Red Dragon

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1,610 posts. Alias of Matrixryu.


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graystone wrote:

"Giving players either a free Relic or Ancestry Paragon. Are these equal choices?"

It really doesn't depend on the ancestry: some I struggle to find enough to take feats I like with the normal amount of ancestry feats and some I wouldn't have enough with Paragon to take all I'd want.

Relics can enable your character concept quicker: at 1st level you can have Return on a throwing weapon for instance, meaning your thrown build works right out of the box using a single weapon.

These are good points. On one hand I could say that Ancestry Paragon is meant for people who want to focus on an ancestry's theme. For instance: I would love to run a paragon kitsune. On the other hand, it does make me wonder if I should sweeten things by giving players a free Adopted Ancestry feat to give them more options. Or perhaps I could let them take Adopted Ancestry in place of one of the 1st level ancestry feats? Hmmm.


Thanks for the thoughts! I hadn't really taken into account that many ancestry feats are 'constant' abilities while relics require activation. You're both right about certain ancestry feats being powerful as well. I had been focused on things like comparing a dragon relic's breath weapon with a kobold breath weapon, but I guess even in those cases a relic can't be used as often even if it is more powerful. It seems like things will work out fairly well, but I'll just have to see what happens.

I am planning to allow players to put property runes and such on Relic weapons and armor, at their own cost of course ;)


When I GM, I love giving my players extra stuff to customize their characters with. Recently, I've been toying with the idea of letting them choose between gaining one of the following bonuses: Either they can use the Ancestry Paragon variant rule for extra ancestry feats, or they get a free Relic (or Soul Seed) that auto levels with them.

I think both of these options can add a lot of flavor to a character, but I wanted to get some opinions about how balanced these two choices are compared to each other. Relic gifts seem individually more powerful than ancestry feats. However, I'm only planning to let players give me input about how their relics develop rather than having free reign, and they would get a larger number of abilities overall with the Ancestry Paragon rules.

I'd appreciate any advice on this that a more experienced PF2e gm (or player) is willing to give!


Yep, it suddenly started working again for me as well. Nice!


Luis Loza wrote:
They will!

Yesss, I'm looking forward to playing a ninetails!

Still crossing my fingers for a half-dragon versatile heritage though :)


I've been getting the "Error 500" for months at this point. If I clear my cookies it is fine, but as soon as I log in most of the pages on the website die (except for the navigation header). This error affects every browser and even my phone.


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I'm definitely looking forward to this book so that kitsune become available again! Plus, PF1 kitsune had a huge problem with needing to spend a bunch of feats to get all of the flavor of their species, and I think that things will work much better with the way PF2 handles their feats.

I'm hoping that there will be versatile heritages for half-dragons and half-kitsune. Half-dragons exist in the setting, so it would only make sense for a half-dragon heritage to exist. Also, since Kitsune are shapeshifters... it kind of makes sense that half kitsune would exist. Especially since there are half-kitsune in Japanese legends ;)


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I have had these same issues on multiple browsers on my desktop. This has been going on for over a week. I had to use my phone to get to the forums to post this!

Seriously, Paizo must be losing a huge number of customers if this is a widespread issue.


I'm *so* happy that the new version of the summoner has a built in way to make dragon eidolons. That was one of my biggest issues with the unchained summoner.


This has been a big issue for me. I've been looking at getting into PF2, but I'm unable to buy adventures. It keeps on adding Pathfinder subscriptions to my cart without permission and causing the adventures URL to fail.

I suspect that it might have something to do with an old canceled adventure path subscription that I have?


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I'm not a fan of archetypes that replace feats. They're basically just feats by another name. The thing that made archetypes great was that you could use them to replace abilities that weren't relevant to the character you wanted to create.


Just out of curiosity, how would a chaotic paladin even function thematically? The entire idea of a 'Paladin' is that he's a warrior who is incredibly devoted to following his 'code' and his god's ideals.

I can see Lawful Evil and Lawful Neutral paladins working since they can follow codes. However, When you make the class chaotic, why would it care about following codes to such an extreme?

It feels like you need to change the entire premise of the class to make it non-lawful, and at that point you may as well just have a generic holy warrior (like the Warpriest) who can be any alignment but doesn't have as many rules to follow.

Edit: After thinking about it a bit more, I guess one way a Chaotic Good paladin could work is if the rules about behaving honorably and following local laws were removed. They'd have rules to follow, but they'd only be *their* rules.


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I like what I see for the Paladin class so far! I'm also very happy that the paladin code has been given an order of precedence, with 'good' on top and 'laws of mortals' on the bottom. I've always believed that a religious lawful good type would care far more about his god's laws than the laws of whatever city he happens to be in, though he generally would be trying to follow good local laws anyway.

I like the focus on defense and the useage of spell-points rather than weak spellcasting. The only thing I'm not a fan of is having to use a reaction for Divine Grace.

I'm neutral on the subject of 'paladins of other alignments'. I can see a desire for Lawful Evil antipaladin types, but I don't even understand how neutral or chaotic paladins are even supposed to work. Paladins are all about following their gods laws to the absolute, but that theme gets weird with chaotic types.


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There was a part of me that was hoping that the new Pathfinder spell system would be like Spheres of Power, but I knew that this was never going to happen, lol.


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I have great memories of abusing the Kitsune Sorcerer FCB to get a +5 bonus to the DCs of my enchantment spells. However, I have to admit that it and a bunch of other FCBs were not well balanced. If FCBs stay in the game, they *need* to be more balanced than the PF1 bonuses were.


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The thing I like the most about this version of the alchemist is that the items he's creating are basically the same as the ones that anyone else can make, just better/faster. The way PF1 alchemists were randomly magical while 'normal' alchemists weren't bothered me a lot, lol.

The one thing I don't like is how long it takes to get Mutagen and Feral Mutagen. I made a melee focused beastmorph alchemist for PFS, and he was one of my favorite characters even at level 1 and 2. Now it seems like I would have to wait until level 5 to even get mutagen, and level 8 for claws?

Hopefully an archetype will be available to work around that, maybe something that trades out enhanced bombs for earlier mutagens and such.


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An interesting tidbit:

Another GM in my gaming group has been looking forward to Pathfinder 2.0 since he wants more balanced and streamlined rules. However, once I told him that goblins were going to be a core race his immediate reaction was essentially this: "Darn it, now it will be much harder to keep our problem player from playing a goblin and making our games into jokes. I guess we won't be doing Pathfinder 2.0."

The sad thing is I kind of found myself agreeing with him. This 'problem player' is a friend, but we have to work hard to keep him from derailing our games. If he gets his hands on a goblin character it is going to be terrible. I guess I now have a better understanding of why so many people here are dead-set against core rulebook goblins. It is basically the Chaotic Neutral alignment all over again.


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I'm not a fan of playable Pathfinder goblins, but you all are taking this a bit too seriously. Out of all the changes in PF2, this is pretty much the least important one. A race can be banned if your GM doesn't like it, but dealing with issues with the core game mechanics is a much bigger deal. Can we please just focus our energy on the game mechanics instead?

(That said, I would have much rather have had a Kitsune core race ;) )


Rysky wrote:
That might make the "keep them mundane" side happy, but it wouldn't anyone else, since relying on magical items to be superhuman is the system we have already in First Edition.

I think the issue with PF1E was more about the sheer number of magical items that were needed. If PF2E fighters needed a magic sword and magic armor to use some of their upper level abilities I don't think it would be a big deal if it was done correctly.

Personally, I think having the fighters be reliant on having some sort of 'legendary weapon' like King Arthur or Inuyasha I think it could be kind of flavorful. (Yes, I just used a real world legendary figure and an anime character in the same sentence.)

Edit: I agree that this shouldn't be the only path for characters to get those sorts of abilities though.


One way to make both sides of this 'realistic fighters' debate happy might be to make many 'superhuman' feats magic item dependent. For example: there could be a legendary feat that lets you cut down buildings with a single sword slash, but it requires that you use a +5 magical weapon. That way it is less about the fighters themselves being superhuman and more about them making the best use of their magical gear.

This way, low magic games won't have fighters chopping down buildings because the gear to support that playstyle won't exist, but fighters would be able to keep up with spellcasters in a high magic game.


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These discussions about human fighters suplexing dragons while totally not being superhuman has me thinking that these characters are secretly demigods. They are just trying to act like they are mortals but are failing spectacularly. "Look at me, I'm this normal human being that fell into a pit of lava and survived. That's a totally normal thing!"


TolkienBard wrote:

I guess my biggest question at that point though would be, how does one ever find their way beyond level 13-15 or so without being born to it?

Well, they live in a world where they are surrounded by magic, so there are two main possible answers. One is that over time, their body absorbs some of the magic around them and becomes superhuman, like those superheroes who got their powers from radiation exposure. The other possibility is that the existence of magic in their world has changed the laws of physics in such a way that anyone who lives there has a higher potential than anyone in a non-magical world.


Here is an idea for making martial characters seem more powerful at high levels: At level 15+, martial characters could have a "power attack" style ability that they can activate that increases their melee damage, but also creates a powerful shockwave that damages things (whether they like it or not) beyond their melee attack range.

This would allow you to roleplay the idea that your high level fighter is usually holding back, because if he used his full strength he could unintentionally collapse a building or part of a dungeon. It would be something you only use in emergencies against a truly strong opponent. Something like this would probably have to be built right into legendary level proficiency so all high level martials get this sort of flavor.

Yes, I have been watching too much Dragon Ball Super lately, but this sort of trope also applies to a lot of superheroes and legends.


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Hmmm, limiting this to the base classes makes things a bit difficult for me, but here goes:

Ninja (Rogue): I am counting this as a very big archetype. I find the theme of ninja characters to be much more interesting than rogues.

Beastmorph (Alchemist): I had a lot of fun playing one of these. I'm a huge fan of animal shapeshifter themed characters.

Mooncursed (Barbarian): I have never gotten to play one since I often get stuck playing casters, but I have really wanted to try this archetype out.

Scaled-Fist (Monk): I love the idea of this archetype, because I love dragons and the idea of a monk powered by draconic energy rather than normal ki is amazing.

Qinggong (Monk): Another monk archetype, but I viewed this as almost required for making monks with interesting powers.

Non-core:
Synthesist (Summoner): Yes it had balance issues, but I *loved* this archetype just for the sheer flavor of it. I used this to make a character based on Naruto's nine tailed fox 'aura'.


The "cutting a mountain in half" thing shouldn't be an issue. All the GM needs to do is put someone or something that the players need to save in there.

That said, I think that level of destruction should be reserved or epic or mythic levels of play. Being able to cut a building in half might be more reasonable for a 15-20th level character.


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On one hand, I like that it looks like the numbers in this version of Pathfinder look more balanced. On the other hand, if this turns into a game of "You have about of 50% chance of accomplishing anything" it is going to get really boring really quickly. Someone who is "legendary" at a skill should be more than 5 points better than someone who is untrained but happens to be the same level.


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Bloodrealm wrote:
Matrix Dragon wrote:
Bloodrealm wrote:
Matrix Dragon wrote:

Rather than bounded accuracy, I would love it if Paizo simply gave all characters the same BAB. Just give the frontline fighters some additional bonuses on top of that to show their martial prowess.

If every class had roughly the same bab, we wouldn't have the issue of some classes like rogues being completely unable to hit things in high level games. Having a 10-15 point accuracy difference between rogues and other melee classes (like the fighter and ranger) is just silly. We also would actually be able to use those fancy wizard and arcanist archetypes which give them melee weapons.

Well, they're doing half of what you want. Everyone has the same attack bonus scaling. And the same save scaling. And the same skill scaling. Everything increases automatically with character level.
Yay!
No, not yay.

Why would this be a bad thing? One of the biggest problems with Pathfinder is that the scaling got out of whack at high levels. If you were a level 20 character (who isn't a paladin) and your bad save gets targeted with the right spell from an appropriate leveled enemy you are probably going to instantly die. Giving everyone the same scaling and making the differences stat based was pretty much the only solution.

Admittedly, I am a bit more iffy about skills auto scaling.


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Bloodrealm wrote:
Matrix Dragon wrote:

Rather than bounded accuracy, I would love it if Paizo simply gave all characters the same BAB. Just give the frontline fighters some additional bonuses on top of that to show their martial prowess.

If every class had roughly the same bab, we wouldn't have the issue of some classes like rogues being completely unable to hit things in high level games. Having a 10-15 point accuracy difference between rogues and other melee classes (like the fighter and ranger) is just silly. We also would actually be able to use those fancy wizard and arcanist archetypes which give them melee weapons.

Well, they're doing half of what you want. Everyone has the same attack bonus scaling. And the same save scaling. And the same skill scaling. Everything increases automatically with character level.

Yay!


Rather than bounded accuracy, I would love it if Paizo simply gave all characters the same BAB. Just give the frontline fighters some additional bonuses on top of that to show their martial prowess.

If every class had roughly the same bab, we wouldn't have the issue of some classes like rogues being completely unable to hit things in high level games. Having a 10-15 point accuracy difference between rogues and other melee classes (like the fighter and ranger) is just silly. We also would actually be able to use those fancy wizard and arcanist archetypes which give them melee weapons.


PossibleCabbage wrote:
Does having a whole edifice of "advancing ancestry features" mean that it's harder to add new ancestry options? Like I was pretty jazzed when recent player companions gave us Cecaelias and like 8 different kinds of Changeling.

This is a good point. Maybe there should be both feats and the advancing progression. I doubt that Paizo will just automatically hand over the like 20 kitsune feats there are for free.


Derry L. Zimeye wrote:
Admittedly, it IS strange that clerics cast with Wisdom, when they seem much more suited to giving their message out with Charisma-

I was going to answer that if you compare a cleric to say... a Catholic priest, a modern priest has to study for years before becoming a priest. But then again, I guess that would make them Intelligence based rather than Wisdom based. Hmmm.

Anyway, I think the Wisdom requirement is often based on the idea that you have to be wise in order to understand the will of the gods or something. Charisma by itself gets you followers, but doesn't get you anything from a god.


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shaventalz wrote:
Derry L. Zimeye wrote:
Can someone explain what they think they meant with the revisiting Ancestry comment? I'm a little confused by that one!

I haven't listened to the interview itself (and won't, because length), but the bullet points linked earlier almost make it look like a separate advancement track. Almost a second "racial class" type of thing in addition to the "real" class.

I am all for auto-progression of racial abilities. Currently a lot of the most flavorful stuff for Kitsune and Aasimar are hidden behind racial feats that you have to give up actual combat ability to get.


The class feats system sounds interesting. I feel like it will actually go a long way towards making sure classes are balanced against eachother.

Plus, this means we won't have to worry about overly restrictive single playstyle classes like the Swashbucker or Gunslinger again.


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Charlie Brooks wrote:

Love this:

** spoiler omitted **

While I would love to just toss alignment out of my game, a majority of my players like it. If there's a way to keep it without me also having to worry what the paladin will see when she detects evil, that's a huge improvement from my perspective.

Also, this addresses one of the concerns I had early on:

** spoiler omitted **

This alleviates some of my main concerns about PF2E, excellent.


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I'll keep my list short....

Please do:
Keep the Alignment system. I'm fine with some classes becoming less restrictive, but the idea of absolute alignments is important. I (and a lot of other people) use rpg gaming to roleplay a hero. A lot of people don't want worries about moral greys pulling them out of the fantasy world they're trying to have fun in.

Also: Please keep it so that monsters and npcs work the same way as players. It is important for immersion that players be able to feel like they're fighting enemies who follow the same rules that they do. I love how in the 3.5/Pathfinder system it feels like monsters often simply have stronger starting races than the players.


Brew Bird wrote:
The bulk system. It's clunky, and kind of immersion breaking. I much prefer PF's weight-based carrying capacities. As they exists in Starfinder, bulk limits create comically weak creatures.

I think Starfinder only uses the bulk system because weight is meaningless in a space game with 0g environments and planets of different masses. We probably don't need to worry about bulk in PF 2.0.


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MR. H wrote:
Matrix Dragon wrote:
I think the problem is that when you don't word something kindly, you are implying that you don't have any respect for the person you are talking to. That's the key difference between well worded constrictive criticism and simply going out and calling someone's work trash and giving them a list of fixes. If Paizo ends up thinking that you don't respect them, then it becomes less likely they'll pay attention to you during the playtest.

You are conflating talking to a person unkindly and talking about an idea/work unkindly.

If people unkindly talking about an idea you had, makes you feel like they don't respect you, then I think that is a line of thinking to avoid.

There is a very big difference between constructive and tearing down someone's work, trust me. I know this since I used to dabble in art and story writing. Constructive criticism shows you how you can improve your work and makes you *want* to improve your work. Blunt or flat out unkind criticism makes people defensive unless they're trying *very hard* to block out their emotions on the subject.

Edit: Sure, paizo is made up of professionals and they should be trying to hold back their emotions when reading the playtest forms, but honestly they're human beings and that sort of thing can be very draining for anyone. If we all managed to give Paizo only constructive criticism instead of our usual angry criticism we would end up getting a much better product in the long run since they'd have more energy for working on it.


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MR. H wrote:
Sara Marie wrote:
...calling their work trash is okay, take a moment to reflect on why that is and if you want to promote that as socially acceptable. I don't believe that an atmosphere where that is tacitly approved of is healthy for our forums and it is certainly unhealthy for the community.

If someone dislikes something enough that it doesn't have value to them, then no matter how politely they phrase that sentiment, they are calling that work trash to them.

I understand protecting people, but shielding work/ideas from insults sounds dangerously close to censorship of criticisms. Which seems to me something to be very careful about to have an effective playtest.

Now if you meant that as "the association of a particular person to shoddy work is toxic" then I completely understand and retract my concern.

I think the problem is that when you don't word something kindly, you are implying that you don't have any respect for the person you are talking to. That's the key difference between well worded constrictive criticism and simply going out and calling someone's work trash and giving them a list of fixes. If Paizo ends up thinking that you don't respect them, then it becomes less likely they'll pay attention to you during the playtest.


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MR. H wrote:
People that hate the new edition will see problems that Paizo can't, and they have no obligation to be kind.

This is why we can't have nice things..... (in other words: I completely disagree)


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MMCJawa wrote:
Monsters and NPCs using completely different rules.

This so much. They way monsters and npcs use the same rules as the players in Pathfinder is one of the biggest strengths of the system. It is very important that players feel like their enemies are the same as they are rather than being a bundle of stats that don't follow the same rules that they do.

In pathfinder, monsters effectively just have a stronger starting race than the players. They can even take class levels. Turning monsters into meaningless stat blocks would mean we lose all of this.

That being said, I am not opposed to monster and npc creation being simplified in some way as long they're still generally interchangeable with players.


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@Endzeitgeist
Thanks for the detailed answer! Yea, the more I've read the book the more comfortable I've been getting with using it in a mixed race campaign. I'll just have to take each game slowly and make sure that the party balance seems right.

I'm not sure that the idea of "dragons aging via worshipers" works with my campaign, but I may take a look at those rules anyway.


I have been building a new homebrew Pathfinder campaign, and I'm currently nailing down what the allowed races will be. So far all of my allowed races have been humanoid. However, I'm toying with the idea of allowing a playable dragon race in the campaign. These would be actual dragons, not half dragons, but of course would have to be weak enough to be on par with the rest of the party. Has anyone had any success with this, or is it a bad idea?

Admittedly, I was inspired a bit by the Dragonkin in Starfinder, though I am aware that this could be harder to balance in Pathfinder.

I'm currently toying with the idea of simply using the "Taninim" from "In The Company of Dragons Expanded". However, even though these dragons are designed to be around the same power level as standard humanoids they still look like they would play *very* differently. Does anyone have any experience with using the Taninim in a mixed party?


I just purchased this since I decided that I'd rather have *actual dragons* as a playable race in my campaign than yet another half-dragon race. Still evaluating the rules however. My one concern so far is that the playable dragon race is much more complicated than the standard races, but I guess this is what you have to do in order to make dragons playable and balanced.

Just curious, does anyone have any experience running a campaign with a mix of dragon and humanoid characters using these rules? Are there any balance issues that I'll have to worry about?


In pathfinder, it is much easier for a huge creature to start a grapple with a tiny creature than it is for him to simply touch the tiny creature. (This part of the combat maneuver rules has constantly driven me crazy, even though it rarely comes up)


This might be something that's less of an issue in PFS than I thought, lol. Though like I said, my experience with playing a summoner has been mostly in high level home games.

I guess one of the reasons why I'm so against the idea of a 'no gear' ruling is that this feels like one of those cases where we are inventing a problem that the designers never thought of. Kind of like the drama with the Ooze Shifter, lol. I would think that Paizo would have put out some sort of item or spell to work around equipping gear by now if they were even aware of this.


TimD wrote:
Matrix Dragon wrote:
Just out of curiosity, has anyone here actually played a game where they had to re-equip their eidolon every time it was summoned?
Yes. May be another regional thing, but I don't think I've ever seen anyone argue that they should be able to do so. The planar ally dodge is nice, though - will keep that in mind for non-PFS games where unnerfed summoners can still be played.

Yea, I think it is a regional thing, since I believe that summoners in my PFS region were allowed to summon with equipment.


Tallow wrote:
Matrix Dragon wrote:
Just out of curiosity, has anyone here actually played a game where they had to re-equip their eidolon every time it was summoned? I would think that sort of ruling would make the class unplayable... especially if you were playing a summoner that gave up the standard summons monsters SLA.

I haven't played a summoner. But I was always under the impression as a GM that stuff didn't go with the Eidolon when it was dismissed. And 9 times out of 10, the Summoner starts the scenario with the Eidolon summoned, and when they don't, they usually have a beast of burden (mule, pony, goat, etc.) or handy haversack/bag of holding to carry the Eidolon's stuff.

Its never been a point of contention.

My experience playing a summoner has been outside of PFS, so it might be a bit different for me. These were level 1 to 20 games with 25 point buy.

The enemies that we fought in those home games were generally so strong that my eidolon had trouble hitting them even with an Amulet of Mighty Fists and a Belt of Strength, and it tended to die multiple times a day. Surprise attacks at times when I couldn't be expected to have the eidolon summoned were also common. I actually had to buy a wand of "Summon Eidolon" on hand in order to keep the thing around.

I can't help but think that my character would have been useless in those games if the eidolon came in without gear each time I used the Summon Eidolon spell. I guess that's part of the reason why I'm so against the idea of a 'no gear' ruling, lol.


Just out of curiosity, has anyone here played a game where they had to re-equip their eidolon every time it was summoned? I would think that sort of ruling would make the class unplayable... especially if you were playing a summoner that gave up the standard summons monsters SLA.


Blake's Tiger wrote:
Matrix Dragon wrote:
Blake's Tiger wrote:
Matrix Dragon wrote:
. . . is so intuitive and obvious . . .

First, when people say this in a debate, it comes across as "you're stupid if you don't agree."

Intuitive and obvious: you fall prone when knocked unconscious, you can't take actions when dead

Desirable: your eidolon keeps its gear when dismissed so that I don't need to lug it around and can tank STR and don't have to re-equip it when I re-summon it.

Desirable != Intuitive and obvious

You cut off the part where I added "In My Opinion" immediately after saying that...

So, you could say that you violated a rule of debating by misquoting me there, so we are both at fault now ;)

That it is opinion is a given. My cutting it off does not change the context. Nor does explicitly stating it is you opinion that we are stupid for nit seeing the obvious make it any less insulting. Doubling down on it does make it worse, though.

Admittedly, I could have said all of that better, but honestly the way you aren't even acknowledging my attempt at softening what I was saying isn't helping matters here either.


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Blake's Tiger wrote:
Matrix Dragon wrote:
. . . is so intuitive and obvious . . .

First, when people say this in a debate, it comes across as "you're stupid if you don't agree."

Intuitive and obvious: you fall prone when knocked unconscious, you can't take actions when dead

Desirable: your eidolon keeps its gear when dismissed so that I don't need to lug it around and can tank STR and don't have to re-equip it when I re-summon it.

Desirable != Intuitive and obvious

You cut off the part where I added "In My Opinion" immediately after saying that...

So, you could say that you violated a rule of debating by misquoting me there, so we are both at fault now ;)

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