Chraal

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Some of the guides in the Guide to Class Guides have sections for recomended items.

http://zenithgames.blogspot.com/2012/11/the-comprehensive-pathfinder-guides .html

I also encounter useful the next link, although it is not intended as an exhaustive guide to items, in fact it's pretty short.

http://zenithgames.blogspot.com/2013/11/improving-your-class-with-items.htm l


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I started to play back in the 3.0 days (near to 2001); when 3.5 came out we switched to it without any problem except for the money "lost" in our 3.0 core books. I ceased to play in 2006 because most of the crew moved away from town.

I found a D&D 4E group in 2008 but I had the misfortune to play with a bad GM (IMHO), I played with him about six months and after that I was so tired that decide not to play more; my experiences with D&D 4E were not good and I started to accept things like "all classes feel the same" as arguments against D&D 4E. I've been playing pathfinder since 2010 and I have to say I really enjoy the game.

Since last year I started to play as well Mutants & Masterminds 3E (not sword & sorcery at all) and I can tell that all characters are almost the same if you remove the fluff (no classes here, just "concepts"), and the balance is as good as D&D 4E (if not even better) with the power level limits. The funny thing here is that things I believed were bad about D&D 4E are present in M&M and I don't feel them bad anymore, I really enjoy that game too. Now I would be glad to give D&D 4E another chance but right now I don't know about available groups to play in town.

So PF and D&D 4E are different games in many concepts, similar in others, but really none of them is better than the other, your perception just depend on things you like and people you play with.


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In my opinion the God of Death has to be true neutral, I see no reason to attach death to law, I mean a lawful lich can try avoid the death same as a chaotic one.


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Aelryinth wrote:
Master_Crafter wrote:

I think it is important that just getting Crane Style and Crane Wing takes 5 lvls if you don't have the Master of Many Styles archetype (though this archetype does ,with a human's bonus feat, have the potential to get these feats by lvl 2 and the entire chain by lvl 3)

Most fighters will only have to wait one lvl before they get another attack, but in the meantime they can still use two weapon fighting to bypass the Crane Wing feat's block of a single attack. Any Monk with Flurry of Blows could also bypass this defense.

As for the rules lawyering, there was an article somewhere that covered the fact that the rules were intended to both simulate reality and allow some fantastical abilites on top of that, however imperfectly they meet these requirements. Which also means that the developers intended for players to use what is commonly referred to as "common sense," as uncommon as that trait might be.

To Hyla: I believe that the article in question specifically named the method you are using to adjudicate the rules as something along the lines of Rules As I Interpret Them And You Can't Prove Me Wrong, Neyah! (RAIITAYCPMWN)

And just note that if you are going to apply "your Strength modifier, as normal" to your natural attacks you are also making a judgement call as to what is normal.

Normal for what? A melee attack? A rule that only affects attacks with weapons?

It seems that by your own logic you have just defined natural attacks as attacks with natural weapons.

And if that is not enough, what about the sub-section about "'Armed' Unarmed Attacks" in the "Unarmed Attacks" section (CRB p182).

If they are considered armed attacks, what are they "armed" with? Natural weapons? Wouldn't that make it a weapon attack?

Just saying that you should be wary of trying to rules layer too much, especially when it flies in the face of common sense and logic. There will always be someone who can poke holes in it. It might just take a bit to encounter that person.

And it makes

...

I'm happy to not be playing with this guy in my RPG games, he read the rules and he assumes no one else has the right about those.


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I really do not see the problem with the gunslinger, he doesn't seem overpowered at all. In fact he brings again one of the things I most love from 3.x/PF, the different mechanics between classes.

Talking about flavor, I really love to play a Roland Deschain's character.