meatrace wrote:
The Wright brothers had no evidence that a flying machine could take off and land under its own power. Argue against that all you want, its still the truth. Gliders and hot air balloons are not airplanes. The Wright brothers, despite having no evidence that a flying machine could take off and land under its own power, had faith that they could build such a machine. That's how faith works. Once you've gone as far as you can go with what's available, faith takes you further.
Tiny Coffee Golem wrote:
Since you've got no evidence for your position yet continue to cling to it like a child holding onto his mother's apron strings, the question you raise is one better asked of yourself. When I've been presented with persuasive evidence, I've changed my position.
It's kinda like the Dalmer party. Yes, we can argue that cannibalism is wrong and that they shouldn't have tried to extend their lives - that they should have just died. Yes, we can argue that, since America has reached peak oil, America shouldn't pursue additional oil resources - the American culture should just die. But it's not gonna happen and, frankly, despite all it's warts, America has done a lot of good for the world. It has been a beacon of human rights. I don't think it would be a good thing for the world if America just died.
xorial wrote: With all of the cross-pollination of RPG talent writing for WotC & Paizo, I am sure that anything mentioned in any product is on purpose, BUT is all in jest. The fans have an edition war. Ever notice that the writers are ignoring it? I haven't seen any edition warring in a long time. What I do, occasionally, see is someone expressing their opinion about something and two or three posters having a soap opera meltdown in reply.
Zark wrote:
Are you seriously claiming that adding rape to the game isn't as bad as adding looting because rape doesn't affect the power level of the game? Honestly, that's pretty sick.
Dire Mongoose wrote:
Sorcerer isn't the strongest class. Wizard isn't either. One of the reasons I like the Sorcerer is because optimizing it is a real art and a lot of its powers are overlooked by theorycrafters.
A lot of reasons. Almost all of them have to do with bad theorycrafting (ie. the misguided claim that wizards can have any spell) and GMs playing softball on wizards (forex. never going after their spellbook). Also, advantages of the sorcerer class are handwaved away (forex. many GMs don't use Leadership). All in all, when the GM isn't biased and bad theorycrafting is eliminated from the consideration, the two classes are pretty equal.
Absolutely under no circumstances give them full BAB. The monk is not a martial class. He's like the Rogue. If you give the monk full BAB, then noob monk players will never learn how to use the monk's powers effectively. They'll get confused by the full BAB into thinking that the monk is a martial class. They'll start to play the monk like a fighter. The monk class is fine as is, but if I were to give them anything, it would be the ability to make a half move for free at the cost of a ki point. Or, make the 20ft move they can make now at the cost of a ki point be free movement (ie. in no way impacts their ability to do a full attack).
lastblacknight wrote:
Back off the "I'm a better roleplayer than you" schtick. You don't know how I game. You've never seen my fighters. The whole "It's sounds like every single one of your fighters comes out a cookie-cut of the previous one, perhaps you give them different names?" is rude and belligerant. If you've got a worthwhile point to make, then make it. I'm not gonna dig through all that ad hominem to find it.
Cartigan wrote:
Stealing/destroying a spellbook is a good way to get a poorly designed/played Wizard player to reroll a character. A well designed Wizard already has back up spellbooks and other risk mitigations so that getting a spellbook stolen/lost isn't such a great loss.
Prestige classes should be in the adventure paths, not the rule books. They should be campaign specific. They were originally designed to be a way for the GM to add a little extra color to the world by giving, for example, the elite guard of the king a specific set of abilities/powers, more powerful than feats. They need to return to those roots. PrCs went off the rails when the later game designers started using them as a way to sell more books by offering munchkins pluggable power sets for optimization tricks.
joeyfixit wrote:
You have, unintentionally, struck a nerve. I HATE it when people confuse roleplay with social encounters. They are two different things. Roleplay occurs all the time. Social encounters occur when a party is roleplaying trying to gain something without combat. It includes things like diplomacy, intimidate, and bluff. I have no doubt that you've got players who can roleplay. But that has got absolutely nothing to do with whether fighters can contribute in social encounters.
Its piss-poor design to have classes that are social classes and other classes that are combat classes. Players want to feel that they can contribute at any time. To make the players playing fighters feel that its now time to make a taco bell run because the party is doing social stuff now is bad. Likewise, the players playing bards shouldn't have to feel second class because the party is doing combat. The fighter needs to have something to contribute in social situations and the bard needs a chance to become alpha in combat.
StabbittyDoom wrote: This reading means that the only purpose of the trip property is to be able to drop the weapon instead of being tripped back. This makes no sense, however, because logically you should be able to drop any weapon you would attempt to trip with that you can drop at all (such as longspear). RAW is very clear. While any weapon can be used to trip, only weapons with the trip feature apply their enhancement bonus to the trip attempt.
One of the things I don't like about the fighter class is the archetypes. It seems the game designers want to push fighters into very narrowly defined fighting styles; archer, brawler, crossbowman, etc. It seems to me that any fighter (other than a kensai) should be well on their way to mastering many fighting styles by 10th level. So, these archetypes don't feel right to me. It seems that a better collection of archetypes would be built around the attributes; brute (str), duelist (dex), juggernaut (con), tactician (int), kensai (wis), gladiator (cha).
Sexual orientation goes far beyond who is having sex with who. A celibate person is aware of their sexual orientation, it's party of their self-identity/part of their psyche/part of their view on the world. RPGs are a form of theater. That is, it allows people a place of safety to explore aspects of their personality they wouldn't normally express. People old enough to play Pathfinder are old enough to be aware of sexual orientation, even their own. RPGs give them a place to explore it (especially if their characters aren't engaging in sex). Having an iconic who is gay gives players a sense of license to do such exploration. This is a healthy thing. I can tell you that, as I was growing up in a Religious Reich church, playing DnD with a friend who lived down the street gave me that sense of freedom where I could explore and come to terms with my sexual orientation.
Aspasia de Malagant wrote:
If you're going to post psycho-babble nonsense which has zero academic merit, please point out that you're posting psycho-babble nonsense with zero academic merit. In the social sciences, there have long been many models of sociology and family which show the value of homosexuality to the continuation of society. The following are some of them
I like the iconics to be fully 3 dimensional. Some of them will be left handed and some of them will be right handed. Some of them will like celery and others won't. Some of them will be gay and some won't.
In short, I make and roleplay characters, not just numbers on a character sheet. And part of the fun of characters is their diversity. Everyone is unique. And living with and working with different characters with different values, perceptions, and motivations as we grow up and grow old is a big part of life as well. For that reason, I think that tossing sexual diversity out the window and just saying "everyone is bi" is cutting something significant out of the game.
I want to say that I'm extremely proud that Paizo did not use "children play this game" as an excuse to not include gay/les/bi characters or topics. I do wish, however, that there was a gay/les/bi iconic (and, I hasten to add, one that wasn't stereotypical). Alain, for example, could come out of the closet, stop overcompensating with regards to proving his masculinity by constant conquests of women, and become the lgbt representative among the iconics.
If people commit crimes because they hear/read stories of people who commit crimes, than Shakespear must have been a menace because he gave London stories of teenage suicide, matricide, poisoning, serial killers, and a long list of other such crimes. One of the most psychologically disturbing psychotic incidences I've ever read was written by Poe. I don't think life is becoming cheap. It's always been cheap. The 'good 'ole days" never existed.
Malignor wrote:
Augean stable cleaning feat, here I come!
If I could rewrite the fighter class, I'd make feats like Improved Trip and Improved Disarm and Sunder, etc. part of the weapon itself.
A fighter would, especially at high levels, have master weapon proficiencies in a -lot- of weapons. The fighter would get the same number of feats they get now, but wouldn't use them to learn stuff like Improved Disarm. They'd use them to learn weapon styles (two weapon fighting and 'sword and board', for example,) and stances. Both weapon styles and stances would scale with BAB. Space requirements would be in the game, so that a person can't use a claymore in a tight area, but must use a dagger or the like instead. Since martial classes would have a ton of master weapon proficiencies and most current bonuses wouldn't be tied to a particular weapon, a martial class could easily use the best weapon for the job at hand. Incidentally, in addition to Improved Disarm and Improved Trip and so forth being part of the weapon, weapon types might have additional abilities as well, like extra attacks (the rapier may grant extra attacks), bonuses to hit, and bonuses to initiative (which the dagger may get).
Morgen wrote:
A 20th level fighter isn't mundane, he's superhuman. He's Justice League Batman as compared to Zatana. He's Jason as compared to Medea. Yes, a wizard can stop time, if he's got the time available to cast the spell. The fighter should be able to skewer him with a javalin before the wizard gets the spell off. And, again, even without doing anything hokey like putting anti-magic zones up everywhere, the wizard (at least when the GM isn't playing softball) isn't so much more powerful than the fighter. So, the fighter doesn't need all that much more of a power boost to put him where he needs to be.
Shuriken Nekogami wrote:
Sounds like a dick. I'm surprised you play with him. You've always seemed like a nice person who wouldn't have to put up with that kind of crap.
Shadow_of_death wrote:
Specific discussion on the three points referenced is taking place in other threads, so I'll try not to discuss it here. This is intended more to be a respectful metadiscussion about the topics being discussed. Having said that.. The issue isn't realism. The issue is diversity across characters. Should a knife fighter be a valid choice for a fighter? Yes, even against monsters (an example of why none of these discussions are about realism). Should knife fighters and big two handed blade fighters have some diversity in their fighting styles so that a knife fighter, for example, gets the fun of trying to lure enemies into areas where the knife fighter has the advantage (due to the small size of his weeapom)? Yes, why not? The only possible answer to 'why not' is that it doesn't allow players to hyperspecialize their characters in one tightly narrow set of abilities (big weapons) in order to max kills with the minimum amount of mental effort. But, my god.. How boring is that? As for having wizards take care of their spellbooks, yes, that's a challenge that some other classes don't have. But one of the significant reasons there are multiple classes is so that they can offer different challenges. The wizard's investment in protecting his spellbook can be an inspired act of creativity. Remember, in a lot of cases, the wizard towers that adventurers explore were created long ago to do the same thing the PC wizard is doing - protect magical power that could alter nations. Once the wizard reaches higher level, his effort to invest in security for his spell book and how he did it when he was a weaker mage, may be part of history taught in wizard school. There is a lot of potential shine time as the GM works with the Wizard as the Wizard explores different magical ways to protect his more powerful books - building constructs, formulating poisons, retrieving rare components for magical apparatuses. A good wizard PC can make the protections on his spell book a thing of art that the player and the people who play with the player can talk about for years afterwards. Or, the players could just whine that any character with exceptional power must take extra measures to protect his power. But then, How boring is that? In all three cases, the question is "how meaningful should the decisions which we make to create unique characters be and how unique should those characters be?"
there are three seperate topics in the forum right now which show that it's possible to optimize beyond min-maxing
1.) Allowing characters to take Charisma as a dump stat, but not penalizing them for it - after they use it as a dump stat, they ought to be able to say that their character is attractive and, thereby, gain positive modifiers to social encounters 2.) Allowing a Wizard to collect a god-like spell book without having to worry about keeping it safe 3.) Allowing a character to optimize towards big weapons and never have to worry about the down side of when those weapons shouldn't be usable (due to space requirements) In all three cases, rather than min-maxing, the character maxes and then demands that the GM sweep the min under the rug where it will never be seen. Am I simply old school? Does all the passion with which these things are argued influence the game designers? Does it indicate the future direction of the game?
It's not really complicated. People shouldn't get mechanical differences for things they haven't paid. That means that people will be penalized for dump stats (it is difficult for me to believe that anyone honestly has trouble understanding this) It means that, while people can create handsome/pretty characters, they will get no mechanical advantages for that unless they pay for it. The fact that this thread continues to go on despite the obviousness of these points makes me depressed about the quality of discussions on the Internet.
Tiny Coffee Golem wrote:
yeah, I'm looking forward to having my good aligned character binding a Qlipoth and telling it to go have fun in Cheliax. It's up to the GM as to whether I'll keep my good alignment, but it's worth seeing the look on his face.
lordfeint wrote:
fixed it for ya
ProfessorCirno wrote:
The current edition war isn't about people who say they don't like 4e. That's just stating an opinion. Everybody has an opinion and we should respect opinions that are different from ours. No, the current edition war is about people trying to berate others into not expressing any opinions about 4e that aren't all lollipops and sunshine. You, Prof, and people like you who try to berate others into keeping their opinions of 4e a dirty little secret are the people who keep the edition war in full swing.
ProfessorCirno wrote: I cannot even begin to think of how depressing your life is when you define your tastes by what you hate, rather then what you enjoy. What a sad thread. Fortunately, it's possible to not like something without defining your life by that dislike. I mean, I dislike cauliflour about as much as I dislike 4e. I can't imagine having my life defined by that dislike. It'd be about as ridiculous as berating someone into never expressing their dislike for cauliflour or 4e. Well, no. Attempting to berate someone into never expressing their dislike of cauliflour or 4e - to actually try to socially censor someone from expressing such dislike - is FAR, FAR more ridiculous. ProfessorCirno wrote: Sorry bros, Gygax thought your game was awful. Here's me not having an emotional crisis over what Gygax did and did not like. Here's me not saying "Gygax shouldn't have expressed his dislike for the game", instead I respect his right to express his opinion and I respect his right to have an opinion that disagrees with mine.
The thing I don't like is that, while there is a lot of cultural diversity (a good thing in a lot of ways), there's a rather small number of major deities. What I'd like to see is a lot of regional deities (such deities going a long way to explain, for example, how stone age and pre-Industrial societies co-exist). I envision something like TORG high lords who directly influence the technological/magical/social/spiritual potential in a region.
Ashiel wrote:
But one of the things we've been discussing is whether a witch's magic should be based on intelligence. Pointing out what the witch's magic -is- based on doesn't advance anything. The only way the connection between magic talent and intelligence would be relevant to this discussion is if that relationship was the general case.
Matthew Morris wrote:
Yes, thank you. Now, how does that establish a RAW connection between magical talent and intelligence? For example, do Sorcerers have magical talent? (answer: yes) Are Sorcerers dependent on intelligence to cast magic? (answer: no) It's frustrating to me because it seems all too obvious that sorcerers are crystal clear arguement of how there is no RAW connection between magical talent and intelligence. Did you really not notice that?
The point, OP, is that the role of monks is to have fun playing a character, not to get mindlocked into thinking that the only effective way to play a good monk is by sticking inside some tightly focused box/role. Look at your tools; high dex, high wis, perception as a class skill, insane movement, insane saves, several combat manuevers, and the ability to be useful without gear. There's a -lot- that you can do with those tools. If you really want to rip yourself off and nerf your character, then start thinking that you've got some 'role'. If you want to be effective and have lots of opportunity to shine, then stop thinking in terms of roles and start looking for opportunities to take advantage of your tools. Step out of the box.
I got rid of clerics. I then did the following 1.) boosted the Perform skill's effects to do healing (represents inspiration such as with Oratory)
Knowledge (Religion)
Priest feat and Knowledge (Religion)
4.) Turned Paladin into a PrC with one of several specific codes of behavior enterable from any class A priest of the god of rogues can now be a rogue with the priest feat and knowledge (religion). A priest of the god of storms can be a sorcerer. A cult leader is easy enough to create as well. Gods may or may not exist.
MicMan wrote:
Here's one "the same size fits all". For example, not everyone lives in the city - some live out away from the police and need guns to protect against wildlife and criminals, because it takes too long for cops to arrive. A lot of people don't realize just how big the US is compared to European countries, just how diverse the US is (both demographically and geographically), etc. I really do think that more European style policies would work, but only on the same scale which, for us, would be at the state level, not the federal government.As for Europe's vaunted social security systems, they are largely falling apart due to heavy immigration. The US has always had a larger immigration rate than Europe.
Psiphyre wrote:
If I were Paizo, your answer just convinced me to not risk real money developing this system.
One possible alternative system would have Psionics require a Concentration roll. The DC would be set to (the square of the level of the "spell")/2 + 10 and rolling 5 less than the DC results in one round of stun. 10 less than the DC results in 1d4 + 1 ability score drain for 24 hours, and all maintained powers cease. Otherwise, failing the roll means nothing happens and the action is wasted. Some powers can be set to be activated reflexively (on their own without consciously activating them) at a -15 to the roll. No spell points. No slots. A character can attempt any known power as often as he wants, but must make the roll on each attempt. There's no nova-ing and no spell points to track.
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