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Rogeif Yharloc

Lemmy's page

Pathfinder Society Member. 8,586 posts (12,379 including aliases). 4 reviews. 1 list. No wishlists. 15 aliases.


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I've never seen IHIYC make any positive contribution to any discussion around here. If he ever did, I certainly didn't see it. All I've ever seen him doing was show disdain and arrogance towards other players and then claim he never did it.

I don't think IHIYC's just trolling. I think he's "stinging" (or whatever it's called): Trying to provoke a reaction so that someone else gets punished by the admins. Which I believe is againsr the forum's rules.

The only reason I even click this thread anymore is because Jiggy's awesome and makes amazing points.


1 person marked this as a favorite.

F$#*ing Barry...

Just another reason Wally West will always be my favorite Flash!


1 person marked this as a favorite.
Dracoknight wrote:
Man this thread sure took a head dive into lunatics and general silliness of the internet. You have your default socially backwards argumentative loony, you have the OCD corrector, you have the peanut gallery, the "I agree, buuuut" and our all time favorite the offrailers who tries to derail the "discussion" to something more lighthearted.

And as always... It all starts with someone with a viciously toxic attitude.


1 person marked this as a favorite.
thegreenteagamer wrote:
A fool is just a person with low wisdom. You can be a genius and a fool or an idiot and wise...or neither idiot nor fool or both.

True... But being a fool doesn't necessarilly means someone is smart either.


2 people marked this as a favorite.

"Fools often think themselves smarter than everyone else and will loudly proclaim it. They love to speak and hate to listen. Such fools are not worth my time. It saddens me that they share some of my hobbies, but knowing I'll never have them at my table fills me with joy."

Lemmy (often misattributed to Not Lemmy).


5 people marked this as a favorite.
I'm Hiding In Your Closet wrote:
Lemmy wrote:
Maybe you'd have a better view if you came down from your high horse...
"Gifted" =/= "conceited." PLEASE grasp that. Being autistic, I've lived my whole life viewing Humanity from an outsider's perspective. It's definitely a double-edged privilege. Being Cassandra SUCKS, and I've found myself in that role more often than I care to count. I'm emphatically NOT the type who enjoys looking down on people. Since I'm strongly resistant (possibly even immune) to many of the ugly pitfalls to which normal people are vulnerable, I try to warn them when I see the danger of falling into a trap. Because I know how vastly superior people can be as long as they can stay free of those traps.

Are you kidding me?

Your posts are often littered with condescending remarks and filled to the brim with holier-than-thou attitude. This whole thread carries an obvious condescending attitude towards those who play differently from you (players who you call "rollplayers")!

Hell! This very post of yours sounds incredibly arrogant! You just implied you're "vastly superior" to everyone else! "Looking down on people" is something I see you doing quite often around here.


1 person marked this as a favorite.
thejeff wrote:

In the original Watchmen?

Creating life, certainly. Though I thought of it more as "Going to barren planet and creating new life there", rather than "Creating new universe".

Specifically creating the DC universe? Never crossed my mind. I'd be shocked if that's what Alan Moore had meant.

That's how I saw it as well... Never even imagined it creating an actual universe, much less the DC comics universe.


1 person marked this as a favorite.

GM + 1 is not something I'd play... But I know people who enjoy games like that with a sibling or spouse.

GM + 2 is the bare minimum. Needs some patching, but works.

GM + 3 is great.

or + 4 is the ideal number.

GM + 5 is also great.

GM + 6 players is doable, but pushing it...

GM + 7 (or more) is basically unplayable, IME. Rounds takes too long, players are too easily distracted, GMs are too easily overwhelmed and CR has to be completely reworked.


4 people marked this as a favorite.

Too strong? If you aren't a Gunslinger or Trench Fighter, they're the worst weapons in thr game!!!


1 person marked this as a favorite.

It really bothered me that Littlefinger gave Sansa to the Boltons... Not because she suffered all those atrocities (they wouldn't be any less atrocious if they had happened to the Poole girl instead), but because it makes no sense! Why would Littlefinger give "the key to the north" to the Boltons? He isn't even their ally! He had nothing to gain from it! If he expected to use her "kidnapping" as an excuse to get the knights of the Eyrie to ride, what was his plan for when she told the truth? I suppose he could try to kill her before that happens, but he's apparently infatuated with the poor girl (and hoping to use her torule the north).


2 people marked this as a favorite.

Oh.. And the Schrondigger hands "errata"!

Which makes no sense, isn't written or even implied anywhere in the rules and does nothing for the game other than arbitrarily ban flavorful, albeit underpowered character concepts.

It's arguably Paizo's dumbest "FAQ" decision so far.


1 person marked this as a favorite.

The time bubble effect... And its consequences to martial classes.

Two identical characters are 30 ft from each other... Character 1 moves and only has time to make a single attack. However, character 2, despite being adjacent to char 1 for just as long as char 1 has been adjacent to him, somehow has enough time to make a full attack.

It'd be be nice if martial characters with high initiative bonus could actually benefit from it...


6 people marked this as a favorite.

BTW, I now totally ship Tourmond and Brienne. XD


1 person marked this as a favorite.

Did we really have a scene with two happy Stark children? I thought that was physically impossible... And in an episode without a single fight too!


5 people marked this as a favorite.

Finally saw the movie this Monday! And managed to do it without hearing any spoilers beforehand!

I can now participate here! Yaaaaaaaaaay!!!


2 people marked this as a favorite.
Aelryinth wrote:

Being able to shut spellcasters down would solve a LOT of the disparity.

"Yeah, you can do all those wonderful things. ANd I can kill you basically anytime I want to."

Does wonders for equality.

That would entail things like spell resistance, anti-spellcasting, punching defensive magic, dispels on hits, looking through magical abilities/effects, stopping dimensional hijinks, shutting down fliers, parrying spells, etc.

And we can't have that happening to our spellcasters, can we?

==Aelryinth

Meh... I think it's much better design and much more fun to make Fighters able to do cool stuff, instead of simply undoing what other classes can do.

I don't mind having options for anti-caster specialization, but it shouldn't be the whole focus of the class... Nor should it be strong enough to completely shut down casters.

I want classes to be similarly effective, not to tip the disparity the other way around.


2 people marked this as a favorite.

Nostalgia Critic reviews my very favorite Batman movie! :D


1 person marked this as a favorite.

What it'll change is that the PCs will be at full health in every combat... During combat itself, FH will barely make any difference... Except for the fact that PCs under 0 hp can return to action.


4 people marked this as a favorite.

So the argument is that "All" doesn't mean "All"? Okay, then...

I think the better question is "Why do you feel the need to nerf/limit Bardic Knowledge?"

Seriously... I'll never understand this need to nerf harmless stuff for no discernible reason.


3 people marked this as a favorite.

Fighters don't have particularly high HP. Their AC isn't that much higher than anyone else's and their feats still pale in comparisson to real class features. They're not even particularly good at fighting... Or at getting criticals. Before 20th level, they don't crit any more often than any other martial class.

And of course... They don't come even close to the versatility of spell casting. Even 4/9 spell casting.

How is getting 4 skill points/level even close to "having it all"?

Don't worry. Fighters are in no danger to become OP any time soon...


9 people marked this as a favorite.

They both mean "This word sounds cool! Let's put it in the cover!".


2 people marked this as a favorite.
Snowlilly wrote:
Lemmy wrote:
Charon's Little Helper wrote:
Lemmy wrote:

If people are this worried about the feat, just forbid it from being used with 2-handed weapons. Or ban it in your game...

Don't try to get it nerfed/ruined for everyone else.

Why does this logic only apply one way?

I'm not going to try to barge into your house and force you to ban it in your home game.

Because when something banned or nerfed, this ends up applying to all future related material, so it still affects those who like that option. OTOH, if something is allowed, you can ban/nerf it without problem and no one loses anything.
If you play PFS, it affects you. You don't get the option to opt out.

That's one of the reasons I dislike PFS. Either way... Their directors/managers can choose to ban the feat anyway... There are plenty of balanced options that banned in PFS for whatever reason.


2 people marked this as a favorite.
Charon's Little Helper wrote:
Lemmy wrote:

If people are this worried about the feat, just forbid it from being used with 2-handed weapons. Or ban it in your game...

Don't try to get it nerfed/ruined for everyone else.

Why does this logic only apply one way?

I'm not going to try to barge into your house and force you to ban it in your home game.

Because when something banned, this ends up applying to all future related material, so it still affects those who like that option. OTOH, if something is allowed, you can ban/nerf it without problem and no one loses anything.


5 people marked this as a favorite.

If people are this worried about the feat, just forbid it from being used with 2-handed weapons. Or ban it in your game...

Don't try to get it nerfed/ruined for everyone else.


1 person marked this as a favorite.

Moving goal posts there... First it was the number of free actions... Now it's the "kind" of free actions. And of course, it's arbitrarily decided that the mentioned free action would be too much.


5 people marked this as a favorite.
Rysky wrote:

Something that was just awesomely pointed out to me, the Cracked Vibrant Purple Prism Ioun Stone stores a 1st level spell for only 2k.

Boom, don't even need a wand of shield or UMD anymore.

Doesn't even occupy an item slot either!


3 people marked this as a favorite.

It's disingenuous to ignore the fact that S&B users can now 2-hand their weapon at no extra cost while complaining that 2-handers can now use shields.

Unhindered Shield buffs S&B just ad much as it buffs 2-handers and TWF... Arguably more, since S&B doesn't reauire any extra gold to benefit.


2 people marked this as a favorite.

Why bother with TWF when 2-handed is clearly better? Because that's the character you had in mind.

This feat doesn't steal anything from S&B users... It gives them the ability to 2-hand their weapons and gives 2- handers the ability to use shields...

All it does is give each combat style access to the other's tricks.

You can still use a longsword and benefit from all advantages 1-handed weapons have over 2-handed weapons.


1 person marked this as a favorite.
Mrakvampire wrote:
Lemmy wrote:
Again... If you want to argue that your ally's spells remove the necessity for enhancing your gear, then this feat is maxe useless by Shield. A 1st level spell that pretty much every arcane caster can use.
Shield is personal.

Buy a wand, then.

EDIT: Ninja'd by Rysky.


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Again... If you want to argue that your ally's spells remove the necessity for enhancing your gear, then this feat is maxe useless by Shield. A 1st level spell that pretty much every arcane caster can use.

By your logic, this feat changes nothing, sibce 2-handers always had access to friends with Shield spell.


2 people marked this as a favorite.
Mrakvampire wrote:
Tuvarkz wrote:

Magic Vestment? Oh, which at level 12 is a +3 bonus to the shield? (Take into account that pearls of power replenish a third level slot for 9k gp, which means that it's the exact same value)

You only get to save 7k gp on the shield at level 16, and 16k at level 20.

Yes, +3 to shield with no cost attached.

At 12th level 3rd level slots have already lost their usage. No problem spend one for whopping +3 AC.

And they could buy a wand of Shield before... Whoopie-dee-doo... I guess shields are useless if they dont give you at least a +5 to AC.

And if there are plenty of 1st, 2nd and 3rd level spells more useful Magic Vestment.

You're not debating the value of a feat.... But the value of a feat + Cleric ally. That's like saying weapon enhancements are unnecessary because someone can cast "Magic Weapon" for you.


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Charon's Little Helper wrote:
Tuvarkz wrote:
Lemmy wrote:
Powercreep isn't a bad thing when the original power levell is too low.
This as well. Regardless of how much of a help WMH has been to Fighters, them alongside all the other noncasters and 4/9 casters are still below the 6/9 casters and even further behind fullcasters in terms of capabilities. It's pointless to balance a feat around what another martial class can do because then you stagnate them in the point they are in. A good point of balance is the Inquisitor or the Warpriest, which while partial progression casters, are pretty weapon combat oriented.
This does nothing to help martial/caster. It just invalidates a lot of other martial builds.

How? How does this invalidate anything? No build is made worse by the existence of this feat!

If by "Invalidate" you mean "made not as good as the alternative", then S&B has always been "invalid".


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Mrakvampire wrote:
Lemmy wrote:

Hah! If this feat breaks the game, then just using a shield already did it.

The only reason this is "broken" compared to Dodge is because Dodge is a crappy feat. Investing 2 feats and a bunch of gold to eventually have +6 AC seems fair.

A whole feat for non-scaling +1 to AC is overpriced and underpowered.

Besides, it's already possible (and more effective) to simply use a heavy shield as a 2-handed weapon.

It is 1 feat. One. Feat. One. Feat. And you can skip gold entirely, you just need Magic Vestment from your cleric, if you worry about money.

By this logic, this feat is useless. You only need Shield from your Wizard (or wand) and... Boom! Shield bonus without any feat or gold required!

Quote:
Quote:
Besides, it's already possible (and more effective) to simply use a heavy shield as a crappy 2-handed weapon.
It seems that you forgot one word. I added it to your statement.

Shields really aren't crappy. They can be used with other shield bash-related feats and are considerably cheaper to enhance once you have the right feat.


4 people marked this as a favorite.
Charon's Little Helper wrote:
Lemmy wrote:
Besides, it's already possible (and more effective) to simply use a heavy shield as a 2-handed weapon.

While possible - it also costs a feat. (Improved Shield Bash.) And it's a rather weak weapon at d6 piercing damage & x2 crit.

Plus you'll get some people who argue that it's impossible to 2h because of the wording about how it needs to be strapped to your arm.

The only weak thing about shields is their critical threat range...They have plenty of advantages to make up for that. So this new feat is basically another Improved Critical.

And those people arguing it's impossible to use are simply wrong, as no rule says an weapon strapped to your arm can't be used two-handed. A heavy shield is a one-handed weapon... One-handed weapons can be used two-handed... Therefore, heavy shields can be used two-handed.


4 people marked this as a favorite.

Powercreep isn't a bad thing when the original power levell is too low.


3 people marked this as a favorite.

Hah! If this feat breaks the game, then just using a shield already did it.

The only reason this is "broken" compared to Dodge is because Dodge is a crappy feat. Investing 2 feats and a bunch of gold to eventually have +6 AC seems fair.

A whole feat for non-scaling +1 to AC is overpriced and underpowered.

Besides, it's already possible (and more effective) to simply use a heavy shield as a 2-handed weapon.


3 people marked this as a favorite.
Haladir wrote:
TOZ wrote:
This is where I plug Minimus.
I got 404'd with that link...

That's the point, Haladir! The game is so minimalist, it doesn't even exist!


5 people marked this as a favorite.
TriOmegaZero wrote:
And if you find mechanics are getting in the way, you should be playing with fewer mechanics.

Freaking grease monkeys always spoiling everyone's fun...

XD


4 people marked this as a favorite.

As an addendum to my previous list, I'd like to say that #2 also applies to spell component pouches and holy symbols... Oh, and silversheen weapons are really freaking cheap! Buy them!

And here's something for GMs too... I also had to learn most of them the hard way.

1- Don't use DMPCs. That is, resist the temptation of having a character of yours in the party, unless it's absolutely necessary, and even then, it should NEVER outshine the players.

2- Don't Get Attached to Your NPCs. Chances are they will end up dead or forgotten. Memorable NPCs are a real thing, but you should always think of them the same way you think of characters in Game of Thrones. ("This guy is kinda cool. He'll probably die.")

3- Learn to Improvise and Be Willing to Adapt. Your players will often surprise you with completely unexpected ideas. Learn to accept them and mold the story around their choices instead of forcing their choices to match your preconceived script.

4- Give Them Real Challenges, But Don't Get Adversarial. Remember, the PCs are the heroes! They are supposed to be the stars of the game. Don't be pissed off just because they one-shot'd your villain. It happens. Get over it and move on!

5- Assume Players Will Kill Everything! I'm exaggerating, of course. My point is: Always be prepared for the possibility of the PCs killing (or at least attacking) anything you place in front of them. Sooner or later they will attack someone or something when you were sure they had absolutely no reason to do so. Be prepared.

6- ALWAYS Remember: Your Priority is to Make Sure the Players Are Having Fun! I know it sounds cheesy, but it's true: The GM has the most fun when the players are having fun. You'll quickly notice that you enjoy the game the most when your players having a blast.


3 people marked this as a favorite.
Sissyl wrote:
Huh. So, if I am standing completely still, aiming for a minute, and fire my crossbow at someone in the water, I better hope I am wearing my freedom of movement...ring...?

And count yourself lucky! I he had buried himself in the ground up to his waist, your ring would be useless! XD


2 people marked this as a favorite.

Pfff... This is nothing!

If you imerse yourself on the water up to your waist, more than 50% of your body is out of sight, therefore, you gain cover and/or concealment, therefore you're actually harder to hit than if you were standing on solid ground and able to move freely! XD


8 people marked this as a favorite.

Had to learn most of these the hard way... -.-'

#3 is particularly important, IMO... And something I wish more GMs would tell their players.

1- CARRY A FREAKING BOW! If you are proficient with them, there is no reason not to! It's unbelievable how often players (even veteran players!) forget about this! Then a flying enemy comes along and their uber-warriors can't do anything.

2- Carry backup weapons. Because you'll eventually be disarmed or have your weapon destroyed. Have a back up. It doesn't have to be as good as your main weapon, but it has to be good enough to keep you alive until you find a better one.

3- Remember: There are no aggro mechanics in Pathfinder. If you want your enemies to focus on you instead of the squishy wizard, you have to give them a reason to! Most often, this reason is raw damage output, but there are other ways.

4- Don't underestimate consumables. I know potions/scrolls are wasted after you use them, but sometimes, they're all you need to get through that one encounter/challenge.

5- Don't overspecialize. Be awesome at whatever it is that you want to be awesome, but don't do it at the cost of being ineffective at everything else. Sometimes, your usual course of action will not be a viable solution.

6- Knowing is half the battle. Always try and get as much information about your next challenge/enemies/puzzles/quest/etc as you can.

7- Carry wands of Cure Light Wounds and wands of Lesser Restoration. They'll save your life more often than your party. ;).

8- Put skill ranks in Perception. Even if your Wis score is not very good and Perception is not one of your class skills. You'll be rolling Perception skill checks more often than any other, so you might as well invest in it. It'll probably save your life at some point.


1 person marked this as a favorite.

Spider-Man inspired me to be an engineer... (or physicist, but I ultimately chose engineering since I like finding practical applications for theoretical knowledge).


2 people marked this as a favorite.

To be fair, you can make anyone say anything if you're good enough at cherry-picking and quote-mining...


1 person marked this as a favorite.
Hitdice wrote:
It's not that I'm going to favorite every single post from now on, it's just that the last few have made good points.

Hitdice confirmed as Tsundere!

"I just favorited your posts because I wanted to... It's not like I like you or anything... Baka!"

XD


33 people marked this as a favorite.

¬¬'

Seriously... You think this is overpowered?

*sigh*

Martials really can't have nice things...

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