact that no race had the paladin or monk as a favored class so we added them to all the races across the board as a favored class. We used the point buy system for making characters the 25 point option I like powerful groups so I can throw really bad things at them. The combats have flowed pretty well so far, we did get into grapple last session and the whole CMB thing. Our ftr is going the shield bash route eventually so more CMB uses will be in the future. I've read several threads with people complaining against it saying DC 15 is to high. I disagree as DM I wouldn't want players doing trip attacks every round to begin with. I think the maneuvers are something that should be used to help enhance combat and not something that is done every round. The party has done well and they are about halfway to 2nd level (still using xp chart out of PHB). We haven't encountered any real hang-ups to game play or problems with the rules. I'm really liking the beta rules so far of course we still have a ways to go with only 2 sessions under our belt with the beta rules. We have really liked the new skill system and the way it has played out in the role playing aspect of the game and keeping things simple which is very good for the DM. Ok as DM I wanted to poll some opionions about how to handle attacking grappled characters. I read the rules and though they where pretty clear to a point as far as one on one goes, what they failed to clarify for me is this. Party member A is grappling badguy and party member B wants to hit badguy with big sword. To me unless he is pinned there should be a chance that he hits his own party member. Same thing if party member c wants to shoot at badguy he has a chance to hit the wrong person. So beta still never answered this question for me and I know it will come up in game play. When they are pinned they are considered helpless but until they are pinned I look at it that they are rolling around jocking for position so trying to hit the right one is not a sure thing. So what are peoples thoughts on this or the official ruling if you know it? |
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