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Recent posts by
Phil. L:
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Preston Poulter wrote:
Am I correct in thinking that a Rogue can now sneak attack creatures that are immune to critical hits?
There are still some creatures that are immune to sneak attacks but most are now able to be sneak attacked. The exact type of creatures that can be sneak attacked will be covered in the Pathfinder Bestiary.
I think it goes something like this:
Corporeal undead (can be sneak attacked)
Incorporeal undead (cannot be sneak attacked)
Constructs (can be sneak attacked)
Elementals (cannot be sneak attacked)
Oozes (cannot be sneak attacked)
Plants (can be sneak attacked - not a 100% sure on that one).
I'm sure that there will be some exceptions to this listed in the book.
Already this has become an arguing point among people. I personally think that expanding the list is a good thing.
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Kirth Gersen wrote:
Arazyr wrote:
I would suggest the following substitutions:
bludgeoning/piercing/slashing: +2
cold iron/silver: +3
alignment (chaotic/evil/good/lawful): +4
adamantine*: +5
(If I recall correctly, older editions of D&D [1st Edition, I think] pretty much said +5 weapons were automatically made out of adamantine, or something like that. If I'm wrong, please correct me gently. 8^)
No, you're right on for 1e. And all +3 weapons were assumed to be of "special meteorite iron," so assigning "+3 = cold iron" makes sense as well.
This would be a simple implementation of both rules. I am going to use it (with maybe a slight revision)!
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Xaaon of Xen'Drik wrote:
Phil. L wrote:
The monk is really one of those classes that should be redesigned from the ground up. I believe most of the problems stem from the monk's abilities in that there is really no cohesion to them. The original 3e monk was a throwback to 1e (just like the 3e ogre mage), and the 3.5 version wasn't really changed.
I like the concept of monk training or abilities like part the veil, but feel that these small solutions won't solve the greater problem that the monk has. That is, the lack of a clearly defined role. Really, monks need to be either a replacement fighter or a replacement rogue, not some weird mixture of both with a hodge-podge of loosely related abilities.
Redesigning the class would also stop the problem of giving the existing monk too many abilities and suddenly making them more powerful than the other classes without really realizing it. I think more thought needs to go into the basics of the class.
All that being said, I have actually played a 3.5 monk successfully in a campaign. So, go figure!
But we can't do a full redesign of the class, Jason has already pointed that out. We have to work within an acceptable boundary of backwards compatibility.
So working within those parameters, do you have any suggestions?
What do you feel is the best and worst feature of each of the 3 designs currently on the table?
I feel they are taking a rogue's role.
See backwards-compatability arguments start to wear thin on me when people change every class by adding a ream of abilities, change the Hit Dice of the classes and change several other things to boot, and then carry on about changing the BAB of a class or dropping some of the classes abilities.
I would start by stripping away most of the monk's higher-level supernatural abilities. I'm sorry, but abilities like timeless body, perfect self and diamond soul might have "flavor" but few of the abilities are actually useful and most of them are not linked in a believable way. Some people might balk at removing timeless body, diamond body or tongue of the sun and moon, but none of the abilities really make the monk a better monk. So, that's the first thing I would do. Remove some of the higher order supernatural abilities of the monk with the exception of abundant step and empty body (both for movement purposes)
The monk's ultimate attributes are maneuverability, speed and the ability to make lots of strikes. I would give monks a bonus to Acrobatics, Climb and Jump checks, and increase this bonus as the monk increases in level. I would allow them to take 10 on these checks once they reached a certain level, and would give them a range of supernatural abilities that would help them cover distances quickly or take the fight to hard-to-reach foes, such as the ability to fly for limited durations and balance on impossibly narrow surfaces (much like the wuxia monks of film and literature). This would give them more movement options.
I would use your qi power idea for combat. Monks would be able to spend their qi points to improve their AC, gain the same BAB as a fighter, make flurry of blows attacks, reroll dice rolls, or stun victims (or nauseate or daze). I would also increase the number of qi points a monk would get each level (like others have suggested). I would actually remove the whole bonus feat section as people can never seem to agree on what feats should go in the monk's grab-bag.
I would create ki straps and leave amulet of mighty fists (but call it amulet of mighty attacks). The ki straps would be less expensive than the amulet but could only be used by monks and those with the Improved Unarmed Strike feat.
I would improve monk weapons by increasing the damage monks can do with them. Basically, the monk weapons would improve whenever the monk's unarmed attacks improve. Monk weapons would always do one less damage dice however, to prevent monk's relaying on them at all the time. I would also increase the range of monk weapons to include spears and various types of swords (such as the butterfly sword and even longsword).
This is a very quick rundown of the changes I would make, hence they would probably need a great deal more revision and thought.
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Andreas Skye wrote:
Zaister wrote:
Multiclass restrictions for monks and paladins have been removed in Alpha 3.
And this sounds bad... Maybe game-balance oriented, but kinda blows the background texture of the classes. How can you dabble into paladinhood or monasticism?
I would go for feats, specifying a class which made sense within your character concept, like Paladin-clerics (warrior priests) or monk-rogues (for a fantasy ninja type), not free multiclassing.
Also, requiring that the new class does not go over your paladin or monk level sounds like a good idea.
Maybe that's not in the spirit of current-day power gaming, but I am the story background guy :-)
Is this any different to dabbling in wizardy or dabbling in the clergy? If we are talking background here very few classes should be able to freely multiclass. I can easily imagine a world where a deity tells his clergy "once a cleric always a cleric" or a wizard cannot learn the secrets of true arcana because he spent too much time swinging an axe. Anything can be asserted if you have the mind to do it.
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Those people who want to include Run in an Athletics-type skill (or simply have it as a separate skill) I have a few things I want you to consider.
Running any length of time in the game is currently a factor of Constitution. How would a Run/Athletics-based skill that uses Strength as it prime ability score handle this conundrum?
What would be the DC for running triple your speed? What would be the DC for running quadruple your speed in armor? Would your armor check penalty affect your running speed? What would the Athletics/Run DC be for running 10 times your speed for 3 rounds?
There are so many questions.
Now its up to all those people advocating change to provide some answers.
The floor is yours.
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TWF needs to be as beneficial to use as using a two-handed weapon, but cannot be more powerful either. This is the main problem. How to make TWF worthwhile without making it overpowered. It's a really hard balancing act for designers because of the number of feats and abilities that can add to both, and the different types of characters, choices and weapons available. I'm certain that for every character who has suffered from using TWF there has been a character who has excelled when fighting with two weapons.
TW-Rend is a good option for making TWF better, as is a feat or ability that allows you to use both weapons as a standard action. making TWF easier to use is also another option, but from experience I can tell you using two weapons at once is a lot harder than using one weapon and when swinging a single weapon with two arms you can hit harder.
This is where threads on this site work at cross-purposes to each other. Look around at some of the other posts about barbarians or sneak attacks. For every person who is upset about TWF there is someone pointing out the damage that a rogue can do with TWF and sneak attack.
Also, what about poor old characters who use a weapon and shield. Making TWF even better will doubtless harm this combination even more, forcing those people to complain that they need to make the combination more powerful.
There is no one true solution to this problem, because as soon as someone "fixes" TWF there will be someone complaining that it is too powerful. You know it and I know it. It's almost like the old Cold War arms race. Everyone wants to make sure that their option is as powerful if not more powerful than everyone else's.
Hopefully, no one is making an argument for TWF simply so they can slice through 10,000 orcs with two scimitars at once!
That drow has a lot to answer for.
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Molech wrote:
Outside of the gaming world all of this is golly-gosh neat, gee-wiz fun to discuss.
But inside game, just playing PCs or running NPCs, Chaotic is ALWAYS stupid.
Stupid Evil
Stupid Neutral
Stupid Good
So Lawful is better.
If a DM or PC is running a "Chaotic" character and not being stupid that means the character isn't really Chaotic despite its character sheet.
-W. E. Ray
Now that is a rather strange viewpoint, but one I have run across before. That's like saying Chaotic Evil is more evil than Lawful Evil. Now that's just weird!
It's one of the few things I liked about 4e straight up. No chaotic or lawful to worry about.
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YULDM wrote:
Reddog wrote:
I don't see a real problem with the pathfinder sneak attack. Maybe for the dm's who don't like new sneak attack, here is an idea. Make the PC do a spot check vs. the oppenets AC to find a weak spot. This makes common sense for someone who can't make a knowledge check of that type of creature. I plan on playtesting this and seeing how it works out.
Not a bad idea. But AC and Spot modifiers don't scale up at the same rate. A Rogue could get +1 on spot every level, when AC don't go up by one every level.
But the idea is not bad. Maybe this can be applied to type of creature not previously sneakable (3.5 vs PFRPG)
Spot is already one of the fonction of the Rogue.
That is actually a very interesting idea. It's something that would be a new use for Spot (or is it Perception in Pathfinder). Nicely done!
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I really don't mind that much if Paizo rolls Climb, Jump and Run into Athletics, but skill synergies should be dropped or revised. I also think that rolling swimming into Athletics would be wrong, since its not a function of Athletics.
By the way, players may be the most important part of an adventure or campaign, but they aren't separate from everything else, and changes in rules affect all aspects of the game, not just the PCs.
Then again, I'm coming to this argument from the perspective of a designer and GM, not necessarily as a player. As a player I would like nothing better than to shrink down and streamline the skills. It would make my troll barbarian and human monk/rogue characters (in the WOW rpg and Eberron respectively) fantastic.
I do have a few questions, however. The player's speed determines the bonus he gains to the Jump skill. How would this be rolled into the Athletics skill? Would a monk character have to keep separate modifiers for his Athletics skill? would his base speed add to his bonus when running? How about the combination of running and jumping? Could a player use the Athletics skill to run very fast and then gain a bonus to his Jump check?
What about armor check penalties for swimming? Are they still doubled for those with the Athletics skill? That's yet another separate modifier. And does your land speed affect your swim speed?
Also, when creating monsters or animals with a climb speed what do we give them, a +8 racial modifier to their Athletics skill, but only when climbing? A choker would then have to have two entries, one being its Athletics skill and another in brackets its Athletics skill when climbing. It makes sense I suppose, but are we potentially confusing GMs here?
I don't mind rolling stuff together into one skill, but is it absolutely necessary? Is your game being ruined because it isn't being done?
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KaeYoss wrote:
Chaos will win out. It was there first, and it will be there after all order crumbles.
Chaos is the natural (get this) order of things. It's always there, and it's always there first. You have to establish order from chaos. It's always limited, both in time and space (which are really the same), and all "victories" of order over chaos won't last.
Plus, chaos is so much more fun. Can do what you want.
See? We win. On all fronts. Haha.
Chaos is predictable and ordered. You know that a chaotic event or entity will be chaotic and therefore it is inherently lawful in its form and function. It is simply a facet of the great eternal order of the universe.
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Chris Self wrote:
Mike McArtor wrote:
Molech wrote:
In fact, it's always wrong if any Chaotic Power is better than any Lawful Power. It's just wrong.
I totally agree!!!
I totally disagree!!!
Entropy rules!
You young saplings do not understand that despite all your bluff and bravado neither good nor evil, nor law or chaos holds the key to the universe's mysteries. They are all part of the same grand scheme and would fall apart without the other.
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Squirrelloid wrote:
Phil. L wrote:
I don't think throwing powers at the cleric would solve that problem. You would have people pick the cleric not for its healing capabilities, but for its other powers. Therefore, it would more likely appeal to players who don't want to heal the other party members, but want to be powermongers.
The cleric is already one of the strongest classes. Then again, I always have at least one player choose a healer of some kind, since they realize what happens when they don't (things becomes a lot more difficult).
I think making clerics different is more of a flavor thing (like other posters have suggested).
Newsflash, smart cleric players don't heal people. They have each party member buy a wand of CLW (or lesser vitality) and use it between combats for them. Healing in combat is generally a poor tactical choice. The cleric will end the combat faster (and thus save party member's lives more effectively) by opening a gigantic can of whupass CoDzilla style. Offense trumps defense in D+D.
So giving them more powers is totally unnecessary, but won't have the effect you detail - people already do that. In fact, heal-b#@%* is a really boring role which is what caused WotC to improve Clerics in the first place (seriously, the designers *said this*) - no one wanted to play them because no one wanted to spend combat healing other people.
I never said they didn't need a power boost, but you will see from the Pathfinder tables that clerics have more dead levels than any other class. Obviously, Paizo thought the changes to them should be the smallest of any class.
Turning has now become a healing option so that clerics have more healing power. This is to free up clerics spells for other purposes. Obviously, the people at Paizo thought that clerics still used a large portion of their spells for healing and wanted to change it.
I have played in campaigns where everyone had wands, but what happens during combat when players are being hammered by monsters for lots of damage and need healing during combat? Is the cleric supposed to rummage through the other players gear to get his wand? Also wands cost money, and at high levels wands of CLW (created at minimum CL) just don't cut it anymore. Even a wand of CMW is 4,500 gp (that's 18,000 gp for 4 PCs and even that only heals 2d8+3 hp per use).
Again, people like you seem to want to bring up specific situations that happened in their games and apply it to every situation. I can tell you that I have seen over a score of clerics played in D&D over the years (by over a dozen different people including teachers, lawyers, police officers and scientists) and only one of them chose your smart option.
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People here are all about crunching the math and not about trying to find an actual solution to the problem. Use all that brain power you are expending to be constructive in solving the problem if one actually exists.
Strangely, I doubt the Paizo staff are going to spend the time reading through all your hypothetical situations and biased mathematical claculations (the maths itself is not biased but your application of it is).
Ask this question:
Were the campaign's you have played in ruined by the rogue or were there other factors at work? An overly permissive GM, a number-crunching power-gamer, a glut of magic items specifically tailored for the rogue, a lack of creatures with immunity to sneak attack, a rule or rulebook that stuffed up game balance so badly that it made the rogue a powerhouse?
Obviously the Paizo staff thought the rogue needed a power boost, not a further retraction of its abilities.
Also, how many people here have been colored by an obvious bias against the rogue? Are you a GM whose campaign was ruined by a player with a rogue character? Guess whose fault that was? YOUR'S! Are you a player with an unreasoning dislike of the rogue? GET OVER IT! Are you one of those people who just like to whine and whinge to prove you are right? I wonder.
Present an actual reason for reducing sneak attacks to a standard action other than a mathematical one. And you can't use the argument that a person can't strike different weak spots multiple times, because of course they can if they have been trained to do so. Come up with another viable non-mathematical reasoning. If you can?
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I think making more creatures susceptible to critical hits and sneak attacks is useful for both martial characters and rogues (and some ray specialist wizards). Sneak attack as a standard action is a sound change if it doesn't weaken the rogue to such an extent that it becomes incomparable to other classes.
Perhaps to solve the problem Paizo could make up an advanced talent that allows rogues to sneak attack multiple times? Therefore, a rogue who wants to sneak attack more than once per round must take an advanced talent to do so.
This means that a rogue who wants to sneak attack multiple times can't do so until he reaches 10th-level. this also stops fighter/rogues or ranger/rogues from excelling at sneak attacks because of multiple attacks or two-weapon fighting (making single class rogues even more attractive).
I haven't read all possible posts so someone else might have suggested this already.
By the way, perhaps the Spring Attack feat should read "a rogue can use sneak attack in conjunction with Spring Attack, but only gains the sneak attack damage once regardless of the number of attacks he gets while using Spring Attack". Perhaps this should be a section at the beginning of the feat list that addresses this issue (if more than one feat is affected).
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Jason Bulmahn wrote:
Well, unfortunately, I do not have the time to go into the thinking behind every decision we made, I can go over some of the questions you posted here.
1. The skill system was changed to streamline them from the GMs perspective. Skills can be a real headache for GMs and this system attempted to address that issue. I was a bit surprised by the backlash, but not too much. We are currently revising the system.
2. The thought here was to give a cinematic flavor to combat, allowing combatants to flow from one maneuver to another. Considering the response, there is a change in the works here as well. I would note that issues 1 and 2 here are perhaps the most contentious in the whole document and we are moving to fix both of them.
3. The classes did need a boost. Most stray off into pclasses as soon as they qualify or take multiple classes to garner valuable abilities. We wanted to make it more of a choice. You can gain some significant abilities by investing in another class, but we wanted the base classes to remain an tantalizing option. As for which class is the most powerful, I think if you ask 11 people, you will get 11 different answers.
4. These rules were changed for the reasons presented on page 44. We needed to give the cleric the ability to actually cast his spells, instead of just converting them in to healing.
5. We went with the CMB to unify the mechanics for a number of similar abilities. Fixing up the grapple rules was high on my list of problems to fix.
6. Because the existing XP system is not open content. We went with this system to eliminate the need of a nasty XP like the one from the 3.5 rules set.
Hope that helps.
Jason Bulmahn
Lead Designer
Thanks for those replies :). I wanted a clear answer for each and I got them. I also didn't realize that the current XP system was not Open Content (then again it doesn't become an issue unless you are putting a new system together).
Keep up the great work.
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The only glaring problem I can see with this new system is how saving throws work. A fighter or rogue has a single good save (Fortitude and Reflex respectively) which means that the fighter has a good chance of saving against slay living while a rogue has a good chance of saving against fireball. Unfortunately, both classes also have two poor saving throws, which means they are quite likely to fail spells which require them.
Now, with that discrepancy in mind (which continues to grow bigger and bigger as PCs advance in level) consider what increasing the spell save DCs of all spells would accomplish? Characters with good saves probably wouldn't be hurt that much, while characters with poor saves would be hammered. Now you may think I am overreacting and magic items and feats can improve saves, but the same can be said for spellcasters. Between Spell Focus and Greater Spell Focus, Heighten Spell and ability boosting magic items, spell save DCs could be so high that certain characters or monsters might never stand a chance of saving against them unless they rolled quite well.
Also, consider this. You have a 20th-level enemy fighter with a +6 base Will save, +3 for a cloak, +1 for Wisdom, and +2 for Iron Will. Then you have a 17th-level PC cleric with hold person and a Wisdom of 25 (15 base + 4 stat increases + periapt of Wisdom +6)Now the save against the spell is DC 19, which means the fighter has a pretty good chance of succeeding against it. But if we were to increase the power of the spell as suggested, a 2nd-level spell would be DC 26 (base 10 + (17 + 2) + 7 = 26). Now that enemy fighter better start praying he rolls a 14 or higher otherwise he might as well kiss his life goodbye.
Sorry, but until saving throws are also changed, I don't think spell DCs should be modified any further than they already are.
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I don't know if this question has been asked before but what design principles have been followed when developing this game? Is this a question that Paizo staff can't answer, and if not why not?
I'm asking you these questions because you have asked for quite a bit of feedback from people but haven't elaborated on why you have made these design decisions in the first place. It's interesting that you want comments about the game but haven't elaborated any further than you have about your decision making process. In the Alpha rules you briefly talk about things like more hit points (which most posters agree with) but what about the bigger changes in the game? for instance:
1. Why did the team change the skill point system and have you been surprised by the response?
2. What were the thoughts behind the new Combat Feat rules? Why were chaining feats created? Did you expect the strong backlash that you have received?
3. The classes. Why did the designers feel that all the classes needed a boost? Most people agree that they did, but what were the throughts behind things like rogue talents and domain powers? Plus, considering that clerics are already regarded as one of the most powerful base classes why did they need to be even better?
4. Why change the turning rules? Was it simply to give clerics more healing or was there something more to it?
5. Why change the grapple rules? We know that the grapple rules needed to be changed, but what made the team decide on the CMB?
6. Why did the XP rules need to be changed? In the team's estimation, what was wrong with the original system?
Some of these questions have been answered in a piecemeal approach, but not in any concerted way. Perhaps if people knew some of the reasons you changed things they would be more likely to agree with you. Then again, it might not make any difference. At the very least it would give us an insight into the minds of people like Jason, Mike, James and Erik.
So, how about it?
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James Jacobs wrote:
I actually like save-or-die effects, be they something like a medusa's petrification gaze or a death spell or whatever. What I don't like is how unnecessarily punishing it is to raise a character from the dead.
In my home game, save or die effects are there, but the PCs have resources to counter them (such as hero points) or fix them (such as stone to flesh, or cure deadly wounds, or resurrection, or whatever).
Throwing creatures with save-or-die effects at a party when they don't have ways to handle the effects is cheesy though. The cockatrice, by extension, probably shouldn't have a petrification attack... or alternately, it should be quite a bit higher than CR 3.
This is where great minds diverge. James likes SoD and dislikes the efforts to raise dead, while Monte Cook dislikes SoD and likes making it harder than normal to raise people from the dead. Go figure! ;)
I'm ambivalent about Sod mechanics. They can make encounters particularly tense and deadly (and fun for DMs and players), but at the same time can ruin a person's night because of one unfortunate dice roll.
That being said I wouldn't mind playtesting a system where SoD mechanics were replaced by ability damage and physical damage. Therefore, the gaze of a meduse would deal 2d8 points of Dexterity damage on a failed save, while something like slay living would deal 3d6 points of Con damage on a failed save.
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