|
|||||||||||||||||||||||
|
Jabor wrote:
Pathfinder Combat: Roll for initiative.
;) Arakhor wrote: I believe that Sean Reynolds mentioned on his site that Warforged should probably have been LA +1. In the Eberron games that my group plays, there's always at least one artificer and often more than one Warforged, so there's definitely something fishy going on. I'd agree with that assessment. One reason among several I don't allow them in my games. But in PRPG the warforged is more comparable, and like the Aasimar it can do without a LA. But don't get me started on Artificers. A wizard with an artificers monacle is bad enough... James Jacobs wrote:
But will Pathfinder RPG change that? Has it shifted the "sweet spot" higher or lower? It would be interesting to revisit this topic in a month or year to see what PRPG players feel. Dennis da Ogre wrote:
Kind of like how it's literally impossible for a greatsword-fighter to attack with his weapon while grappled. He has to reach for that dagger. Anything a fighter can't do in combat, a mage shouldn't get a better chance to do. I understand what you are going for - I like the polymorph approach. My own solution to the problem was to have merchants exchange common magic items at face value, with the PCs paying the base price and a small markup fee. For example, Fighterguy wants to trade the +1 short sword for a +1 greatsword. He pays the cost for a greatsword, plus a 10% (100gp) transaction fee. The rule applies as long as the type of bonus being traded is the same. If it gives you any sort of bonus it should probably be a move action. Otherwise you will have every character moving, attacking, and then kneeling at the end of their turn. Unless kneeling is free, but standing from a kneel is a move action. Seeing Broddigan's post, one must consider than when prone you not only have +4 AC but -4 to attacks. It's a bit easier to fall down than slowly lower to ones knees. In the end the simplest thing to do is say it is a free action to kneel, but a move action to stand again. James Jacobs wrote:
I played a game like that once... Here's a dangerous thought. Why not eliminate defensive casting altogether? Simply keep the DC to cast a spell when taking damage (DC 10 + damage taken + spell level). If a mage wants to cast in combat, he gets scrapes. There are no rules to allow an archer to fire in melee (in fact, there are many to discourage it) so why allow the mage to do so essentially for free (now that it is not a skill). Spellcasting is easily the most complicated thing a character can do, and yet many other things automatically incur an attack of opportunity (such as moving). I'm not advocating either way on this, just an idea. Feedback? It's entirely possible that they have never been exposed or pushed enough to try roleplaying. Maybe they want to but don't want to stick their necks out. XP bonuses are a good idea. Work with what you've got. Talk to the "farmer" and the "gladiator" and prod some details in game. Have NPCs talk to them and ask them about their lives. Be patient with the answers. I would highly recommend inserting a DMPC into the party. I hardly ever run games without one now - they get no special treatment, but if the party ever gets stuck on a combat/puzzle/roleplaying encounter they are a handy way to keep the ideas and suggestions flowing in game. The more your DMPC talks, the more likely the characters will talk back, and hopefully to each-other. At some point you can try the opposite tack - have the group turn against you by berating and insulting the party with your NPCs. Just be careful not to overdo it and make it clear out of game it is an act. Have your monsters make fun of them when they fumble - you'll be surprised at how defensive the group will get for each-other. Since your group likes combat, this may be your most consistently effective option. Having the party cheer for a critical and then hack up a monsters body for sale is just as valid roleplaying as talking to the barkeep for 2 hours.
James Jacobs wrote:
I love levels 1-6. James Jacobs wrote: 2) Why is that your favorite experience level? Two-fold answer: a) As a player I love the mystery of making a new character and starting their new life as an adventurer. I enjoy the danger of potential death around every corner. Most of all I like the grittier play style where a mundane crossbow is still meaningful and powerful magic is something to aim for. b) As a DM I love the simplicity of running adventures at low levels. Very few PC abilities to take into account, monsters are more numerous and diverse, and pretty much anything is a threat (like a rickety old rope bridge). It's easier to improvise varied-style adventure (ie. puzzle-solving, combat, roleplaying, etc). James Jacobs wrote: 3) What's your favorite adventure, and what level was it for? Why is it your favorite adventure? Not to sound ingratiating, but Red Hand of Doom (from around level 5 to about 11). Probably many more. It's not without its problems, for example I hated flipping to the back for statblocks early on. Some of the geography could have been clearer. Minor complaints, obviously. Githzilla wrote:
I decided to test-run the final version by buying the pdf. I enjoyed it enough to buy the hardcopy from my FLGS. Overall I probably spent an extra $20 doing this over getting the book from Paizo, but I like to diversify. These classes follow my Pathfinder philosophy that a prestige class should allow the combination of two or more classes (like the mystic theurge) and allow unique combinations of abilities. Classes such as the dragon disciple are discouraged as they can be accomplished by tinkering with core class features. Feel free to comment, or post your own ideas or requests! Rage Mage The rage mage combines spellcasting with the rage ability, which normally does not permit such. In addition, the class has several unique features to offer such multiclass characters.
Spoiler:
Prerequisites: Base attack bonus +5, rage ability, must be able to cast 2nd level arcane or divine spells. HD: d8
Class Features
Rage Magic (Ex)
Battlecaster (Ex)
In addition, this ability grants the Eschew Materials feat as a bonus feat if he does not already possess it. Spellcasting
Spellpower Might (Su)
Rage Power (Ex)
Ragepower Magic (Su)
Arcane/Divine Fury (Su)
Kirth Gersen wrote:
Emphasis mine. I take this to mean you have done the awesome and only awarded iterative attacks to certain classes? Mairkurion {tm} wrote: Example of added value for any GS owners who might be reading: break up miniature boxes so that folks can buy singles. My FLGS has done this from the beginning. When sales flagged from the change in product, they started repackaging minis in themed sets. I went in and bought minis for the first time in months. I haven't seen anything personally, but I'll give it a crack: Pathfinder Warforged Racial Traits:
Pathfinder Warforged Scout Racial Traits:
{In Pathfinder all races gain +2 to a physical and a mental stat and -2 to one stat, except human-based which gain +2 to any one stat. The warforged are not overly powered compared to other PRPG races, so they don't need the double penalties. I figure a machine will have a higher Int than normal, but may lack perception of the real world (except the scout version).} James Jacobs wrote:
How dare you apply real world logic to my fantasy game! In my campaign, "death roll" means crocodiles can play snare drums to kill their prey. ;) Warlock (Beta) Alignment: Any non-good.
Class Skills: Appraise, Craft, Diplomacy, Disguise, Fly, Intimidate, Knowledge (arcana, religion, planes), Linguistics, Perception, Sense Motive, Stealth Class Features: 1 Battle caster, spellfire, spellfire shape
Spoiler:
Spells The warlock casts spells drawn from the warlock spell list (see below). The warlock knows all the spells on his list for each spell level he can cast. A warlock casts spells spontaneously as a sorcerer. The warlock can cast a number of spells per day based on the sorcerers spell progression, subtracting 2 off of all per-day numbers. A warlock may not cast a spell without having a Charisma score equal to or greater than 10 + the spell level. The save DC and bonus spells per day are determined using the warlocks Charisma score. Battle Caster (Ex)
Ritual Magic (Su)
Spellfire (Su)
The warlock must choose at 1st level what form his spellfire will take, chosen one from the following list of spellfire shapes. At 6th, 11th, and 15th level he may choose another shape available to his level or lower. If a warlock knows multiple shapes, he must choose which shape to apply when he activates his spellfire channel.
Planar Servant (Su)
Spell Circle (Ex)
Pact (Su)
Absorb Spell: If the warlock is standing in the circle when a spell is targeted on him by another creature, the warlock is unaffected by the spell and instead gains a spell slot of equal value. This spell slot must be used within 24 hours or it disappears. Bind: Any planar binding spell cast by the warlock is treated as being affected by an inward magic circle against evil spell. In addition, the DC to escape the binding is increased by 4. Commune: The warlock can use an active summoning circle to communicate with a fiend of his lineage. Not only does this fulfill his Planar Bond, but the warlock may also ask of the fiends a single question with a yes/no answer. This functions as a commune with diety spell. Fortify Spell: The warlock may use the circle to enhance any spell with a target of self. If the warlock casts such a spell while standing within the circle, the duration of the spell is increased to 24 hours. Planar Unity: The warlock may call upon his planar allies to fortify him. He gains DR 5/good for 24 hours. Sacrifice: The warlock can gain benefits from the death of a good creature within the circle. If the warlock is within 30ft. when this death occurs, he gains temporary hit points equal to his level which last for 24 hours or until lost. Foe of Good (Su) At 9th level and 17th level the warlock gains a special ability when combating good foes, selected from the following: Final Death: Any good outsider slain by warlock must make a Will save (DC 10 + Warlock's level) or be permanently destroyed. Bane of Good: The warlock gains +2 weapon damage against any creature with the good subtype, including creatures with a good aura. Corrupted Soul: The warlock gains the ability to detect good at will, and an evil aura. The warlock's alignment becomes evil. This functions as the cleric ability. Resist Temptation: The warlock gains a +4 bonus to saving throws against the special abilities, spell-like abilities or spells of creatures with the good subtype. Inverse Ritual (Su)
Final Bond (Ex)
Ex-Warlocks Spoiler:
At first level the warlock begins his long association with the creatures of the lower planes. A warlock may not willingly commit a good act, though he may associate with good creatures and even help them do good, so long as it also serves the warlock's ends. In addition, the warlock must make contact with a neutral or evil outsider or organization at least once per week. If he fails to do so, the warlock loses all his class abilities except weapon and armor proficiencies and his ability to cast spells. An atonement spell is necessary to restore these abilities. Warlock Spell List:
Spoiler:
0th - acid splash, arcane mark, bleed, dancing lights, detect magic, detect poison, flare, ghost sound, light, message, read magic, open/close 1st - burning hands, cause fear, charm person, comprehend languages, disguise self, endure elements, feather fall, grease, hypnotism, identify, jump, obscuring mist, protection from good, summon monster I, unseen servant, ventriloquism 2nd - alter self, arcane lock, blindness/deafness, continual flame, darkness, darkvision, fog cloud, hideous laughter, invisibility, levitate, magic mouth, misdirection, pyrotechnics, resist energy, scare, shatter, shocking grasp, spider climb, summon monster II, summon swarm, touch of idiocy, web, whispering wind 3rd - dimensional anchor, dispel magic, fly, gaseous form, invisibility sphere, magic circle against good, nondetection, protection from energy, rage, scorching ray, sleet storm, stinking cloud, suggestion, summon monster III, tongues, wind wall 4th - bestow curse, black tentacles, charm monster, confusion, contagion, crushing despair, dimension door, dismissal, fear, fireball, fire shield, lesser geas, greater invisibility, remove curse, shout, solid fog, summon monster IV 5th - baleful polymorph, break enchantment, cloudkill, contact other plane, dominate person, dream, feeblemind, mind fog, nightmare, overland flight, lesser planar binding, seeming, sending, summon monster V, wall of fire 6th - banishment, disintegrate, greater dispel magic, geas/quest, guards and wards, mislead, planar binding, repulsion, mass suggestion, summon monster VI, teleport, veil 7th - binding, delayed blast fireball, dimensional lock, ethereal jaunt, insanity, instant summons, mass invisibility, phase door, plane shift, power word blind, reverse gravity, sequester, summon monster VII 8th - antipathy, mass charm monster, demand, gate, greater scrying, incendiary cloud, mind blank, greater planar binding, power word stun, screen, greater shout, greater teleport, summon monster VIII, sympathy 9th - astral projection, dominate monster, etherealness, meteor swarm, power word kill, soul bind, summon monster IX, teleportation circle, time stop Lisa Stevens wrote:
I've been trying my darndest to find it, but about a year ago someone posted their houserule system for replacing the "core" item bonuses (deflection, AC, natural armor, etc) with a level-based point-buy system. I can't seem to find the thread, and sadly do not remember who posted the information. I still have the information on my hard drive, but I hesitate to post it until I can give credit. David Fryer wrote: A lot of people got burned by 4th edition and somehow have created an illusion in their minds that Paizo is secretly setting them up for the same kind of let down. Paizo has steted publily that their goal is to see to it that... Like Kirth, your last point is also your best. It would be insane for Paizo to base their strategy off of analysis of the fall-out from 4th Edition, and then to turn around and conduct business in the same way as Wizards and expect a different result. Thanks for the pointers and recap! My group just finished Part One (we heavily roleplayed for a good 3 hours before combat even started). Spoiler:
They finished off each of the three groups with a moderate challenge - each character took some damage and used up most of their spells or abilities by the end. The most dangerous encounter was the last, as the ranger was dishing out as much damage as the party fighter. The dinosaur companion was very useful, dishing out and taking most of the damage along with the fighter. The cleric went through a few channel energy attempts to heal up the party instead of using his spells. Overall I can definitely see a power bump from 3.5, but I think the dynamic and balance will work with 3 characters. If a fourth joins, as he said he may (as a fire-elemental sorcerer) I may actually need to increase the challenges. Kirth Gersen wrote:
That was my favorite argument to use back in the Alpha phase. The fighter has to spend his wealth on weapons and armor. The wizard not only gets better weapons and armor in the form of spells, but he gets them for free every level and can then spend his wealth on more spells. My guess is they gave wizards free spells to balance them with sorcerers and divine casters. But it did a disservice to the game as a whole. Unfortunately this problem is still evident (although less so with decent combat feats) in Pathfinder. James Jacobs wrote:
Paizo certainly makes this strategy viable. I might actually get to all my APs as either a DM or player, but even if not I still have: And that's not even going into the great artwork and fun adventure ideas I get flipping through any module. Brian E. Harris wrote:
I'll be honest, like a few others here and elsewhere I've been personally put off of the concept of optimization because of a few bad eggs, but I try not to judge. You've been a shining example of how to conduct a discussion. I was thinking all day though: 1) "optimizing" - as you defined it is picking something good at the expense of something worse. Like you said, most of us do it at some point or another. For example, the other day I made a cleric and to maximize (read: optimize) his healing ability I took Extra Channeling. 2) "Optimizing" (captial O) - what James mentioned and what I was talking about, is maximizing something to the extreme so that no other choice is considered superior. When we talk about optimizing, we're mostly talking about #1 and that is fine. But when people try to enforce #2 on the game table it's a nuisance unless everybody is into it. Does that make sense? By the way, you could easily talk the same way about "roleplaying" and "Roleplaying". Brian E. Harris wrote:
I think we'd better just agree to disagree. Nobody wins in these debates. I'll just conclude my piece with this final thought: My argument applies to ANY situation (even roleplayers). Anybody who thinks there is only ONE TRUE WAY to do something is living life in a bubble, and likely making a good many upset angry at the same time. I've told as many "roleplayers" that they cannot play the CN Kender Rogue for the sake of sanity as I have optimizers they cannot use a certain book or feat. Brian E. Harris wrote:
It's sad because as human beings we should seek to better ourselves and provide our lives with rich and rewarding experiences. Sure, I'm not saying a person who Optimizes all the time is wasting their life - they are enjoying it the way they want. What I am saying is that there is more to life. Take a risk now and then. Maybe you'll enjoy playing a Sorcerer who only casts divination spells and fights with two weapons. To go back to your candy bar analogy: Non-optimization lets you choose what you want from the bulk section.
Death Blinder wrote:
Do you drive around with the parking brake on? I ask, because it's the modern day equivalent to walking around with a loaded crossbow. At some point it either breaks or something bad happens. It's a legitimate concern for a gaming group. Players invariably want everything to go in their favour, so of course if the DM has a surprise encounter they all have their weapons available, drawn, and loaded...except when they don't. The OP was getting at situations when it would not be reasonable to keep a crossbow loaded. It's interesting that the Char-Op defenders instantly assumed James was writing about messageboard or forum behaviour, when his rant was directed instead at the specific situation of an Optimizer criticizing another player character without concern for that players feelings or ideas. I totally understand the purpose, need, and behaviour on Char-Op boards. And I agree that in some cases it serves an overall purpose to educate gamers (players and DMs alike). But pushing your singular view onto another player to the point of ruining their game is no fun for anyone. I've had this happen both in game, and behind the non-optimizers back. I politely told the optimizer that it wasn't any of their business how the other players played the game and left it at that. James' other point that I got was that if you are stuck optimizing, you sacrifice a myriad of other options that would make for really interesting and dynamic characters at the table (both in and out of combat). At that point, you ARE excluding creativity for the sake of optimization, and that's sad. Lord oKOyA wrote:
Great game. First and most successful use of the full D&D 3.5 rules. You can even ready attacks, charge, cast teleport (awesome), and generally actually feel like you are playing ToEE AND D&D at the same time. Plus, it runs on most systems. Kirth Gersen wrote: Healing during combat is like taking one step forward, two steps back. Case in point of why I agree: Our party comes across two Spawn of Kyuss. One member gets infected, they and three others run in terror. My cleric and the wizard are left to fight. Option A: Let the wizard try to fight them with his Fiery Burst and Grease spell, run after the party member (at 2/3 her speed) into a dark dungeon, and figure out how to remove the worm. Option B: Shoot the undead in the face with light of venya for 12d6 damage. I chose B. Sure the infected character died, but it was that or the whole party one by one. The only time my clerics heal in combat is when Joe the Babarian has a rage/power attack/adamantine thing going for him and he's the surest thing for victory. In my experience, healing in combat only provokes the enemy into wailing on an already fragile character. "Woohoo! I'm back from -1 hit points and up to 17! And prone! What? That giant is still trying to hit me? Bye everybody!" It would apply to any effect or spell that specifically mentions negative energy in its description (for example, enervation or inflict spells, or the effects of the negative energy plane). It is a vague description, but it's intended as a catch-all. Got a draco-lich with a negative energy breath weapon? Nope. seekerofshadowlight wrote:
You're right. Their hit points and experience totals were actually very close to a fighters, so they were capable warriors. They also had to be very careful lest a DM take away all their spells. I had one player, long time fan of 2nd Edition and disliked learning 3rd, comment that: a) This was the first time he had ever played a druid, but he loved the changes and how easy everything was to find. b) He hates doing skills. So much so it was a running joke for 10 years for him to "Do your skills!" He looked at me mid-creation and said "Holy crap, I'm done my skills!" and then "Cool! I get to pick skills for my dinosaur!" c) He didn't want to play initially, but I bribed him. We played for 3 hours until well past midnight. Monmaji wrote:
I don't think it was such a foregone conclusion. Consider the following: The adventure suggests the PCs should hit 3rd level after exploring much of Kelmarane. They had just entered the ruins. They had more XP than a normal party as there were only 3 of them. The giant mamba is a tough CR 3, but rates as "Very Difficult" for 3 2nd level characters. These 2nd level characters had:
Finally, they overheard the gnolls talking about "who had to feed the beast in that building as it has killed many of us" and they still went in with no prep. Frankly, throw all this together with the fact they did not fight intelligently and they got what they deserved. Thurgon wrote:
If you're interested, there is the Lion's Den Press 'Priest of the Celestial Spheres' available at DriveThruRPG for about $6. I got it way back and I love it. It's exactly what you are proposing, and also has a mechanic for using Turn Undead to power sphere abilities. BobSlaughter wrote:
Thanks for the clarification. Both posts helped me see what you were saying, and in some cases I agree (for example, the paladin) but I think that the changes, while perhaps many at once, fit into the existing scheme of the game (same example, basing Mercy on Lay on Hands). Kirth Gersen wrote: My group quit Age of Worms after "Wormcrawl Fissure," and never got past "Into the Maw" for Savage Tide. They hated the fast-track advancement, and, worse, hated the fact that most APs seem to just degenerate into endless slug-fests at higher levels. You're just not playing the game right. ;) I agree with James. I would love a high-level, even Epic-level, AP. But not at the expense of a slow pace. I don't want characters going from 1st to 20th level in a matter of days. I don't know if that is possible to do well in a 6-volume AP. Disenchanter wrote:
Maybe it's late and I'm tired, but while I agree those things were changed a great deal, and they are among many changes, what exactly about them was MMO-style? (And no, I don't care if we rehash old posts - this is our discussion after all.) Disenchanter wrote:
I disagree with your statement because I don't think it is a weak 4th level cleric spell. If haste is a third-level wizard spell, a similar combat spell for clerics is reasonable at fourth level.
|
|||||||||||||||||||||||||||||||||||||||||||||
|

