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Jal Dorak's page
Pathfinder Adventure Path Subscriber. 3,920 posts (4,588 including aliases). 5 reviews. Aliases: Elder Elemental Eye, Locutus of 4g, Admiral Ackbar, First King, Dungeon Master Drax, Alvartus "The Gilded Pick", Gierixa, Janrith Baelriss, Ilil, Yend Montebuth, Emperor Palpatine, Sir Oribar Firdraes, Speaker Norro Wiston, Jorr Natherson, Bulmahnaut #6 - The Bard.
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Jal Dorak:
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James Jacobs wrote:
My take: Any GM who wants to remove raise dead from the game or similarly "harden" the death rules should first play a campaign (not a game, but a full campaign over the course of at least 13 character levels). What might feel fun on one side of the screen isn't always fun on the other...
AKA: For a while, I had similar rules for death and resurrection in my game, but that was at a point where I was always the GM and never the player. After playing in a few campaigns, I realized that even WITH resurrection and the like, there's still very much a fear of death for your character. Just the fact that you can be brought back to life doesn't make dying any more sucky... even if it only amounts to the fact that you don't get to take action in the game for an hour or two. Not being able to play the game you want to play because your character died for an hour is, frankly, bad enough.
Also, playing a story-heavy campaign like an Adventure Path, you really SHOULD have raise dead options. No raise dead only really works in a true sandbox game where being the same character in a carefully plotted storyline isn't as key to enjoyment of the game.
Definitely agree with the AP argument - bringing in new characters as a DM is a hassle. The spell doesn't break the in-game realism because of the cost. It's another reason adventurers are willing to be what they are - with enough wealth you can risk more for more reward.
Conversely, the original criticism ignores the fact that a player may not always want to bring their character back to life. I've had several characters die very satisfactorily and decided to bring in a new character rather than mess with their "ending".
A spell that brings someone back to life in the middle of combat may in fact be nothing but a bullseye on the cleric and the resurrected character. I know as a DM that my giants and goblins like nothing better than desecrating corpses and "might-be-deads".
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dulsin wrote:
The special materials section of the rules are FUBAR. There is six different special materials and there are six different ways to calculate the costs for those materials.
Cold iron is a simple x2
Darkwood are by the lbs.
Adamantine has a single weapon cost but multiple armor costs.
Silver has a cost for light or heavy weapons and a vague missile cost
Dragon hide ignores the armor cost but doubles the masterwork costs.
Mithral is by armor type or by the lbs for other things.
What a mess.
Agreed. I tend to work things out on a case by case basis depending on what is desired.
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SirUrza wrote:
Jal Dorak wrote:
SirUrza wrote:
Jal Dorak wrote:
But can Wizards print them on their own or would they need a deal with Paizo? Not that they ever would now, but maybe in the future?
With or without Paizo they are never going to. They're done with 3rd edition.
Never say never. If there is money to be made they will do it. They just can't now without damaging 4th Edition.
No offense Jal but the never say never attitude in this case is just being ignorant.
Forgotten Realms fans have been waiting close to 10 years for Wizards to ALLOW Profantasy to release the 4th and final patch (that's been finished for close to 8 years now) to the Forgotten Realms Interactive Atlas. Guess what came out today, Windows 7. It'll be interesting to see if the Atlas works.
None taken. I'm probably as set as you are that it will never happen, I was just being hypothetical.
Look at the games being released on Steam nowadays, after all.
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lostpike wrote:
What is D0, D1, ect....?
I heard something about Erik Mona writing about the Spires...
How about conversions of any old modules?
D# refers to Paizo's Dungeon modules in the Gamemastery/Pathfinder line.
There are also:
Journey
Last Baron
Superstar
Treasure Chest
Urban
Wilderness
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James Jacobs wrote:
The Adventure Path line has been FAR AND ABOVE the MOST successful part of our publishing business; the core rulebooks are the first thing we've done that have eclipsed the adventure path books in popularity. What I'm saying is that we're obviously doing SOMETHING right with the Adventure Path, and I'm not interested in changing that formula. We found something that works, and minor adjustments are always happening to that formula, but huge changes like removing all of the back matter and making each volume one huge adventure installment are not going to happen.
And no... Hasbro has not bought out Paizo. My bank account is proof enough of that.
While I would love to see more in-depth articles on minor gods (Achaechek!) I'm happy with the current format. I get a great deal on the APs for content and quality. If a Companion or Chronicles product comes along that I am interested in, I pick it up. No worries.
Maybe somewhere along the line we could see a Deities & Demigods style book? One can hope. But that doesn't mean I don't want the APs to change format.
The structure works. The books are a good size, organized, and have a bit of everything.
Seriously, we should be happy the material is published at all. This seems a bit like biting the hand that feeds.
PS. Have I mentioned how ecstatic I was with the Tiefling options in CoT? Fantastic. I love d% charts!
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Sometimes you get the opposite - the players know exactly what they will be getting but do it anyway.
In our first Ravenloft campaign, the realm was rules by co-denizens, a lich and a small innocent boy (they may even have been the same person, we never found out).
At some points, they were both directly involved with the party. The boy showed up like a ghost, giving us hints and help. The lich followed us around like an NPC, only helping when we really messed up. Nevertheless we found him incredibly meddling, annoying and arrogant.
Anyway, this ancient decaying black dragon tells us the key to escape is in this old wizard tower, so we spend an adventure getting to the top.
As my rogue is about to open the door at the top of the tower, I turn back to the party. "I swear to all the dark powers, if that stupid lich is on the other side of this door I'm going to charge." After a bit of discussion we all agreed that would be a good way to vent our frustration.
I open the door. The DM stops for a second.
DM: "You do realize what you're about to do?"
Me: "You're telling me he's actually there?"
DM: "Yes, he..."
Me: "I charge."
That was pretty much the end of the campaign right there, but we made our own beds.
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Matthew Morris wrote:
Rush's cold bloodedness continues to intrigue me, and makes a nice foil to his protogee. The "Stick your arm into the gate, this might work" was kind of funny, in a cold way.
I'll admit the show is not as bad as I had feared, though I still think the Senator's daughter and the young/troubled military men (there are two) aren't necessary. I'm giving it a chance, if only for Carlyle.
The arm thing was the first thing I thought of as soon as the alarm for 3 minutes went off. That made me happy, as it stayed true to Stargate's method of continuity/problem-solving (in a way, it goes all the way back to episode 2 of SG1).
That moment turned around a similar moment that almost put me off the series.
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seekerofshadowlight wrote:
Oh I agree, we kinda went a different way with it really, Some worlds we ran elves tend to"forget" and live in the moment allowing sadness and bitterness to slide away.
Anyhow the long lived race issue has always been an issue. I try to tackle it early on in my worlds building, but really elves are less likely then humans to go hunting though dungeons for the most part. You would have some high powered elves somewhere but really not a huge amount. Long lived races I can see gaining skill focus as a bonus feat for long age but really it's something that never comes up for a player
I went the total opposite in my campaign world. Elves were around so long that they became the de facto race. Humans never existed (they did, they just wiped themselves out by being humans). The elves split into distinct cultures. The most dominant felt that given their long lives and great intelligence, they needed to bring civilization to the rest of the world - it was their right to rule.
Needless to say, all the other races hated them, but for a different reason than normal.
A comment on the "one gnome cleric" deal. It's all well and good to come up with such a concept and play it out.
But what if Gnomecleric dies? Does Gnomeclerictwin show up? Divine favor fails? Or does the DM play coddler and let the PC live because he/she is special?
If it's a matter of "flavour", what is it about the gnomes that attracts the player? Why not just play a halfling with a gnome-like personality?
If the player really wants to buck tradition and rules by being a unique being, then that raises many other issues at the table and in-game. Some of us feel the psionic/wizard argument ties in to these problems.
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Okay VV, let's get it all out there without misrepresentation:
Viletta Vadim wrote:
I'm saying unnecessary conflation is bad, and as a corollary, a world that relies on unnecessary conflation is designed badly.
Let's see what you mean by "unnecessary conflation".
Viletta Vadim wrote:
A world must stand on its own merits, independent of any and all rules,
That's utterly impossible. When designing the finer elements of a world you MUST account for mechanics. For example, when the arch-villain builds his lair, she's got to be sure to defend against teleportation.
Viletta Vadim wrote:
and then be strong enough to bear interpretation by the rules, both in the hands of the players and the DM.
That's like telling an engineer to build a bridge without any calculations, but it better be completely safe on inspection. How can you build a world without rules that follows the rules?
Viletta Vadim wrote:
A world that uses the mechanics and the classes as a crutch in defining it, that shackle the classes into specific world aspects that can only be represented in a single manner? That world is badly designed.
The word "crutch" there is a bit of flavour you're adding to make yourself seem right before you finish your argument. As if the world is "handicapped" from the get-go. Those of us who disagree don't see it as a "crutch" but as a "support".
Viletta Vadim wrote:
I'm also saying that if you ban anything, you must have a valid reason.
I don't think anyone has disputed that. Nobody has said "DM gets to do whatever he wants" - well, except maybe Seeker's post that was edited.
Viletta Vadim wrote:
There are a lot of valid reasons. There are a lot of invalid reasons. Banning something over an invalid reason is bad. Banning something over outright false reasons is bad. Not every case of banning something is bad, but you must have a valid reason.
So all we need to do is figure out the valid and invalid reasons. Sounds easy, no? ;)
Viletta Vadim wrote:
I'm also saying that the players have their rights, which shouldn't be usurped without a valid reason. There are a lot of valid reasons. There are a lot of invalid reasons. Usurping player rights over an invalid reason is bad. Usurping player rights over an outright false reason is bad. There are times when saying no to a character concept or a build choice is appropriate, but you must have a valid reason.
Again, I don't think any good DM would deny this. But the amount and type of "rights" a player has depends on the group. In my opinion, the player does NOT have a right to mechanics or flavour. They have a right to use the tools at their disposal in the combination they choose, and to tell the story of their character that fits into the tapestry of the world, whatever that may be. Others may disagree, but I think that's more reasonable than saying "player gets to do what they want by default" or "DM can arbitrarily nix anything on a character sheet".
Viletta Vadim wrote:
I am not saying that if you say, "no," if you don't allow absolutely everything, then you are a bad DM. I'm saying that if you say, "no," or if you ban something for an invalid reason, or for no reason at all, then you are wrong. Big difference.
Then you turn around and say that players have the right to determine what mechanics best represent their character, which is a pretty extremist position.
Because what you are leaving out here is that when you combine your arguments you are really saying:
1) DM should not use rules to build their world.
2) Characters in-game cannot tell mechanics at all.
3) The player gets to choose the rules for their character.
4) The DM needs a reason to deny #3 but cannot use #1 or #2 as it is wrong.
Therefore, you are saying a good number of world-building DMs are bad.
And again I ask the question, if the rules don't matter in-game, what justification does the player have to use alternate rules to represent their concept? I can only assume it is a mechanical play reason, which means they want some advantage or another.
How does bardic music better represent bless than the spell? Because they can do it more? The bonus is higher? Then certain people would notice such a discrepancy.
Because if nobody, even a god, can tell that the bard priest is not a cleric priest, then the bard themselves cannot tell and therefore it doesn't matter if they were a bard or a cleric and the whole argument is moot. Why cause the conflict? Just play the cleric.
Unless of course there is a distinct mechanical advantage, and we come back to the discrepancy issues.
(I'm intentionally ignoring mechanical balance complaints, since that's an easy no for a DM).
I'm not saying you can't play a bard priest, I'm just saying that in-game, people know the difference. And sometimes knowing the difference causes unwanted problems (like the psion/wizard).
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I'd like to think of my approach, to use your analogy, as the following:
My world is the grocer. I decide what is for sale (rules) and for how much (disposition), and even sell some recipes (archtypes/suggestions).
My players decide what to cook (characters) and how to cook it (roleplaying).
All the recipes (adventures) combine together to form the banquet that is my world history.
I have three home-brew worlds, though technically two of them are the same world millenia apart. Each world has different levels of detail. The default world is more like a farmers market where most things are found for a price. My other world(s) are more limited.
Finally, I have a "superworld" where pretty much anything is possible - this is where I do stuff like allow players to pretend they are Maiar.
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Here's my world-building take on things:
You would likely end up with two core beliefs within halfling society.
1) Halflings are meant to rule and should use this power for their own good. These halflings would likely be condescending to other races, keep slaves, and live in a sexually promiscuous society. Think Brave New World.
Halfling laws for this group would give halflings superiority under the law, and make crimes against halflings more severe (or crimes against non-halflings less severe).
Knowing their race is destined to rule and will survive almost anything they would be highly militaristic and take on reckless and wild pursuits to support their empire. After all, they can always breed more halflings.
2) Halflings are meant to rule and should use this power for the good of all. These halflings would be delicate with other races, seeing them as fragile and perhaps slow. They would engender altruism from experience and be very cautious about breeding lest they overwhelm the world. Think Victorian England.
Halfling laws for this group would still favour halflings (after all, killing a 1000 year old divine spark is more serious than a 50 year old human). They would exhibit a sense of responsibility to the world and spread their empire in an effort to share its bounty - but only to those willing.
3) Likely a neutral group - probably reclusive and untrusting of non-halflings. These would act more like the stereo-typical elves of D&D.
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hogarth wrote:
Grimsh wrote:
I believe in Shadow in the Sky, Pathfinder 13, it says that Drow rhymes with bow.
An excellent answer (especially in written form)!
That was a hilarious editorial. Very cleverly written.
Going back to FakeHealer - I wouldn't dispute your pronunciation. Mine (as in Bach or Loch) is closer to yours than to the common "litch". The etymology of the word is very cloudy, even moreso than drow.
Although there may be some credence to the argument that since the plural is "liches" the pronunciation would be a soft sound - again why I originally went with "lih".
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Kevin Andrew Murphy wrote:
I think a lot of DMs wrangle it so not all clerics are full-on armored battle priests and buckets-o'-healin'
For my own game, I'm going with the house rule that you can only autoburn spells into other spells of a Domain your god has that you took. A cleric of a healin' god burning all their spells into healing makes sense. Ditto a death priest with the death domain being able to do all the harming spells which also heal undead. But having the priests of the gods of wine, clockwork, and commerce do the same things? Not so much.
If you've got the Artifice domain, you should be able to burn your spells into Mending, Make Whole, Fabricate and the like, and if you channel energy, it should be a big wave of repair that fixes everything in your radius and heals constructs. And so on.
The whole "Behold the power of my god!" routine shouldn't just come in two flavors.
I like that idea, reminds me of some of the "sphere" mechanics.
And in regards to the heavy armor - sure you can use it, but no-one forces you. If a player really wants to I could envision allowing them giving up armor proficiency for Lay on Hands or maybe Favored Enemy depending on the church.
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Count me in as well.
I seem to easily acquire static electricity and store it for long durations.
The fun part is that it's easily discharged on other people. It weirds people out.
I'm not as bad a Shiny, but I have horrible luck with electronic devices as well. I almost have a sixth sense of when they are going to fail. Many times I've gone to activate/use a device and just as I turn it on or touch it I get a feeling of dread, and the device overloads/shorts out/etc.
I'm very sensitive to electro-magnetic devices. I can always hear when something is on, sometimes it is very loud and disturbing, other times soothing. This may be related to above. Many people can do this, but in conjunction with the above...
Another unexplained phenomenon (never had it myself). Thought I would share.
The "Hum" or "Mystery Noise". Read up about it - it's this weird low hum that only some people can hear in certain places, despite no physical abnormality, and it drives them bonkers.
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seekerofshadowlight wrote:
Here is a fun one this thread has made me think one...Monk orders. How do you explain non monk classes as part of a monk order? I mean how do you all gain the same training from a very young age and come out with wildly different ability and some of you just can not do "monk" ability at all?
I got thinking about it from my homebrew as there is one order of "monks" but how would you explain say fighter or ranger with in the order and not being the "monk" class?
That could be the result of just not having "it"; being purity of soul, dedication to practice, a divine spark, genetic predisposition, whatever.
On the other hand, at some point the monks in charge would realize "Hey, this one can't hack it."
To the whole priest/cleric argument:
I'm in the camp that says: depending on the church, any class could be a priest, but only certain mechanics make a cleric.
Of course, in my game I usually have full-on Priest classes with no armor and more spells than a cleric...
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I've been really busy lately, but there have been some VERY GOOD ideas on all sides recently (and also some bad ones).
Just thought you all should know I was still reading...
Just to chime in in regards to the "player changes 'fluff' to suit the DM using rules they do not want" discussion.
If a player has a great idea for a character, but needs to use certain rules to represent that character, then the 'fluff' is irrelevant to their argument as well. They are admitting that their is a mechanical reasoning to their character, and thus if a DM says no based on the mechanics they are SOL.
However, if they are as reasonable as they claim, they should have no problems representing this great character with ANY mechanics.
For example:
Player: I have a really great idea for a 'Highlander-style' swordsman.
DM: Sounds neat, what've you got?
Player: But I need to use the psionics mechanics to play it.
DM: Why?
Player: It would play better.
DM: Well, if the concept is that important, why not just play a multiclass sorcerer/fighter. We can come up with a rule to ignore armor or something to make it do what you want.
Player: Okay, let's look at what that could be.
This is a healthy co-operation.
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Travis Friedrich wrote:
I don't remember his exact issue, but he had some concern with skills. It may just have been a "if its not broke no need to fix it" type of thing. Can anyone help explain why Pathfinder skills work out better, if they do?
Give them a level 20 character. Tell them to pick their skills using both systems. Guaranteed even without knowing the rules fully the Pathfinder version is faster and easier.
Travis Friedrich wrote:
A general issue he had with 3.5 is that it always seemed so easy to get attack bonuses, and it was much harder to get a stronger defense. He took one look at fighter in pathfinder and frowned since he gets even more ways to easily hit now. In general to the system, has offense and defense buffs been changed or balanced out at all?
No, although some overlap with stat-boosting items has been prevented (so no gloves of dex AND belt of giant strength) which alleviates some problems indirectly.
Travis Friedrich wrote:
We had a concern about cross-classing not having any penalties anymore and the way you get +3 on skill checks to your class skills. It seems really easy for someone to just take a couple levels in various classes and then just have +3's to skills around the board.
To me this is a legitimate complaint about the system, but have them look at the full 20-level progression for the core classes. There will be less temptation to multi-class.
If someone is multiclass just for skill boosts, they will miss out on much more.
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I'd like to rephrase my original point, as I feel I've been slightly behind in this fast-moving thread.
1) I do in fact agree with Viletta's primary argument that if a character rewrites the fluff to satisfy the DM, then that character is okay.
2) I do believe I have a different degree of defining "fluff" - and I do feel that some mechanics have an inherent fluff.
However, that second point of mine would really be better served by making it a mechanical argument. To me it feels like a fluff argument, but it is also an objection to the mechanics (not even balance, just how they work).
I hope I haven't come of as some sort of tyrant DM, because honestly (and I tried to make this point in my posts) I am very accomodating to my players requests.
Finally, to address the "sorcerer/psion" argument. A sorcerer DOES know how many spells they can cast each day, and of each "level", and can roughly gauge their relative power as he/she improves. To an observer, a sorcerer has a predictable level of power. "Well, Arkved has fought my army countless times but his fire spell has never slain any of my men with a single burst."
If we represent Arkved with psionics, the in game effects are slightly different (if they weren't, why go to the trouble of using the class).
I'm not trying to argue against the fluff/ban thing anymore. I'm just making my case that some rules do have an in-game impact.
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Zurai wrote:
Jal Dorak wrote:
Changing the nature of potions doesn't change the fact that you need a feat to make them, and if a player has a class that for some reason doesn't get feats, then they can't make potions by any name.
You're talking apples and belugas here. NO ONE has proposed that re-flavoring the mechanics gets you a mechanical benefit, like being able to brew "potions" without the Brew Potion feat would.
I'm not the one who brought it up. The potion example shows that despite the change in flavour, the mechanics didn't change. And if you don't like the flavour of the mechanics, you can't change that. The mechanical flavour is "single-use item is destroyed for in-game effect".
Hypothetically, if potions were an optional rule, and as a DM I disliked the flavour of magic being destroyed or consumed because in my campaign world magic is too powerful, then disallowing potions for flavour is justified.
It's very convenient to overlook or dismiss the fact that certain mechanics in the core rules are tied to flavour.
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See, there's always a caveat "if the mechanics don't break the game" and "if it doesn't ruin your world." Exactly, and what breaks the game or ruins the world (for me and my other players) is different than for you, or for any other of numerous groups.
It's not an argument any side can win.
Here's the opposite to your argument:
"If a DM has a reasonable justification to establish the mechanics and flavour of his campaign world, the players must work with those decisions to create characters that fit that particular story."
There's a lot of presumption in that statement. Just as there is to say "a DM cannot ban a book because of flavour if the players can rewrite the flavour."
Just because Eberron has different spellbooks doesn't change the fact that in the core rules wizards use actual books. Changing the nature of potions doesn't change the fact that you need a feat to make them, and if a player has a class that for some reason doesn't get feats, then they can't make potions by any name.
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Kirth Gersen wrote:
The Shaman wrote:
One more thing - does anyone bother with the difference in the paladin code? Before they only fell for gross violations of it, now the "gross" is gone and technically a paladin can fall for any violation. Do you play with this? It can be a real b...h, now that a paladin can fall for using arsenic to poison rats.
I played with a guy who made it a player decision, not a DM one, when the paladin falls. On the one hand, if your players are untrustworthy losers, that's a bad idea. If they're really into the immersion, though, it makes the fall more of an interesting roleplaying experience and less of a "my DM hates me" call.
I generally treat alignment changes as a two-fold process:
1) The player has to express an interest in changing alignment (this expression could take the form of drastic in-game actions that may generate a player-DM discussion, though).
2) Alignment is treated like XP. You change alignments after adventures and based on the sum total of your experiences in that adventure.
Combined, these rules allow me to change alignments of particularly insensitive roleplayers, but still allow the considerate ones to feel they have control.
The "reward" of alignment changes makes it something they work for now. Oh, and I also make sure that change is reflected in how NPCs treat them and other mechanical benefits.
For example, in my Second Darkness campaign the hobgoblin rogue just changed from LE to LN. In doing so, his behaviour attracted the attention of the church of Abadar which now is willing to finance and monitor some of his mercantile operations.
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kyrt-ryder wrote:
That's not 'entirely' true Jal, regarding the spellbook piece. A class using the wizard mechanics would have to have some external source on which they store their power and refresh it daily, but that source doesn't have to be a spellbook.
In my above example, the guy's flavor was martial artist, he used kung fu scrolls to refresh his technique daily.
In an example VV gave, the alchemist flavor with wizard mechanics brews 'potions' and such every morning for use later in the day, by imbibing them, or splashing targets with them, etc.
So while your right in one sense, it's not as solid as you imply.
All references to spellbooks in the core rules refer to "books" and "pages". Unless you interpret these words (ie. change the rules) you aren't playing the class as written. (By the way, I'm not saying that's a bad thing).
PHB wrote:
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).
The point isn't the rule though, it's the comparison between classes that have this rule, and classes that don't.
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Viletta Vadim wrote:
Freesword wrote:
Then why can you not use another mechanic to represent your character instead of insisting on the one the DM objects to?
Why does the DM object to the mechanic that perfectly represents the character?
The players are coming into the game with control of one, and only one thing. Their character. Unless the DM has a very good reason (and do note that there are very good reasons- many of them, in fact), she should not rob a player of her ability to make an appropriate character and represent them as they see fit. The DM has the entire world. The player has this one character. If the player decides that the most elegant representation of her sorcerer is through the Psion class, the DM had better think long and hard before turning to her and saying, "No you can't," because that statement is a big deal. Stripping them of the tools to portray their character in the most appropriate way because you don't like the metagame tag of "Psion" that doesn't even exist in-game is a Bad Thing.
The question the player should be asking themself is "why am I building a character concept around psionic mechanics when the DM has said no?"
There are thousands of splatbooks published. None are conclusively "good" or "bad" so in the end those chosen to be a part of the game experience needs to either be a group or a DM decision, not solely the players.
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Freesword wrote:
Viletta, I've pretty much agreed with everything you've said about separation of description from mechanics.
The only points we seem to disagree on are that mechanics can be tied to the game world and requiring DMs to introduce new mechanics into the game world. Or at least I think we disagree.
Mechanics represent how a character does something, his method. Defining how effects can be achieved is part of defining the game world. It can be established in a game world that the only method of spell casting is Vancian and that this is an element of the setting. Introducing a new method that was not currently in use is a retcon. It alters the setting.
If the mechanic (method) is already established in the world or new and the DM agrees to retcon it's existence into the world, then any character concept built using that mechanic should be valid barring any other world continuity issues.
I admit I may be mistaking arguments that if a mechanic is established in the world, then it can be used for characters outside it's archetype (The mechanics for a Bard are established, therefore can be used to represent a priestess.), for an argument that because a player wants to use a mechanic to represent a character that the DM must incorporate that mechanic into the world. The first case I agree is perfectly valid and should be allowed, the second I disagree with and the DM has full discretion as to what mechanics are or are not valid in the world.
This is what I have, admittedly, done a poor job of illustrating.
It's not the flavour of the class as is, but the flavour of campaign world and the mechanics within it. If a DM has a justification for using certain mechanics, and that justification is flavour-based, then re-writing the flavour of the class doesn't fix the flavour for the campaign mechanics.
For example, let's say I had a new campaign where I allowed spell-points. In such a campaign, it would be illogical for me to disallow psionics because it's a much easier analogue to fluff over. But at that point, there really isn't a reason to want psionics as the same thing can be achieved with minor tinkering to the spell-points system. But I would be more receptive to a request.
Finally, as much as Viletta is dismissing it, some game mechanics do have in-game consequences.
Wizards MUST use a spellbook unless the DM changes the rules. That spellbook is part of the flavour and mechanics of the class. Any class that doesn't use a spellbook has a totally different flavour. That flavour cannot be rewritten without changing the rules. That's very different from saying a bard is a priest.
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