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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.
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.
"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).
I'm Hiding In Your Closet wrote:
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.
That's how I saw it as well... Never even imagined it creating an actual universe, much less the DC comics universe.
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.
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).
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...
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.
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...
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.
Charon's Little Helper wrote:
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.
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.
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.
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.
Charon's Little Helper wrote:
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".
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!
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.
Charon's Little Helper wrote:
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.
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.
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.
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.