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Recent posts by
Michael Miller 36:
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James Jacobs wrote:
Although the theory is that there are fewer GMs to sell to than players... in practice, it's the GMs who buy the most stuff. Players tend to pick and choose. Is it better to sell EVERYTHING to 1/4 of your audience? Or to sell 25% of Everything to Everyone? It's a complicated problem, that's for sure.
We saw some evidence of this when back in the day we relaunched Dragon and Dungeon magazines. At that time, the theme was "Dragon is for Players, and Dungeon is for Gamemasters." And lo and behold, sales for Dragon declined and sales for Dungeon rose.
I know for a fact that the gamers in my own groups tend to follow this theory pretty well—players buy FAR fewer products than gamers who are GMs. Even if they're only GMs part time or in theory only.
THIS definitely. I've seen that rule many many times... and while my group is a rarity (3 of the 5 of us are DMs at least part of the time) Its still rare for more than 2-3 copies of the same book to be present or even in ownership.
While I am quite heavily invested in pathfinder (yet to find a product I DON'T like that I've purchased, if anything its ones I like less than I do others) I'm probably not your average consumer. That being said I'm not exactly in a hurry for a monster book. Would I buy it when it comes out? Certainly. But IF it were done I think I would want it done right. For example, I LOVE how you handled the lycanthropes in the Bestiary, its now easy to use them at level 2 (or even level 1 really) without it being too unbalanced.
I hope you don't think we're being ungrateful, we certainly don't want to bite the hand that feeds us all this great gaming goodness. (God knows -I- wouldn't put in the time you guys do, your nuts!) I'm not really sure what a good compromise is, but at least now you know that the demand is there (in at least some amount) and including the product IS a good idea at some point even if not a huge priority.
Keep up the good work (and get some sleep man!)
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Whimsy Chris wrote:
Treantmonk wrote:
The OP should not have caused any harm. If he had included a shot on people who play 4.0, that would be different. If the response had been more to the case of, "I disagree, I think 4.0 is a pretty good system *insert rationale here*" we could be having a meaninful and healthy discussion on that topic right now.
Unfortunately, the OP wasn't inviting rational discussion. He was making a joking dig at 4e, not discussing the merit of this or that part of the system.
If I titled a thread, "One thing PFRPG gave us," and then went on to discuss how I use the book as a door stop, there would rightly be hell to pay. It's not funny, it's not cool, and it's disrespectful to the game designers and those who value the game. It's blatantly antagonistic.
Look at it this way, he was jokingly saying that at least he got something out of the purchase to benefit the books he is using. Taking offense at that is silly. If people are that thin skinned I really don't see how they function in the real world. I for one got no real benefit out of my 4e books (used them a grand total of a month). Do I think its a bad system? Not really. Is it for me? No, not really.
As for as the doorstop reference, I suspect the PFRPG core book would be quite useful in that regard. Its durable, got some weight and mass to it. If you can keep its smooth cover from sliding on the floor then it should serve quite well. Also doubles as a paperweight, spider-killer and if you slam the open book shut incredibly useful in scaring the cat!
With a lot of things, going out of your way to find insult is more work than its worth. Its much easier to roll with the joke, find some amusement in the post (especially as he was NOT insulting anyone in particular or even the game really, just that he found some use for his purchase) and move on. Life's too short for needless conflict and its just a game.
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Kor - Orc Scrollkeeper wrote:
It looks like we are getting closer to this becoming a reality for roleplaying, with a Microsoft Surface Table. Here is a great video showcasing it as a battlemap.
When used as just a battlemap, it would still be useful for Pathfinder, however the team working on it (right now just as a student project) is making it a fully automated battlemap for 4E D&D.
http://www.etc.cmu.edu/projects/surfacescapes/demo.html
On the one hand, it DOES look interesting. But frankly I'm not sure how much interest it would gain among most players. Most players like using thier own dice, and this takes that away. It also makes it even more videogamey (for those who play 4e) and moves 3.5 players back toward that when most of them stepped back from 4e to keep the old feel. It also means even more work for the DM, and time is a precious commodity that many do not have.
I might be wrong (wouldn't be the first time!) I think something like this would be better as a virtual tabletop type system for PBEM games or gaming over the internet but for people who meet in person I would think most would prefer the battlemat, minis and die rolling.
Now one thing I think this would be GREAT for, would be conventions, PF society games and such. Cases where you wanted to get rid of some of the randomness of die rolling or (in conventions) the confusion of looking for floor dice.
Cool product most certainly, but probably not for your average gamer.
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stuart haffenden wrote:
Sean K Reynolds wrote:
stuart haffenden wrote:
How can an AP give more detailed info on a God than the God book does???
Because the god book only has 2 pages allocated to each god (as the Chronicles line is always 64 pages, 20 major gods x 2 pages = 40 pages, plus room for info on the lesser gods), whereas the AP can devote 6, 8, or even 10 pages to a god article that is especially relevant to that AP. Iomedae and Asmodeus are particularly associated with Council of Thieves, for example, so they get big writeups that can go into more detail than Gods and Magic.
That's all well and good but if someone doesn't buy the AP's they get shafted in the info stakes for Gods... imo, that's plain wrong.
Perhaps, and I can see your point. However, by the same token it would be even more wrong for someone to buy an AP and find out they didn't have everything they needed to run the game. Thats what the APs are packaged as, a complete adventure. You can run them straight out of the book. That would NOT be the case if it said, "oh, and theres this information on this diety that you need, but to get it you have to buy XX book". This way everyone has access to quite a bit of information on the deities through the gods and magic book, while the people running or playing in the AP gain access to city specific, or adventure specific deity information. You shouldn't have to buy a fluff book just to run the AP. Shouldn't need anything but the Core Rulebooks and the adventure.
I DO hope that paizo at some point does a compilation of the 20 articles when they are done, and consider releasing a compilation of the Pathfinder/Golarion specific monsters they have created.
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Chris Parker wrote:
Michael Miller 36 wrote:
Quote:
The normal TWF problems of DR don't apply, because fighters get to ignore 10 points of DR. You get more chances to apply the amazing critical feats. You get all the AC bonuses of using a shield, the dex you apply to TWF also helps armor training, and all of your nice static bonuses to damage apply to both hands.
-Cross
Where is this? I don't recall seeing any place where it states the fighter can ignore DR
There are two fighter only feats in the weapon focus tree that allow the fighter in question to ignore 5 points of DR (regardless of source) each.
Ah! thanks. I missed them because of how high up in the tree they are. Most of our games tend to top out at 12-14th level
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Lokie wrote:
I'm thinking about creating some variant magic items based on the Bag of Tricks in the 3.5 DMG. I was thinking it might be fun to have "themed" bags that create one animal type.
The first I'd like to create would be a "Bag of Bats".
Much like a bag of tricks you reach in and pull out a creature. However, I kind of like the "charges per day" concept that allot of items from the Magic Item Compendium have. So 3 times per day you can reach in a pull out a bat at the cost of 1 charge.
I was also thinking of adding one more ability. At the cost of 3 charges you can turn the bag inside out to create a swarm of bats.
How would I go about pricing an item like this for Pathfinder?
Pathfinder Core Rulebook page 549 starts the section on creating magic items, p550 has a table of how to determine the price of a custom item thats not already in the DMG.
if i were to do this, i would estimate it thusly:
User activated or continuous: spell level (1 - Summon monster 1 (or natures ally))x caster level (going with 3 in this case to keep them around a bit)x2000gp =6000gp base price
under special for charges per day, you want 3 charges, so you take the base price divided by (5 divided by 3 which is 1.66)=3,614 gp base price
to create, you'd need half in material costs plus the spell summon monster 1 (or natures ally)
this would create an item that 3 times per day you could summon a bat for 3 rounds at a time, though you could increase this by simply increasing the caster level of the item
of course this is a little higher than the cost of the smallest bag of tricks, and summons lesser variety creatures with the bonus of summoning a swarm and the bag of tricks item summons the creature for ten minutes.
If i were the DM in this case i would go with the higher cost (it does summon a swarm after all, and go with a compromise of duration. 10 minutes for single creatures, (1 at a time) or rounds per level of the caster creating the item for the swarm. Possibly even just 10 rounds for the swarm instead of ten minutes.
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Nero24200 wrote:
I could see it being useful, say for an evil cleric to use on a necromancer summoning undead, since it could hurt him without bolstering his allies.
However it does seem too situational to be of much use.
Depends on your campaign. My paladin took it and combined with his smite and holy weapon took a rather deadly (til that point) vampire down almost to 0. take a 5d6 channel energy, plus a holy weapon, and smite evil and that was something that definitely left a mark on the baddie.
I agree that its situational to a lot of campaigns and the enemies you'll be fighting but then so are a lot of feats. All those grapple feats are situational too...but in the right circumstances...deadly :)
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up til recently I rarely saw a human being played in one of my games. When it did happen it was generally a human fighter just for the extra feat.
However now with pathfinder humans are interesting again. A variety of cultures, some with their own feats and traits. We are now on our third AP (second darkness and CotCT are being played concurrently) and 2/3 or more of our group have been humans. Wasn't until a near party wipe in SD that we had a party of mostly non humans and that was because the two that died started elves from the Crying Leaf settlement.
if you make humans interesting, with different cultures and backgrounds you'll likely see an increase in the number of them. Eliminate the fantasy races if you like.... but a simpler way might be to just downplay them. Perhaps the elves or dwarves are not very numerous. Either because they live in remote areas (by choice, chance, or geographical oddities) or some calamity has befallen them in the past.
Its your world, do what you want with it as long as you and your players have fun :)
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Thurgon wrote:
The only real issue I have with casting in melee being so tough at low level is touch spells. Clearly they are meant for use in melee, so why is casting them in melee so very tough. Spells like shoking grasp are built for emergency situations when the wizard is caught in melee. I would think it would thus be easy to cast in melee, but unfortunately it isn't. You know how using ranged touch provokes attacks of oppertunity is a special case maybe touch spells should by their nature not provoke attacks of oppertunity. Just a thought.
THIS might be a good compromise. Keep RAW, aside from the fact that spells that are touch (not ranged touch) such as shocking grasp, burning hands, vampiric touch, ect do not provoke AOO. That way that there are some spells that you can reasonably cast in combat, but if your trying to get off a Acid Arrow or a scorching ray and theres baddies around you your going to pay for it.
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Stebehil wrote:
Michael Miller 36 wrote:
Generally sex roles in the medieval period came from the fact that life was hard and it was short. many women died in childbirth, many children died from disease.
This is probably true from the beginning of time up until the turn of the 19th century. Giving birth was always life-threatening. I guess male dominance rests on the sheer power of men for the most part - men are on the average stronger and more aggressive than women, and do not hesitate to use this power. Women have been seen as being weaker not too long ago, and the responsibility of child-rearing rested almost exclusively on the womens shoulders. Now, in the end it is indeed up the the DM how he portrays these fantasy societies, but real-world behaviour is of course easily transported into fiction, and in most societies today, we still see a male dominance - or how many women do we see each day in politics, financial markets or at the helm of big companies or corporations?
Stefan
Its true its still largely male dominated, but thats becoming less true as time goes by, especially in more technologically advanced societies. We still have a LONG way to go to being truly equal and it may never truly happen. I think most of us when we play in RPGs try to create or mimic to a large extent the type of world we'd want to live in. (to a point at least, I for one wouldn't want to have to worry about a dragon attacking my town, or a horde of undead at the hands of an necromancer sending my dead relatives after me.... my ex girlfriend is bad enough!)
To each their own though. Racism, sexism, like it or not is part of life and its only natural it creeps into our R&R to a degree. How much is up to you.
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Stefan Hill wrote:
You also have to consider that melee is NOT a wizards friend. I'm please that pfRPG has made that mechanically clear now.
We had a situation with a 2H sword "build" (I so hate that term) Fighter was unable to reach the enemy. The wizard kicked butt and the fighter stood around (didn't even have a bow). But as a wizard you can fly, teleport, go invisiable, change shape, etc, etc you take these things in a non-combat context and fighter just plain sucks. Seriously you come to a stone wall and need to get on the other side, you have a 10th wizard and 20th fighter - who is more useful?
My point is there will always be situations where class A or class B won't be at their best and others where they will shine. Job of the DM is to balance these out over the course of the adventure.
If I read into something that more than likely isn't there... You issues are not doing damage which I suggest stems from the path D&D has taken - combat is where ALL the real fun is. If you want a spell caster effect each and every round you I would suggest you look to 4e. It does this very well, each round has everyone doing something always. Don't take this as me being rude, I am serious, have you tried 4e? It may be your answer for having more fun in an RPG session - and fun is why we play right?
Cheers,
S.
We have tried 4e....and I like playing it in moderation but really dislike DMing it, and I don't have a lot of time to write my own campaigns as much as I'd like to for the most part. I may give it another try since as I currently DO have a bit more free time than i'm used to.
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Brodiggan Gale wrote:
Brodiggan Gale wrote:
Some call me Tim wrote:
As to the second question, the rules really don't address it. I probably wouldn't allow it, as it offends my sense of how the armor is crafted with the spikes incorporated into the design, but nothing in the rules prevent "bolt-on" or "after-market" accessories.
And now I have to photoshop up a picture of a Dwarf with some sick vinyls, underbody lighting, and a sweet full plate body kit.
Well, I seriously rushed this out, and it's chock full of reaaaaally bad photoshop shortcuts, but hopefully it will amuse someone.
May I present, the aftermarket dwarf (http://img178.imageshack.us/img178/5645/atermarketdwarf.jpg).
Thanks for the LOL....that just got printed out to be passed around the table next week :)
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Brodiggan Gale wrote:
Michael Miller 36 wrote:
Brodiggan Gale wrote:
Did he not have room to take a 5 ft. step?
Could he not have used tactics to lure his opponents into making an AOO before he cast?
Could any of the other players (the cleric or fighter for instance) have done anything to get the opponents off his back (bullrush, disarm, sunder, etc.)?
Having to consider tactics and work together is part of the fun for a lot of groups.
Not after the first one he took no. That in fact is how he got off his first spell, a blur which is likely the only reason he survived the encounter. Fighter DID attempt a disarm, but it failed.
Sounds like the encounter was essentially designed to force him into melee immediately and keep him there, which, since you're the one DMing, would be on your doorstep.
Even then, if he was able to get out of melee by taking a 5 ft. step, he could easily have lead off with invis or fly, which you've already stated he eventually used to escape the melee. So it sounds to me like he just made a bad decision (cast blur, hope I can hold in melee despite being a cloth caster vs. cast invis or fly now, spend one round moving to a more effective position, and then rain hell upon them).
Opinions vary. But if every fight the wizard puts forth his most powerful spells off first, whats the point in having them along later? Up til now he'd been quite successful spreading out his spells over the day putting his lower level ones and the ones on his wand against the mooks and interim oppenents and playing support against the heavier hitters. Perhaps the blame is on me, but the problem never occurred when I was writing my own adventures or even with the APs before this change
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Brodiggan Gale wrote:
Did he not have room to take a 5 ft. step?
Could he not have used tactics to lure his opponents into making an AOO before he cast?
Could any of the other players (the cleric or fighter for instance) have done anything to get the opponents off his back (bullrush, disarm, sunder, etc.)?
Having to consider tactics and work together is part of the fun for a lot of groups.
Not after the first one he took no. That in fact is how he got off his first spell, a blur which is likely the only reason he survived the encounter. Fighter DID attempt a disarm, but it failed.
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houstonderek wrote:
+1.
FLY and INVISIBILITY EXIST so wizards can survive combat. Which means, after five rounds, the player actually started acting like a wizard!
OMG!
;)
and if the character can't get off a fly or invisibility off because of the new rules to concentration? sorry, still back to the original problem :P But I realize I won't get any support here for it, least beyond what I got in my initial responses. Still have a few things I can try. However RAW will not work for my group
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mdt wrote:
Sorry, you just lost your own argument right there. The wizard used tactical sense and got the h*** out of combat. Then he was effective.
Obviously you (and your players) want your wizard to be a front line fighter. That is not the class, not it's purpose.
and why should I have to spend 2-4 rounds before i can do anything to contribute? name any other class that is required to sit on thier A** for half the fight before they can participate? This leads to two problems. The character is ineffectual for most of the fight, and then the character isn't much use if theres a second fight later on. So to use your perspective the wizard is a one trick pony.
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houstonderek wrote:
Wow, it's amazing that casters somehow managed to dominate quite a bit of the time way back in the dark ages (OD&D/AD&D) when a sneeze could make them lose a spell.
I guess it's another one of those "old school/new school" things...
Well, admittedly I never actively played in those days. I played in a couple 1e games but at that time I was just learning and was a lowly fighter :)
Guess compared to olden days the wizard has it good, but just because my toyota is better than the model T my great great whatever had doesn't mean it can't use some work :)
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Brodiggan Gale wrote:
Michael Miller 36 wrote:
If you go that a wizard shouldn't be able to cast because their threatened by combat, than any class should have their primary ability to fight affected by the fact that they have a threat in their face.
Most other classes can't use the majority of their class abilities from 400 ft. + 40 ft/level away.
Most other classes can't disable an opponent without once rolling against their AC.
Most other classes don't have class abilities that let them fly, teleport, become ethereal/astral/incorporeal etc.
Most other classes don't have so many ways they can avoid melee combat entirely, while still being able to use their class abilities to full effect.
EVERY class has at least one or two incredible abilities that make them extremely good. Nearly every wizard spell that can disable the target has a saving throw and very few of them are a difficult DC. At higher levels a fighter can do that now too, stunning critical. yes, you have to roll against an AC, but if you compare numbers of BAB vs spell DC, the numbers are pretty comparable.
Fly, teleport, and the various projections are useful yes, but only one of them is likely to be used in combat.
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casters pay for casting in melee as is simply because they lack hit points to stay in the front lines. They don't have the AC either. I think this is payment enough. They won't survive more than a few rounds in toe to toe combat with a fighter and they shouldn't. doesn't mean they shouldn't be able to cast their spells.
If you go that a wizard shouldn't be able to cast because their threatened by combat, than any class should have their primary ability to fight affected by the fact that they have a threat in their face.
I will NOT be using the rules as written, it was tested rather thoroughly at game tonight. In one combat the party wizard got off a measly ONE spell in 5 rounds. Finally he resorted to fly and invisibility just to be able to be effective.
If a rule is made that makes a class subpar that it won't be used, its a bad rule. The rule might work for larger groups, but the AP's simply don't give you the luxury of being out of threatened range most of the time. If there was rules put into play that made fighters subpar unless they were using a sword and shield and penalized all other builds people would be raising hell. but because its a caster nerf everyone is okay with it.
This is okay with me, people are inclined to have their opinions. And its good to know that next time I have a question or seeking advice about caster problems to not come here unless I'm seeking a nerf.
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Dennis da Ogre wrote:
Laithoron wrote:
Switch the order of Favored Enemy and Favored Terrain. After all, at first level it may be obvious where the adventure is being set, but it might take a few levels to figure out who you are fighting.
This is a great idea if a GM feels it's cheating to drop hints about what the players would be facing this would give the player some leverage from his favored terrain while he figures out what's going on. Of course I think most folks feel FE is the stronger of the 2 and delaying its onset and later boost is a hit to the power of the class. Regardless, a good option for players.
In our Second Darkness game I am playing a ranger. As a PLAYER we knew the campaign would be heavily drow, but as a CHARACTER at first level there was no way to know that. now meta gaming I could have chosen drow anyway at first level, but I worked with the GM told her what I eventually wanted to do and for first level I chose aberrations which is a general threat almost any game runs into and it makes sense for a ranger to dislike them.
I believe that a good GM makes the game fun for all players, and deliberately making your choices subpar or doing nothing to help you succeed isn't good sportsmanship. Echoing some of what was said above, generally if I'm running a game I let a player who's doing a ranger know what sorts of creatures/humanoids that s/he is likely to have clashed with in the past and what is a problem in the area. That will almost always come in handy for the first few levels, and by the time they chose thier second enemy they have an idea of what the rest of the campaign will be about and can make a choice for further levels
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nexusphere wrote:
I can't think of any real world activity I'd be able to continue doing without interruption, to say nothing of using my will to reign the very fundamental energies of the universe to accomplish my ends.
How do you get that doing that takes *less* concentration?
-Campbell
Then by your reasoning, ANY damage to ANY class should affect your actions. A fighter gets hit? penalty to attack. cleric gets hit? no healing that round. rogue gets hit? well there goes your sneak attack and probably a nice penalty to hit.
Sounds a little silly doesn't it? We're talking a game. not real life. If I wanted reality I doubt I'd be playing RPGs.
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nexusphere wrote:
It was that way back in first edition. Your players maybe shouldn't play wizards. Works in the DM's favor, no?
This isn't first edition. You might be right in that perhaps my players shouldn't be playing PATHFINDER. Saying my players shouldn't play wizards instead of me trying to find a compromise between a difficult roll and an impossible one is silly. Its a game. Games are meant to be fun. If my players can't have fun playing pathfinder then I'll find a system they CAN have fun in.
That being said, I'm not saying they don't like pathfinder. They do like most of it. I like most of it. I may even end up accepting the change and just drastically altering my own wizards tactics and suggesting the same change for my players.
Myself I would rather a wizard who was less afraid of casting spells in combat and just hoping he didn't take a lot of damage (considering he has about a third of the hit points of the usual front line defenders) than a rule that encourages a wizard to be invisible and flying and even more of a game breaker. One is fun, and a challenge in a fight. The other is annoying, and potentially an impossible opponent to defeat.
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Kirth Gersen wrote:
Thurgon wrote:
And I am one of the most obstinate people I know still I tried it from level 4 to level 10 with the group and saw it's effect.
Yeah, you quit just before defensive casting returned to the auto-success it always used to be. Like I said (three times now?), the final PF rule penalizes low-level casters disproportionately.
Which is why I'm going to try your solution, and if that doesn't work go back to being a skill. Most of the games I play and DM in go from 1-15 or 1-17 at most. I see no reason to make a player struggle to play the character s/he wants to play just to suddenly succeed all the time towards the end. Maybe I'm being alarmist to a point, I can only base this on my initial assessment and the test encounter I ran at 7th level. I'll try a few more test encounters later, and use next gaming session this sunday as a test bed for a few techniques, but as of now I'm not too optimistic.
My wizard in second darkness might just end up being swapped out for a cleric :)
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Kirth Gersen wrote:
The problem with the new Concentration is that it has the opposite effect as intended: low-level casters have a hard time succeeding, but defensive casting is even more of an auto-success at higher levels, because both caster level and casting stat are level-dependent. So instead of the static DC 15 + (2 x spell level), we're using
DC = 10 + (1/2 threatener's BAB) + (2 x spell level).
That way, the difficulty scales meaningfully even at higher levels.
Thats basically what I was trying to say...but you said it a lot better. Thats going to be a bit harder to work on the fly....but I'm going to give that a try at our next game and see how it works.
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true, it is about the same as if you took the skill focus, but when it was a SKILL the feat was unnecessary. just an option. Now its a neccesary feat just to make your spell potentially useful. and you STILL face two attacks of oppertunity. I like most of what PFRPG did and I appreciate what Jason and company did for us, but I won't be using much if any of the magic chapter of the new book. Back to a skill for me and my players.
And on the off chance I do ever get to play at a con.... I just won't be playing a wizard or sorcerer. I do find myself liking the new cleric though.
*edit
last wasn't meant to reopen the wound, just trying to point out that I don't think ALL the changes are bad :)
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