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Look... this post is a rant. I realize that. You've been warned. This article here
rant on: I am sick and tired of these developers telling me that for the past 20 years I have been doing it wrong, not been having fun and that they know better then all of the developers that came before them. That only the players who played wizards at my table had fun in my games and that fighters and rogues cried themselves to sleep at night over the injustice of it all. I am sick to death of this fighter fan base that was beat up by a wizard in kindergarten and has dedicated their life to getting revenge by nerfing(to use an mmo phrase) wizards into the ground. It annoys me to no end that this mentality has crept into pathfinder (by the way blasting spells have suffered) to some extent and is proselytized on the boards here almost daily. I'm tired of it. It's called resource management. Wizards spells are the most powerful in the game and should do more damage then melee attacks because they are limited in resource. Letting your players get away with 15 minute adventuring days so the melee characters never shine means you're doing it wrong as a DM NOT that the system is flawed.
But it's this mentality that has led to 4th level archers in pathfinder doing 30+ points of damage per round, every round, all day while a 4th level wizard is lucky if he can pull off a 15 point damage spell 2 or 3 times the entire day. This entire article is nothing but a massive nerf to wizards.
Reduced number of spell slots.. spells don't scale with level..BUT hey you can cast cantrips all day!!
Haste is for fighters.. anyone else with a haste spell shouldn't get as many attacks as an unbuffed fighter... WTH... why does this sounds like SUMMMON FIGHTER I-IX should be the most powerful spell in the game? The article has more examples of this.. grease to help the rogue. web to entangle the villain's horse but not the villain himself. Heaven forbid the wizard actually do something to win the encounter. That's everyone else's job. You should be happy we let you cast light. Not that it was necessary. The fighter just used a power and can see in the dark now silly wizard. I grow weary of this. Leave the wizard alone or they aren't going to be worthy of the name for much longer! /rant Isnt part of being a monk having cool ki-like powers, being able to dance around through combat kicking things and generally shrug off attacks which would fell a lesser person? I dont really understand why the classes need to be balanced with respect to combat - isnt the style worth something? It seems to me that many of the people declaring monks to be underpowered are still actually seeing them used in play. So presumably the people playing them are getting what they want. I wonder whether the 'monk furore' is a function of a segment of the fan-base expecting combat-balanced classes when that isnt actually a terribly important part of the design philosophy being followed. (Not that I have any inside information as to what the design philosophy actually is). It just seems to me that 'class X is underpowered' is often put forth as something obviously wrong and I'd be curious what the justification is for striving for class balance? meatrace wrote: It would be remarkably cynical for the car manufacturer to just say "well how many people would do that? I MEAN REALLY!" It's a design flaw, a potential problem, a chink in the armor, and should be addressed. The problem here is they're not even dealing with issues anyone can possibly predict. "I need you to update the owner's manual to include the amount of time I can reasonably expect my car to operate under water. Also to what depth is my car rated?" "The MPG estimate is not accurate enough. I need an exact calculation based on my daily commute." "MPG rating is useless. Everybody worth a damn uses metric weights and measures. Why has this not been addressed?" "I am living in my car, and even though everybody I know is clamoring for instructions on how to properly install fitted sheets in the back seat, you have consistently ignored us in these forums." "I got a ticket for selling bootleg t-shirts out of my trunk at a concert. I wasn't told this would happen when I bought the car. Please execute and then fire whoever is responsible." "I don't see why you needed to introduce all this feature bloat with my car. I would have much rather had a GPS system and HUD than manual controls on my thermostat." "Thermostat? That would have been nice to know! I've been lighting fires on the floorboard all this time. We need bigger buttons." "I've never used the brake pedal, and I've had no problems with MY driving. Seems like it's operator error." "My friend died in a horrible accident outside of Tempe after strapping a jet engine to the roof of your car. You need to issue a recall, obviously." "Richard Branson is aiming for sub-orbital travel--why are you guys still terrestrial?" One thing i would like to see fixed in pathfinder, is to have a community that doesn't complain about the game so much. 40% of the talk here is... how do i make my PC more powerful
the problem here is that the game is broken because people are trying to break it. if i buy my dauther a new doll and she wants it taller, so she pulls and pulls on its head, than the head pops off. when that happens she crys that her toy is broken... Why is the toy broken???!??
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Butterfly sword 20 gp 1d4 19–20/×2 1 lb. S monk
I spend 20gp to buy a Butterfly sword. Do I have 2 swords or do I have one? The description implies they only come paired together, so I believe I have 2 swords. You can draw them together, and separate them into one blade per hand as a free action. Does this mean that you can enchant a butterfly sword, and get the enhancement bonus on both main hand and off hand attacks? Maybe this is the answer to the monks flurry of blows change. Also not a bad way for TWF ranger/fighter/etc to get both weapons enhanced for the cost of 1. Since these are merely light martial weapons, anyone with martial proficiency can use them. I'd like official clarification on this, as searching didn't pick up anything. For 20gp, do you get a single butterfly sword, or do you get 2? If you get 2, does an enhancement count toward both of them? Ghouls, Violet Fungus, Guard Dogs? I think I know which Society scenario you're talking about. That scenario is a season 0, all of which tend to be on the easy side because they were designed for 3.5 rules and PF PCs are more powerful, especially at low levels. Try them against a season 2 or 3 scenario. (Except First Steps, that series was designed to be a cakewalk.) I think it would make sense for Paizo to refit their own major 3.5 APs to PF. That's not terribly far from the time that I started in on the Shannara series by Terry Brooks. My recommendation: get her a library card and let her pick for herself. My parents gave me a rule of "only what you can carry by yourself" at the library. I don't feel that it ever failed me or them, giving me free access to everything there. I have one plea for GW while they make and run Pathfinder Online. Do not treat the customers as if we are stupid, and do not act like we are nothing. Let me clarify what I mean by this. I AM NOT insinuating you all have done this. At all. Ryan Dancey has been nothing but forthright and transparent. I look forward to the blog posts and his posts on the forum threads. I come from LOTRO and most recently SWTOR. For the past few months I have been watching WB and Turbine destroy everything Turbine created with LOTRO. When they went free to play with LOTRO, they had a policy and a promise that they would never sell gear in the store that had actual stats on it. Well, earlier this week, guess what hit the store? That's right, gear with stats. Any official response from the devs of Turbine has treated the customers like trash. They claim they are responding to a call for more gear options at lower levels. No one can ever remember seeing a forum thread calling for such things. Also, by providing statted gear in the store they are destroying any niche for crafters. The guy who runs Turbine, Fernando Paiz, said in his keynote speech to PAX East that you can push the customers past their comfort limit and they still will not leave the game. At this point he is saying you can poop on your players, so go for it. So, why am I creating a thread in the PFO forums that is essentially blasting LOTRO? I do this because I am a founder/lifetimer there. I dropped a nice chunk of change on the game in the HOPE that it would sustain my interest for at least a couple of years. It did. And now I no longer recognize the game I loved. So, to GW I say this: Remember we are customers, not dollar signs. By this I mean, when PFO comes out, treat us with respect. If you do that and provide us with a fantastic world then our word of mouth will do more for you than you can get by nickle and diming us to death. I can no longer recommend LOTRO to anyone. I would love to be able to always talk up PFO to people. Again, GW seems to be doing a good job right now. Keep it up. ps - I hope my thoughts come through here. I am not trashing GW. So sue me, but I love the 3X3 alignment system. I just love the legacy of the whole thing. The Blood War, Mechanus, lengthy session arguments about what being chaotic neutral means. I love calling my boss lawful evil and having people who have not gamed in 20 years giggle about it. I love "is Stannis Lawful Neutral?" debates. It's a tradition, and while I freely admit that traditions should not survive just on that basis, it is one that I enjoy. Application-wise, yes, mature players don't need it. But I don't play with many of them. I'm able to use alignment as a GM to get nonroleplayers to take baby steps in the direction of character concept. It's a tool. Obviously-contrived, highly-flawed system? Sure. But I'd prefer a flawed system that forces people to consider morality from multiple angles to none at all. There's little else in the gaming world that has reached the big leagues of social discussion as much as alignment- and I feel we should be proud of the home town kid who made it so far! I keep seeing people chiming in that developing an MMO is a dumb idea because MMOs cost huge amounts of money and it takes years to see a return on investment. The thing is, once upon a time that was true... but it isn't anymore. Even just a few years ago, before you could build your setting or your mechanics, you first had to build the tools that *let* you build the setting and the mechanics. Need trees? First build a tool that lets you build trees. Need characters? First build a tool that lets you build characters. Essentially, you had to start everything from scratch, and you had to spend lots of time (and therefore lots of money) just developing the tools to make the game. And that meant you had to spend ages and ages—and millions and millions—to make your MMO. The thing is, this isn't true anymore. Maybe word hasn't gotten out yet, but the industry has evolved to the point that the tools to build many of the working parts of an MMO are now things that you can license instead of build. Not only does that mean that you don't have to spend piles of money reinventing the wheel, but it means that you can focus your resources on the things that are unique to your game, and it means that you can get down to building an actual playable game much sooner. And that last part means that you can launch faster, and *that* means you can start recouping development costs sooner. And the fact that you don't have to spend as much also means that you don't need as big a player base to turn a profit as you would if you built everything from scratch. It still requires *plenty* of skilled people, money, and time to make an MMO, but it doesn't have to require a bankroll the size of a movie studio anymore, and it doesn't have to have a player base the size of WoW to be successful. I could care less about the rule set that an MMO follows. They are not the same and you should not aim for it. Pathfinder is a turn-based tabletop RPG. As a rules set for a TTOP RPG, it works quite well. However, a MMO is not a tabletop RPG. The people who think it should work like that do not get the design issues and probably never will. I already know that the devs know this – but many of the fans here just don’t get it . Persuade your fans as to why – and with patience, the persuadable will be persuaded. However, some of these fans are NOT persuadable under any circumstances. That’s life. Keep selling them books and they will still be your customers, just not your online players. That’s okay. Let ‘em rant, because that isn’t Pathfinder. I do see, however, a number of things that CAN work and DO feel like "Pathfinder,” to wit: 1 - Class Abilities: Pathfinder has improved upon and developed a number of class abilities that serve to distinguish the class from others. Those abilities should form a tangible aspect of a class design. For example, we know what Paladins are. A Pathfinder: Online Paladin should have auras; smite evil, and have the ability to confer those benefits to others. Similarly, we know that a Witch has a familiar, can fly, and can cast hexes like misfortune and deep slumber. Alchemists in Pathfinder throw bombs and can use mutagens to increase their stats and body size. While something like a Vancian based arcane bond is not likely to matter in PF: O, Wizards should be able to throw a weapon and have it return to their hands. They should get some sort of metamagic and should be able to craft magic items. They should get a scorching ray and get multiple numbers of them as they advance (never mind what damage they actually do or how often it can be used) Barbarians are all about rage and DR. Gunslingers are all about guns, deeds, and grit, Ninjas can vanish, etc.. Keep the recognizable iconic abilities of classes and make them do similar sorts of things which are somewhat intuitive and recognizable to a player. The underlying math, lethality and so forth is irrelevant. Let the computer game designers of the MMO be computer game designers of an MMO. Nevertheless, some of the iconic powers of a class need to be represented and unique because that’s what fans expect and that’s what keeps up the verisimilitude of the Pathfinder brand. 2 - Look and Feel: Pathfinder has a distinctive art direction to its characters and many of its monsters. Some of that is going to work well in a computer game -- and some of it is not. Cut the stuff that will not work for polycount and animation reasons and do it without remorse. But when you get right down to it, Pathfinder is Wayne Reynolds' art style. Make that come to life? You are golden in terms of art direction. Fail to deliver it and you dropped the ball and will alienate customers. Sorry – but in many respects it really IS that simple. Above all, keep the cartoony look to your characters. There are strong benefits to this. On a technical design basis, it reduces polycount. As we move forward in the next five years, PC Gaming threatens to go off a cliff and the desktop will not be the primary platform for this game. Accordingly, anything that reduces graphical overhead and makes it more laptop friendly is good. Any CTO who tells you what the GPU capabilities are of the expected users of this game 4 years from now is making it up. He doesn’t know. That’s an ENORMOUS tech risk, so the engine and art direction has to be HIGHLY scaleable. If you went for something like the CANVAS engine for your art style? You would not go wrong in terms of artistic impact (tech/economic feasibility is another matter). Apply the CANVAS engine's style and Wayne Reynolds art and color palettes and tell me you wouldn’t drool to play that game. On a less technical basis, cartoony designs also serve to make the game look unique. The problem with realistic 3d models , shaders and middleware environmental options all designed to operate within the tech limits of the hardware platform of the day is that it all ends up looking the same, from game to game. Seeing as you are likely to have to use middleware for much of your environmental organic effects, anything that serves to distinguish the look of the game from that produced by others enhances the value. In this case, it also delivers on the expectations of fans – so double down on Wayne Reynolds' iconics and cartoony goblins. Blizzard made the right call with WoW. Some people hated it and it turned them off -- but you cannot argue with that level of success. I can confirm that there was a significant debate within BioWare as to whether to go cartoony with SW:ToR. BioWare decided to go a little cartoony with their art direction in TOR too -- and it was the right call. Some people complained sure, but some people always complain. 3 - Golarion: At Paizo's current publication rate, it is likely that there will at that time of PF:O's release be more game material written about the world of Golarion than any other fantasy world in the history of RPGs. Even the FR (and that's saying something, damn it). That is a VAST treasure trove of IP. It's the one thing Paizo brings to the table which it does BETTER THAN ANYBODY ELSE, in or outside of the computer development field. Do not sacrifice this on anybody's sandbox altar. Dance with the girl that brung ya. That's what a Pathfinder: Online is to me. It's not rolling a 20, it's not Vancian Magic, longswords which do 1d8 or even magic missiles. Gimme a Witch that hexes with a fox familiar, a chance to interact with the iconic characters which LOOK like Wayne Reynold's art come to life -- all set in a believable slice of Golarion. That's a Pathfinder MMO to me. Sunrods unless everyone in the party has darkvision. Just like torches, but better. And worth the price difference, since its still chump change. Oh, and a hat. Hyu cannot have a goot plan if hyu do not know where hyu hat is. ;) Oh, and I got my DM to add in 4e's bracers of infinite knives. Even if their mundane they have so many uses. Plus, no need for Sleight of Hand checks when guards search you for weapons. ^^ Here's a tip to help you deal with issues like this one: Read the Pathfinder rules while pretending that D&D never existed. You see, the only reason you had a question is because you had an expectation based on 3.5 and didn't see anything directly contradicting it. Had you been a player new to RPGs in general, you'd have simply taken the skills chapter at face value and not had this question. Remember, Pathfinder is not an update or a "patch". It is written to be its own game, capable of being played by a total newbie - no knowledge of D&D is required. In fact, sometimes (as you just discovered) it can be a hindrance; many people sorely misinterpret the rules because they read them with assumptions in mind from D&D rules. (For example, there was recently a huge, multi-thread discussion about Two-Weapon Fighting, where most of the misunderstanding came from D&D familiarity/assumptions.) So again, when you find yourself unsure of how Pathfinder works in comparison to a similar element of D&D, ask yourself: "What would I think if I'd never played D&D? What does this rule say on its own?" Do this consistently, and you'll be miles ahead of a lot of players. :) Welcome to Pathfinder, and happy gaming! You say this is your first time with the rules, but you're already changing them without playing them? I've been playing since 1981, so I understand the temptation to think that we understand and can familiarize ourselves with any system we come across just by looking at it. But I also understand how many times that has turned out not to be so. I would recommend you actually play the game before you start altering it with house rules a mile long. You might find that not everything you think is broken, is, which will save you a lot of time and grief. I mean, to what are you comparing? As to the creation guidelines, I have to ask where the 1st level PCs are getting 1,000 gp a day to do all this crafting? Is your concern that money is just lying around town in the gutters for any average PC to come by and pick up? And why and how would every character in the game world go into the business of making magical items? Is every character in the game world a wizard? Are there no farmers or bakers or blacksmiths? Do you anticipate GMing for a party of four wizards? Morgen wrote:
This. Luke Crane, the author of Burning Wheel has a great saying that I try to convince people of. he says "Disadvantages are advantages." The reason for this is that they make the play experience more interesting and give your character more screen time. Honestly, there's not much more a gamer can ask for. If you want to build a flawed character, that's awesome. Just do it. Apply your own penalties, however much you think they should be for the conditions. Roleplay how they are overcome, or occasionally ignore them for awesome dramatic punch ("I am not left handed...") But don't expect a GM to give you an extra cookie for doing something that should already make the game more fun for you. It still happens, however the martial classes have a place at higher level now. Also a good amount of the rules and mechanics have been fixed. Why did you use 4e if you were worried about balance btw? It's just as broken as 3.5/pathfinder. The game had players that could nova thousands of damage a couple of times a day, an infinite attack combo, weak spell casters, and unified formats for all classes. "I can't replace a class with a skill -- the skill is borked!" Sorry I'm done -- if that is really your position and you can't manage a dungeon without a magic user holding your hand and making the booboos go away there isn't any help I can render that you'll accept -- obviously you are simply one disaster from a TPK since you can't make it without a healer, and if something happens to that healer you are completely hosed. I would suggest looking into versatility, diversification, and not wanting your cake and eating it too. "I don't want a healer but I want all the abilities of a healer and I want it in a single skill!" Is sheer lunacy, (as is the thought that you need someone in the party who's sole purpose is allowing to you not have HP damage). Frequently Unknown Rules (through post 465)
This is a list compiled by the users of http://paizo.com/paizo/messageboards. The contents are those items identified as rules that are often unknown or forgotten, whether these were rules new to Pathfinder, rules that had changed from D&D or SRD 3.5 to Pathfinder, or which have not changed, but are frequently unknown, missed or forgotten. This list avoids taking a position on subjects that are highly debated and irresolvable due to rules conflicts or ambiguity. On the other hand, items that come up frequently, but are easily answerable by a direct reading of the rules, are included, as are both positions if the distinction is easy to explain. It also does not attempt to comment on every possible change. In particular, for Spells and Feats, only those that are extremely common or have wide-ranging impact are included. The list is ordered by the type of change and then in by the order of the Pathfinder Core Rulebook chapters. Items that fall in multiple areas often appear in both. This list is an ongoing project and is unlikely to ever be complete. If you see something missing, add it.
Classes
Skills
Feats
Equipment
Additional Rules
Combat
Magic
Spells
Prestige Classes, Gamemastering, Environment, NPCs
Magic Items
Appendices and Monster Rules
Always like this, but frequently misplayed or not known previously Races
Classes
Skills
Feats
Equipment
Additional Rules
Combat
Magic
Spells
Prestige Classes, Gamemastering, Environment, NPCs
Magic Items
Appendices and Monster Rules
It’s the same between SRD and PF, but PF makes it confused 1. Reach weapons for small and medium creatures have a reach of 10 feet. Despite a diagram that says otherwise, they can still attack two squares on a diagonal.
It’s the same between SRD and PF, but PF makes it clear 1. Wizards with prestige classes only get 2 free spells when gaining a level of wizard, not when gaining a level of the prestige class.
Pending Resolution or More Complex than Can Be Dealt With Here
Keep in mind that neither Paizo nor Wizards of the Coast are likely to post in this thread any secret future plans, so everything posted in here is going to be pure speculation, based on pure speculation. So when you feel like disagreeing with someone (and you probably will, I can tell it has the potential to be that kind of thread), keep in mind that it's just their opinion. They're no more privy to the truth than you are. And when you post your awesome idea that Paizo absolutely must do or else we're going to go out of business, please have faith in Lisa, Erik and the rest of us that we got to this point because we're not stupid. Currently there is a debate going on about why sword canes were added if they were not mechanically better than X. There was a huge thread about the Monk vow of poverty, and how horrible it was. To which I slam my head repeatedly into my desk. Crazy thought here, maybe every build isn't an optimal build. Maybe, and I know I'm going to get a little nuts here but stay with me, maybe some people think flavor is more important that power because maybe they actually play the game to create a story with the DM, and they want to play an interesting character in that story. Maybe, and this could just be crazy talk, some people think that your huge eideolon with 15 attacks would probably not be allowed in most major cities, or your Svirfneblin or Dhampir may cause some interaction problems in well lit rooms. Maybe some DM actually ask the question "What do these characters look like when they walk in a room, and how would people react to them" Maybe a sword cane is less conspicuous and that has value. Maybe as a player you want the challenge of trying to build a monk character without significant gear. Maybe some of us are less worried that the new splat book didn't give you the broken option you were hoping for so you could show all your friends how awesome your broken combo is in a made up world for a little while until the Devs realize a mistake and errata it. Maybe...just maybe...some of us like having more options, while still allowing old options to have value and not be obsolete. Crazy, I know...
Diego Rossi
(Pathfinder Roleplaying Game, Adventure Path, Campaign Setting, Companion, Modules Subscriber)
The weakness in all the above suggestions is that you suppose that magic is a unlimited resource and that it will be possible to harness unlimited quantities for a unlimited span of time in a fixed location without secondary effects. If we look a bit of Golarion lore we see that we have the Mana Wastes, an area where the use of powerful spells and magical artefacts had caused long lasting damage to the fabric of magic. Another interesting source of lore is the Wishcraft article in The final Wish (AP n,. 24). The continual use of wish magic in a single location warp reality. So probably magic energy can be compared to water. It is abundant in most of the world, but if we start to tap to much of it in a specific location we can create problems.
Things like the teleportation circles network work well in theory. It isn't too hard to limit the circle size and/or guard the circle location, so the danger of invasion is limited (I really wouldn't like to be the guy trying to teleport his army through a 10' radius circle in a bare room under the fire of enemy guards).
This thread is unnecessary at this point. Pathfinder is what it is. We're not going to revise it or release a new edition anytime soon. If somebody thinks they can make a more balanced game, there's the PRD. It's OGL. Go for it. |
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